Game machine

The integration of touch detection and responsive effects in gaming machines, such as pachinko machines, addresses the need for enhanced player engagement by offering dynamic and interactive gameplay experiences.

JP2025100141APending Publication Date: 2025-07-03SANSEI R&D KK
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Patent Information

Application Number
JP2023217291
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-22
Publication Date
2025-07-03

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player engagement and interest during game play, particularly through innovative effects beyond traditional vibration feedback.

Method used

Incorporation of detection means to identify player interaction with game components and execute specific or alternate effects based on touch detection, including vibration generation and other sensory feedback.

Benefits of technology

Enhances player engagement by providing dynamic and responsive game effects, improving overall interest and enjoyment.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To increase the interest of a game.SOLUTION: A game machine comprises detection means for detecting information related to a player being in touch with a handle, and performance execution means for executing a specific performance at least when the detection means detects the information. When the detection means does not detect the information at a predetermined timing, the performance execution means executes another performance in place of the specific performance.SELECTED DRAWING: Figure 26
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Description

Technical Field

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

Background Art

[0002] Conventionally, there has been a gaming machine capable of executing a vibration effect of an effect button during a game effect according to a jackpot determination result (see, for example, Patent Document 1).

[0003] In this gaming machine, when the vibration effect of the effect button is executed during the operation of the effect lever, the vibration related to the vibration effect is transmitted to the player through the effect lever.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, in order to improve the interest of the game in such a gaming machine, there is still room for improvement.

[0006] The present invention has been made to solve the above-described problems, and an object thereof is to improve the interest of the game.

Means for Solving the Problems

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

[0008] [Application Example 1] A gaming machine, detection means for detecting information related to a state in which a player is touching a handle, When the information is detected by at least the detection means, it includes an effect execution means for executing a specific effect. When the information is not detected by the detection means at a predetermined timing, the effect execution means executes another effect instead of the specific effect. A gaming machine characterized by the above. [Application Example 2] The gaming machine according to Application Example 1 further includes a vibration generation means for generating vibration. As the specific effect, the effect execution means can execute an effect by the vibration generation means. A gaming machine characterized by the above. [Application Example 3] A gaming machine according to Application Example 1 or Application Example 2, When the information is detected by the detection means during the execution of the other effect, the effect execution means stops the other effect and executes the specific effect. A gaming machine characterized by the above. [Advantages of the Invention]

[0009] According to the present invention, the interest of the game can be improved. [Brief Explanation of Drawings]

[0010]

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Mode for Carrying Out the Invention

[0011] <First Embodiment> 1. Structure of the gaming machine FIG. 1 is a front view of a gaming machine 1 as an embodiment of the present invention. Hereinafter, the left - right direction of the gaming machine 1 will be described as being the same as the left - right direction as viewed from a player facing the gaming machine 1. Also, the front direction of the gaming machine 1 will be described as the direction from the gaming machine 1 toward the player, and the rear direction of the gaming machine 1 will be described as the direction from the player toward the gaming machine 1.

[0012] The gaming machine 1 is a pachinko gaming machine that fires a game ball based on a player's firing operation, and when the game ball wins a prize in a specific prize - winning device, a predetermined number of game balls are paid out to the player based on that prize. The gaming machine 1 includes a gaming machine frame 50 and a game board 2, and the game board 2 is attached inside the gaming machine frame 50. The gaming machine frame 50 includes, in addition to a front frame (front frame portion) 53, an outer frame (base frame portion) that forms the outer portion of the gaming machine, and an inner frame to which the game board 2 is attached inside the outer frame. The front frame (front frame portion) 53 is a vertically rectangular unit disposed on the front side of the outer frame and the inner frame, and includes a handle 60, a hitting - ball supply tray (upper tray) 61, an excess - ball receiving tray (lower tray) 62, an effect button 63, a sword member 64, a sword button 65, a frame lamp 66, a speaker 67, a select button 68, and a frame movable body 600. An opening is formed at the center of the front frame 53, and through the opening, the game area 3 of the game board 2 can be visually recognized.

[0013] The handle 60 is disposed at the lower right end of the front frame 53 and launches the game balls with a launch intensity corresponding to the rotation angle. The ball supply tray (upper tray) 61 is provided below the front frame 53 and stores the game balls. The surplus ball tray (lower tray) 62 is disposed below the ball supply tray (upper tray) 61 and stores the game balls that cannot be fully accommodated in the ball supply tray (upper tray). The effect button 63 is an operation unit disposed near the ball supply tray (upper tray) and is operated (pressed) by the player during effects executed as the game progresses. The sword member 64 is an operation unit imitating the shape of a sword and can be pushed downward by the player during effects executed as the game progresses. The sword button 65 is an operation unit provided at the upper end portion of the sword member 64, that is, at the end of the sword handle, and is operated (pressed) by the player during effects executed as the game progresses. The sword member 64 is configured to be capable of performing two different operations: a first operation of pushing the entire sword member 64 downward and a second operation of pressing the sword button 65 at the tip. The frame lamp 66 is disposed around the opening of the front frame 53 and performs a light emission effect during the game or the like. The speakers 67 are disposed at the upper left and upper right of the front frame 53 and perform a sound effect during the game or the like. The select button 68 is a so-called cross key and is composed of a left button, a right button, an up button, and a down button, enabling various inputs. The frame movable body 600 is a movable so-called gimmick provided at the upper part of the front frame 53. The frame movable body 600 is configured to be displaceable from a stored state stored inside the front frame 53 to an exposed state protruding above the front frame 53.

[0014] The game board 2 includes a game area 3, a rail member 4, a board lamp 5, an image display device 7, a center ornament 10, a board movable body 15, a fixed winning device (umbilical cord) 19, a normal variable winning device (electric chewing gum) 22, a gate (through chucker) 28, a big winning device (attacker) 31, a general winning port 27 (normal winning port 27), an out port 16, and displays 40.

[0015] The game area 3 is an area where the game balls launched by the operation of the handle 60 flow down, and a plurality of game pins for guiding the game balls are protruding. The rail member 4 is arranged at the left end of the game area 3 and guides the game balls launched by the operation of the handle 60 upward in the game area 3. The panel lamp 5 is arranged on the back side of the game area 3 and irradiates light from the back side of the game area 3.

[0016] The image display device 7 is provided near the center of the game area 3 and includes a display screen 7a. The image display device 7 may be a liquid crystal display device, or may be other image display devices such as an organic EL display device, a plasma display, a projector, or a dot matrix. The display screen 7a of the image display device 7 has an effect symbol display area where effect symbols (decoration symbols) 8L, 8C, 8R are variably displayed (also referred to as variable display), a hold image display area where hold images 9A, 9B are displayed, and a hold digestion image display area where a hold digestion image 9C is displayed. The hold images 9A, 9B are images representing a hold, and are also referred to as hold icons 9A, 9B. The hold digestion image 9C is an image representing the hold, and is also referred to as the hold digestion image 9C or the hold icon 9C. Furthermore, since the hold digestion image 9C does not strictly indicate a hold, it is also referred to as the variable image 9C or the variable icon 9C.

[0017] The performance symbol display area includes three symbol display areas: "left", "center", and "right". The left performance symbol (left decorative symbol) 8L is displayed in the left symbol display area. The middle performance symbol (middle decorative symbol) 8C is displayed in the middle symbol display area. The right performance symbol (right decorative symbol) 8R is displayed in the right symbol display area. The performance symbols 8L, 8C, and 8R are composed of a plurality of symbols representing numbers from, for example, "1" to "9". The variable display of the performance symbols 8L, 8C, and 8R is synchronized with the variable display of the first special symbol and the second special symbol described later. The image display device 7 can clearly display to the player the results (big win lottery results) of the variable display of the first special symbol and the second special symbol displayed by the first special symbol display 41a and the second special symbol display 41b described later, according to the combination of the performance symbols displayed in the left, middle, and right symbol display areas.

[0018] For example, when winning a big win, the performance symbol is stopped and displayed as a triple like "777". When losing, the performance symbol is stopped and displayed as a non-triple like "637". This makes it easy for the player to grasp the progress of the game. The player can grasp the big win lottery results not only from the first special symbol display 41a and the second special symbol display 41b, but also from the image display device 7. Note that the position of the symbol display area does not have to be fixed. Also, as the mode of the variable display of the performance symbol, it may be a mode of scrolling in the vertical direction or other modes. What combination of performance symbols is stopped and displayed according to each lottery result is not limited to the above and can be arbitrarily set. Hereinafter, the performance of displaying the performance symbols 8L, 8C, and 8R is also referred to as "variable performance of the performance symbol", "variable performance of the decorative symbol", or simply "variable performance". Note that the variable performance of this decorative symbol counts the performance during the period from the start of the variable of the special symbol to the stop (also referred to as the special symbol variable period) as one variable performance. Therefore, even if the decorative symbol is temporarily stopped during the period from the start of the variable of the special symbol to the stop, the performance of the temporary stop is included in the variable performance of the decorative symbol.

[0019] In addition to the effect symbol variation effect, the image display device 7 can display, on the display screen 7a, a jackpot effect that is carried out in parallel with a jackpot game (an example of a special game), a demo effect for waiting customers, and the like. In the effect symbol variation effect, in addition to the effect symbols, effect images such as background images and character images may also be displayed. Further, the image display device 7 may display, on the display screen 7a, an identification display (a fourth symbol, not shown) that can suggest that a special symbol is in the process of variation or suggest the lottery result of the special symbol. Note that the identification display (the fourth symbol) may be displayed by a light emitter such as an LED provided in the game area 3.

[0020] The held image display area includes a first held display area that displays the held image 9A according to the number of held images of the first special symbol described later, and a second held display area that displays the held image 9B according to the number of held images of the second special symbol described later. By displaying the held images 9A and 9B, the number of held images of the first special symbol displayed on the first special symbol held display 43a and the number of held images of the second special symbol displayed on the second special symbol held display 43b described later can be clearly displayed to the player. The held completion image display area includes a held completion display area that displays the held completion image 9C. The held completion image 9C corresponds to the effect symbols (effect symbols 8L, 8C, 8R) that are currently varying on the display screen 7a, and by displaying the held completion image 9C, it is possible to clearly display to the player that the first special symbol hold or the second special symbol hold is completed (the "completion of the special symbol hold" described later).

[0021] Above the image display device 7, a movable so-called gimmick, a board movable body 15 (also referred to as a movable accessory 15), is provided. The movable accessory 15 is configured such that a rectangular member (decoration part) described as "OARO" can move in the vertical direction. The movable accessory 15 normally stands still at a retracted position (FIG. 1) above the image display device 7, and can move downward (advance) from the retracted position toward the center of the display screen 7a and stand still at an advanced position in front of the display screen 7a. The movable accessory 15 covers a part of the image display device 7 when it stops at the advanced position.

[0022] The center decoration body 10 is near the center of the game area 3 and is arranged in front of the image display device 7. A stage portion 11 is formed at the lower part of the center decoration body 10. The stage portion 11 has a shape capable of guiding the game balls rolling on the upper surface of the stage portion 11 to the first starting port 20 described later. A warp portion 12 is provided at the lower left of the center decoration body 10. The warp portion 12 includes an inlet portion into which the game balls flow and an outlet portion from which the game balls flow out, and allows the game balls flowing in from the inlet portion to flow out from the outlet portion to the stage portion 11.

[0023] The fixed winning device (umbilical cord) 19 is arranged below the image display device 7 in the game area 3 and includes a first starting port (first starting winning port, first ball inlet port, fixed starting port) 20 where the ease of entry of the game balls never changes. The winning of the game balls into the first starting port 20 serves as an opportunity for the lottery of the first special symbol (big win lottery). In other words, the winning of the game balls into the first starting port 20 serves as an opportunity for obtaining a big win random number, etc. and for making a big win determination, etc.

[0024] The ordinary variable winning device (electric chew) 22 is arranged below the first starting port 20 in the game area 3 and includes a second starting port (second starting winning port, second ball inlet port, variable starting port) 21. The winning of the game balls into the second starting port 21 serves as an opportunity for the lottery of the second special symbol (big win lottery). The electric chew 22 includes a movable member 23 in front of the second starting port 21, and the second starting port 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chew solenoid 24 (Figure 3). The second starting port 21 allows the game balls to enter when the movable member 23 is in the open state. Note that for the electric chew 22, it is sufficient that the entry of the game balls into the second starting port 21 is easier when the movable member 23 is in the open state than when it is in the closed state, and the game balls may be able to enter the second starting port 21 when the movable member 23 is in the closed state.

[0025] The gate (through checker) 28 is arranged above the big winning device (attacker) 31 in the game area 3 and is configured to allow the game balls to pass through. The passage of the game balls through the gate 28 triggers the normal symbol lottery that determines whether to open the electric chute 22. In other words, the passage of the game balls through the gate 28 triggers the acquisition of the normal symbol random number (winning random number) and the opportunity for winning determination and the like.

[0026] Here, the "special symbol lottery" means that when a game ball wins in the first start port 20 or the second start port 21, a random number for special symbol determination is acquired, and by comparing this acquired random number with a value corresponding to a predetermined "big win", it refers to the process of determining whether it is a big win. The lottery result of this "big win" is not immediately notified to the player. Instead, a variable display of the special symbol is performed on the first special symbol display 41a or the second special symbol display 41b described later. When a predetermined variable time has elapsed, the special symbol corresponding to the lottery result is stopped and displayed (confirmed display), and the lottery result is notified to the player. In the image display device 7, a symbol matching game is performed in which the effect symbols are variably displayed in synchronization with the variable display of the special symbol. Through this symbol matching game, the lottery result of the big win is more effectively notified to the player. When counting the repeated variable displays of the special symbol, it may be expressed as "rotation" or "variation". For example, it is expressed as "3 rotations after a big win" or "3 variations after a big win". The number of variable times of the special symbol is specifically managed as the "number of games".

[0027] Also, the "normal symbol lottery" means that when a game ball passes through the gate 28, a random number for normal symbol determination is acquired, and by comparing this acquired random number with a value corresponding to a predetermined "win", it refers to the process of determining whether it is a win. Regarding the lottery result of this normal symbol, the lottery result is not immediately notified when the game ball passes through the gate 28. Instead, a variable display of the normal symbol is performed on the normal symbol display 42 described later. When a predetermined variable time has elapsed, the normal symbol corresponding to the lottery result is confirmed and displayed (lit or extinguished), and the lottery result is notified to the player.

