Game machine

JP2025100176APending Publication Date: 2025-07-03SANSEI R&D KK
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Patent Information

Application Number
JP2023217361
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-22
Publication Date
2025-07-03

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Abstract

To increase the interest of a game.SOLUTION: In a game machine having operation means, when the operation means is operated, a specific performance that suggests a game state during a specific period can be executed.SELECTED DRAWING: Figure 22
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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 is a gaming machine in which one gaming state is set from among a plurality of gaming states (see, for example, Patent Document 1).

[0003] In such a gaming machine, for example, a high-probability and low-base state is set as a "small hit RUSH state", and when in this "small hit RUSH state", a display effect may be performed so that the player can easily recognize that they are in the "small hit RUSH state".

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, even with the above-described gaming machine, there is still room for improvement in the technology for enhancing the interest of the game.

[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 part of the above-described problems, and can be realized as the following application examples.

[0008] [Application Example 1] A gaming machine provided with operating means, When the operation means is operated, a specific effect that suggests a gaming state during a specific period can be executed. The gaming machine is characterized by this. [Application Example 2] The gaming machine according to Application Example 1, further equipped with a light-emitting means, In the specific effect, the light-emitting means emits light in a predetermined manner to suggest the gaming state during the specific period. The gaming machine is characterized by this. [Application Example 3] The gaming machine according to Application Example 2, In the specific effect, When the operation means is operated, the light-emitting means emits light in the predetermined manner to suggest that the gaming state during the specific period is the first gaming state, and There are cases where, even when the operation means is operated, the light-emitting means does not emit light to suggest that the gaming state during the specific period is the second gaming state. The gaming machine is characterized by this. [Application Example 4] The gaming machine according to Application Example 1, The specific effect is an effect performed during a variable effect, The specific period is the period until the variable effect ends. The gaming machine is characterized by this.

Advantages of the Invention

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

Brief Description of the 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 seen 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.

[0013] 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 part of the gaming machine, and an inner frame to which the game board 2 is attached inside the outer frame.

[0014] The front frame (front frame portion) 53 is a vertically rectangular unit arranged on the front side of the outer frame and the inner frame, and includes a handle 60, a 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, a notification lamp 69, 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.

[0015] The handle 60 is arranged at the lower right end of the front frame 53 and fires the game balls with a firing 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 arranged 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).

[0016] The effect button 63 is an operation part arranged near the ball supply tray (upper tray) 61 and is operated (pressed) by the player during effects executed as the game progresses. The sword member 64 is an operation part 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 part provided at the upper end 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 able to execute 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.

[0017] The frame lamp 66 and the notification lamp 69 are arranged around the opening of the front frame 53 and perform light emission effects during the game etc. The speakers 67 are arranged at the upper left and upper right of the front frame 53 and perform sound effects during the game etc. 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.

[0018] The game board 2 includes a game area 3, a rail member 4, a board lamp 5, an image display device 7, a center decorative body 10, a board movable body 14, a fixed winning device (umbilicus) 19, a normal variable winning device (electric chew) 22, a gate (through checker) 28, a first major winning device (first attacker) 31, a second major winning device (second attacker) 36, a general winning port 27 (normal winning port 27), an out port 16, and a display 40.

[0019] 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.

[0020] 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 (decorative symbols) 8L, 8C, 8R are variably displayed, 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 holds, and are also referred to as hold icons 9A, 9B. The hold digestion image 9C is an image corresponding to the variation, and is also referred to as the variation image 9C or the variation icon 9C. Note that the hold digestion image 9C is an image corresponding to the variation and does not indicate a hold, but for convenience, the hold images 9A, 9B and the hold digestion image 9C are collectively referred to as hold images.

[0021] 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, "0" 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 the results (big win lottery results) of the variable display of the first special symbol and the second special symbol to the player according to the combination of the performance symbols displayed in the left, middle, and right symbol display areas. Note that the first special symbol and the second special symbol are collectively referred to as the "special symbol".

[0022] For example, when winning the big win, the performance symbol is stopped and displayed as a triple, such as "777". When losing, the performance symbol is stopped and displayed as a non-triple, such as "637". This makes it easy for the player to grasp the progress of the game. The player can grasp the big win lottery result through the image display device 7. 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 set arbitrarily. Hereinafter, the performance of displaying the performance symbols 8L, 8C, and 8R is also called the "variable performance of the performance symbol", the "variable performance of the decorative symbol", or simply the "variable performance". Note that this variable performance of the performance symbol counts the performance during the period from the start of the variable of the special symbol to its stop (also called 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 its stop, the performance of the temporary stop is included in the variable performance of the decorative symbol.

[0023] The image display device 7 can display, on the display screen 7a, in addition to the production symbol variation production, a jackpot production that is carried out in parallel with a jackpot game (an example of a special game), a demo production for waiting customers, and the like. In the production symbol variation production, in addition to the production symbol, production images such as a background image and a character image may also be displayed. Further, the image display device 7 may display, on the display screen 7a, an identification display (a fourth symbol, illustration omitted) that can suggest that a special symbol is in the process of variation or suggest the lottery result of the special symbol, in addition to the production 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.

[0024] 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 held 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 held described later. By displaying the held images 9A and 9B, the number of held images of the first special symbol and the number of held images of the second special symbol can be displayed clearly to the player. The held digestion image display area includes a held digestion display area that displays the held digestion image 9C. The held digestion image 9C corresponds to the production symbol currently in variation on the display screen 7a (production symbols 8L, 8C, 8R), and by displaying the held digestion image 9C, it is possible to clearly display to the player that the first special symbol hold or the second special symbol hold is digested (the "digestion of the special symbol hold" described later).

[0025] The center decoration 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 10. The stage portion 11 has a shape that can guide a game ball 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 10. The warp portion 12 includes an inlet portion into which a game ball flows and an outlet portion from which the game ball flows out, and causes the game ball that has flowed in from the inlet portion to flow out from the outlet portion to the stage portion 11.

[0026] The disk movable body 14 (also referred to as the movable accessory 14) is a movable so-called gimmick provided above the image display device 7. The movable accessory 14 is configured such that a circular member with a face-like image drawn thereon can move vertically in front of (the front surface of) the image display device 7. The movable accessory 14 normally stands still at the retracted position above the image display device 7 (Fig. 1), and can move (advance) from the retracted position toward the lower end of the display screen 7a and stand still at an arbitrary advanced position in front of the display screen 7a.

[0027] 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 20 where the ease of entry of game balls is always constant. The winning of a game ball into the first starting port 20 triggers the lottery for the first special symbol (big win lottery). In other words, the winning of a game ball into the first starting port 20 triggers the acquisition of random numbers for winning and the like and the opportunity for big win determination and the like.

[0028] The normal variable winning device (electric chute) 22 is arranged below the first starting port 20 in the game area 3 and includes a second starting port 21. The winning of a game ball into the second starting port 21 triggers the lottery for the second special symbol (big win lottery). The electric chute 22 is provided with 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 chute solenoid 24 (Fig. 3). The second starting port 21 allows game balls to enter when the movable member 23 is in the open state. Note that for the electric chute 22, it is sufficient that the entry of 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 it is also possible for game balls to enter the second starting port 21 when the movable member 23 is in the closed state.

[0029] The gate (through chucker) 28 is arranged above the first big winning device (first attacker) 31 in the game area 3 and is configured to allow game balls to pass through. The passage of a game ball through the gate 28 triggers the normal symbol lottery for determining whether to open the electric chute 22. In other words, the passage of a game ball through the gate 28 triggers the acquisition of normal symbol random numbers and the opportunity for winning determination and the like.

[0030] Here, the "special symbol lottery" refers to a process of determining whether a jackpot has been won by obtaining a random number for special symbol determination when a game ball wins a prize in the first start port 20 or the second start port 21, and comparing the obtained random number with a value corresponding to a predetermined "jackpot". The lottery result of this "jackpot" is not immediately notified to the player. Instead, a variable display of the special symbol is performed on the display 40, and 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, and the lottery result of the jackpot is more effectively notified to the player by this symbol matching game.

[0031] Also, the "normal symbol lottery" refers to a process of determining whether a win has occurred by obtaining a random number for normal symbol determination when a game ball passes through the gate 28, and comparing the obtained random number with a value corresponding to a predetermined "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 display 40, and 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.

[0032] The first big winning device (the first attacker) 31 is arranged in the upper right of the first start port 20 in the game area 3, and includes a first big winning port 30, a V area 39, a non-V area 70, and a V opening and closing member 71. The first big winning port 30 includes an opening and closing member 32 that allows or inhibits the acceptance of game balls by a swinging opening and closing operation. The opening and closing member 32 is driven by a first big winning port solenoid 33 (FIG. 3). The first big winning port 30 allows game balls to enter when the opening and closing member 32 is in an open state.

[0033] The first major winning device 31 includes, inside thereof, a V region (specific region) 39, a V region sensor 39a (FIG. 3), a non-V region (non-specific region) 70, a non-V region sensor 70a (FIG. 3), a first major winning port sensor 30a (FIG. 3), a V opening / closing member 71, and a V opening / closing member solenoid 73 (FIG. 3).

[0034] The V region (specific region) 39 and the non-V region (non-specific region) 70 are configured as regions through which the game balls that have passed through the first major winning port 30 can pass inside the first major winning device 31. The first major winning port sensor 30a is disposed upstream of the V region 39 and the non-V region 70 and detects the winning of a game ball into the first major winning port 30. The V region sensor 39a is disposed in the V region 39 and detects the passage of a game ball into the V region 39. The non-V region sensor 70a is disposed in the non-V region 70 and detects the passage of a game ball into the non-V region 70.

[0035] The V opening / closing member 71 distributes the game balls that have passed through the first major winning port 30 to either the V region 39 or the non-V region 70. The V opening / closing member solenoid 73 drives the V opening / closing member 71. The V opening / closing member 71 is configured to rotate (clockwise and counterclockwise with respect to the game board 2), and when the V opening / closing member solenoid 73 is energized, it rotates counterclockwise from the origin position to enter a first state (rotating state) in which the game balls are distributed to the V region 39, and when the V opening / closing member solenoid 73 is de-energized, it is located at the origin and enters a second state (stopping state) in which the game balls are distributed to the non-V region 70. Note that the V opening / closing member 71 is not limited to rotational movement, and it may have a function of distributing the game balls that have passed through the first major winning port 30 to either the V region 39 or the non-V region 70. For example, it may be configured to move in the front-rear direction with respect to the game board 2. That is, when the V opening / closing member solenoid 73 is energized, it enters a retracted state (the first state) in which the game balls are distributed to the V region 39, and when the V opening / closing member solenoid 73 is de-energized, it may be configured to enter an extended state (the second state) in which the game balls are distributed to the non-V region 70.