[0028] The big winning device (attacker, special variable winning device) 31 is arranged above the upper right of the first starting port 20 in the game area 3, and includes a big winning port (special winning port) 30. The big winning port 30 is provided with an opening and closing member (first special winning port opening and closing member) 32 that allows or inhibits the acceptance of game balls by means of a swinging opening and closing operation. The opening and closing member 32 is driven by a big winning port solenoid 33 (Fig. 3). The big winning port 30 allows game balls to enter when the opening and closing member 32 is in the open state.

[0029] The big winning port sensor 30a (Fig. 3) detects the winning of game balls into the big winning port 30. The big winning device 31 of the present embodiment further includes a big winning device discharge sensor (not shown) that counts the number of game balls discharged from the big winning device 31.

[0030] The general winning port 27 is provided at the lower part of the game area 3. The out port 16 is provided at the lower part of the game area 3 and discharges game balls that have not won in any of the winning ports outside the game area 3. The displays 40 are arranged near the center on the right side of the game board 2. Details of the displays 40 will be described later.

[0031] In the game area 3, there are a left game area 3A on the left side of the center in the left - right direction and a right game area 3B on the right side. The shooting method of shooting game balls so that the game balls flow down in the left game area 3A is called "left shooting". On the other hand, the shooting method of shooting game balls so that the game balls flow down in the right game area 3B is called "right shooting". In the gaming machine 1, it is possible to aim for winning in the first starting port 20 by left shooting. On the other hand, it is configured such that passing through the gate 28, winning in the second starting port 21, and winning in the big winning port 30 can be aimed for by right shooting.

[0032] FIG. 2 is an enlarged view of the display devices 40. The display devices 40 include a first special symbol display device 41a, a second special symbol display device 41b, a normal symbol display device 42, a first special symbol hold display device 43a, a second special symbol hold display device 43b, and a normal symbol hold display device 44. The first special symbol display device 41a variably displays the first special symbol. The second special symbol display device 41b variably displays the second special symbol. The normal symbol display device 42 variably displays the normal symbol. The first special symbol hold display device 43a displays the stored number of the operation hold (first special symbol hold) of the first special symbol display device 41a. The second special symbol hold display device 43b displays the stored number of the operation hold (second special symbol hold) of the second special symbol display device 41b. The normal symbol hold display device 44 displays the stored number of the operation hold (normal symbol hold) of the normal symbol display device 42. The variable display of the first special symbol is triggered by the winning of a game ball into the first start port 20. The variable display of the second special symbol is triggered by the winning of a game ball into the second start port 21. Hereinafter, the first special symbol and the second special symbol are collectively referred to as "special symbols". Also, the first special symbol display device 41a and the second special symbol display device 41b are collectively referred to as "special symbol display device 41". Also, the first special symbol hold display device 43a and the second special symbol hold display device 43b are collectively referred to as "special symbol hold display device 43".

[0033] After variably displaying (fluctuating display) a special symbol (identification information), the special symbol display device 41 stops displaying to notify the result of a lottery (special symbol winning lottery, jackpot lottery) based on winning in the first start port 20 or the second start port 21. The special symbol to be stopped and displayed (stopped symbol, special symbol derived and displayed as the display result of variable display) is one special symbol selected from a plurality of types of special symbols by a special symbol lottery. When the stopped symbol is a special symbol (jackpot symbol) in a predetermined jackpot stop mode, a special game (jackpot game) is conducted to open the big winning port 30 in an opening pattern corresponding to the type of the stopped jackpot symbol (type of the winning jackpot). The opening pattern of the big winning port 30 in the special game will be described later.

[0034] The special symbol display 41 is composed of eight LEDs arranged side by side, and displays a special symbol according to the result of the lottery per special symbol by its lighting state. For example, when winning a big hit (one of multiple types of big hits described later), it displays a big hit symbol in which the LEDs at the 1st, 2nd, 5th, and 6th positions from the left are lit, such as "○○●●○○●●" (○: lit, ●: extinguished). When it is a miss, it displays a miss symbol in which only the LED at the far right is lit, such as "●●●●●●●○". A mode of extinguishing all the LEDs may be adopted as the miss symbol. Before the special symbol stops being displayed, the special symbol is variably displayed (variable display) for a predetermined variable time. The mode of variable display may be such that each LED lights up so that light repeatedly flows from left to right, for example. The mode of variable display is not limited to the above mode as long as each LED is not in a stop display (lighting display in a specific mode), and can be any lighting mode. For example, in the mode of variable display, all the LEDs may blink simultaneously.

[0035] In the gaming machine 1, when a game ball wins (enters) the first start port 20 or the second start port 21, the values (numerical information) of various random numbers such as jackpot random numbers obtained for the win are temporarily stored in the special figure retention memory area 84e (Fig. 5). Specifically, if it is a win at the first start port 20, it is stored in the first special figure retention memory area as the first special figure retention, and if it is a win at the second start port 21, it is stored in the second special figure retention memory area as the second special figure retention. There is an upper limit to the number of special figure retentions that can be stored in each special figure retention memory area 84e, and the upper limit value in this embodiment is 4 for both the first special figure retention memory area and the second special figure retention memory area. The special figure retention stored in the special figure retention memory area 84e is consumed when the variable display of the special symbol based on the special figure retention becomes possible. "Consumption of special figure retention" means determining the jackpot random number etc. corresponding to the special figure retention and executing the variable display of the special symbol to show the determination result. Therefore, in the gaming machine 1, when the variable display of the special symbol based on the win of the game ball at the first start port 20 or the second start port 21 cannot be performed immediately after the win, that is, even if there is a win during the execution of the variable display of the special symbol or during the execution of the special game, the right to the jackpot lottery for the win can be reserved with a predetermined number as the upper limit. The number of special figure retentions is displayed on the special figure retention indicator 43. The first special figure retention indicator 43a and the second special figure retention indicator 43b are each composed of, for example, 4 LEDs. Each special figure retention indicator 43 displays the number of special figure retentions by lighting the LEDs by the number of special figure retentions.

[0036] The variable display of the normal symbol is triggered by the passage of the game ball through the gate 28. The normal symbol display 42 variably displays (variably displays) the normal symbol, and then displays it in a stopped state to notify the result of the normal symbol lottery based on the passage of the game ball through the gate 28. The stopped normal symbol (normal symbol stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from a plurality of normal symbols by the normal symbol lottery. When the normal symbol stop symbol is a specific normal symbol (a normal symbol in a predetermined stopping state, i.e., a normal winning symbol), an auxiliary game is performed in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.

[0037] The normal pattern display 42 is composed of two LEDs, and displays a normal pattern according to the result of the normal pattern lottery by the lighting mode of the LEDs. For example, if the lottery result is a win, a normal winning pattern with both LEDs lit is displayed as "○○" (○: lit, ●: off). If the lottery result is a loss, a normal loss pattern with only the right LED lit is displayed as "●○". A mode in which all LEDs are turned off as a normal loss pattern may be adopted. Before the normal pattern is displayed in a stopped state, the normal pattern is displayed in a predetermined change time. The mode of the change display may be, for example, both LEDs are turned on alternately. The mode of the change display is not limited to the above mode, and can be any lighting mode, as long as each LED is not displayed in a stopped state (lighting display in a specific mode). For example, the mode of the change display may be all LEDs flashing at once.

[0038] In the gaming machine 1, when a game ball passes through the gate 28, the value of the normal symbol random number (winning random number) obtained for the passing is temporarily stored as a normal symbol hold in the normal symbol hold memory area 84f (Fig. 5). There is an upper limit to the number of normal symbol holds that can be stored in the normal symbol hold memory area 84f, and the upper limit value in this embodiment is four. The normal symbol hold stored in the normal symbol hold memory area 84f is consumed when the variable display of the normal symbol based on the normal symbol hold becomes possible. The consumption of the normal symbol hold means determining the normal symbol random number (winning random number) corresponding to the normal symbol hold and executing the variable display of the normal symbol to show the determination result. Therefore, in the gaming machine 1, when the variable display of the normal symbol based on the passing of the game ball through the gate 28 cannot be performed immediately after the passing, that is, even when a winning occurs during the execution of the variable display of the normal symbol or during the execution of the auxiliary game, the right to conduct the normal symbol lottery for the passing can be retained with a predetermined number as the upper limit. The number of normal symbol holds is displayed on the normal symbol hold display 44. The normal symbol hold display 44 is composed of, for example, four LEDs, and the number of normal symbol holds is displayed by lighting the LEDs corresponding to the number of normal symbol holds.

[0039] 2. Electrical Configuration of the Gaming Machine Based on Figs. 3 and 4, the electrical configuration of the gaming machine 1 will be described. Fig. 3 is a block diagram showing the electrical configuration on the main control board side of the gaming machine 1. Fig. 4 is a block diagram showing the electrical configuration on the sub-control board side of the gaming machine 1. The gaming machine 1 includes a main control board 80 (Fig. 3), a sub-control board 90 (Fig. 4), an image control board 100 (Fig. 4), a lamp control board 107 (Fig. 4), an audio control board 106 (Fig. 4), and a payout control board 110 (Fig. 3). The main control board 80 is a game control board that controls game benefits such as jackpot lottery and transition of game states, and constitutes the main control unit. The sub-control board 90 is an effect control board that controls effects executed as the game progresses, and together with the image control board 100, the lamp control board 107, and the audio control board 106, constitutes the sub-control unit. Note that the sub-control unit can be configured as long as it includes at least the sub-control board 90.

[0040] The main control board 80 includes a game control microcomputer 81 and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80, and controls the progress of the game of the gaming machine 1 according to a program. The game control microcomputer 81 includes a main ROM 83 that stores programs and the like for controlling the progress of the game, a main RAM 84 used as a work memory, and a main CPU 82 that executes the programs stored in the main ROM 83. Details of the data stored in the main ROM 83 and details of the storage areas provided in the main RAM 84 will be described later. The main ROM 83 may be configured as an external ROM. The game control microcomputer 81 performs data transmission and reception with other boards and the like via the input / output circuit (I / O port section) 87. The input / output circuit 87 may be built into the game control microcomputer 81.

[0041] Various sensors and solenoids are connected to the main control board 80 via the input / output circuit 87 and the relay board 88. The main control board 80 inputs signals output from each sensor and outputs signals to each solenoid. Examples of the sensors connected via the relay board 88 include a first start port sensor 20a, a second start port sensor 21a, a gate sensor 28a, a big winning port sensor 30a, a general winning port sensor 27a, and an out counter 25. Examples of the solenoids connected via the relay board 88 include an electric chute solenoid 24 and a big winning port solenoid 33. The first start port sensor 20a is provided inside the first start port 20 and detects a game ball that has won in the first start port 20. The second start port sensor 21a is provided inside the second start port 21 and detects a game ball that has won in the second start port 21. The gate sensor 28a is provided inside the gate 28 and detects a game ball that has passed through the gate 28. The big winning port sensor 30a is provided inside the big winning port 30 and detects a game ball that has won in the big winning port 30. The general winning port sensor 27a is provided inside the general winning port 27 and detects a game ball that has won in the general winning port 27. The out counter 25 is provided at the most downstream of the game board 2 and detects all game balls launched into the game area 3. The electric chute solenoid 24 drives the movable member 23 of the electric chute 22. The big winning port solenoid 33 drives the opening / closing member 32 of the big winning device 31.

[0042] Display devices 40 are connected to the main control board 80 via the input / output circuit 87. The game control microcomputer 81 performs display control for the first special symbol display 41a, the second special symbol display 41b, the normal symbol display 42, the first special symbol hold display 43a, the second special symbol hold display 43b, and the normal symbol hold display 44.

[0043] An external terminal board 70 is connected to the main control board 80 via the input / output circuit 87. The main control board 80 outputs to the external terminal board 70 prize ball information, door or frame opening information, the number of variations of the first special symbol or the second special symbol, the winning of game balls in the first start port 20 and the second start port 21, whether it is a big win, and a security signal, etc.

[0044] The main control board 80 is connected to the payout control board 110 via the input / output circuit 87. The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 for payout monitoring. The payout control board 110 is connected to a prize ball payout device 120, a loan ball payout device 130, and a card unit 135, and the launch device 112 is connected via the launch control circuit 111. The prize ball payout device 120 performs the payout of prize balls. The payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 based on a signal from the game control microcomputer 81 to perform the payout of prize balls. The payout prize balls are detected by the prize ball sensor 122 for counting. The loan ball payout device 130 performs the payout of loan balls. The payout control board 110 drives the loan ball motor 131 of the loan ball payout device 130 based on a signal from the card unit 135 connected to the gaming machine 1 to perform the payout of loan balls. The payout loan balls are detected by the loan ball sensor 132 for counting. The card unit 135 is arranged adjacent to the gaming machine 1 and outputs information regarding ball lending based on information such as an inserted prepaid card. The launch device 112 includes a handle 60 (FIG. 1), a launch motor 113, a touch switch 114, and a launch volume 115. When the handle 60 is operated by the player, the launch device 112 detects the contact of the handle 60 by the touch switch 114 and detects the rotation amount of the handle 60 by the launch volume 115. Then, the launch motor 113 is driven so that the game ball is launched with a strength corresponding to the magnitude of the detection signal of the launch volume 115.

[0045] The main control board 80 is connected to the sub-control board 90 (FIG. 4) via the input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only the transmission of signals from the main control board 80 to the sub-control board 90. That is, a unidirectional circuit (for example, a circuit using a diode), not shown, as communication direction regulating means is interposed between the main control board 80 and the sub-control board 90.

[0046] The sub-control board 90 includes a performance control microcomputer 91 and an input / output circuit 96. The performance control microcomputer 91 is a one-chip microcomputer mounted on the sub-control board 90, and controls the performance of the game of the gaming machine 1 according to a program. The performance control microcomputer 91 includes a sub-ROM 93 that stores programs and the like for controlling the performance as the game progresses, a sub-RAM 94 used as a work memory, and a sub-CPU 92 that executes the programs stored in the sub-ROM 93. Details of the data stored in the sub-ROM 93 and details of the storage areas provided in the sub-RAM 94 will be described later. The sub-ROM 93 may be configured as an external ROM. The performance control microcomputer 91 performs data transmission and reception with other boards and the like via the input / output circuit (I / O port section) 96. The input / output circuit 96 may be built into the performance control microcomputer 91. Connected to the sub-control board 90 via the input / output circuit 96 are an image control board 100, an audio control board 106, a lamp control board 107, and a relay board 108.