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

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

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

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

[0040] In the gaming machine 1, when a game ball wins (enters) the first start port 20 or the second start port 21, the values of various random numbers such as the winning random number obtained for the win (numerical information) 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 (Fig. 5) 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 (Fig. 5) 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 winning 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 entry of the game ball into 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 conduct the jackpot lottery for the win can be retained with a predetermined number as the upper limit.

[0041] In the gaming machine 1, when a game ball passes through the gate 28, the value of the normal symbol random number obtained for the passage is temporarily stored as normal symbol retention in the normal symbol retention memory area 84f (Fig. 5). There is an upper limit to the number of normal symbol retentions that can be stored in the normal symbol retention memory area 84f, and the upper limit value in this embodiment is 4. The normal symbol retention stored in the normal symbol retention memory area 84f is consumed when the variable display of the normal symbol based on the normal symbol retention becomes possible. "Consumption of normal symbol retention" means determining the normal symbol random number corresponding to the normal symbol retention 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 passage of the game ball through the gate 28 cannot be performed immediately after the passage, that is, even if there is a win 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 passage can be retained with a predetermined number as the upper limit.

[0042] 2. Electrical Configuration of the Gaming Machine Based on FIGS. 2 to 4, the electrical configuration of the gaming machine 1 will be described. FIG. 2 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. 2), 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), a payout control board 110 (FIG. 2), and a power supply board 116 (FIG. 2).

[0043] The main control board 80 is a game control board that performs control related to 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 performs control related to 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.

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

[0045] A sensor / solenoid 44 is connected to the main control board 80 via the input / output circuit 87. The sensor / solenoid 44 is a general term for various sensors and solenoids. Examples of the sensors include a first start port sensor 20a, a second start port sensor 21a, a gate sensor 28a, a first big winning port sensor 30a, a second big winning port sensor 35a, a V area sensor 39a, a non-V area sensor 70a, a normal winning port sensor 27a, a first big winning device discharge sensor 31a, and a second big winning device discharge sensor 36a as shown in FIG. 3.

[0046] The first start port sensor 20a is provided inside the first start port 20 and detects a game ball that has won a prize 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 a prize 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 first big winning port sensor 30a is provided inside the first big winning port 30 and detects a game ball that has won a prize in the first big winning port 30. The second big winning port sensor 35a is provided inside the second big winning port 35 and detects a game ball that has won a prize in the second big winning port 35. The V-region sensor 39a is provided in the V-region 39 and detects a game ball that has passed through the V-region 39. The non-V-region sensor 70a is provided in the non-V-region 70 and detects a game ball that has passed through the non-V-region 70. The normal winning port sensor 27a is provided inside the normal winning port 27 and detects a game ball that has won a prize in the normal winning port 27. The first big winning device discharge sensor 31a detects a game ball discharged from the first big winning device 31. The second big winning device discharge sensor 36a detects a game ball discharged from the second big winning device 36.

[0047] Examples of the solenoids include an electric chute solenoid 24, a first big winning port solenoid 33, a second big winning port solenoid 38, and a V opening / closing member solenoid 73 as shown in FIG. 3. The electric chute solenoid 24 drives the movable member 23 of the electric chute 22. The first big winning port solenoid 33 drives the opening / closing member 32 of the first big winning device 31. The second big winning port solenoid 38 drives the opening / closing member 37 of the second big winning device 36. The V opening / closing member solenoid 73 drives the V opening / closing member 71.

[0048] A display 40 is connected to the main control board 80 via an input / output circuit 87. The game control microcomputer 81 performs display control of the display 40. An external terminal board 72 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 outputs to the external terminal board 72 prize ball information, door or frame opening information, the number of variations of the first special symbol or the second special symbol, entry of a game ball into the first start port 20 or the second start port 21, whether it is in a big win state, and a security signal, etc.

[0049] A payout control board 110 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 for payout monitoring. A prize ball payout device 120, a loan ball payout device 130, and a card unit 135 are connected to the payout control board 110.

[0050] A power supply board 116 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 operates with power supplied from the power supply board 116 and distributes power to other boards (not shown). Also, a launching device 112 is connected via the power supply board 116.

[0051] A sub-control board 90 (Fig. 4) is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a one-way communication connection that allows only transmission of signals from the main control board 80 to the sub-control board 90. That is, a non-illustrated unidirectional circuit (for example, a circuit using a diode) as communication direction regulating means is interposed between the main control board 80 and the sub-control board 90.

[0052] The sub-control board 90 includes a game effect control microcomputer 91 and an input / output circuit 95. The game effect control microcomputer 91 is a one-chip microcomputer mounted on the sub-control board 90, and controls the game effects of the gaming machine 1 according to a program. The game effect control microcomputer 91 transmits and receives data to and from other boards etc. via the input / output circuit 95. The input / output circuit 95 may be built into the game effect control microcomputer 91. Connected to the sub-control board 90 via the input / output circuit 95 are an image control board 100, an audio control board 106, a lamp control board 107, and a relay board 108.

[0053] The image control board 100 controls the display of the image display device 7 according to a program. In the CPU unit of the image control board 100, 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 are stored, specifically, image data such as characters, items, graphics, characters, numbers, symbols etc. (including game symbols) and background images.

[0054] A speaker 67 is connected to the audio control board 106, and the game effect control microcomputer 91 causes the speaker 67 to output voices, music, sound effects etc. via the audio control board 106 based on the commands received from the main control board 80.

[0055] A frame lamp 66 and a panel lamp 5 are connected to the lamp control board 107, and these are controlled.

[0056] The relay board 108 is connected to the effect button 63, the select button 68, and the frame movable body 600. 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 operates the effect button 63 based on the command received from the main control board 80. The effect button 63 can not only be pressed, but its position can also change between a normal position (embedded position) where the upper surface portion of the button body slightly protrudes and a protruding position where most of the button body protrudes. That is, as one of the effects, the effect button 63 pops up. 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.

[0057] 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) that determines 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 to create the operation pattern data. Note that a touch sensor or the like that is provided on the front frame 53 and outputs a detection signal when contacted by a human body may be connected to the relay board 108.

[0058] 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 table stored in the main ROM 83 of the game control microcomputer 81. Fig. 5(B) is a diagram for explaining the storage area provided in the main RAM 84 of the game control microcomputer 81. Fig. 5(C) is a diagram for explaining the table stored in the sub-ROM 93 of the effect control microcomputer 91. Fig. 5(D) is a diagram for explaining the storage area provided in the sub-RAM 94 of the effect control microcomputer 91.

[0059] The main ROM 83 (Fig. 5(A)) is provided with a table storage area 83a. In this table storage area 83a, 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 chew opening pattern determination table, a large winning opening 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.

[0060] The main RAM 84 (Fig. 5(B)) is provided with 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 memory area 84e, and a normal figure reservation memory area 84f.

[0061] 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 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, etc. are set.

[0062] 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 jackpot flag, a sure change flag, a time shortening flag, etc. are set.

[0063] 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 sure change counter, a time shortening counter, etc. are set.

[0064] The special operation status set area 84d is an area where the status in the special operation process described later is set.

[0065] The special drawing reservation memory area 84e includes a first special drawing reservation memory area in which the first special drawing reservation is stored, and a second special drawing reservation memory area in which the second special drawing reservation is stored. In the first special drawing reservation memory area, a first storage area, a second storage area, a third storage area, and a fourth storage area for storing a group of random number values (reservation information) such as random numbers for each special symbol hit corresponding to the first, second, third, and fourth of the first special drawing reservation are provided. In the second special drawing reservation memory area, a first storage area, a second storage area, a third storage area, and a fourth storage area for storing a group of random number values (reservation information) corresponding to the first, second, third, and fourth of the second special drawing reservation are provided.

[0066] The normal drawing reservation 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 a group of random number values (reservation information) such as normal drawing random numbers (winning random numbers) corresponding to the first, second, third, and fourth of the normal drawing reservation.

[0067] The sub-ROM 93 (Fig. 5(C)) is provided with a table storage area 93a. In the table storage area 93a, 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. are stored. 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.

[0068] The sub-RAM 94 (Fig. 5(D)) is provided with a command storage area 94a, a production command set area 94b, and a counter set area 94c. 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, and the like. The production 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 sets a variation production start command, a command before variation end, a variation production end command, an opening production start command, a round production start command, an ending production start command, and the like. The counter set area 94c is an area where counters used in the sub-control main process (described later) are set, and sets a random number counter, a first special figure reserved production counter, a second special figure reserved production counter, a normal figure reserved production counter, a game number counter, and the like.

[0069] 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 "fall random number", a "big win type random number", a "reach random number", a "variation pattern random number", and a "normal symbol random number" at timings described later.

[0070] The "win random number" is a random number used for lottery (big win determination) of whether or not it is a big win, and takes a value in the range of 0 to 65535. The "fall random number" is a random number used for lottery (fall determination) of whether or not it has fallen from the probability variable state, and takes a value in the range of 0 to 65535. The "big win type random number" is a random number used for lottery (big win type determination) of the type of the selected big win, and takes a value in the range of 0 to 127.

[0071] "Reach random number" is a random number used to determine whether to generate a reach in the production symbol variation effect that shows the result when the jackpot determination fails, and takes a value in the range of 0 to 127. A reach refers to a state in which among a plurality of production symbols (decorative symbols), the production symbol being variably displayed remains as the last one, and it is a state that becomes a combination of production symbols indicating a jackpot win depending on which symbol the variably displayed production symbol stops at (for example, the state of "7↓7"). Note that the production symbol stopped and displayed in the reach state may be displayed as if it is shaking within the display screen 7a.

[0072] "Variation pattern random number" is a random number used to determine a variation pattern including a variation time, and takes a value in the range of 0 to 127. "Normal symbol random number" is used for a lottery (normal symbol lottery) to determine whether to perform an auxiliary game to release the electric chew 22. The normal symbol random number takes a value in the range of 0 to 255.

[0073] "Jackpot random number", "fall random number", "jackpot type random number", "reach random number", and "variation pattern random number" are acquired 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 acquired based on the ball entry into the first start port 20 is stored in the first special figure hold memory area, and the group of random number values acquired based on the ball entry into the second start port 21 is stored in the second special figure hold memory area. "Normal symbol random number (winning random number)" is acquired based on the passage through the gate 28. The acquired normal symbol random number value is stored in the general symbol hold memory area 84f.

[0074] Next, various random numbers acquired by the production control microcomputer 91 in the gaming machine 1 will be described. The production control microcomputer 91 is configured to acquire a "pre-reading production random number" and a "chance-up random number".

[0075] The "preview effect random number" is a random number that is obtained as the value of the preview effect counter set in the counter set area 94c and is used to determine the preview effect during the variable effect. It takes values in the range of 0 to 127. The "preview effect random number" is obtained based on the output of a pre-judgment command from the main control unit side to the sub-control unit side.