[0047] The image control board 100 includes an image control microcomputer 101, an input circuit 105a, and an output circuit 105b. The image control microcomputer 101 is a one-chip microcomputer mounted on the image control board 100, and performs display control of the image display device 7 according to a program. The image control microcomputer 101 includes a CPU 102, a ROM 103, and a RAM 104. In the ROM 103, in addition to the program for performing display control, still image data and moving image data to be displayed on the image display device 7, specifically, image data such as characters, items, graphics, characters, numbers, and symbols (including production designs) and background images are stored. The RAM 104 is used as a memory for expanding the image data. The CPU 102 executes the program stored in the ROM 103. The production control microcomputer 91 causes the image control microcomputer 101 to perform display control of the image display device 7 based on the command received from the main control board 80. The image control microcomputer 101 reads out the image data from the ROM 103 based on the command from the production control microcomputer 91, and performs display control based on the read image data.

[0048] A speaker 67 is connected to the audio control board 106. The production control microcomputer 91 causes the speaker 67 to output voices, music, sound effects, etc. via the audio control board 106 based on the command received from the main control board 80. The acoustic data such as voices output from the speaker 67 is stored in the sub-ROM 93 of the sub-control board 90. Note that the audio control board 106 may implement a CPU, and the CPU may execute audio control based on a command. Further, the audio control board 106 may implement a ROM, and the ROM may store acoustic data. Also, the speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may execute audio control. Further, the acoustic data may be stored in the ROM 103 of the image control board 100.

[0049] A frame lamp 66, a panel lamp 5, and a movable device 15 are connected to the lamp control board 107 and are controlled thereby. Based on the command received from the main control board 80, the effect control microcomputer 91 performs lighting control of lamps such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107. That is, the effect control microcomputer 91 creates light emission pattern data (data that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5, also referred to as lamp data), which determines the lighting / extinguishing and light emission color, etc., and controls the light emission of lamps such as the frame lamp 66 and the panel lamp 5 according to the light emission pattern data. The data stored in the sub-ROM 93 of the sub-control board 90 is used to create the light emission pattern data. The effect control microcomputer 91 operates the movable device 15 based on the command received from the main control board 80. The effect control microcomputer 91 creates operation pattern data (drive data) that determines the respective operation modes of the movable device 15 and controls the operation of the movable device 15 according to the operation pattern data. The data stored in the sub-ROM 93 is used to create the operation pattern data. Note that the lamp control board 107 may be equipped with a CPU, and the CPU may execute lamp lighting control and movable device 15 operation control based on commands. In this case, the lamp control board 107 may be equipped with a ROM, and data related to the light emission pattern and operation pattern may be stored in the ROM.

[0050] The relay board 108 is connected to the effect button 63, the select button 68, the frame movable body 600, and the touch switch 114. When the effect button 63 is pressed (depressed) by the player, it outputs a switch signal to the sub-control board 90 via the relay board 108. Also, the effect control microcomputer 91 vibrates the effect button 63 based on the command received from the main control board 80. The effect button 63 is not only operable by pressing, but also includes a vibration generating motor 63a and is configured to vibrate slightly. The effect control microcomputer 91 creates vibration data for driving the vibration generating motor 63a and controls the vibration of the effect button 63. The data stored in the sub-ROM 93 is used for creating the vibration data. When the effect button 63 is vibrated by the vibration generating motor 63a, the vibration is transmitted to the hand of the player in contact with the effect button 63. Also, the vibration is transmitted to the hand of the player in contact with the handle 60 via the effect button 63. When the select button 68 is pressed (depressed) by the player, it outputs a switch signal to the sub-control board 90 via the relay board 108.

[0051] The effect control microcomputer 91 operates the frame movable body 600 based on the command received from the main control board 80. The frame movable body 600 is a movable so-called gimmick provided at the upper part of the front frame 53 (FIG. 1). The effect control microcomputer 91 creates operation pattern data (drive data) for determining the operation mode of the frame movable body 600 and controls the operation of the frame movable body 600 according to the operation pattern data. The data stored in the sub-ROM 93 is used for creating the operation pattern data.

[0052] The dedicated microcomputer 91 for effect control receives signals from the touch switch 114 via the relay board 108. That is, even in the dedicated microcomputer 91 for effect control, it is possible to detect contact of the player's hand 60 by the touch switch 114. When contact of the player's hand 60 is detected, an ON signal is output from the touch switch 114, and when contact of the player's hand 60 is not detected, an OFF signal is output from the touch switch 114. Note that a touch sensor or the like provided on the front frame 53 and outputting a detection signal when a human body touches may be connected to the relay board 108.

[0053] 3. Data Configuration of the Gaming Machine Based on FIG. 5, the data configuration of the gaming machine 1 will be described. FIG. 5(A) is a diagram for explaining the main ROM 83. FIG. 5(B) is a diagram for explaining the storage area provided in the main RAM 84. FIG. 5(C) is a diagram for explaining the sub-ROM 93. FIG. 5(D) is a diagram for explaining the storage area provided in the sub-RAM 94.

[0054] In the main ROM 83 (FIG. 5(A)), a program storage area 83a and a table storage area 83b are provided. In the table storage area 83b, a jackpot determination table, a reach determination table, a normal symbol hit determination table, a normal symbol variation pattern determination table, a jackpot type determination table, a variation pattern determination table, an electric chu hit release pattern determination table, a big winning opening release pattern determination table, etc. are stored. These determination tables are referred to by the game control microcomputer 81 in the main control main process (described later) executed by the game control microcomputer 81.

[0055] In the main RAM 84 (FIG. 5(B)), a command set area 84a, a flag set area 84b, a counter set area 84c, a special operation status set area 84d, a special figure reservation storage area 84e, and a normal figure reservation storage area 84f are provided.

[0056] The command set area 84a is an area (output buffer) where commands output from the main control unit side to the sub-control unit side are set in the main control main process (described later). A pre-determination command, a hold ball count command, a variation start command, a variation stop command, an opening command, a round designation command, an ending command, a game state designation command, a customer waiting command, a sudden command, etc. are set.

[0057] The flag set area 84b is an area where flags indicating the state of the gaming machine and the game state are set in the main control main process (described later). A big win flag, a big win end flag, a probability variation flag, a time shortening flag, etc. are set.

[0058] The counter set area 84c is an area where counters used in the main control main process (described later) are set. A random number counter, a round counter, a probability variation counter, a time shortening counter, a game counter, etc. are set.

[0059] The special operation status set area 84d is an area where statuses in the special operation process described later are set. The special figure hold memory area 84e includes a first special figure hold memory area where the first special figure hold is stored and a second special figure hold memory area where the second special figure hold is stored. In the first special figure hold memory area, a first storage area, a second storage area, a third storage area, and a fourth storage area for storing random number value groups (hold information) such as random numbers for each special symbol hit corresponding to the first, second, third, and fourth of the first special figure hold are provided. In the second special figure hold memory area, a first storage area, a second storage area, a third storage area, and a fourth storage area for storing random number value groups (hold information) corresponding to the first, second, third, and fourth of the second special figure hold are provided.

[0060] The normal figure hold memory area 84f is provided with a first storage area, a second storage area, a third storage area, and a fourth storage area for storing random number value groups (hold information) such as normal symbol random numbers (hit random numbers) corresponding to the first, second, third, and fourth of the normal figure hold.

[0061] The sub-ROM 93 (Fig. 5(C)) is provided with a program storage area 93a and a table storage area 93b. The table storage area 93b stores a pre-reading effect pattern determination table, a main effect pattern determination table, a chance-up effect pattern determination table, a stop symbol pattern determination table, etc. These determination tables are referred to by the effect control microcomputer 91 in the sub-control main process (described later) executed by the effect control microcomputer 91.

[0062] The sub-RAM 94 (Fig. 5(D)) is provided with a command storage area 94a, an effect command set area 94b, a counter set area 94c, and an information storage area 94d.

[0063] The command storage area 94a is an area (input buffer) where commands input from the main control unit side are stored in the sub-control main process (described later), and stores a pre-judgment command, a reserved ball number command, a variation start command, a variation stop command, an opening command, a round designation command, an ending command, a game state designation command, a customer waiting command, etc.

[0064] The effect command set area 94b is an area (output buffer) where commands output from the sub-control board 90 to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108 are set in the sub-control main process (described later), and a variation effect start command, a pre-variation end command, a variation effect end command, an opening effect start command, a round effect start command, an ending effect start command, etc. are set.

[0065] The counter set area 94c is an area where counters used in the sub-control main process (described later) are set, and a random number counter, a first special figure reserved effect counter, a second special figure reserved effect counter, a general figure reserved effect counter, a probability variation effect counter, a time shortening effect counter, a game counter, etc. are set. The information storage area 94d is an area for storing various information.

[0066] Here, various random numbers acquired by the game control microcomputer 81 in the gaming machine 1 will be described. The game control microcomputer 81 is configured to acquire a "big win random number", a "big win type random number", a "reach random number", a "variation pattern random number", and a "normal symbol random number (winning random number)" at the timings described later. All of them are acquired as the values of the random number counters in the counter set area 84c of the main RAM 84. A plurality of random number counters are prepared corresponding to each of them. The "big win random number" is a random number used for the lottery of whether or not a big win occurs (big win determination), and takes a value in the range of 0 to 65535. The "big win type random number" is a random number used for the lottery of the type of the winning big win (big win type determination), and takes a value in the range of 0 to 127. The "reach random number" is a random number used to determine whether or not to generate a reach in the effect symbol variation effect indicating the result when the big win determination fails, and takes a value in the range of 0 to 127. A reach is a state in which among a plurality of effect symbols (decoration symbols), the effect symbol that is being variably displayed remains as the last one, and depending on which symbol the variably displayed effect symbol stops and is displayed as, it becomes a combination of effect symbols indicating a big win (for example, the state of "7↓7"). Note that the effect symbol that is stopped and displayed in the reach state may be displayed as shaking within the display screen 7a.

[0067] The "variation pattern random number" is a random number used to determine a variation pattern including the variation time, and takes a value in the range of 0 to 127. The "normal symbol random number (winning random number)" is used for the lottery of whether or not to perform an auxiliary game for releasing the electric chew 22 (normal symbol lottery). The normal symbol random number takes a value in the range of 0 to 255. "Big win random number", "big win type random number", "reach random number", and "variation pattern random number" are obtained based on the ball entry into the start port (the first start port 20 or the second start port 21). The group of random number values obtained based on the ball entry into the first start port 20 is stored in the first special drawing reserved memory area, and the group of random number values obtained based on the ball entry into the second start port 21 is stored in the second special drawing reserved memory area. "Normal symbol random number (winning random number)" is obtained based on the passage through gate 28. The obtained normal symbol random number value is stored in the general drawing reserved memory area 84f.

[0068] Next, various random numbers acquired by the effect control microcomputer 91 in the gaming machine 1 will be described. The effect control microcomputer 91 is configured to acquire a "pre-reading effect random number", a "chance-up random number", and an "effect determination random number". All of them are acquired as the values of the random number counters in the counter set area 94c of the sub-RAM 94. A plurality of random number counters are prepared corresponding to each of them.

[0069] The "pre-reading effect random number" is a random number used to determine the pre-reading effect during the variable effect, and takes a value in the range of 0 to 127. The "pre-reading effect random number" is acquired based on the output of a pre-judgment command from the main control unit side to the sub-control unit side. The acquired group of random number values is stored in the sub-RAM 94.

[0070] The "chance-up random number" is a random number used to determine the chance-up effect during the variable effect, and takes a value in the range of 0 to 127. The "chance-up random number" is acquired based on the output of a variation start command from the main control unit side to the sub-control unit side. The acquired random number value is stored in the sub-RAM 94.

[0071] The "effect determination random number" is a random number used to determine the effect pattern and the like during the variable effect, and takes a value in the range of 0 to 127. The "effect determination random number" is acquired based on the output of a variation start command from the main control unit side to the sub-control unit side. The acquired random number value is stored in the sub-RAM 94.

[0072] 4. Explanation of Various Tables FIG. 6 is a diagram for explaining the jackpot determination table. The jackpot determination table is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine whether the obtained jackpot random number value (any value from 0 to 65535) corresponds to "jackpot" or "loss". The jackpot determination in the jackpot determination table is performed based on the game state of the gaming machine 1. For example, it is shown that in the "low probability state", when the jackpot random number value is "0 to 204", it is determined as "jackpot", and in other cases, it is determined as "loss". Also, for example, in the "high probability state", when the jackpot random number value is "0 to 1366", it is determined as "jackpot", and in other cases, it is determined as "loss".

[0073] The reach determination table is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine whether the obtained reach random number value (any value from 0 to 127) corresponds to "with reach" or "without reach". The reach determination in the reach determination table is performed based on the game state of the gaming machine 1. In the present embodiment, in the "non-time shortening state", when the reach random number value is "0 to 13", it is determined as "with reach", and when the reach random number value is a number other than "0 to 13 (14 to 127)", it is determined as "without reach". Also, in the "time shortening state", when the reach random number value is "0 to 5", it is determined as "with reach", and when the reach random number value is a number other than "0 to 5 (6 to 127)", it is determined as "without reach".

[0074] The normal symbol hit determination table is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine whether the acquired normal symbol random number value (any of 0 to 255) corresponds to a "hit" or a "miss". The determination in the normal symbol hit determination table is made based on the game state of the gaming machine 1. In this embodiment, in the "non-time-limited state", when the normal symbol random number value is in the range of "0 to 2", it is determined as a "hit", and when the normal symbol random number value is a number other than "0 to 2 (3 to 255)", it is determined as a "miss". Also, in the "time-limited state", when the normal symbol random number value is in the range of "0 to 254", it is determined as a "hit", and when the normal symbol random number value is a number other than "0 to 254 (255)", it is determined as a "miss".

[0075] The normal symbol variation pattern determination table is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine how many seconds the variation time of the normal symbol is according to the game state (non-time-limited state or time-limited state). In this embodiment, when in the "non-time-limited state", the variation time of the normal symbol is determined to be "30 seconds", and when in the "time-limited state", the variation time of the normal symbol is determined to be "1 second".

[0076] FIG. 7 is a diagram for explaining the big win type determination table. The big win type determination table is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine the "type of big win" according to the acquired big win type random number value (any of 0 to 127).

[0077] In FIG. 7, when winning in the lottery of the first special symbol (Special Figure 1), if the jackpot type random value is "0 to 63", the jackpot type is determined to be "10R sure win jackpot (ST100 times)"; if the jackpot type random value is "64 to 95", the jackpot type is determined to be "4R normal jackpot (time-saving 100 times)"; if the jackpot type random value is "96 to 127", the jackpot type is determined to be "2R sure win jackpot (ST100 times)". When winning in the lottery of the second special symbol (Special Figure 2), if the jackpot type random value is "0 to 63", the jackpot type is determined to be "10R sure win jackpot (ST100 times)"; if the jackpot type random value is "64 to 95", the jackpot type is determined to be "4R normal jackpot (time-saving 100 times)"; if the jackpot type random value is "96 to 127", the jackpot type is determined to be "2R sure win jackpot (ST100 times)". In addition, in the jackpot type determination table, the "opening (OP) command", "round designation command", and "ending (ED) command" of the special game may also be specified.

[0078] FIG. 8 is a diagram for explaining the variation pattern determination table in the non-time-saving state. FIG. 9 is a diagram for explaining the variation pattern determination table in the time-saving state. In FIG. 8, for example, it is shown that when winning in the first start port 20 in the non-time-saving state, being determined as "losing" in the jackpot determination table and being determined as "with reach" in the reach determination table, if the variation pattern random value is "0 to 20", the variation pattern is determined to be "P4".

[0079] In FIG. 9, for example, it is shown that when winning in the second start port 21 in the time-saving state and being determined as "jackpot" in the jackpot determination table, if the variation pattern random value is "0 to 63", the variation pattern is determined to be "P31".

[0080] As shown in FIGS. 8 and 9, when the variation pattern is determined, the variation time is also determined. Further, when it becomes a reach, it is also determined whether the reach is a normal reach or a super reach (SP reach). The super reach is a reach effect in which the variation time after the reach is longer than that of the normal reach, and is a reach effect that is executed developmentally through the normal reach. Here, three types of super reaches (SP1, SP2, SP3) with different variation times are set.

[0081] Here, particularly in the super reach (SP3), a detection selection effect is executed.

[0082] The electric chute opening pattern determination table is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine the opening pattern of the electric chute 22 according to the game state (non-time-limited state or time-limited state). In the present embodiment, when in the "non-time-limited state", the opening pattern of the electric chute 22 is determined to be the "opening pattern 11", and when in the "time-limited state", the opening pattern is determined to be the "opening pattern 12". In the opening pattern 11, the electric chute 22 is opened once with an opening time of 0.2 seconds. In the opening pattern 12, the electric chute 22 is opened three times, with an opening time of 2.0 seconds per time and an interval (opening interval) of 1.0 second. However, the opening of this electric chute 22 is closed even if there is remaining opening time when a predetermined number of game balls are won (the specified winning number, maximum 10).

[0083] The big winning opening pattern determination table is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine the opening pattern of the big winning opening 30. In this embodiment, in the case of "2R jackpot", it is determined as "opening pattern 21". In "opening pattern 21", in the 1st to 2nd R, the big winning opening 30 is opened (short opening) once with an opening time of 3.5 seconds. Also, in the case of "4R jackpot", it is determined as "opening pattern 22". In "opening pattern 22", in the 1st to 4th R, the big winning opening 30 is opened (long opening) once with an opening time of 29.5 seconds. In the case of "10R jackpot", it is determined as "opening pattern 23". In "opening pattern 23", in the 1st to 10th R, the big winning opening 30 is opened (long opening) once with an opening time of 29.5 seconds.

[0084] 5. Explanation of Jackpot, etc. In the gaming machine 1, there are "jackpot" and "loss" as the results of the jackpot lottery (special symbol lottery). In the case of "jackpot", the "jackpot symbol" is stopped and displayed on the special symbol display 41. When it is a "loss", the "losing symbol" is stopped and displayed on the special symbol display 41. When winning the jackpot, a "jackpot game" is executed to open the big winning opening (big winning opening 30) in an opening pattern corresponding to the type of jackpot. The jackpot game is an example of a special game. The jackpot game includes a plurality of rounds of game (unit opening game), an opening (OP) before the start of the first round of game, and an ending (ED) after the end of the last round of game. Each round of game starts at the end of the opening or the end of the previous round of game and ends at the start of the next round of game. The closing time (interval time) of the big winning opening between rounds of game is included in the opening round of game before the closing.

[0085] There are multiple types of big wins. The types of big wins include "10R sure-win big win (ST 100 times)", "4R normal big win (time-saving 100 times)", and "2R sure-win big win (ST 100 times)". After a big win game, a "sure-win big win" enters a high-probability time-saving state (high-probability high-base state). Here, the high-probability time-saving state is called "ST (Special Time)". On the other hand, a "normal big win" enters a low-probability time-saving state (low-probability high-base state) after a big win game. The number of times both the high-probability time-saving state and the low-probability time-saving state continue is 100 times.

[0086] 6. Explanation of Game States The game state of the gaming machine 1 will be explained. The game control microcomputer 81 can execute "probability variation control" and "variation time shortening control" for the special symbol displayed on the special symbol display 41 and the normal symbol displayed on the normal symbol display 42, respectively. Here, the state where the game control microcomputer 81 performs probability variation control on the special symbol of the special symbol display 41 is called the "high-probability state", and the state where no probability variation control is performed is simply called the "normal probability state (non-high-probability state, low-probability state)". The game control microcomputer 81 realizes the high-probability state by performing a big win determination using a big win determination table (Figure 6) in which the number of big win random values determined as big wins is higher in the high-probability state than in the normal probability state for the special symbol of the special symbol display 41. Therefore, the high-probability state has a higher probability of a big win than the normal probability state. That is, when the game control microcomputer 81 executes probability variation control on the special symbol of the special symbol display 41, the probability that the display result (stopped symbol) of the variable display of the special symbol by the special symbol display 41 becomes a big win symbol is higher than when no probability variation control is executed.

[0087] In addition, the state in which the game control microcomputer 81 performs variable time shortening control on the special symbol of the special symbol display 41 is referred to as the "time shortening state", and the state in which the variable time shortening control is not performed is simply referred to as the "non-time shortening state". In the time shortening state, the variable time of the special symbol (the time from the start of variable display to the derived display of the display result) is shorter than that in the non-time shortening state. The game control microcomputer 81 determines the variation pattern using a variation pattern determination table (Fig. 9) defined such that a variation pattern with a shorter variation time is selected more frequently in the time shortening state than in the non-time shortening state. That is, when the game control microcomputer 81 performs variable time shortening control on the special symbol of the special symbol display 41, a shorter variation time is more likely to be selected as the variation time of the variable display of the special symbol compared to the case where the variable time shortening control is not performed. As a result, in the time shortening state, the pace of digestion of the special symbol hold increases, and a valid winning (a winning that can be stored as a special symbol hold) at the start port is likely to occur. Thereby, it is possible to aim for a big win under smooth game progress. Note that the game control microcomputer 81 may perform probability variation control and variable time shortening control on the special symbol of the special symbol display 41 simultaneously, or may perform only one of them.

[0088] The game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols of the normal symbol display 42 in parallel with the variation time shortening control for the special symbols of the special symbol display 41. That is, the game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols when in the time shortening state, and does not execute them when in the non-time shortening state. As the probability variation control for the normal symbols, the game control microcomputer 81 performs a winning determination (determination of normal symbols) using a normal symbol winning determination table in which the number of normal symbol random values (winning random values) determined to be winning is larger in the time shortening state than in the non-time shortening state. Therefore, in the time shortening state, the winning probability becomes higher than that in the normal symbol normal probability state. That is, when the game control microcomputer 81 executes the probability variation control for the normal symbols of the normal symbol display 42, the probability that the display result (stopped symbol) of the variable display of the normal symbols by the normal symbol display 42 becomes a winning symbol is higher than when the probability variation control is not executed. In the time shortening state, the variation time of the normal symbols is shorter than that in the non-time shortening state. Here, the variation time of the normal symbols is 30 seconds in the non-time shortening state, but is 1 second in the time shortening state. Further, in the time shortening state, the opening time of the electric chute 22 in the auxiliary game is longer than that in the non-time shortening state. That is, the game control microcomputer 81 executes an opening time extension control for the electric chute 22. In addition, in the time shortening state, the number of opening times of the electric chute 22 in the auxiliary game is larger than that in the non-time shortening state. That is, the game control microcomputer 81 executes an opening number increase control for the electric chute 22. In the situation where the game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols of the normal symbol display 42, and the opening time extension control and the opening number increase control for the electric chute 22, compared with the case where these controls are not executed, the electric chute 22 is frequently opened, and the game balls frequently win the second start port 21. As a result, the base, which is the ratio of the number of prize balls to the number of launched balls, becomes higher. Therefore, the state in which these controls are executed is called a "high base state", and the state in which they are not executed is called a "low base state". In the high base state, it is possible to aim for a big win without significantly reducing the number of game balls in hand.Note that the high base state is a state in which so-called power assist control (control to support winning at the second start port 21 by the electric chute 22) is being executed. The high base state (power assist control state) does not necessarily execute all of the above controls. That is, by executing one or more of the probability variation control for the normal symbols of the normal symbol display 42, the variation time shortening control for the normal symbols of the normal symbol display 42, the opening time extension control for the electric chute 22, and the opening times increase control for the electric chute 22, it is sufficient that the electric chute 22 is more likely to open than when that control is not executed. Also, the high base state (power assist control state) may be controlled independently without being accompanied by the time shortening state.

[0089] In the gaming machine 1, the gaming state after a big win game due to winning a 10R certain probability big win or a 2R certain probability big win is a high probability state and a time shortening state. This gaming state is particularly referred to as the "high probability high base state", the "high probability time shortening state", or the "certain probability gaming state". The high probability high base state continues for 100 times, so it ends when 100 variable displays of special symbols are executed, or when winning a big win and that big win game is executed.

[0090] Also, the gaming state after a big win game due to winning a 4R normal big win is a low probability state (normal probability state) and a time shortening state. This gaming state is particularly referred to as the "low probability high base state", the "low probability time shortening state", or the "time shortening gaming state". The low probability high base state continues for 100 times, so it ends when 100 variable displays of special symbols are executed, or when winning a big win and that big win game is executed.

[0091] When starting to play the gaming machine 1 for the first time, the gaming state after power-on is a low probability state and a low base state (non-power assist control state). This gaming state is particularly referred to as the "low probability low base state". The low probability low base state may also be referred to as the "normal gaming state" or the "low probability non-time shortening state (simply referred to as the non-time shortening state)". Also, the state during the execution of a special game (big win game) shall be referred to as the "special game state (big win game state)".

[0092] In a high base state such as a high certainty high base state or a low certainty high base state, it is possible to advantageously advance the game by causing a game ball to enter the right game area 3B (FIG. 1) by a right hit. This is because, by means of electric assist control, the electric chute 22 is more easily opened compared to the low base state, and it is easier to win a prize at the second start port 21 than at the first start port 20. From this, in the high base state, while passing the game ball through the gate 28 which is an opportunity for the normal symbol lottery, a right hit is performed to cause the game ball to win a prize at the second start port 21. Thereby, more start wins (winning a prize at the start port) can be obtained than by performing a left hit. Note that in the gaming machine 1, the game is also performed by a right hit even during a big win game. On the other hand, in the low base state, it is possible to advantageously advance the game by causing a game ball to enter the left game area 3A (FIG. 1) by a left hit. This is because electric assist control is not being executed, so the electric chute 22 is less easily opened compared to the high base state, and it is easier to win a prize at the first start port 20 than at the second start port 21. From this, in the low base state, a left hit is performed to cause the game ball to win a prize at the first start port 20. Thereby, more start wins can be obtained than by performing a right hit.

[0093] 7. Operation of the game control microcomputer 81 Next, the operation of the game control microcomputer 81 provided on the main control board 80 (FIG. 3) will be described. Counters, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the main RAM 84.

[0094] [Main control main process] Figure 10 is a flowchart of the main control main process. When the power of the gaming machine 1 is turned on, the game control microcomputer 81 reads out a program for executing the main control main process from the main ROM 83. In the main control main process, the game control microcomputer 81 first performs an initialization process (step S001). In the initialization process, for example, settings of the main CPU 82, reset of various flags, statuses, counters, etc. are performed. The initial value of the flag is "0", that is, "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the initialization process is executed only once after the power is turned on and is not executed thereafter.

[0095] After the initialization process, the game control microcomputer 81 prohibits interrupts of the interrupt process (step S002) and performs a normal symbol / special symbol main random number update process (step S003). In this normal symbol / special symbol main random number update process, the game control microcomputer 81 updates by adding 1 to various random number counter values (jackpot random number value, jackpot type random number value, reach random number value, variation pattern random number value, normal symbol random number value). Each random number counter value returns to "0" and is added again when it reaches the set upper limit value. Note that the initial value of each random number counter may be a value other than "0" and may be randomly changed. Also, each random number may be a so-called hardware random number generated using a known random number generation circuit composed of a counter IC or the like.

[0096] After the normal symbol and special symbol main random number update process, the game control microcomputer 81 permits interrupts for interrupt processing (step S004). While interrupts are permitted, execution of the main-side timer interrupt process (step S005) becomes possible. The main-side timer interrupt process is executed based on interrupt pulses that are repeatedly input to the main CPU 82 at a predetermined period (for example, a 4 msec period). That is, the main-side timer interrupt process is executed every predetermined period (for example, a 4 msec period). And, after the main-side timer interrupt process ends and before the next main-side timer interrupt process starts, update processing of various counter values by the normal symbol and special symbol main random number update process is repeatedly executed. Note that when an interrupt pulse is input to the main CPU 82 while in the interrupt prohibited state, the main-side timer interrupt process is not started immediately and is started after interrupts are permitted.

[0097] [Main-side Timer Interrupt Process] FIG. 11 is a flowchart of the main-side timer interrupt process (step S005 in FIG. 10). In the main-side timer interrupt process, the game control microcomputer 81 first performs a random number update process (step S101). Specifically, the game control microcomputer 81 updates various random number counter values. This random number update process is the same as the normal symbol and special symbol main random number update process performed in the main control main process (FIG. 11) described above. That is, the update process of various random number counter values is performed during both the execution period of the main-side timer interrupt process and other periods (the period after the main-side timer interrupt process ends and before the next main-side timer interrupt process starts).