[0076] The "chance-up random number" is a random number used to determine the chance-up effect during the variable effect and takes values in the range of 0 to 127. The "chance-up random number" is obtained based on the output of a variable start command from the main control unit side to the sub-control unit side. The obtained random number value is stored in the sub-RAM 94.

[0077] 4. Explanation of various tables FIG. 6(A) is a diagram for explaining the hit determination table. The hit determination table is a table referred to by the game control microcomputer 81 to determine whether the obtained hit random number value (any value from 0 to 65535) corresponds to a "big win" or a "loss" in the main control main process (described later). FIG. 6(B) is a diagram for explaining the fall determination table.

[0078] As shown in FIG. 6(A), in the low-probability state (normal state), in the first special symbol (special symbol 1), when the hit random number value is in the range of "0 to 204", it is determined as a "big win", and when the hit random number value is a "numerical value from 205 to 65535", it is determined as a "loss". On the other hand, in the second special symbol (special symbol 2), when the hit random number value is in the range of "0 to 204", it is determined as a "big win", and when the hit random number value is a "numerical value from 205 to 65535", it is determined as a "loss". In the low-probability state (normal state), the probability of a big win is 1 / 319.7.

[0079] As shown in FIG. 6(A), in the high-probability state (probability-variable state), in the first special symbol (special symbol 1), when the winning random value is "0 to 1299", it is determined as "big win", and when the winning random value is "a value from 1300 to 65535", it is shown that it is determined as "loss". On the other hand, in the second special symbol (special symbol 2), when the winning random value is "0 to 1299", it is determined as "big win", and when the winning random value is "a value from 1300 to 65535", it is shown that it is determined as "loss". In the high-probability state (probability-variable state), the probability of a big win is 1 / 50.4.

[0080] As shown in FIG. 6(B), when the falling random value is "0 to 363", it is determined as "fall", and when the falling random value is "364 to 65535", it is determined as "not fall". The probability of falling is 1 / 180.0.

[0081] The reach determination table is a table referred to by the game control microcomputer 81 to determine whether the acquired reach random value (any value from 0 to 127) corresponds to "with reach" or "without reach" in the main control main process (described later). 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-limited state", when the reach random value is "0 to 13", it is determined as "with reach", and when the reach random value is "a value other than 0 to 13 (14 to 127)", it is determined as "without reach". Also, in the "time-limited state", when the reach random value is "0 to 5", it is determined as "with reach", and when the reach random value is "a value other than 0 to 5 (6 to 127)", it is determined as "without reach".

[0082] 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-saving 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-saving 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".

[0083] 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-saving state or time-saving state). In this embodiment, when in the "non-time-saving state", the variation time of the normal symbol is determined to be "30 seconds", and when in the "time-saving state", the variation time of the normal symbol is determined to be "1 second".

[0084] Figure 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).

[0085] When winning in the draw of the first special symbol (Special Figure 1), if the jackpot type random value is "0 to 5", it is determined as "10R sure-win jackpot (Electric Support 100 + α)"; if the jackpot type random value is "6 to 82", it is determined as "4R sure-win jackpot (Electric Support 100 + α)"; if the jackpot type random value is "83 to 127", it is determined as "4R normal jackpot (Electric Support 100)". When winning in the draw of the second special symbol (Special Figure 2), it is determined as "10R sure-win jackpot (Electric Support 100 + α)". Note that the "sure-win jackpot" is a V-pass scheduled jackpot where the passage of the game balls in the V area 39 is scheduled. On the other hand, the "normal jackpot" is a V-non-pass scheduled jackpot where the passage of the game balls in the V area 39 is not expected and not scheduled. Also, the "Electric Support" is, as described later, the number of times the so-called Electric Support control continues. The "100 + α" means that it continues until a jackpot is hit or a fall draw is won.

[0086] 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. The variation pattern determination table is a table referred to for determining the variation pattern according to the acquired variation pattern random value (0 to 127) by the game control microcomputer 81 in the main control main process (described later).

[0087] It is shown that when winning in the first start port 20 in the non-time-saving state, being determined as "loss" in the jackpot determination table, being determined as "with reach" in the reach determination table, the number of reserved balls being "1 to 2", and the variation pattern random value being "0 to 60", the variation pattern is determined as "P7".

[0088] In the time-saving state, the variation pattern is determined regardless of the variation pattern random value or the number of reserved balls. For example, when winning in the second start port 21 and being determined as "jackpot" in the jackpot determination table, it is shown that the variation pattern is determined as "P51" regardless of the variation pattern random value or the number of reserved balls.

[0089] As shown in FIGS. 8 and 9, when the variation pattern is determined, the variation time is also determined. Also, when it becomes a reach, it is also determined whether the reach is a normal reach or a super reach (SP reach). A super reach is a reach effect in which the variation time after reach formation is longer than that of a normal reach. Here, three types of super reaches (SP1, SP2, SP3) are set. SP1 to 3 are executed developmentally via a normal reach.

[0090] 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 shortening state or time shortening state). In the present embodiment, when in the "non-time shortening state", the opening pattern of the electric chute 22 is determined to be the "opening pattern 11", and when in the "time shortening 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.

[0091] 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 patterns of the first big winning opening 30 and the second big winning opening 35.

[0092] In the case of a "10R certain-variation jackpot", in the 1st R, a long opening of the first major winning opening 30 with 1 opening cycle and an opening time of 29.5 seconds is performed. Also, in the 2nd to 10th Rs, a long opening of the second major winning opening 35 with 1 opening cycle and an opening time of 29.5 seconds is performed. In the cases of a "4R certain-variation jackpot" and a "4R normal jackpot", in the 1st R, a long opening of the first major winning opening 30 with 1 opening cycle and an opening time of 29.5 seconds is performed. Also, in the 2nd to 4th Rs, a long opening of the second major winning opening 35 with 1 opening cycle and an opening time of 29.5 seconds is performed. However, the first major winning opening 30 and the second major winning opening 35 are closed even if there is remaining opening time when there is a winning of a predetermined number of game balls (specified winning number).

[0093] In addition, an opening pattern of the V opening / closing member solenoid 73 is also determined corresponding to the jackpot type. In the case of a "certain-variation jackpot", during the long opening of the first major winning opening 30 in the 1st R, the V opening / closing member solenoid 73 assumes the first state (rotating state). As a result, at least one of the game balls that have entered the first major winning opening 30 is distributed to the V area 39. On the other hand, in the case of a "normal jackpot", during the long opening of the first major winning opening 30 in the 1st R, the V opening / closing member solenoid 73 does not assume the first state (rotating state) but assumes the second state (stopping state). As a result, the game balls that have entered the first major winning opening 30 are distributed to the non-V area 70.

[0094] 5. Explanation of Jackpots, etc. When a jackpot occurs, a "jackpot game" is executed. The jackpot game is an example of a special game. The jackpot game includes a plurality of rounds of game (unit opening games), 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 major winning opening between rounds of game is included in the opening round of game before the closing.

[0095] 6. Explanation of Game States The gaming state of the gaming machine 1 will be described. The game control microcomputer 81 can execute "probability variation control" and "variation time shortening control" for the special symbols displayed on the special symbol display 41 and the normal symbols displayed on the normal symbol display 42, respectively. Here, the state in which the game control microcomputer 81 performs probability variation control on the special symbols of the special symbol display 41 is called the "high probability state (probability variation state)", and the state in which probability variation control is not performed is simply called the "low probability state (normal state)". The game control microcomputer 81 realizes the high probability state by performing a big win determination using a big win determination table (Fig. 6) in which the number of big win random values determined as a big win is larger in the high probability state than in the low probability state as the probability variation control of the special symbols. Therefore, the probability of a big win is higher in the high probability state than in the low probability state. That is, when the game control microcomputer 81 executes probability variation control on the special symbols of the special symbol display 41, the probability that the display result (stopped symbol) of the variable display of the special symbols by the special symbol display 41 becomes a big win symbol is higher than when probability variation control is not executed.

[0096] In addition, the gaming control microcomputer 81 is said to be in the "short-time state" when it performs control to shorten the variation time for the special symbol display of the special symbol display device 41, and is simply said to be in the "non-short-time state" when it does not perform control to shorten the variation time. In the short-time state, the variation time of the special symbol (the time from the start of the variable display to the display of the derived display result) is shorter than that in the non-short-time state. The gaming control microcomputer 81 determines the variation pattern using a variation pattern determination table (Figs. 8 and 9) defined such that a variation pattern with a shorter variation time is selected more frequently in the short-time state than in the non-short-time state. That is, when the gaming control microcomputer 81 performs control to shorten the variation time for the special symbol of the special symbol display device 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 when it does not perform control to shorten the variation time. As a result, in the short-time state, the pace of digestion of the special symbol hold is increased, and a valid winning (a winning that can be stored as a special symbol hold) at the start port is more likely to occur. Thereby, it is possible to aim for a big win under smooth progress of the game. Note that the gaming control microcomputer 81 may perform probability variation control and variation time shortening control simultaneously for the special symbol of the special symbol display device 41, or may perform only one of them.

[0097] 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 in the time shortening state, and does not execute them in the non-time shortening state. As the probability variation control for the normal symbols, the game control microcomputer 81 uses 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 to perform a winning determination (determination of normal symbols). 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 a 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 count 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 being executed. Also, the high base state (power assist control state) may be controlled independently without being associated with the time shortening state.

[0098] In the gaming machine 1, the gaming state after a jackpot game due to winning a V-pass scheduled jackpot is a high probability state, a time shortening state, and a high base state if the V area 39 has been passed during that jackpot game. This gaming state is particularly referred to as the "probability variation state", the "high probability high base state", or the "high probability time shortening state". The probability variation state ends by winning the fall lottery or by winning a jackpot and executing that jackpot game. Also, the gaming state after a jackpot game due to winning a non-V-pass scheduled jackpot is a low probability state, a time shortening state, and a high base state if the V area 39 has not been passed (almost never) during that jackpot game. This gaming state is particularly referred to as the "time shortening state", the "low probability high base state", or the "low probability time shortening state". The time shortening state ends by executing the variable display of special symbols up to a predetermined number of times or by winning a jackpot and executing that jackpot game.

[0099] When starting to play the gaming machine 1 for the first time, the gaming state after power-on is a normal probability state, a non-time shortening state, and a low base state (non-power assist control state). This gaming state may also be particularly referred to as the "normal state", the "low probability low base state", 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 (jackpot game) shall be referred to as the "special game state (jackpot game state)".

[0100] In a high base state such as a high certainty high base state or a low certainty high base state, it is possible to more advantageously progress the game by hitting the ball to the right to enter the right game area 3B (Fig. 1). This is because, under the electric assist control, the electric chute 22 is more easily opened compared to the low base state, and it is easier to win at the second start port 21 than to win at the first start port 20. Therefore, in the high base state, while passing the game ball through the gate 28 that triggers the normal symbol lottery, a right hit is performed to make the game ball win at the second start port 21. As a result, more start wins (winning at the start port) can be obtained than by hitting the ball to the left. Note that in the gaming machine 1, the game is also played with a right hit even during a big win game. On the other hand, in the low base state, it is possible to more advantageously progress the game by hitting the ball to the left to enter the left game area 3A (Fig. 1). This is because the electric assist control is not executed, so the electric chute 22 is less easily opened compared to the high base state, and it is easier to win at the first start port 20 than to win at the second start port 21. Therefore, in the low base state, a left hit is performed to make the game ball win at the first start port 20. As a result, more start wins can be obtained than by hitting the ball to the right.

[0101] 7. Operation of the game control microcomputer 81 Based on Figs. 10 to 18, the operation of the game control microcomputer 81 provided on the main control board 80 (Fig. 2) will be described. The counters, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the main RAM 84.

[0102] [Main control main 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.

[0103] 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.

[0104] 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 cycle (for example, a 4 msec cycle). That is, the main side timer interrupt process is executed every predetermined cycle (for example, a 4 msec cycle). 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.

[0105] [Main Side Timer Interrupt Process] FIG. 11 is a flowchart of the main side timer interrupt process (step S005 in FIG. 11). 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 in 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).

[0106] 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.

[0107] 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 memory area corresponding to the current number of normal symbol reserved balls among the first to fourth memory areas of the normal symbol reserved memory area 84f of the main RAM 84. 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 memory area corresponding to the current number of special symbol 1 reserved balls among the first to fourth memory areas of the first special symbol reserved memory area. Furthermore, the game control microcomputer 81 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 memory area corresponding to the current number of special symbol 2 reserved balls among the first to fourth memory areas of the second special symbol reserved memory area.

[0108] 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.

[0109] Next, the game control microcomputer 81 performs normal operation processing (step S104). In the normal operation processing, the game control microcomputer 81 controls the operation of the electric chute 22. Specifically, the game control microcomputer 81 determines whether the number of held balls for the normal symbol is "0". If the number of held 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. After that, the variation display is stopped. In the case of a "hit", the game control microcomputer 81 sets the electric chute release pattern by referring to the electric chute release pattern determination table and operates the electric chute 22.

[0110] 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 held ball number processing (step S106). The game control microcomputer 81 first reads out the number of held balls for special figure 1, the number of held balls for special figure 2, and the number of held balls for the normal symbol stored in the main RAM 84. Next, the game control microcomputer 81 sets a held ball number command in the command set area (output buffer) 84a of the main RAM 84. The held ball number command is a command for notifying the sub-control board 90 of the number of held balls and includes information regarding the number of held balls for special figure 1, the number of held balls for special figure 2, and the number of held balls for the normal symbol.

[0111] After the held ball count 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 held ball count in the second special figure described later, the second special figure held indicator 43b is controlled to a display mode indicating the number, and based on the held ball count in the first special figure, the first special figure held indicator 43a is controlled to a display mode indicating the number.

[0112] [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, variation 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 variation time has elapsed, 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 jackpot 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 a round designation command and an ending command is performed. Also, when the jackpot ends, a set of a time-saving counter and a probability-variable counter is performed.

[0113] [Special symbol standby process] FIG. 13 is a flowchart of the special symbol standby process (FIG. 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). When 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 starting opening 21 in the second special figure reserved memory area, the process proceeds to step S1407. When the number of reserved balls for special figure 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes a hit determination process (step S1402). The hit determination process is a process of determining whether it is a jackpot by referring to the jackpot determination table (FIG. 6). Details will be described later.

[0114] 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. 9 and 10), based on the game state of the gaming machine 1 (time-limited state or non-time-limited state), the determination result of the winning determination processing (step S1402), the number of held balls, and the variable pattern random number, after selecting a variable pattern in the variable pattern selection processing, the number of held balls in the second special figure is decremented (step S1404). Next, the game control microcomputer 81 shifts the storage location of the held information (various random number values) stored in the first to fourth storage areas of the second special figure held storage area by one position to the side from which it is read out from the current position, and clears the held information stored in the location farthest from the side from which it is read out in the second special figure held storage area (step S1405). For example, when held information is stored in the first to third storage areas, the held information stored in the third storage area is cleared, and when held information is stored in the first to fourth storage areas, the held 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 held image 9B corresponding to the first storage area of the second special figure held storage area (the leftmost held image 9B among the four held images 9B) shifts to the held consumption image display area side and is displayed as the held consumption image 9C. Also, the held images 9B corresponding to the second to fourth storage areas of the second special figure held storage area (the second, third, and fourth held images 9B from the left among the four held 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 second special figure variable start processing (step S1406). In the second special figure 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 a 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 on the special figure stop symbol data set in the hit determination process (step S1402) and information on the variation pattern set in the variation pattern selection process (step S1403) (including information on the variation time).

[0115] In step S1401, when the number of hold balls in Special Figure 2 is "0" (step S1401: YES), the game control microcomputer 81 determines whether the number of hold balls in Special Figure 1 is "0" (step S1407). When the number of hold balls in Special Figure 1 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 process proceeds to step S1413. When the number of hold balls in Special Figure 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes a winning determination process (step S1408). Next, the game control microcomputer 81 executes a variation pattern selection process (step S1409). In the variation pattern selection process, with reference to the variation pattern determination tables (FIGS. 8 and 9), a variation pattern is selected based on the game state of the gaming machine 1 (time-saving state or non-time-saving state), the determination result of the winning determination process (step S1408), the number of hold balls, and the variation pattern random number. After the variation pattern selection process, the number of hold balls in Special Figure 1 is decremented (step S1410). Next, the game control microcomputer 81 shifts the storage location of each random number value stored in the first to fourth storage areas of the first special figure hold memory area by one position to the side from which it is read from the current position, and clears the hold information stored in the location farthest from the side from which it is read in the first special figure hold memory 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 hold image 9A corresponding to the first storage area of the first special figure hold memory area (the hold image 9A at the far right among the four hold images 9A) shifts to the hold consumption image display area side and is displayed as the hold consumption image 9C. Also, the hold images 9A corresponding to the second to fourth storage areas of the first special figure hold memory area (the second, third, and fourth hold images 9A from the right among the four hold 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 a first special figure variation start process (step S1412).In the special drawing 1 variation start process, a variation start command is set in the command set area 84a of the main RAM 84 to start the variation display of the first special symbol and to set the variation time timer. The variation time timer is set with a variation time determined according to the variation pattern selected in the variation pattern selection process. Also, the game control microcomputer 81 sets the special operation status to "2". Note that the variation start command (special drawing 1 variation start command) set in the special drawing 1 variation start process includes information regarding the special drawing stop symbol data set in the hit determination process (step S1408) and information regarding the variation pattern set in the variation pattern selection process (step S1409) (including information regarding the variation time).

[0116] In step S1407, when the number of special drawing 1 held balls is "0" (step S1407: YES), the game control microcomputer 81 sets a customer waiting command (step S1413) and ends this process. As described above, according to the special symbol waiting process of this embodiment, the variation display of the special symbol based on the first special drawing hold is executed only when the second special drawing hold is "0". That is, the consumption of the second special drawing hold is executed with priority over the consumption of the first special drawing hold. Also, according to the jackpot type determination table (FIG. 8) of this embodiment, the lottery based on the second special drawing hold is more likely to win a jackpot that is more profitable for the player than the lottery based on the first special drawing hold.

[0117] [Hit Determination Process] FIG. 14 is a flowchart of the hit determination process (steps S1402 and S1408 in FIG. 13). Since the hit determination process (step S1402) for special drawing 2 and the hit determination process (step S1408) for special drawing 1 have the same processing flow, they will be described together.

[0118] In the collision determination process, the game control microcomputer 81 first determines whether the probability variation flag is ON (step S1501). If the probability variation flag is OFF (step S1501: NO), the process proceeds to step S1505. On the other hand, if the probability variation flag is ON (step S1501: YES), the game control microcomputer 81 performs a fall determination (step S1502). Specifically, the game control microcomputer 81 first reads out a fall random number value as a determination value. Next, it reads out the fall random number value stored in the first storage area of the special figure reservation storage area 84e (corresponding to the first of the special figure reservations). Next, the game control microcomputer 81 determines whether it is a fall using the fall determination table (Fig. 6(B)) to be referred to and the fall random number value. After step S1502, the game control microcomputer 81 determines in step S1503 whether the determination result of step S1502 is a fall. If it is not a fall (step S1503: NO), the process proceeds to step S1505. On the other hand, if it is a fall (step S1503: YES), the game control microcomputer 81 turns off the probability variation flag (step S1504), and the process proceeds to step S1505.

[0119] In step S1505, the game control microcomputer 81 performs a winning determination. Specifically, the game control microcomputer 81 first reads out the jackpot random number value as the determination value. Next, it reads out the jackpot random number value stored in the first storage area of the special figure reservation storage area 84e (corresponding to the first of the special figure reservations). Next, the game control microcomputer 81 determines whether it is a losing outcome using the reference jackpot determination table (Fig. 6(A)) and the jackpot random number value. At this time, when the probability variable flag is ON, the "high probability state" of the jackpot determination table (Fig. 6(A)) is referenced, and when the probability variable flag is OFF, the "low probability state" of the jackpot determination table (Fig. 6(A)) is referenced. Next, in step S1506, the game control microcomputer 81 determines whether the determination result in step S1505 is a jackpot. If it is a losing outcome (step S1506: NO), the game control microcomputer 81 ends the winning determination process. On the other hand, if it is a jackpot (step S1506: YES), the game control microcomputer 81 determines the jackpot type (step S1507), turns on the jackpot flag (step S1508), and ends the winning determination process. In the determination of the jackpot type, specifically, the game control microcomputer 81 first reads out the jackpot type random number value as the determination value. It reads out the jackpot type random number value stored in the first storage area of the special figure reservation storage area 84e. Next, the game control microcomputer 81 determines the jackpot type based on the read jackpot type random number value and the jackpot type determination table (Fig. 7).

[0120] [Special symbol determination process] Fig. 15 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 S1901). The game state management process will be described later. Next, the game control microcomputer 81 determines whether the big win flag is ON (step S1902). The big win flag is stored in the flag set area 84b of the main RAM 84. If it is determined that the big win flag is ON at this time (step S1902: YES), the process proceeds to step S1903. On the other hand, if it is determined that the big win flag is not ON (step S1902: NO), that is, if the big win flag is OFF, the special operation status is set to "1" (step S1907), and the special symbol determination process ends.