[0098] After the random number update process, the game control microcomputer 81 performs an input process (step S102). In the input process, the game control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1. Also, the game control microcomputer 81 sets payout data for paying out prize balls corresponding to the winning ports, that is, the first start port 20, the second start port 21, the big winning port 30, and the general winning port 27, in the output buffer of the main RAM 84.

[0099] After the input process, the game control microcomputer 81 performs a start port sensor detection process (step S103). In the start port sensor detection process, the game control microcomputer 81 determines the passage of the game ball through the gate 28, acquires the value of the normal symbol random number counter, and stores the acquired random number value in the storage area corresponding to the current number of normal symbol reserved balls among the first to fourth storage areas of the normal symbol reserved storage area 84f of the main RAM 84. Further, the game control microcomputer 81 determines the winning of the game ball into the first start port 20, and acquires the values of the jackpot random number counter, the jackpot type random number counter, the reach random number counter, and the variation pattern random number counter. The game control microcomputer 81 stores the acquired group of random number values in the storage area corresponding to the current number of special symbol 1 reserved balls among the first to fourth storage areas of the first special symbol reserved storage area. Furthermore, the game control microcomputer 81 determines the winning of the game ball into the second start port 21, and acquires the values of the jackpot random number counter, the jackpot type random number counter, the reach random number counter, and the variation pattern random number counter. The game control microcomputer 81 stores the acquired group of random number values in the storage area corresponding to the current number of special symbol 2 reserved balls among the first to fourth storage areas of the second special symbol reserved storage area.

[0100] In the start port sensor detection process, the game control microcomputer 81 performs a preliminary determination of a jackpot. Based on the above-mentioned group of random number values, it is preliminarily determined whether it is a jackpot, and if it is a jackpot, the jackpot type and the variation pattern are determined. Then, a preliminary determination command is created from the preliminary determination result and set in the command set area 84a of the main RAM 84.

[0101] Next, the game control microcomputer 81 performs normal operation processing (step S104). In the normal operation processing, the game control microcomputer 81 controls the operation of the electric chute 22. Specifically, the game control microcomputer 81 determines whether the number of reserved balls for the normal symbol is "0". If the number of reserved balls is 1 or more, a hit determination is made by referring to the hit determination table for each normal symbol. Next, the game control microcomputer 81 selects a variation pattern by referring to the normal symbol variation pattern determination table. The game control microcomputer 81 starts the variation display of the normal symbol by setting the selected normal symbol variation pattern. Thereafter, the variation display is stopped. In the case of a "hit", a power chute release pattern is set by referring to the power chute release pattern determination table, and the electric chute 22 is operated.

[0102] Next, the game control microcomputer 81 performs special operation processing (step S105). This special operation processing will be described later. Next, the game control microcomputer 81 performs reserved ball number processing (step S106). The game control microcomputer 81 first reads out the number of reserved balls for special figure 1, the number of reserved balls for special figure 2, and the number of reserved balls for the normal symbol stored in the main RAM 84. Next, the game control microcomputer 81 sets a reserved ball number command in the command set area (output buffer) 84a of the main RAM 84. The reserved ball number command is a command for notifying the sub-control board 90 of the number of reserved balls and includes information regarding the number of reserved balls for special figure 1, the number of reserved balls for special figure 2, and the number of reserved balls for the normal symbol.

[0103] After the reserved ball number process, the game control microcomputer 81 performs output processing (step S107). In the output processing, the game control microcomputer 81 outputs commands and the like set in the command set area 84a of the main RAM 84 in each of the above processes to the sub-control board 90. After the output processing, the game control microcomputer 81 performs other processes (step S108). In the other processes, for example, based on the reserved ball number in the second special figure described later, the second special figure reserved indicator 43b is controlled to a display mode indicating the number, and based on the reserved ball number in the first special figure, the first special figure reserved indicator 43a is controlled to a display mode indicating the number.

[0104] [Special operation process] Figure 12 is a flowchart of the special operation process (Figure 11: Step S105). Here, the processing related to the special symbol display 41 and the big winning device (big winning device 31) is divided into four stages, and each stage is called "1", "2", "3", and "4" of the "special operation status" respectively. When the "special operation status" is "1" (Step S1301: YES), the game control microcomputer 81 performs the special symbol standby process (Step S1302). In the special symbol standby process, jackpot determination, variable pattern selection, etc. are executed. When the "special operation status" is "2" (Step S1301: NO, Step S1303: YES), the special symbol variation process is performed (Step S1304). In the special symbol variation process, after the elapse of the variation time, the output of the variation stop command, etc. are executed. Specifically, the game control microcomputer 81 first determines whether the variation time of the special symbol has elapsed. If the variation time has elapsed, it sets the variation stop command and sets the special operation status to "3". When the "special operation status" is "3" (Steps S1301, S1303: NO, Step S1305: YES), the special symbol determination process is performed (Step S1306). In the special symbol determination process, the output of the opening command at the time of jackpot, etc. are executed. Specifically, the game control microcomputer 81 first executes the game state management process. The game state management process is a process for managing the ST times (the number of variations controlled in the probability variable game state) and the time shortening times (the number of variations controlled in the time shortening game state). Next, when the jackpot flag is OFF, the game control microcomputer 81 sets the special operation status to "1". On the other hand, when the jackpot flag is ON, it sets the opening pattern of the big winning opening according to the type of the selected jackpot. After setting the opening pattern, the game control microcomputer 81 performs the game state reset process. The game state reset process is a process for resetting the probability variable flag and the time shortening flag. After the game state reset process, in order to start the jackpot game, it sets the jackpot opening command. Then, it sets the special operation status to "4". When the "special operation status" is "4" (Steps S1301, S1303, S1305: NO), the special electric accessory process is performed (Step S1308).In the special electric accessory process, a big win game is executed. Specifically, the opening of the big winning opening 30 is controlled according to the opening pattern based on the round counter, and a set of round designation commands and ending commands is performed. Also, at the end of a big win, the time-saving counter and the probability-variable counter are set.

[0105] [Special symbol standby process] Figure 13 is a flowchart of the special symbol standby process (Figure 12: Step S1302). In the special symbol standby process, the game control microcomputer 81 first determines whether the number of reserved balls for special figure 2 is "0" (Step S1401). If the number of reserved balls for special figure 2 is "0" (Step S1401: YES), that is, when there is no memory of the random number value group acquired due to winning at the second start opening 21 in the second special figure reserved memory area, the process proceeds to Step S1407. If the number of reserved balls for special figure 2 is "1" or more (Step S1401: NO), the game control microcomputer 81 executes a big win determination process (Step S1402). In the big win determination process, a big win determination is made. The big win determination is performed using a big win determination table. Then, the game control microcomputer 81 determines whether it is a big win. If it is determined to be a big win, the big win flag is turned ON, the big win type is determined, and then the big win determination process ends.

[0106] Next, the game control microcomputer 81 executes variable pattern selection processing (step S1403). In the variable pattern selection processing, with reference to the variable pattern determination table (FIGS. 8 and 9), based on the game state of the gaming machine 1 (time reduction state or non-time reduction state), the determination result of the big win determination processing (step S1402), the number of hold balls, and the variable pattern random number, after selecting a variable pattern in the variable pattern selection processing, the number of hold balls in the special figure 2 is decremented (step S1404). Next, the game control microcomputer 81 shifts the storage location of the hold information (various random number values) stored in the first to fourth storage areas of the second special figure hold storage area by one position to the side where it is read from the current position, and clears the hold information stored in the location farthest from the side where it is read in the second special figure hold storage area (step S1405). For example, when hold information is stored in the first to third storage areas, the hold information stored in the third storage area is cleared, and when hold information is stored in the first to fourth storage areas, the hold information stored in the fourth storage area is cleared. By the above steps, the second special figure holds are consumed in the order in which they are held. In this case, on the display screen 7a of the image display device 7, the hold image 9B corresponding to the first storage area of the second special figure hold storage area (the leftmost hold image 9B among the four hold images 9B) shifts to the hold consumption image display area side and is displayed as the hold consumption image 9C. Also, the hold images 9B corresponding to the second to fourth storage areas of the second special figure hold storage area (the second, third, and fourth hold images 9B from the left among the four hold images 9B) each shift one position to the left (FIG. 1). Thereby, the player can recognize that one second special figure hold has been consumed. Next, the game control microcomputer 81 performs special figure 2 variable start processing (step S1406). In the special figure 2 variable start processing, a variable start command is set in the command set area 84a of the main RAM 84, the variable display of the second special symbol is started, and the variable time timer is set. The variable time timer is set with a variable time determined according to the variable pattern selected in the variable pattern selection processing. Also, the game control microcomputer 81 sets the special operation status to "2".Note that the variation start command (special figure 2 variation start command) set in the special figure 2 variation start process includes information regarding the special figure stop symbol data set in the jackpot determination process (step S1402) and information regarding the variation pattern set in the variation pattern selection process (step S1403) (including information regarding the variation time).

[0107] In step S1401, when the number of special figure 2 hold balls is "0" (step S1401: YES), the game control microcomputer 81 determines whether the number of special figure 1 hold balls is "0" (step S1407). When the number of special figure 1 hold balls is "0" (step S1407: YES), that is, when there is no storage of the random number value group acquired due to winning in the first start port 20 in the first special figure hold memory area, the special symbol standby process ends. When the number of special figure 1 hold balls is "1" or more (step S1407: NO), the game control microcomputer 81 executes the jackpot determination process (step S1408). In the jackpot determination process, a jackpot determination is made. The jackpot determination is performed using a jackpot determination table. Then, the game control microcomputer 81 determines whether it is a jackpot, and if it is determined to be a jackpot, the jackpot flag is turned ON, the jackpot type is determined, and then the jackpot determination process ends.

[0108] Next, the game control microcomputer 81 executes variable pattern selection processing (step S1409). In the variable pattern selection processing, with reference to the variable pattern determination table (FIGS. 8 and 9), a variable pattern is selected based on the game state of the gaming machine 1 (whether it is a time-saving state or a non-time-saving state), the determination result of the big win determination processing (step S1408), the number of held balls, and the variable pattern random number. After the variable pattern selection processing, the number of held balls in the special figure 1 is decremented (step S1410). Next, the game control microcomputer 81 shifts the storage locations of the various random number values stored in the first to fourth storage areas of the first special figure held storage area by one position to the side from which they are read out from the current position, and clears the held information stored in the location farthest from the side from which they are read out in the first special figure held storage area (step S1411). By the above steps, the first special figure holds are consumed in the order in which they were held. In this case, on the display screen 7a of the image display device 7, the held image 9A corresponding to the first storage area of the first special figure held storage area (the held image 9A at the far right among the four held images 9A) shifts to the held consumption image display area side and is displayed as the held consumption image 9C. Also, the held images 9A corresponding to the second to fourth storage areas of the first special figure held storage area (the second, third, and fourth held images 9A from the right among the four held images 9A) each shift one position to the right (FIG. 1). Thereby, the player can recognize that one first special figure hold has been consumed. Next, the game control microcomputer 81 performs special figure 1 variable start processing (step S1412). In the special figure 1 variable start processing, a variable start command is set in the command set area 84a of the main RAM 84, the variable display of the first special symbol is started, and the variable time timer is set. The variable time timer is set with a variable time determined according to the variable pattern selected in the variable pattern selection processing. Also, the game control microcomputer 81 sets the special operation status to "2". Note that the variable start command (special figure 1 variable start command) set in the special figure 1 variable start processing includes information regarding the special figure stop symbol data set in the big win determination processing (step S1408) and information regarding the variable pattern set in the variable pattern selection processing (step S1409) (including information regarding the variable time).

[0109] As described above, according to the special symbol standby process of the present embodiment, the variable display of the special symbol based on the first special figure reservation is executed only when the second special figure reservation is "0". That is, the digestion of the second special figure reservation is executed prior to the digestion of the first special figure reservation.

[0110] [Special Symbol Determination Process] FIG. 14 is a flowchart of the special symbol determination process (step S1306 in FIG. 12). In the special symbol determination process, first, the game control microcomputer 81 executes a game state management process (step S1501). The game state management process will be described later. Next, the game control microcomputer 81 determines whether the jackpot flag is ON (step S1502). The jackpot flag is stored in the flag set area 84b of the main RAM 84. If it is determined here that the jackpot flag is ON (step S1502: YES), the process proceeds to step S1503. On the other hand, if it is determined that the jackpot flag is not ON (step S1502: NO), that is, if the jackpot flag is OFF, the special operation status is set to "1" (step S1507), and the special symbol determination process ends.

[0111] In step S1503, the game control microcomputer 81 sets the opening pattern. The opening pattern is as described above. If it is a 2R jackpot, the opening pattern 21 is set. If it is a 4R jackpot, the opening pattern 22 is set. If it is a 10R jackpot, the opening pattern 23 is set. Next, the game control microcomputer 81 executes a game state reset process (step S1504). This process is a process of resetting the probability variation flag and the time shortening flag. Next, the game control microcomputer 81 sets an opening command (step S1505), sets the special operation status to "4" (step S1506), and ends the special symbol determination process.

[0112] [Game State Management Process] Figure 15 is a flowchart of the game state management process (Figure 14: Step S1501). In the game state management process, first, the game control microcomputer 81 determines whether the probability variation flag is ON (Step S1601). If it is determined that the probability variation flag is ON (Step S1601: YES), the probability variation counter is decremented (Step S1602), and the process proceeds to Step S1603. On the other hand, if it is determined that the probability variation flag is not ON (Step S1601: NO), that is, if the probability variation flag is OFF, the process proceeds to Step S1605.

[0113] In Step S1603, the game control microcomputer 81 determines whether the probability variation counter is "0". If it is determined that the probability variation counter is "0" (Step S1603: YES), the probability variation flag is turned OFF (Step S1604), and the process proceeds to Step S1605. On the other hand, if it is determined that the probability variation counter is not "0" (Step S1603: NO), the process of Step S1604 is not executed, and the process proceeds to Step S1605.

[0114] In Step S1605, the game control microcomputer 81 determines whether the time shortening flag is ON. If it is determined that the time shortening flag is ON (Step S1605: YES), the time shortening counter is decremented (Step S1606), and the process proceeds to Step S1607. On the other hand, if it is determined that the time shortening counter is not ON (Step S1605: NO), that is, if the time shortening counter is OFF, the process proceeds to Step S1609.