[0121] In step S1903, the game control microcomputer 81 sets the opening pattern. The opening pattern is as described above. For a 4R big win, the opening pattern 21 is set; for an 8R big win, the opening pattern 22 is set; and for a 10R big win, the opening pattern 23 is set. Next, the game control microcomputer 81 executes game state reset processing (step S1904). This processing is to reset the probability variation flag, time shortening flag, and ceiling flag. Next, the game control microcomputer 81 sets the opening command (step S1905), sets the special operation status to "4" (step S1906), and ends the special symbol determination process.

[0122] [Game State Management Processing] FIG. 16 is a flowchart of the game state management process (FIG. 15: step S1901). In the game state management process, first, the game control microcomputer 81 determines whether the time reduction flag is ON (step S2001). If it is determined that the time reduction flag is OFF at this time (step S2001: NO), the process proceeds to step S2010. On the other hand, if it is determined that the time reduction flag is ON (step S2001: YES), the game control microcomputer 81 determines whether the value of the time reduction counter is greater than 0 (step S2002). If the value of the time reduction counter is 0 or less (step S2002: NO), the process proceeds to step S2005. On the other hand, if the value of the time reduction counter is greater than 0 (step S2002: YES), the game control microcomputer 81 decrements the value of the time reduction counter by 1 (step S2003) and determines whether the value of the time reduction counter is 0 (step S2004). If the value of the time reduction counter is not 0 (step S2004: NO), the process proceeds to step S2010. On the other hand, if the value of the time reduction counter is 0 (step S2004: YES), the process proceeds to step S2005.

[0123] In step S2005, the game control microcomputer 81 determines whether the probability variation flag is ON. If the probability variation flag is OFF (step S2005: NO), the process proceeds to step S2009. On the other hand, if the probability variation flag is ON (step S2005: YES), the game control microcomputer 81 decrements the value of the probability variation counter by 1 (step S2006) and determines whether the value of the probability variation counter is 0 (step S2007). If the value of the probability variation counter is not 0 (step S2007: NO), the process proceeds to step S2010. On the other hand, if the value of the probability variation counter is 0 (step S2007: YES), the game control microcomputer 81 turns off the probability variation flag (step S2008) and the process proceeds to step S2009.

[0124] In step S2009, the game control microcomputer 81 turns off the time reduction flag. Next, in step S2010, the game control microcomputer 81 sets a game state designation command in the command set area (output buffer) 84a of the main RAM 84, and ends the game state management process. The game state designation command includes information regarding the set current game state (such as whether it is a probability variation state, the probability variation counter value, whether it is a time reduction state, the time reduction counter value, etc.).

[0125] [Special electric accessory processing] FIG. 17 is a flowchart of the special electric accessory processing (step S1308 in FIG. 12). In the special electric accessory processing, first, the game control microcomputer 81 determines whether the jackpot end flag is ON (step S2101). If it is determined here that the jackpot end flag is ON (step S2101: YES), ending processing is executed (step S2102), and the special electric accessory processing ends. In the ending processing, it is determined whether the ending time has elapsed. If it has elapsed, the jackpot end flag is turned off, the jackpot flag is turned off, the special operation status is set to "1", and after executing the game state setting process (step S2103), the special electric accessory processing ends. The game state setting process will be described later. On the other hand, if it is determined that the jackpot end flag is not ON (step S2101: NO), that is, if the jackpot end flag is OFF, the process proceeds to step S2104.

[0126] In step S2104, it is determined whether a prize has been won at the big winning opening. This process is a process of determining whether there has been a prize at the big winning opening 30 based on a signal from the big winning opening sensor 30a. If it is determined here that a prize has been won at the big winning opening (step S2104: YES), the big winning opening command is set (step S2105), and the process proceeds to step S2106. On the other hand, if it is determined that no prize has been won at the big winning opening (step S2104: NO), the process proceeds to step S2106 without executing the process of step S2105.

[0127] In step S2106, it is determined whether the big winning opening is open. This process is a process of determining whether the big winning opening 30 is open. If it is determined here that the big winning opening is open (step S2106: YES), the big winning opening closing process is executed (step S2107), and the special electric accessory process ends. The big winning opening closing process is a process of determining whether the closing condition of the big winning opening 30 is satisfied, and if it is satisfied, the big winning opening 30 is closed. On the other hand, if it is determined that the big winning opening is not open (step S2106: NO), that is, if the big winning opening is closed, the process proceeds to step S2108.

[0128] In step S2108, the game control microcomputer 81 determines whether it is the big winning opening period. This process is a process of determining whether it is the opening period of the big winning opening 30. If it is determined here that it is the big winning opening period (step S2108: YES), the big winning opening opening process is executed (step S2110), a round designation command is set (step S2111), and the special electric accessory process ends. On the other hand, if it is determined that it is not the big winning opening period (step S2108: NO), the round process is executed (step S2109), and the special electric accessory process ends. In the round process, it is determined whether the round ends. When the round ends, the round counter is decremented. When the round counter becomes "0", an ending command is set, and the jackpot end flag is turned on.

[0129] [Game state setting process] FIG. 18 is a flowchart of the game state setting process (step S2103 in FIG. 17). In the game state setting process, the game control microcomputer 81 first determines whether the game ball has passed through the V area 39 in the jackpot game being executed (step S2201). This process is determined by whether the V flag is ON. If it is determined that the ball has not passed through the V area 39 (step S2201: NO), the process proceeds to step S2204. On the other hand, if it is determined that the ball has passed through the V area 39 (step S2201: YES), the game control microcomputer 81 turns on the probability change flag (step S2202), sets 10,000 in the probability change counter (step S2203), and the process proceeds to step S2204.

[0130] In step S2204, the game control microcomputer 81 turns on the time shortening flag. Next, it sets 100 in the time shortening counter (step S2205), sets the game state designation command (step S2206), and ends the game state setting process.

[0131] 8. Operation of the effect control microcomputer 91 Based on FIGS. 19 to 21, 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.

[0132] [Sub-control main process] FIG. 19 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, settings of the sub-CPU 92, reset of various flags, statuses, and 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 processing is executed only once after the power is turned on and is not executed thereafter.

[0133] After the initialization process, the effect control microcomputer 91 prohibits interrupts for interrupt processing (step S4001) and performs a random number update process (step S4002). In this random number update process, the effect control microcomputer 91 updates the random number counter value by adding 1. When each random number counter value reaches the set upper limit value, it returns to "0" and is added again. Note that the initial value of each random number counter may be a value other than "0" or may be randomly changed. Also, instead of adding 1 each time, the random number value may be added by 2 or more. Each random number may be a so-called hardware random number.

[0134] After the random number update process, the effect control microcomputer 91 permits interrupts for interrupt processing (step S4003). While interrupts are permitted, execution of the sub-side timer interrupt processing (step S4004) becomes possible. The sub-side timer interrupt processing is executed based on interrupt pulses repeatedly input to the sub-CPU 92 at a predetermined period. That is, the sub-side timer interrupt processing is executed at every predetermined period. And, between when the sub-side timer interrupt processing ends and when the next sub-side timer interrupt processing starts, the random number update process is repeatedly executed.

[0135] [Sub-side Timer Interrupt Processing] Figure 20 is a flowchart of the sub-side timer interrupt process (step S4004 in FIG. 19). The effect control microcomputer 91 first performs received command analysis processing (step S4100). Details of the received command analysis processing will be described later. After the received command analysis processing, the effect control microcomputer 91 performs variable effect in-process processing (step S4110). The variable effect in-process processing is a process for setting a pre-ending command at a specific timing during the variable effect and causing a specific display effect to be executed on the display screen 7a. Details will be described later. After the variable effect in-process processing, the effect control microcomputer 91 performs switch processing (step S4120). In the switch processing, the effect control microcomputer 91 sets the display content of the display screen 7a based on the switch data (edge data and level data) output from the effect button 63. After the switch processing, the effect control microcomputer 91 performs command transmission processing (step S4130). 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 received 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 according to the received commands. Also, the audio control board 106 that has received various commands executes an audio effect of outputting audio from the speaker 67 according to the received commands. The lamp control board 107 that has received various commands executes a lamp effect of performing light emission control of the panel lamp 5, the frame lamp 66, and the notification lamp 69 according to the received commands. After the command transmission processing, the effect control microcomputer 91 performs other processing (step S4140) and ends this process. In the other processing, random number update processing and the like are performed.

[0136] [Received Command Analysis Processing] Figure 21 is a flowchart of the received command analysis process (step S4100 in FIG. 22). The effect control microcomputer 91 first determines whether it has received a pre-determination command from the main control board 80 (step S4180). If it has received the command (step S4180: YES), it performs a pre-reading effect determination process (step S4190). The "pre-reading effect determination process" is a process of determining whether to execute the pre-reading effect and the pre-reading effect pattern when executing. Specifically, the effect control microcomputer 91 acquires the value of the counter of the pre-reading effect random number, and refers to the acquired 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 when performing the pre-reading effect. On the other hand, if it has not received the command (step S4180: NO), it skips the above-mentioned pre-reading effect determination process. The pre-reading effect is an effect suggesting that there is a high possibility that a big win is included in the reservation information newly stored in the special figure reservation storage area 84e, and is executed during the variable effect.

[0137] Next, the effect control microcomputer 91 determines whether it has received a reserved ball number command from the main control board 80 (step S4200). If it has received the command (step S4200: YES), it performs a reserved display process (step S4210). In the reserved display process, based on the information regarding the special figure 1 reserved ball number, the special figure 2 reserved ball number, and the normal symbol reserved ball number included in the reserved ball number command, the values of the first special figure reserved effect counter, the second special figure reserved effect counter, and the normal symbol reserved 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 of each reserved ball number can be held. Further, the effect control microcomputer 91 updates the reserved images 9A and 9B displayed on the display screen 7a based on the values of the first special figure reserved effect counter, the second special figure reserved effect counter, and the normal symbol reserved effect counter. On the other hand, if it has not received the reserved ball number command (step S4200: NO), it skips the above-mentioned reserved display process.

[0138] Subsequently, the effect control microcomputer 91 determines whether it has received a variation start command from the main control board 80 (step S4220). If it has received the command (step S4220: YES), it performs a variation effect start process (step S4230). The "variation effect start process" 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 the command (step S4220: NO), it skips the above-described variation effect start process.

[0139] Subsequently, the effect control microcomputer 91 determines whether it has received a variation stop command from the main control board 80 (step S4240). If it has received the command (step S4240: YES), it performs a variation effect end process (step S4250). The "variation effect end process" is a process for stopping the variation effect executed during the special symbol variation. In the variation effect end process, 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 special symbol 2 during variation stops being displayed. If the variation stop command has not been received (step S4240: NO), it skips the above-described variation effect end process.

[0140] Subsequently, the effect control microcomputer 91 determines whether or not it has received a hit-related command from the main control board 80 (step S4260). 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, and the like. Here, if received (step S4260: YES), a hit-related effect pattern determination process corresponding to each command is performed (step S4270). For example, when the jackpot opening command is received, an effect pattern of the opening effect preset corresponding to the jackpot type is selected, and an opening effect start command for starting the selected opening effect is set 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 process (step S4130 in FIG. 18), 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 not received (step S4260: NO), the process of step S4270 is skipped.

[0141] Finally, in step S4280, the effect control microcomputer 91 executes other processes and ends the received command analysis process.

[0142] 9. Effect example of this embodiment The following shows a production example in this embodiment. The gaming machine 1 of this embodiment shall call the probability-variable short-time state started after a big win game the "Platinum Mode", and in the "Platinum Mode", a dedicated variable production different from the normal state shall be performed. Further, the "Platinum Mode" shall continue until the non-probability-variable short-time state ends when it falls and becomes a non-probability-variable short-time state before 100 special symbol fluctuations occur in the probability-variable short-time state. Furthermore, in the "Platinum Mode", it shall be basically difficult for the player to recognize that it has fallen and become a non-probability-variable state. However, only in the game state notification production described below, the player can recognize whether it is in the probability-variable short-time state (not fallen) or the non-probability-variable short-time state (fallen) during the "Platinum Mode". This game state notification production shall be performed by pressing the production button 63 once (hereinafter, this operation shall be called the back button operation) when the variable production is being performed during the "Platinum Mode" and when the production prompting the operation of the production button 63 is not being performed. Below, the display example of the game state notification production will be described. First, the decorative symbols will be described.

[0143] The decorative symbols 8L, 8C, and 8R are a set of symbols including the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R. The variable display of this set of symbols represents the variable display (special symbol variation) of the special symbol, and the stop display of this set of symbols notifies the special symbol lottery result. Here, the special symbol may be either the first special symbol or the second special symbol. The left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R are each displayed from the upper part to the lower part of the display screen 7a. During deceleration variation, they are vertically arranged and moved for display so that two or more symbols can be simultaneously visible on the display screen 7a. Also, during high-speed variation, the content of the symbols is displayed in a way that makes it difficult to visually recognize. Also, during stop display, one symbol is made visible on the display screen 7a, but it may also be made possible to simultaneously see multiple symbols. Also, when the result of the special symbol lottery is a win, it stops so that a group of three symbols arranged in a straight line becomes the winning mode. Here, the three symbols arranged in a straight line also include those that are generally arranged in a straight line. Here, the symbol arrangement of the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R is arranged in the order of "123456789" from the bottom to the top of the display screen 7a.

[0144] [Game State Notification Performance A] In FIGS. 22(A) to (C), an example display of the game state notification performance A will be described. In the game state notification performance A, when the back button is operated, depending on whether a predetermined image is displayed on the display screen 7a, it is configured to suggest whether the game state is in the short-term probability variable state (not fallen) or the short-term probability variable state (after falling). The explanation will start from the time when the 62nd variation performance in the "Platinum Mode" is started.

[0145] As shown in Fig. 22(A), the 62nd variation effect is started in the "Platinum Mode". Here, the effect symbols 8L, 8C, and 8R are changing rapidly. Also, a right strike display RH to prompt the player to strike right, a mode display MH indicating that it is the "Platinum Mode", and a count display KH indicating that it is the 62nd variation effect in the "Platinum Mode" are being displayed. The hold icons 9A, 9B, and the variable icon 9C of this variation are not being displayed, but they may be displayed. Note that it is assumed that no effect is carried out to prompt the operation of the effect button 63 indicating that progress is made by operating the effect button 63. At this time, it is assumed that a back button operation has been performed, and the explanation continues.

[0146] Fig. 22(B) is an example of display when the game state at the start of the variation effect started in Fig. 22(A) is the short probability variation state (not fallen). Here, similar to Fig. 22(A), the effect symbols 8L, 8C, and 8R are changing rapidly. Also, a right strike display RH to prompt the player to strike right, a mode display MH indicating that it is the "Platinum Mode", and a count display KH indicating that it is the 62nd variation effect in the "Platinum Mode" are being displayed. Further, a message image YH saying "Probability variation continuing!!!" is displayed to indicate that the game state is the short probability variation state (not fallen). By this message image YH, the player can recognize that the game state is the short probability variation state (not fallen). Note that the message image YH shall become non-displayed after the elapse of a predetermined period (for example, 3 seconds).

[0147] FIG. 22(C) is a display example when the game state at the start of the variable effect started in FIG. 22(A) is the non-probability variable short state (after falling). Here, as in FIG. 22(A), the effect symbols 8L, 8C, and 8R are changing rapidly. Also, a right strike display RH for prompting the player to strike right, a mode display MH indicating that it is the "Platinum Mode", and a count display KH indicating that it is the 62nd variable effect in the "Platinum Mode" are displayed. However, there is no new display compared to FIG. 22(A), and the display content does not change at all before operating the effect button 63. From this, the player can recognize that the game state is the non-probability variable short state (after falling).

[0148] In the game state notification effect A, in addition to the display of the message image YH, for example, output of a predetermined sound, lighting of a predetermined lamp in a predetermined mode, operation of a predetermined movable body, etc. may be performed.

[0149] [Game State Notification Effect B] In FIGS. 22(D) to (F), the display example of the game state notification effect B will be described. In the game state notification effect B, when the back button is operated, depending on whether the notification lamp 69 emits light in a predetermined mode, it is configured to suggest whether the game state is the probability variable short state (not fallen) or the probability variable short state (after falling). Explanation will be made from the point when the 62nd variable effect in the "Platinum Mode" is started.

[0150] As shown in FIG. 22(D), the 62nd variable effect is started in the "Platinum Mode". Here, the effect symbols 8L, 8C, and 8R are changing rapidly. Also, a right strike display RH for prompting the player to strike right, a mode display MH indicating that it is the "Platinum Mode", and a count display KH indicating that it is the 62nd variable effect in the "Platinum Mode" are displayed. The hold icons 9A and 9B and the variable icon 9C are not displayed, but they may be displayed. It is assumed that no effect for prompting the operation of the effect button 63 to indicate progress by operating the effect button 63 is performed. At this time, it is assumed that the back button has been operated, and the explanation continues.

[0151] Figure 22(E) is a display example when the game state at the start of the variation effect started in Figure 22(D) is the short probability-variable state (not fallen). Here, as in Figure 22(D), the effect symbols 8L, 8C, and 8R are fluctuating rapidly. Also, a right-hit display RH to prompt the player to hit right, a mode display MH indicating that it is the "Platinum Mode", and a count display KH indicating that it is the 62nd variation effect in the "Platinum Mode" are displayed. Further, a notification lamp 69 lights up in a predetermined manner to indicate that the game state is the short probability-variable state (not fallen). By the lighting of this notification lamp 69, the player can recognize that the game state is the short probability-variable state (not fallen). Note that the lighting of the notification lamp 69 shall end after the elapse of a predetermined period (for example, 3 seconds).

[0152] Figure 22(F) is a display example when the game state at the start of the variation effect started in Figure 22(D) is the non-probability-variable short state (after falling). Here, as in Figure 22(D), the effect symbols 8L, 8C, and 8R are fluctuating rapidly. Also, a right-hit display RH to prompt the player to hit right, a mode display MH indicating that it is the "Platinum Mode", and a count display KH indicating that it is the 62nd variation effect in the "Platinum Mode" are displayed. However, the notification lamp 69 remains in the non-lighting state and has not changed compared to before operating the effect button 63. From this, the player can recognize that the game state is the non-probability-variable short state (after falling).

[0153] In the game state notification effect B, in addition to the display of the message image YH, for example, output of a predetermined sound, display of a predetermined image, operation of a predetermined movable body, etc. may be performed.

[0154] [Game State Notification Effect C] In FIGS. 23(A) to (C), a display example of the game state notification effect C will be described. In the game state notification effect C, when a back button operation is performed, depending on whether or not the board movable body 14 performs a predetermined operation, it is configured to suggest whether the game state is in the short-term probability-variable state (not fallen) or the short-term probability-variable state (after falling). The description will start from the point when the 62nd variation effect in the "Platinum Mode" is started.

[0155] As shown in FIG. 23(A), the 62nd variation effect starts in the "Platinum Mode". Here, the effect symbols 8L, 8C, and 8R are rapidly varying. Also, a right hit display RH for prompting the player to hit the right, a mode display MH indicating that it is the "Platinum Mode", and a count display KH indicating that it is the 62nd variation effect in the "Platinum Mode" are displayed. The hold icons 9A, 9B, and the variable icon 9C of this variation are not displayed, but they may be displayed. It is assumed that no effect is performed to prompt the operation of the effect button 63 indicating that progress is made by operating the effect button 63. At this time, it is assumed that a back button operation has been performed, and the description will continue.

[0156] FIG. 23(B) is a display example when the game state at the start of the variation effect started in FIG. 23(A) is in the short-term probability-variable state (not fallen). Here, similar to FIG. 23(A), the effect symbols 8L, 8C, and 8R are rapidly varying. Also, a right hit display RH for prompting the player to hit the right, a mode display MH indicating that it is the "Platinum Mode", and a count display KH indicating that it is the 62nd variation effect in the "Platinum Mode" are displayed. Further, in order to indicate that the game state is in the short-term probability-variable state (not fallen), the board movable body 14 moves from the retracted position to the advanced position. By this movement of the board movable body 14 to the advanced position, the player can recognize that the game state is in the short-term probability-variable state (not fallen). It is assumed that the board movable body 14 returns to the retracted position after the elapse of a predetermined period (for example, 3 seconds).

[0157] FIG. 23(C) is a display example when the game state at the start of the variable effect started in FIG. 23(A) is the non-probability-variable short state (after a fall). Here, as in FIG. 23(A), the effect symbols 8L, 8C, and 8R are rapidly varying. Also, a right hit display RH for prompting the player to hit the right, a mode display MH indicating that it is the "Platinum Mode", and a count display KH indicating that it is the 62nd variable effect in the "Platinum Mode" are displayed. Further, in order to indicate that the game state is the non-probability-variable short state (after a fall), the board movable body 14 moves from the retracted position to an intermediate position between the retracted position and the advanced position. By moving the board movable body 14 to this intermediate position, the player can recognize that the game state is the non-probability-variable short state (after a fall). Note that the board movable body 14 shall return to the retracted position after the elapse of a predetermined period (for example, 3 seconds).

[0158] In the game state notification effect C, in addition to the movement of the board movable body 14, for example, output of a predetermined sound, lighting of a predetermined lamp in a predetermined mode, display of a predetermined image, etc. may be performed.

[0159] [Game State Notification Effect D] In FIGS. 23(D) to (F), the display example of the game state notification effect D will be described. In the game state notification effect D, when a back button operation is performed, whether the character image displayed on the display screen 7a is the character image CRA or not suggests whether the game state is the probability-variable short state (not fallen) or the probability-variable short state (after a fall). Explanation will be made from the point when the 62nd variable effect in the "Platinum Mode" is started.