[0115] In Step S1607, the game control microcomputer 81 determines whether the time shortening counter is "0". If it is determined that the time shortening counter is "0" (Step S1607: YES), the time shortening flag is turned OFF (Step S1608), and the process proceeds to Step S1609. On the other hand, if it is determined that the time shortening counter is not "0" (Step S1607: NO), the process of Step S1608 is not executed, and the process proceeds to Step S1609.

[0116] In step S1609, the game control microcomputer 81 sets a game state designation command and ends the game state management process.

[0117] [Special Electric Device Processing] FIG. 16 is a flowchart of the special electric device processing (step S1308 in FIG. 12). In the special electric device processing, first, the game control microcomputer 81 executes a jackpot opening process (step S1701).

[0118] Next, the game control microcomputer 81 executes a big winning opening process (step S1702). In the big winning opening process, it is determined whether it is the opening period of the big winning opening 30. If it is determined that it is the opening period of the big winning opening 30, the big winning opening 30 is opened and a jackpot round designation command is set.

[0119] Next, the game control microcomputer 81 determines whether there has been a winning at the big winning opening 30 (step S1703). This process is a process of determining whether there has been a winning at the big winning opening 30 based on a signal from the big winning opening sensor 30a. If it is determined here that there has been a winning (step S1703: YES), a winning command is set (step S1704) and the process proceeds to step S1705. On the other hand, if it is determined that there is no winning (step S1703: NO), the process of step S1704 is not executed and the process proceeds to step S1705.

[0120] In step S1705, the game control microcomputer 81 executes a big winning opening closing process. The big winning opening closing process determines whether the closing condition of the big winning opening 30 is satisfied, and if it is satisfied, closes the big winning opening 30. Also, when the big winning opening 30 is closed, a round process is executed. In the round process, the round counter is decremented.

[0121] Next, the game control microcomputer 81 determines whether or not the jackpot has ended (step S1706). This process is to determine whether or not the round counter is "0". If it is determined that the jackpot has ended here (step S1706: YES), the process proceeds to step S1707. On the other hand, if it is determined that the jackpot has not ended (step S1706: NO), the subsequent processes are not executed and the special electric accessory process ends.

[0122] In step S1707, the game control microcomputer 81 executes the jackpot ending process. In the jackpot ending process, it is determined whether or not the ending time has elapsed. If it has elapsed, the jackpot flag is turned OFF and the game state setting process is executed (step S1708).

[0123] [Game State Setting Process] FIG. 17 is a flowchart of the game state setting process (step S1708 in FIG. 16). In the game state setting process, first, the game control microcomputer 81 determines whether or not it is a probability-variable jackpot (step S1801). If it is determined that it is a probability-variable jackpot here (step S1801: YES), the probability-variable flag is turned ON (step S1802), the probability-variable counter is set to 100 (step S1803), and the process proceeds to step S1804. On the other hand, if it is determined that it is not a probability-variable jackpot (step S1801: NO), the processes of step S1802 and step S1803 are not executed and the process proceeds to step S1804.

[0124] In step S1804, the game control microcomputer 81 turns on the time shortening flag. Next, the game control microcomputer 81 sets 100 to the time shortening counter (step S1805). Next, the game control microcomputer 81 sets the game state designation command (step S1806), and then ends the game state setting process.

[0125] 8. Operation of the effect control microcomputer 91 Next, the operation of the effect control microcomputer 91 provided on the sub-control board 90 (Fig. 4) will be described. The counters, flags, statuses, buffers, etc. that appear in the description of the operation of the effect control microcomputer 91 are provided in the sub-RAM 94.

[0126] [Sub-control main process] Fig. 18 is a flowchart showing the sub-control main process. When the power of the gaming machine 1 is turned on, the effect control microcomputer 91 reads out a program for executing the sub-control main process from the sub-ROM 93. In the sub-control main process, the effect control microcomputer 91 first performs initialization processing (step S4000). In the initialization processing, for example, the setting of the sub-CPU 92, the reset of various flags, statuses, counters, etc. is performed. The initial value of the flag is "0", that is, "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the initialization processing is executed only once after the power is turned on and is not executed thereafter.

[0127] After the initialization processing, the effect control microcomputer 91 prohibits the interruption of the interruption processing (step S4001) and performs a random number update processing (step S4002). In this random number update processing, the effect control microcomputer 91 adds 1 to the random number counter value for update. Each random number counter value returns to "0" and is added again when it reaches the set upper limit value. Note that the initial value of each random number counter may be a value other than "0" or may be randomly changed. Also, the random number value may be added by 2 or more instead of adding 1 each time. Each random number may be a so-called hardware random number.

[0128] After the random number update process, the effect control microcomputer 91 permits interruption of the interruption process (step S4003). While interruption is permitted, execution of the sub-side timer interruption process (step S4004) becomes possible. The sub-side timer interruption process is executed based on interruption pulses repeatedly input to the sub-CPU 92 at a predetermined period. That is, the sub-side timer interruption process is executed at every predetermined period. And, after the sub-side timer interruption process ends and before the next sub-side timer interruption process starts, the random number update process is repeatedly executed.

[0129] [Sub-side timer interruption process] FIG. 19 is a flowchart of the sub-side timer interruption process (step S4004 in FIG. 18). The effect control microcomputer 91 first performs received command analysis processing (step S4101). After the received command analysis processing, the effect control microcomputer 91 performs variable effect in-process processing (step S4102). After the variable effect in-process processing, the effect control microcomputer 91 performs switch processing (step S4103). In the switch processing, the effect control microcomputer 91 sets the display content of the display screen 7a and the like based on the switch data (edge data and level data) output from the effect button 63.

[0130] After the switch process, the effect control microcomputer 91 performs command transmission processing (step S4104). In the command transmission processing, the effect control microcomputer 91 transmits various commands set in the effect command set area 94b (output buffer) of the sub-RAM 94 to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108 through reception command analysis processing and the like. The image control board 100 that has received various commands uses the image display device 7 to execute a display effect corresponding to the received command. Also, the audio control board 106 that has received various commands executes an audio effect that outputs audio from the speaker 67 according to the received command. The lamp control board 107 that has received various commands executes a lamp effect that controls the light emission of the panel lamp 5 and the frame lamp 66 according to the received command. After the command transmission processing, the effect control microcomputer 91 performs other processing (step S4105) and ends this processing. In the other processing, a random number update process and the like are performed.

[0131] [Received Command Analysis Processing] FIG. 20 is a flowchart of the received command analysis processing (step S4101 in FIG. 19). The effect control microcomputer 91 first determines whether a pre-determination command has been received from the main control board 80 (step S4201). If received (step S4201: YES), pre-reading effect determination processing is performed (step S4202). The "pre-reading effect determination processing" is a process of determining whether to execute the pre-reading effect and the pre-reading effect pattern in the case of execution. Specifically, the effect control microcomputer 91 obtains the value of the counter of the pre-reading effect random number, and refers to the obtained random number value and the pre-reading effect pattern determination table stored in the sub-ROM 93 to determine whether to perform the pre-reading effect and the pre-reading effect pattern in the case of performing the pre-reading effect. On the other hand, if not received (step S4201: NO), the above-described pre-reading effect determination processing is skipped. The pre-reading effect is an effect that suggests that there is a high possibility that a big hit is included in the reservation information newly stored in the special figure reservation storage area 84e, and is executed during the variable effect.

[0132] Next, the effect control microcomputer 91 determines whether it has received a hold ball count command from the main control board 80 (step S4203). If it has received it (step S4203: YES), it performs hold display processing (step S4204). In the hold display processing, based on the information regarding the special drawing 1 hold ball count, special drawing 2 hold ball count, and normal symbol hold ball count included in the hold ball count command, the values of the first special drawing hold effect counter, the second special drawing hold effect counter, and the normal symbol hold effect counter provided in the counter set area 94c of the sub-RAM 94 are updated. Thereby, not only on the main control board 80 side but also on the sub-control board 90 side, the information on each hold ball count can be retained. Also, the effect control microcomputer 91 updates the hold images 9A, 9B displayed on the display screen 7a based on the values of the first special drawing hold effect counter, the second special drawing hold effect counter, and the normal symbol hold effect counter. On the other hand, if it has not received the hold ball count command (step S4203: NO), the above-described hold display processing is skipped.

[0133] Subsequently, the effect control microcomputer 91 determines whether it has received a variation start command from the main control board 80 (step S4205). If it has received it (step S4205: YES), it performs variation effect start processing (step S4206). The "variation effect start processing" is a process of selecting a variation effect pattern (content) to be executed during the special symbol variation. On the other hand, if it has not received it (step S4205: NO), the above-described variation effect start processing is skipped.

[0134] Subsequently, the effect control microcomputer 91 determines whether it has received a variation stop command from the main control board 80 (step S4207). If it has received the command (step S4207: YES), it performs variation effect end processing (step S4208). The "variation effect end processing" is processing for stopping the variation effect executed during the special symbol variation. In the variation effect end processing, the effect control microcomputer 91 sets a counter etc. based on the analysis result of the variation stop command, and sets a variation effect end command for ending the variation effect. As a result, the effect symbol corresponding to the special symbol 1 or the special symbol 2 during the variation stops being displayed. If the variation stop command has not been received (step S4207: NO), the above-described variation effect end processing is skipped.

[0135] Subsequently, the effect control microcomputer 91 determines whether it has received a hit-related command from the main control board 80 (step S4209). The hit-related commands include a jackpot opening command, a round designation command, an ending command, a small hit opening command, a round designation command, an ending command, etc. Here, if it has received the command (step S4209: YES), it performs hit-related effect pattern determination processing corresponding to each command (step S4210). For example, if it has received a jackpot opening command, it selects an opening effect pattern preset corresponding to the jackpot type, and sets an opening effect start command for starting the selected opening effect in the effect command set area 94b of the sub-RAM 94. When the opening effect start command set in the effect command set area 94b is transmitted to the image control board 100 in the command transmission processing (step S4105), the image control board 100 reads out a predetermined opening effect image and displays it on the display screen 7a of the image display device 7. The same applies to other commands. On the other hand, if it has not received the command (step S4209: NO), the above-described hit-related effect pattern determination processing is skipped.

[0136] In step S4211, the effect control microcomputer 91 executes the customer waiting standby process. Next, the effect control microcomputer 91 executes other processes (step S4212) and ends the received command analysis process.

[0137] [Variable effect start process] FIG. 21 is a flowchart of the variable effect start process (step S4206 in FIG. 20). First, the effect control microcomputer 91 analyzes the variable start command (step S4301). Here, the effect control microcomputer 91 sets information regarding the special figure stop symbol data and information regarding the variable pattern included in the variable start command in the sub-RAM 94. The set information includes game state information indicating the current game state, symbol information indicating the symbol as the determination result of the hit determination process of special figure 1 or special figure 2, and the like. The information obtained here can be appropriately referred to by the effect control microcomputer 91.

[0138] Subsequently, the effect control microcomputer 91 performs the main effect pattern determination process (step S4302). The main effect pattern determination process is a process of determining the basic configuration of the variable effect using the main effect pattern determination table. The basic configuration of the variable effect includes, for example, the display and switching of the background image on the image display device 7, the display and movement of a predetermined character, the output of melodies and sound effects using the speaker 67, the lighting control of lamps, and the like. The variable effect is completed by superimposing additional effects such as a chance-up effect on this main effect.

[0139] Subsequently, the effect control microcomputer 91 performs a chance-up effect pattern determination process (step S4303). The chance-up effect pattern determination process is a process for determining an additional effect to be superimposed on the variable effect. The effect control microcomputer 91 acquires the value of the chance-up random number counter, and refers to the acquired random number value and the chance-up effect pattern determination table stored in the sub-ROM 93 to determine the chance-up effect pattern. After determining the chance-up effect pattern, the effect control microcomputer 91 may further refer to the random number value and the stop symbol pattern determination table to determine the combination of the effect symbols 8L, 8C, and 8R to be stopped and displayed, etc.

[0140] The effect control microcomputer 91 sets a variable effect start command in the effect command set area 94b (output buffer) of the sub-RAM 94 so that the variable effect based on the variable effect pattern determined in steps S4301 to S4303 above is realized (step S4404). When the variable effect start command set in the effect command set area 94b of the sub-RAM 94 is transmitted to the image control board 100 in the command transmission process, the image control board 100 reads out the variable effect image and displays it on the display screen 7a of the image display device 7.

[0141] Subsequently, the effect control microcomputer 91 sets a variable effect timer (step S4305) and ends this process. The variable effect timer is set with a variable time corresponding to the variable pattern included in the variable start command.

[0142] [During Variable Effect Process] FIG. 22 is a flowchart of the process during the variable effect (step S4102 in FIG. 19). During the variable effect process, the effect control microcomputer 91 first determines whether it is the variable pattern of SP3 (step S4400). The variable patterns of SP3 are variable patterns P3, P7, P13, P17, P23, P27, P33, and P37 (Figs. 8 and 9). If it is determined that it is the variable pattern of SP3 here (step S4400: YES), the process proceeds to step S4401. On the other hand, if it is determined that it is not the variable pattern of SP3 (step S4400: NO), the subsequent processes are not executed and the variable effect process ends.

[0143] In step S4401, the effect control microcomputer 91 determines whether it is within the vibration effect period. The vibration effect period is predetermined (scheduled) in the core effect pattern corresponding to the variable pattern. If it is determined that it is within the vibration effect period here (step S4401: YES), the process proceeds to step S4402. On the other hand, if it is determined that it is not within the vibration effect period (step S4401: NO), the subsequent processes are not executed and the variable effect process ends.

[0144] In step S4402, the effect control microcomputer 91 determines whether it is during the vibration effect. If it is determined that it is during the vibration effect here (step S4402: YES), the subsequent processes are not executed and the variable effect process ends. On the other hand, if it is determined that it is not during the vibration effect (step S4402: NO), the process proceeds to step S4403.

[0145] In step S4403, the effect control microcomputer 91 determines whether the touch switch 114 is ON. The touch switch 114 is connected to the sub-control board 90 via the relay board 108 (Fig. 4). If it is determined that the touch switch 114 is ON here (step S4403: YES), the process proceeds to step S4404. On the other hand, if it is determined that the touch switch is not ON (step S4403: NO), that is, if the touch switch is OFF, the process proceeds to step S4407.