[0160] As shown in FIG. 23(D), the 62nd variation effect is started in the "Platinum Mode". Here, the effect symbols 8L, 8C, and 8R are rapidly varying. Also, a right hit display RH to prompt the player to hit the right, a mode display MH indicating that it is the "Platinum Mode", and a count display KH indicating that it is the 62nd variation effect in the "Platinum Mode" are being displayed. The hold icons 9A, 9B, and the variable icon 9C of this variation are not being displayed, but they may be displayed. Note that it is assumed that no effect is carried out to prompt the operation of the effect button 63 by indicating that progress is made by operating the effect button 63. At this time, it is assumed that the back button operation has been performed, and the explanation continues.

[0161] FIG. 23(E) is an example of the display when the game state at the start of the variation effect started in FIG. 23(D) is the short probability variation state (not fallen). Here, similar to FIG. 23(D), the effect symbols 8L, 8C, and 8R are rapidly varying. Also, a right hit display RH to prompt the player to hit the right, a mode display MH indicating that it is the "Platinum Mode", and a count display KH indicating that it is the 62nd variation effect in the "Platinum Mode" are being displayed. Further, in order to indicate that the game state is the short probability variation state (not fallen), a character image CRA is displayed on the display screen 7a. By the display of this character image CRA, the player can recognize that the game state is the short probability variation state (not fallen). Note that the character image CRA shall become non-displayed after the elapse of a predetermined period (for example, 3 seconds).

[0162] FIG. 23(F) is a display example when the game state at the start of the variable effect started in FIG. 23(D) is the non-probability-variable short state (after falling). Here, as in FIG. 23(D), the effect symbols 8L, 8C, and 8R are rapidly changing. Also, a right hit display RH for prompting the player to hit the right, a mode display MH indicating that it is the "Platinum Mode", and a count display KH indicating that it is the 62nd variable effect in the "Platinum Mode" are displayed. Further, in order to indicate that the game state is the non-probability-variable short state (after falling), a character image CRB is displayed on the display screen 7a. By displaying this character image CRB, the player can recognize that the game state is the non-probability-variable short state (after falling). Note that the character image CRB shall become non-displayed after the elapse of a predetermined period (for example, 3 seconds).

[0163] In the game state notification effect D, in addition to the display of the character image CRA or the character image CRB, for example, output of a predetermined sound, lighting of a predetermined lamp in a predetermined manner, display of a predetermined image, operation of a predetermined movable body, etc. may be performed.

[0164] [Game State Notification Effect E] In FIGS. 24(A) to (C), a display example of the game state notification effect E will be described. In the game state notification effect E, when a back button operation is performed, depending on whether the display mode of the variable icon 9C changes to the variable icon 9Ca when the display mode of the variable icon 9C changes, it is configured to suggest whether the game state is the probability-variable short state (not fallen) or the probability-variable short state (after falling). Explanation will be made from the point in time when the 62nd variable effect in the "Platinum Mode" is started.

[0165] As shown in FIG. 24(A), the 62nd variation effect starts in the "Platinum Mode". Here, the effect symbols 8L, 8C, and 8R are rapidly varying. Also, a right-hit display RH to prompt the player to hit right, a mode display MH indicating that it is the "Platinum Mode", and a count display KH indicating that it is the 62nd variation effect in the "Platinum Mode" are being displayed. The hold icons 9A, 9B, and the variable icon 9C are not being displayed, but they may be displayed. Note that it is assumed that no effect is performed to prompt the operation of the effect button 63 indicating that progress is made by operating the effect button 63. At this time, it is assumed that a back button operation has been performed, and the explanation continues.

[0166] FIG. 24(B) is an example of display when the game state at the start of the variation effect started in FIG. 24(A) is a short probability-variable state (not fallen). Here, similar to FIG. 24(A), the effect symbols 8L, 8C, and 8R are rapidly varying. Also, a right-hit display RH to prompt the player to hit right, a mode display MH indicating that it is the "Platinum Mode", and a count display KH indicating that it is the 62nd variation effect in the "Platinum Mode" are being displayed. Further, in order to indicate that the game state is a short probability-variable state (not fallen), the display mode of the variable icon 9C being displayed on the display screen 7a changes to the variable icon 9Ca. Due to this change in the display mode of the variable icon, the player can recognize that the game state is a short probability-variable state (not fallen). Note that the display mode of the variable icon shall return to the original (become the variable icon 9C) after the elapse of a predetermined period (for example, 3 seconds).

[0167] FIG. 24(C) is a display example when the game state at the start of the variable effect started in FIG. 24(A) is the non-probability-variable short state (after falling). Here, as in FIG. 24(A), the effect symbols 8L, 8C, and 8R are rapidly changing. Also, a right-hit display RH for prompting the player to hit the right, a mode display MH indicating that it is the "Platinum Mode", and a count display KH indicating that it is the 62nd variable effect in the "Platinum Mode" are displayed. Further, in order to indicate that the game state is the non-probability-variable short state (after falling), the display mode of the variable icon 9C displayed on the display screen 7a changes to the variable icon 9Cb. Due to this change in the display mode of the variable icon, the player can recognize that the game state is the non-probability-variable short state (after falling). Note that the display mode of the variable icon returns to the original (becomes the variable icon 9C) after the elapse of a predetermined period (for example, 3 seconds).

[0168] In the game state notification effect E, in addition to the change in the display mode of the variable icon 9C, for example, output of a predetermined sound, lighting of a predetermined lamp in a predetermined mode, display of a predetermined image, operation of a predetermined movable body, etc. may be performed.

[0169] [Game State Notification Effect F] In FIGS. 24(D) to (F), a display example of the game state notification effect F will be described. In the game state notification effect F, when a back button operation is performed, whether the game state is the probability-variable short state (not fallen) or the probability-variable short state (after falling) is suggested based on whether the count display KH indicating the number of variable effects performed in the "Platinum Mode" displayed on the display screen 7a changes to the remaining count display NH indicating the remaining number of variable effects in the "Platinum Mode". Explanation will be given from the point when the 62nd variable effect in the "Platinum Mode" is started.

[0170] As shown in FIG. 24(D), the 62nd variation effect is started in the "Platinum Mode". Here, the effect symbols 8L, 8C, and 8R are changing rapidly. Also, a right hit display RH for prompting the player to hit the right, a mode display MH indicating that it is the "Platinum Mode", and a count display KH indicating that it is the 62nd variation effect in the "Platinum Mode" are being displayed. The hold icons 9A, 9B, and the variable icon 9C of this time are not being displayed, but they may be displayed. Note that it is assumed that no effect is performed to prompt the operation of the effect button 63 indicating that progress is made by operating the effect button 63. At this time, it is assumed that a back button operation has been performed, and the explanation continues.

[0171] FIG. 24(E) is an example of display when the game state at the start of the variation effect started in FIG. 24(D) is the sure change short state (not fallen). Here, as in FIG. 24(D), the effect symbols 8L, 8C, and 8R are changing rapidly. Also, a right hit display RH for prompting the player to hit the right, a mode display MH indicating that it is the "Platinum Mode", and a count display KH indicating that it is the 62nd variation effect in the "Platinum Mode" are being displayed. That is, in the game state notification effect F, when the game state at the start of the variation effect when the back button operation is performed is the sure change short state (not fallen), it is configured that nothing happens.

[0172] Figure 24(F) is a display example when the game state at the start of the variable effect started in Figure 24(D) is the non-probability-variable short state (after falling). Here, similar to Figure 24(D), the effect symbols 8L, 8C, and 8R are rapidly changing. Also, a right strike display RH for prompting the player to strike right and a mode display MH indicating that it is the "Platinum Mode" are being displayed. Further, in order to indicate that the game state is the non-probability-variable short state (after falling), the count display KH indicating that it is the 62nd variable effect in the "Platinum Mode" being displayed on the display screen 7a changes to the remaining count display NH indicating that the remaining variable effects in the "Platinum Mode" are 38 times. This is because when the time-saving counter becomes 0 as shown in Figure 16 due to falling into the non-probability-variable state, the time-saving state ends. Due to this change, the player can recognize that the game state is the non-probability-variable short state (after falling). Note that the remaining count display NH continues to be displayed until the non-probability-variable short state ends.

[0173] In the game state notification effect F, in addition to the display of the remaining count display NH, for example, output of a predetermined sound, lighting of a predetermined lamp in a predetermined mode, display of a predetermined image, operation of a predetermined movable body, etc. may be performed.

[0174] [Game State Notification Effect G] In Figures 25(A), (B), and Table (1), the display example of the game state notification effect G will be described. In the game state notification effect G, a configuration is adopted such that by outputting a predetermined character voice from the speaker 67, it is suggested whether the game state is the probability-variable short state (not fallen) or the probability-variable short state (after falling). Explanation will be made from the point when the 62nd variable effect in the "Platinum Mode" is started.

[0175] As shown in FIG. 25(A), the 62nd variation effect starts in the "Platinum Mode". Here, the effect symbols 8L, 8C, and 8R are rapidly changing. Also, a right strike display RH to prompt the player to strike right, a mode display MH indicating that it is the "Platinum Mode", and a count display KH indicating that it is the 62nd variation effect in the "Platinum Mode" are displayed. The hold icons 9A and 9B and the variable icon 9C of this variation are not displayed, but they may be displayed. Also, the speaker 67 outputs only the sound based on the ongoing variation effect. Note that it is assumed that no effect is performed to prompt the operation of the effect button 63 indicating that progress is made by operating the effect button 63. At this time, it is assumed that the back button has been operated, and the explanation continues.

[0176] FIG. 25(B) is an example of the display after the back button is operated in FIG. 25(A). Here, similar to FIG. 25(A), the effect symbols 8L, 8C, and 8R are rapidly changing. Also, a right strike display RH to prompt the player to strike right, a mode display MH indicating that it is the "Platinum Mode", and a count display KH indicating that it is the 62nd variation effect in the "Platinum Mode" are displayed. Also, a character voice is output from the speaker 67 based on Table (1) described below.

[0177] Table (1) in Fig. 25 shows the relationship between the content of the character voice output from the speaker 67 when the back button is operated and the probability that the game state is in the short-term probability variation state (not fallen). In this example, when the character voice "This is a breeze!!!" is output from the speaker 67, the probability that the game state is in the short-term probability variation state (not fallen) is 100%. When the character voice "I can do it!!!" is output from the speaker 67, the probability that the game state is in the short-term probability variation state (not fallen) is 75%. When the character voice "Persevere!!!" is output from the speaker 67, the probability that the game state is in the short-term probability variation state (not fallen) is 50%. When the character voice "Endure!!!" is output from the speaker 67, the probability that the game state is in the short-term probability variation state (not fallen) is 25%. When the character voice "Don't give up!!!" is output from the speaker 67, the probability that the game state is in the short-term probability variation state (not fallen) is 0%. As described above, depending on the content of the character voice output from the speaker 67 when the back button is operated, a configuration is provided to indicate to the player the probability that the game state is in the short-term probability variation state (not fallen).