[0146] In step S4404, the effect control microcomputer 91 determines whether an alternative effect is in progress. If it is determined that an alternative effect is in progress (step S4404: YES), the alternative effect is stopped (step S4405), and the process proceeds to step S4406. On the other hand, if it is determined that an alternative effect is not in progress (step S4404: NO), the process of step S4405 is not executed, and the process proceeds to step S4406.

[0147] In step S4406, the effect control microcomputer 91 executes a vibration effect. The vibration effect is an effect in which the effect control microcomputer 91 vibrates the effect button 63 via the relay board 108. The effect control microcomputer 91 vibrates the effect button 63 according to the created vibration data. Here, the effect button 63 is vibrated for 5 seconds. After that, the process during the variable effect ends.

[0148] In step S4407, the effect control microcomputer 91 executes an alternative effect. The alternative effect is an effect that replaces the vibration effect. After executing the alternative effect, the process during the variable effect ends.

[0149] 9. Effect example of this embodiment Hereinafter, the detection selection effect of this embodiment will be described with a timing chart and an effect example. As described above, the detection selection effect is an effect realized by the effect control microcomputer 91 based on various commands transmitted from the game control microcomputer 81.

[0150] The detection selection effect is executed when the variable patterns P3, P7, P13, P17, P23, P27, P33, P37 corresponding to SP3 are transmitted. In the timing charts of FIGS. 23 to 25, the uppermost row shows the ON / OFF of the touch switch 114. When the player touches the steering wheel 60 (for example, when gripping it), it is ON, and when the player does not touch the steering wheel 60, it is OFF.

[0151] The second stage shows a variable display effect. That is, it indicates whether the decorative pattern is in a variable state or a stopped state. The third stage shows the vibration effect period. The vibration effect period is predetermined in the core effect pattern corresponding to the variable pattern. For example, it is set at the start of the super reach effect following the reach formation effect.

[0152] The fourth stage indicates the ON / OFF of the vibration effect. ON indicates that the vibration effect is being executed. Conversely, OFF indicates that the vibration effect is not being executed. The fifth stage indicates the ON / OFF of the alternative effect replacing the vibration effect. ON indicates that the alternative effect is being executed. Conversely, OFF indicates that the alternative effect is not being executed.

[0153] [Detection Selection Effect A] In the detection selection effect A of FIG. 23, the variable display starts at time t0. And the variable display stops at time t3. This variation corresponds to SP3 and is 40 seconds (FIGS. 8, 9). And the next variation starts at time t4. The vibration effect period is set from time t1 to time t2. The period from time t1 to time t2 is set to 5 seconds. When it reaches time t1, it is determined that it is within the vibration effect period (step S4401: YES in FIG. 22). Since the vibration effect is not in progress but the touch switch is ON (step S4402: NO, step S4403: YES), the vibration effect is executed (step S4406). The effect control microcomputer 91 vibrates the effect button 63 for 5 seconds. Therefore, the effect button 63 is vibrated for 5 seconds from time t1 to time t2.

[0154] [Detection Selection Effect B] In the detection selection effect B of FIG. 24, the variable display has started since time t0 and stopped at time t3. This variation corresponds to SP3 and is 40 seconds (FIGS. 8 and 9). And the next variation has started since time t4. The vibration effect period is set from time t1 to time t2. The period from time t1 to time t2 is set to 5 seconds. At this time, the touch switch 114 is OFF at time t5 before time t1 and ON at time t6 after time t2. When time t1 is reached, it is determined that it is within the vibration effect period (step S4401: YES in FIG. 22). Since the vibration effect is not in progress and the touch switch is OFF (step S4402: NO, step S4403: NO), the alternative effect is executed (step S4407). The effect control microcomputer 91 executes the alternative effect for 5 seconds. Therefore, the alternative effect is executed for 5 seconds from time t1 to time t2.

[0155] [Detection Selection Effect C] In the detection selection effect C of FIG. 25, the variable display has started since time t0 and stopped at time t3. This variation corresponds to SP3 and is 40 seconds (FIGS. 8 and 9). Then, the next variation starts at time t4. The vibration effect period is set from time t1 to time t2. The period from time t1 to time t2 is set to 5 seconds. At this time, the touch switch 114 has been OFF since before time t1 and turns ON at time t5 within the period from time t1 to time t2. When it reaches time t1, it is determined that it is within the vibration effect period (step S4401 in FIG. 22: YES). Since it is not in the vibration effect and the touch switch is OFF (step S4402: NO, step S4403: NO), an alternative effect is executed (step S4407). When it reaches time t5, it is determined that it is within the vibration effect period (step S4401 in FIG. 22: YES). Since it is not in the vibration effect and the touch switch is ON (step S4402: NO, step S4403: YES), it is determined whether it is in the middle of the alternative effect (step S4404). At this time, since it is in the middle of the alternative effect (step S4404: YES), the alternative effect is stopped (step S4405), and the vibration effect is executed (step S4406). The effect control microcomputer 91 vibrates the effect button 63 for 5 seconds. Therefore, the alternative effect is executed during the period from time t1 to time t5, and then the effect button 63 is vibrated for 5 seconds during the period from time t5 to t6.

[0156] [Effect Example A] Next, with reference to FIG. 26, the effect example A of the detection selection effect will be described. The effect example of the detection selection effect A (FIG. 23) corresponds to FIGS. 26 (A) → (B) → (C) → (D) → (E) → (F). On the other hand, the effect example of the detection selection effect B (FIG. 24) corresponds to FIGS. 26 (A) → (B) → (C) → (G) → (E) → (F).

[0157] First, the effect example of the detection selection effect A (FIG. 23) will be described. First, as shown in FIG. 26(A), a variation start effect is executed. The variation start effect is an effect in which the decorative pattern starts to vary. Here, the decorative patterns 8L, 8C, and 8R are rapidly varying. At this time, the decorative patterns 8L, 8C, and 8R are semi-transparent or transparent.

[0158] Next, as shown in FIG. 26(B), a reach formation effect is executed. The reach formation effect is an effect in which the decorative pattern is stopped and displayed in a predetermined manner. Here, both the left and right decorative patterns 8L and 8R are stopped and displayed as the "5" pattern. The middle decorative pattern 8C is rapidly varying.

[0159] Next, as shown in FIG. 26(C), a development effect is executed. The development effect is an effect that suggests the development from a normal reach to a super reach. Here, a message image MG saying "Development" is displayed at the center of the display screen 7a. Also, the left and right decorative patterns 8L and 8R are displayed in a reduced size at the upper left corner and upper right corner of the display screen 7a.

[0160] Next, as shown in FIG. 26(D), a battle effect (initial) is executed. The battle effect is an example of a super reach effect, and is an effect in which a friendly character and an enemy character engage in battle. In the battle effect (initial), a friendly character CRA is displayed at the center of the display screen 7a, and a message image MG saying "Battle reach!" is displayed above it. Also, the left and right decorative patterns 8L and 8R are displayed in a reduced size at the upper left corner and upper right corner of the display screen 7a. Here, in particular, the handle 60 is shown at the lower left. This is displayed for convenience to indicate whether the handle 60 is vibrating due to the vibration effect. The period of the battle effect in FIG. 26(D) corresponds to the vibration effect period (the period from time t1 to t2 in FIG. 23). Therefore, during the period of FIG. 26(D), the operation button 63 is vibrated, and the handle 60 vibrates.

[0161] Next, as shown in FIG. 26(E), a battle effect (late stage) is executed. The battle effect (late stage) is an effect in which the friendly character CRA collides with the enemy character CRB at the center of the display screen 7a. If the friendly character CRA wins in the battle effect (late stage), it is a big hit. Here too, the left and right decorative patterns 8L and 8R are displayed in a reduced size at the upper left and upper right corners of the display screen 7a.

[0162] Next, as shown in FIG. 26(F), a winning / losing notification effect is executed. The winning / losing notification effect is an effect that notifies whether it is a big hit or not in the form of the decorative patterns 8L, 8C, and 8R. Here, all of the decorative patterns 8L, 8C, and 8R are the "5" patterns (twin spots), indicating a big hit. If the friendly character CRA loses in the battle effect (late stage), in the winning / losing notification effect, the left and right decorative patterns 8L and 8R become the "5" patterns and the middle decorative pattern 8C becomes a near miss with the "6" pattern.

[0163] Subsequently, an example of the detection selection effect B (FIG. 24) will be described. Since FIGS. 26(A) to (C), (E), and (F) are the same, the description thereof will be omitted. In the detection selection effect B, the touch switch is OFF during the vibration effect period. Therefore, as shown in FIG. 26(G), an alternative effect replacing the battle effect (initial stage) is executed.

[0164] In the alternative effect, as shown in FIG. 26(G), the friendly character CRA is displayed on the display screen 7a. To the right of the friendly character CRA, a message image MG of "Extremely hot" is displayed. Thereby, instead of the vibration effect, it is possible to suggest to the player that the expectation of a big hit is high. Here, in particular, the handle 60 is shown at the lower left. This is displayed for the sake of convenience to indicate whether the handle 60 is vibrating due to the vibration effect. The period of the alternative effect in FIG. 26(G) corresponds to the vibration effect period (the period from time t1 to t2 in FIG. 24). Therefore, during the period of FIG. 26(G), the effect button 63 is not vibrated and the handle 60 does not vibrate either.

[0165] Next, an example of the detection selection effect C (Fig. 25) will be described. Since the effects shown in Figs. 26(A) to (G) are as described above, the description thereof will be omitted. In the detection selection effect C, the touch switch changes from OFF to ON during the vibration effect period (time t5). Therefore, from time t1, the alternative effect shown in Fig. 26(G) is executed, and from time t5, the battle effect (initial) shown in Fig. 26(D) is executed. Accordingly, the handle 60 does not vibrate during the period from time t1 to t5, and the handle 60 vibrates during the period from time t5 to t6.

[0166] [Effect Example B] Next, an example of the detection selection effect B will be described with reference to Fig. 27. The effect example of the detection selection effect A (Fig. 23) corresponds to Figs. 27(A) → (B) → (C) → (D) → (E) → (F). On the other hand, the effect example of the detection selection effect B (Fig. 24) corresponds to Figs. 27(A) → (B) → (C) → (G) → (E) → (F).

[0167] First, an example of the detection selection effect A (Fig. 23) will be described. First, as shown in Fig. 27(A), a variation start effect is executed. The variation start effect is an effect in which the decorative pattern starts to vary. Here, the decorative patterns 8L, 8C, and 8R are rapidly varying. At this time, the decorative patterns 8L, 8C, and 8R are semi-transparent or transparent.

[0168] Next, as shown in Fig. 27(B), a reach formation effect is executed. The reach formation effect is an effect in which the decorative pattern stops and is displayed in a predetermined manner. Here, both the left and right decorative patterns 8L and 8R are stopped and displayed as the "5" pattern. The middle decorative pattern 8C is rapidly varying.

[0169] Next, as shown in Fig. 27(C), a development effect is executed. The development effect is an effect that suggests the development from a normal reach to a super reach. Here, a message image MG saying "Development" is displayed at the center of the display screen 7a. Also, the left and right decorative patterns 8L and 8R are displayed in a reduced size at the upper left corner and the upper right corner of the display screen 7a.

[0170] Next, as shown in FIG. 27(D), a battle effect (initial) is executed. The battle effect is an example of a super reach effect, and is an effect in which a friendly character and an enemy character engage in battle. In the battle effect (initial), the friendly character CRA is displayed at the center of the display screen 7a, and a message image MG saying "Battle reach!" is displayed above it. Also, the left and right decorative patterns 8L and 8R are displayed in a reduced size at the upper left and upper right corners of the display screen 7a. Here, in particular, the handle 60 is shown at the lower left. This is displayed for convenience to indicate whether the handle 60 is vibrating by a vibration effect. The period of the battle effect in FIG. 27(D) corresponds to the vibration effect period (the period from time t1 to t2 in FIG. 23). Therefore, during the period of FIG. 27(D), the effect button 63 is vibrated, and the handle 60 vibrates.

[0171] Next, as shown in FIG. 27(E), a battle effect (latter stage) is executed. The battle effect (latter stage) is an effect in which the friendly character CRA and the enemy character CRB collide with each other at the center of the display screen 7a. If the friendly character CRA wins in the battle effect (latter stage), it is a big hit. Here too, the left and right decorative patterns 8L and 8R are displayed in a reduced size at the upper left and upper right corners of the display screen 7a.

[0172] Next, as shown in FIG. 27(F), a winning / losing notification effect is executed. The winning / losing notification effect is an effect that notifies whether it is a big hit in the form of the decorative patterns 8L, 8C, and 8R. Here, all of the decorative patterns 8L, 8C, and 8R are "5" patterns (twin patterns), indicating a big hit. If the friendly character CRA loses in the battle effect (latter stage), in the winning / losing notification effect, the left and right decorative patterns 8L and 8R become "5" patterns and the middle decorative pattern 8C becomes a reach miss with a "6" pattern.

[0173] Next, an example of the detection selection effect B (Fig. 24) will be described. Since Figs. 27(A) to (C), (E), and (F) are the same, the description thereof will be omitted. In the detection selection effect B, the touch switch is OFF during the vibration effect period. Therefore, as shown in Fig. 27(G), an alternative effect replacing the battle effect (initial) is executed.

[0174] In the alternative effect, as shown in Fig. 27(G), the ally character CRA is displayed on the display screen 7a. The background of the ally character CRA is the rainbow image RB. Thus, instead of the vibration effect, it is possible to suggest to the player that a big win has been determined. Here, in particular, a handle 60 is shown in the lower left. This is displayed for convenience to indicate whether the handle 60 is vibrating due to the vibration effect. The period of the alternative effect in Fig. 27(G) corresponds to the vibration effect period (the period from time t1 to t2 in Fig. 24). Therefore, during the period of Fig. 27(G), the effect button 63 is not vibrated, and the handle 60 does not vibrate either.

[0175] Next, an example of the detection selection effect C (Fig. 25) will be described. Since each effect in Figs. 27(A) to (G) is as described above, the description thereof will be omitted. In the detection selection effect C, the touch switch switches from OFF to ON during the vibration effect period (time t5). Therefore, from time t1, the alternative effect shown in Fig. 27(G) is executed, and from time t5, the battle effect (initial) shown in Fig. 27(D) is executed. Therefore, the handle 60 does not vibrate during the period from time t1 to t5, and the handle 60 vibrates during the period from time t5 to t6.

[0176] [Effect Example C] Next, an example of the detection selection effect C will be described with reference to Fig. 28. The example of the detection selection effect A (Fig. 23) corresponds to Figs. 28(A) → (B) → (C) → (D) → (E) → (F). On the other hand, the example of the detection selection effect B (Fig. 24) corresponds to Figs. 28(A) → (B) → (C) → (G) → (E) → (F).

[0177] First, an example of the detection selection effect A (Fig. 23) will be described. First, as shown in Fig. 28(A), a variation start effect is executed. The variation start effect is an effect in which the decorative design starts to vary. Here, the decorative designs 8L, 8C, and 8R are rapidly varying. At this time, the decorative designs 8L, 8C, and 8R are semi-transparent or transparent.

[0178] Next, as shown in Fig. 28(B), a reach formation effect is executed. The reach formation effect is an effect in which the decorative design stops and is displayed in a predetermined manner. Here, both the left and right decorative designs 8L and 8R are stopped and displayed as the "5" design. The middle decorative design 8C is rapidly varying.

[0179] Next, as shown in Fig. 28(C), a development effect is executed. The development effect is an effect that suggests the development from a normal reach to a super reach. Here, a message image MG saying "Development" is displayed in the center of the display screen 7a. Also, the left and right decorative designs 8L and 8R are displayed in a reduced size in the upper left corner and upper right corner of the display screen 7a.

[0180] Next, as shown in Fig. 28(D), a battle effect (initial) is executed. The battle effect is an example of a super reach effect and is an effect in which a friendly character and an enemy character engage in battle. In the battle effect (initial), a friendly character CRA is displayed in the center of the display screen 7a, and a message image MG saying "It's a battle reach" is displayed above it. Also, the left and right decorative designs 8L and 8R are displayed in a reduced size in the upper left corner and upper right corner of the display screen 7a. Here, in particular, a handle 60 is shown in the lower left part. This is displayed for convenience to indicate whether the handle 60 is vibrating due to a vibration effect. The period of the battle effect in Fig. 28(D) corresponds to the vibration effect period (the period from time t1 to t2 in Fig. 23). Therefore, during the period of Fig. 28(D), the effect button 63 is vibrated, and the handle 60 will vibrate.

[0181] Next, as shown in FIG. 28(E), a battle effect (late stage) is executed. The battle effect (late stage) is an effect in which the ally character CRA collides with the enemy character CRB at the center of the display screen 7a. When the ally character CRA wins in the battle effect (late stage), it is a big hit. Here too, the left and right decorative patterns 8L and 8R are displayed in a reduced size at the upper left corner and the upper right corner of the display screen 7a.

[0182] Next, as shown in FIG. 28(F), a winning / losing notification effect is executed. The winning / losing notification effect is an effect that notifies whether it is a big hit or not in the form of the decorative patterns 8L, 8C, and 8R. Here, all of the decorative patterns 8L, 8C, and 8R are the "5" patterns (twin fives), indicating a big hit. When the ally character CRA loses in the battle effect (late stage), in the winning / losing notification effect, the left and right decorative patterns 8L and 8R are the "5" patterns and the middle decorative pattern 8C is a near miss with the "6" pattern.

[0183] Subsequently, an example of the detection selection effect B (FIG. 24) will be described. Since FIGS. 28(A) to (C), (E), and (F) are the same, the description thereof will be omitted. In the detection selection effect B, the touch switch is OFF during the vibration effect period. Therefore, as shown in FIG. 28(G), an alternative effect that replaces the battle effect (initial stage) is executed.

[0184] In the alternative effect, as shown in FIG. 28(G), the same display screen as in FIG. 28(D) is displayed. Here, in particular, a sound of "kwin kwin" is output via the speaker 67. Thereby, instead of the vibration effect, it is possible to suggest to the player that a big hit has been determined. Here, in particular, a handle 60 is shown at the lower left. This is displayed for convenience to indicate whether the handle 60 is vibrating due to the vibration effect. The period of the alternative effect in FIG. 28(G) corresponds to the vibration effect period (the period from time t1 to time t2 in FIG. 24). Therefore, during the period of FIG. 28(G), the effect button 63 is not vibrated and the handle 60 does not vibrate either.

[0185] Next, an example of the detection selection effect C (Fig. 25) will be described. For each of the effects shown in Figs. 28(A) to (G), since they are as described above, the description will be omitted. In the detection selection effect C, the touch switch changes from OFF to ON during the vibration effect period (time t5). Therefore, from time t1, the alternative effect shown in Fig. 28(G) is executed, and from time t5, the battle effect (initial) shown in Fig. 28(D) is executed. Accordingly, the handle 60 does not vibrate during the period from time t1 to t5, and the handle 60 vibrates during the period from time t5 to t6.

[0186] 10. Effect examples, modification examples, and aspect examples of the present embodiment

[0187] [Effect example] The following shows effect examples of the present embodiment. [Effect 1] In the gaming machine 1 of the above embodiment, when information related to the state that the player is touching the handle 60 is detected by the touch switch 114, a vibration effect is executed (during the period from time t1 to t2 in Fig. 23, during the period from time t5 to t6 in Fig. 25, Figs. 26(D), 27(D), 28(D)). On the other hand, when information related to the state that the player is touching the handle 60 is not detected by the touch switch 114, an alternative effect instead of the vibration effect is executed (during the period from time t1 to t2 in Fig. 24, during the period from time t1 to t5 in Fig. 25, Figs. 26(G), 27(G), 28(G)). According to this configuration, since the vibration effect is executed during the period when the player touches the handle 60, the effectiveness of the vibration effect is enhanced, and when the player does not touch the handle 60, an alternative effect is executed, so that the interest of the game can be improved.

[0188] [Effect 2] In the gaming machine 1 of the above embodiment, when information related to the state that the player is touching the handle 60 by the touch switch 114 is detected during the execution of the alternative effect (FIGS. 26(G), 27(G), 28(G)), the alternative effect is stopped and the vibration effect is executed (steps S4403 to S4406 in FIG. 22, the period from time t5 to t6 in FIG. 25). According to this configuration, since the vibration effect is executed if the player touches the handle 60 during the execution of the alternative effect, there is a high possibility of surprising the player, and the interest of the game can be improved.

[0189] [Effect 3] In the gaming machine 1 of the above embodiment, there may be a case where the determination of a big win is suggested by the alternative effect (FIGS. 27(G), 28(G)). According to this configuration, even when it is not detected by the touch switch 114 that the player is touching the handle 60, it is possible to convey to the player that a big win has been determined by an effect different from the vibration effect, and the interest of the game can be improved.

[0190] [Effect 4] In the gaming machine 1 of the above embodiment, the display of the image in the alternative effect that replaces the vibration effect may be the same image as the vibration effect (FIGS. 28(D)(G)). According to this configuration, there is no sense of incongruity even when the alternative effect is executed, and the interest of the game can be improved.

[0191] [Modification Example] A modification example of this embodiment is shown. [Modification Example 1] In the above embodiment, information related to the state that the player is touching the handle 60 is detected by the touch switch 114. On the other hand, information related to the state that the player is touching the handle 60 may be detected by detecting the operation of the handle 60. For example, it is conceivable to detect the rotation amount of the handle 60 by the firing volume 115. Also, for example, it is conceivable to detect that the firing motor 113 is driving.

[0192] [Modification Example 2] In the above-described embodiment, the touch switch 114 detected information related to the state in which the player was touching the steering wheel 60. In contrast, information related to the state in which the player is touching the steering wheel 60 may be detected by the entry of a ball into a specific winning opening. For example, it is conceivable to detect a win in the first start opening 20 and the second start opening 21.

[0193] [Modification Example 3] In the above-described embodiment, it was an example of a vibration effect during a variable effect. In contrast, it can also be applied to a vibration effect during a big win. In this case, the "variable display effect" in the second stage of each timing chart may be read as a "special game effect", and it may be assumed that the special game starts at time t0 and ends at time t3. The vibration effect during a big win can be considered to be executed when suggesting a round upgrade during a big win or when suggesting a game state to shift to after the end of a big win.

[0194] [Modification Example 4] In the above-described embodiment, an example of an effect of vibrating the effect button 63 as a vibration effect was given, but it is not limited to this. For example, the sword member 64 may be vibrated. Also, for example, a passage through which air passes may be formed in the steering wheel 60, and a configuration may be adopted in which air is intermittently sent out from the steering wheel 60 to the player's hand and vibration is transmitted through the air. Also, a so-called speaker may be installed and configured so that sound waves are transmitted.

[0195] [Modification Example 5] In the above-described embodiment, the vibration effect period was set from time t1 to t2, but it may be set anywhere during the variable effect (or during a big win). In the above-described embodiment, the vibration effect period was 5 seconds, but it may be a period of 5 seconds or less, or a period of 5 seconds or more. In the above-described embodiment, the vibration effect period was only one period, but two or more periods may be set as the vibration effect period.

[0196] [Modification Example 6] In the above-described embodiment, the period of the alternative performance that replaces the vibration performance was also set to 5 seconds as in the vibration performance. However, the period of the vibration performance and the period of the alternative performance may be different. For example, as shown in the detection selection performance D of FIG. 29, while the period of the vibration performance is 5 seconds, the period of the alternative performance may be the period from time t1 to t7 (for example, 10 seconds) that is longer than the period of the vibration performance. In this case, as shown in the performance example D of FIG. 30, instead of the battle performance (FIGS. 30(D)(E)), for example, a full-rotation reach as a premiere reach (a reach with a confirmed big win) (FIGS. 30(G)(H)) can be executed as an example.

[0197] [Modification Example 7] In the above-described embodiment, when information related to the state where the player touches the handle 60 by the touch switch 114 is detected during the execution of the alternative performance (FIGS. 26(G), 27(G), 28(G)), the alternative performance was stopped and the vibration performance was executed (steps S4403 to S4406 in FIG. 22, the period from time t5 to t6 in FIG. 25). On the other hand, as shown in FIGS. 30(G)(H), when information related to the state where the player touches the handle 60 by the touch switch 114 is detected during the execution of the alternative performance (full-rotation reach), the vibration performance may be executed while the alternative performance is being executed. For example, as shown in FIG. 30(H), when information related to the state where the player touches the handle 60 is detected during the full-rotation reach, it is conceivable to execute the vibration performance while the full-rotation reach is being executed (the period from time t5 to t6 in FIG. 29).

[0198] [Aspect Example] In the gaming machine of this embodiment, the following aspects can be realized. [Aspect 1] A gaming machine, detection means for detecting information related to the state where a player touches a handle; performance execution means for executing a specific performance when at least the information is detected by the detection means, When the information is not detected by the detection means at a predetermined timing, the effect execution means executes another effect in place of the specific effect. The gaming machine is characterized by this.

[0199] In addition, the handle 60 in the above embodiment corresponds to the "handle", the touch switch 114 corresponds to the "detection means", and the effect control microcomputer 91 corresponds to the "effect execution means". Further, the state of "the player touching the handle" includes the state where the player is operating the handle 60. Therefore, the detection means may be the firing volume 115 and the firing motor 113. Also, the state of "the player touching the handle" includes the state where the game ball launched by operating the handle 60 enters a specific winning opening. Therefore, the detection means may be the first start opening sensor 20a, the second start opening sensor 21a, the gate sensor 28a, the big winning opening sensor 30a, the general winning opening sensor 27a, etc.

[0200] [Aspect 2] The gaming machine according to aspect 1 further includes vibration generation means for generating vibration. As the specific effect, the effect execution means can execute an effect by the vibration generation means. The gaming machine is characterized by this.

[0201] The vibration generating motor 63a and the effect button 63 in the above embodiment correspond to the "vibration generation means". Note that the vibration generation means may be, in addition to the vibration generating motor 63a, a device that creates vibration mediated by air by intermittently sending out air (so-called air vibration), or a speaker that vibrates air.

[0202] [Aspect 3] The gaming machine according to aspect 1 or aspect 2, When the information is detected by the detection means during the execution of the other effect, the effect execution means stops the other effect and executes the specific effect. The gaming machine is characterized by this.

[0203] [Other Modification Examples] In the various display effects described above, a configuration that does not include some of the effects or effects other than those described above may be included.

[0204] Although the gaming machine 1 of the above embodiment has been described by taking a pachinko gaming machine as an example, it is not limited thereto. For example, instead of a pachinko gaming machine, the present invention may be applied to a rotary gaming machine such as a slot machine, an arranged ball gaming machine, or a mahjong ball gaming machine. When the gaming machine 1 is a slot machine, the gaming medium may be changed from a gaming ball to a gaming medal.

[0205] Although the gaming machine 1 of the above embodiment is a gaming machine equipped with a payout device for paying out balls, it is not limited thereto. For example, instead of the gaming machine 1, the present invention may be applied to a gaming machine that does not have a payout device, such as a so-called enclosed gaming machine.

[0206] Further, among the plurality of effect examples and / or modification examples described above, two or more effect examples and / or modification examples may be combined. Furthermore, the gaming machine 1 may be provided with a sub-display device in addition to the image display device 7. In this case, the above-described display effects may be executed by the sub-display device.

[0207] As described above, the present aspect has been described based on the embodiment and the modification examples. However, the embodiments of the above-described aspects are for facilitating the understanding of the present aspect and do not limit the present aspect. The present aspect can be changed and improved without departing from the spirit and scope of the claims, and equivalents thereof are included in the present aspect.

Explanation of Reference Numerals

[0208] 1... Gaming machine 7... Image display device 7a... Display screen 63... Effect button 81... Gaming control microcomputer 91... Effect control microcomputer

Claims

Claim 1 A gaming machine, detection means for detecting information related to a state in which a player is touching a handle; performance execution means for executing a specific performance at least when the information is detected by the detection means, comprising: when the information is not detected by the detection means at a predetermined timing, the performance execution means executes another performance in place of the specific performance; A gaming machine characterized by the above. Claim 2 The gaming machine according to claim 1 further comprises vibration generating means for generating vibration, the performance execution means can execute a performance by the vibration generating means as the specific performance; A gaming machine characterized by the above. Claim 3 The gaming machine according to claim 1 or claim 2, when the information is detected by the detection means during the execution of the other performance, the performance execution means stops the other performance and executes the specific performance; A gaming machine characterized by the above.

Citation Information

Patent Citations

  • Game machine

    JP2020192159A