[0178] In the game state notification effect G, in addition to the output of the character voice, for example, a predetermined lamp may be lit in a predetermined manner, a predetermined image may be displayed, a predetermined movable body may be operated, and so on.

[0179] [Game State Notification Effect H] In Figs. 25(C), (D), and Table (2), the display example of the game state notification effect H will be described. In the game state notification effect H, the frame lamp 66 emits light in a predetermined manner, suggesting whether the game state is in the short-term probability variation state (not fallen) or in the short-term probability variation state (after falling). The description will start from the time when the 62nd variation effect in the "Platinum Mode" is started.

[0180] As shown in FIG. 25(C), the 62nd variation effect starts in the "Platinum Mode". Here, the effect symbols 8L, 8C, and 8R are changing rapidly. Also, a right hit display RH to prompt the player to hit right, a mode display MH indicating that it is the "Platinum Mode", and a count display KH indicating that it is the 62nd variation effect in the "Platinum Mode" are displayed. The hold icons 9A, 9B, and the variable icon 9C are not displayed, but they may be displayed. Also, the frame lamp 66 is not lit. It is assumed that no effect is performed to prompt the operation of the effect button 63, indicating that progress is made by operating the effect button 63. At this time, it is assumed that the back button is operated, and the explanation continues.

[0181] FIG. 25(D) is an example of the display after the back button is operated in FIG. 25(C). Here, similar to FIG. 25(C), the effect symbols 8L, 8C, and 8R are changing rapidly. Also, a right hit display RH to prompt the player to hit right, a mode display MH indicating that it is the "Platinum Mode", and a count display KH indicating that it is the 62nd variation effect in the "Platinum Mode" are displayed. Also, the frame lamp 66 emits light based on Table (2) described below.

[0182] Table (2) in Fig. 25 shows the relationship between the light emission modes of the characters "O", "A", "R", "O" represented by the frame lamp 66 when the back button is operated and the probability that the gaming state is the short probability variation state (not fallen). In this example, when all of "O", "A", "R", "O" emit light, the probability that the gaming state is the short probability variation state (not fallen) is 76 - 100%. When "O", "A", "R" among "O", "A", "R", "O" emit light, the probability that the gaming state is the short probability variation state (not fallen) is 51 - 75%. When "O", "A" among "O", "A", "R", "O" emit light, the probability that the gaming state is the short probability variation state (not fallen) is 26 - 50%. When only "O" among "O", "A", "R", "O" emits light, the probability that the gaming state is the short probability variation state (not fallen) is 0 - 25%. As described above, depending on the light emission modes of the characters "O", "A", "R", "O" represented by the frame lamp 66 when the back button is operated, a configuration is provided that indicates to the player the probability that the gaming state is the short probability variation state (not fallen).

[0183] In the gaming state notification effect H, in addition to the light emission of the frame lamp 66, for example, output of a predetermined sound, display of a predetermined image, operation of a predetermined movable body, etc. may be performed.

[0184] 10. Effect examples, modification examples, and aspect examples of the present embodiment

[0185] [Effect example] The following shows effect examples of the present embodiment. [Effect 1] When the operation button 63 of the gaming machine 1 of the above embodiment is operated, it is configured to be able to execute a gaming state notification effect that suggests whether the gaming state is the short probability variation state (not fallen) or the short low probability state (after falling) (Figs. 22 - 25). According to this configuration, it becomes possible to widen the range of effects based on the back button operation, and the interest can be enhanced.

[0186] Note that the operation button 63 corresponds to the "operation means", and the gaming state notification effect corresponds to the "specific effect".

[0187] In addition, in the gaming machine 1 of the above embodiment, the high-probability short state (not fallen) and the low-probability short state (after falling) correspond to the "gaming state". However, the "gaming state" in claim 1 of the present application is not limited to this, and includes the jackpot expectation level in the variable effect, the probability of achieving a reach, the development probability to an SP reach, and the like.

[0188] Furthermore, the "specific period" shall include, in addition to the period until the variable effect ends, the period after the variable effect ends, the period during the ongoing jackpot game, and the like.

[0189] [Effect 2] In the gaming machine 1 of the above embodiment, it is provided with the display screen 7a, the notification lamp 69, and the frame lamp 66. In the gaming state notification effect, at least one of the display screen 7a, the notification lamp 69, and the frame lamp 66 is configured to display a predetermined image or emit light in a predetermined manner to suggest the gaming state during the variable effect (Figs. 22 to 25). According to this configuration, it is possible to widen the range of the effect based on the back button operation, and the interest can be improved.

[0190] Note that the display screen 7a, the notification lamp 69, and the frame lamp 66 correspond to the "light emitting means".

[0191] [Effect 3] In the gaming state notification effects A and B in the gaming machine 1 of the above embodiment, when the effect button 63 is operated, a message image YH is displayed on the display screen 7a, or the notification lamp 69 emits light in a predetermined manner to suggest that the gaming state is the high-probability short state, and when the effect button 63 is operated, no new image is displayed on the display screen 7a, or the notification lamp 69 does not emit light to suggest that the gaming state is the low-probability short state (Figs. 22 and 23). According to this configuration, it is possible to widen the range of the effect based on the back button operation, and the interest can be improved.

[0192] Note that the short-time state during probability variation and the short-time state during low probability correspond to the "first gaming state" and the "second gaming state".

[0193] [Effect 4] In the gaming machine 1 of the above embodiment, the gaming state notification effect is an effect performed during the variation effect, and is an effect that suggests the gaming state until the variation effect ends (Figs. 22 to 25). According to this configuration, it is possible to widen the range of effects based on the back button operation, and the interest can be improved.

[0194] [Modification Example] A modification example of the present embodiment is shown. [Modification Example 1] In the above embodiment, the gaming state notification effect was performed during the variation effect and was an effect that suggested the gaming state during the variation effect. On the other hand, it may be an effect that suggests the gaming state in the subsequent variation effects. In this case, for example, when the back button is operated, an effect such as displaying a message image saying "It might fall in the next variation...?" can be considered.

[0195] Also, the gaming state notification effect may be an effect performed during the variation effect in which the lottery result is a win, and suggestions regarding the winning game and the gaming state after the winning game (for example, the number of rounds, whether the short-time state after the winning game is a probability variation or a non-probability variation, etc.) may be made. In this case, for example, in the variation effect where the lottery result is a "4R probability variation big win", when the back button is operated during the promotion suggestion effect after the temporary stop display with the symbol representing "4R normal big win", an effect such as a character voice suggesting promotion being output from the speaker 67 can be considered.

[0196] Also, the game state notification effect may be an effect performed during the variable effect where the lottery result is a winning result, and it may be configured to suggest that the result of the special drawing that triggered this variable effect is a winning result. In this case, for example, in the variable effect where the lottery result is "4R guaranteed variable jackpot", when the back button is operated, the notification lamp 69 changes in a predetermined manner, and an effect (instant notification effect) that suggests winning the jackpot can be considered.

[0197] Furthermore, the game state notification effect may be an effect performed during the winning game, and may be an effect that suggests the game state after the end of the winning game. In this case, for example, when winning the "4R guaranteed variable jackpot", the variable effect ends in a display mode of "4R normal jackpot" for the player, and during the winning game, when the back button is operated, the frame lamp 66 emits light in a predetermined manner, and an effect that suggests that the game state after the winning game and promotion becomes the guaranteed variable time - shortened state can be considered.

[0198] In addition, the game state notification effect may be an effect performed during the variable effect where the result of the special drawing that triggered it is a losing result and the main effect pattern of the next variable effect is a SP reach, and may be an effect that suggests that a SP reach will occur in the next variable effect. In this case, for example, during the variable effect where the result of the special drawing that triggered it is a losing result and the main effect pattern of the next variable effect is a SP reach, when the back button is operated, the board movable body 14 performs a predetermined operation, and an effect that suggests that a SP reach will occur in the next variable effect can be considered. Also, for example, during the variable effect where the result of the special drawing that triggered it is a losing result and the main effect pattern of the next variable effect is a SP reach, when the back button is operated, the frame movable body 600 performs a predetermined operation, and an effect that suggests that a reach will be achieved in the next variable effect can be considered.

[0199] Examples of the game state notification effects as described above may be executed on a gaming machine having specifications different from those of a so - called V guaranteed variable machine such as the gaming machine 1.

[0200] For example, in a gaming machine where a so-called sudden probability change occurs (a sudden probability jackpot with a substantially impossible winning into the big winning opening in the big win type of FIG. 1), an effect with a configuration that is difficult for the player to recognize that a sudden probability change has occurred is performed. However, when a back button operation is performed, a gaming state notification effect may be performed to suggest that the gaming state is a probability change state.

[0201] Also, in a gaming machine that enters a low-probability time shortening state when a specific losing symbol (c time shortening symbol) among the losing results of the lottery in FIG. 1 in the normal state (low-probability non-time shortening state), in the low-probability time shortening state, when the winning probability in the general drawing is low (low base), an effect with a configuration that is difficult for the player to recognize that the time shortening state has occurred triggered by c time shortening is performed. However, when a back button operation is performed, a gaming state notification effect may be performed to suggest that the gaming state is a low base low-probability time shortening state.

[0202] Also, regarding the probability change time shortening state after a big win game, in a gaming machine that transitions to either a probability change time shortening state (referred to as probability change A) where the number of fluctuations given is sufficiently large and the next big win is substantially determined, or a probability change time shortening state (referred to as probability change B) that ends after a predetermined number of fluctuations, an effect that makes it difficult for the player to distinguish whether it is probability change A or probability change B is performed. However, when a back button operation is performed, a gaming state notification effect may be performed to make it possible to distinguish whether the gaming state is probability change A or probability change B.

[0203] [Modification Example 2] The gaming state notification effects A to H may be combined as the gaming state notification effect respectively. For example, by combining the gaming state notification effects A and B, when a back button operation is performed, a message image YH is displayed and the notification lamp 69 emits light in a predetermined manner, which may be an effect to suggest the gaming state.

[0204] Also, for example, by combining the game state notification effects D and G, when the back button is operated, the character image CRA is displayed and the character voice of the character CRA is output, which may be used as an effect to suggest the game state. Further, in this example, when the character image CRA is displayed and the character voice of the character CRB is output, it may be configured such that it includes hitting the result of the special figure lottery that triggered the variable effect or the hold.

[0205] Furthermore, for example, by combining the game state notification effects C and E, when the back button is operated, the board movable body 14 moves to a position where the variable icon 9C becomes difficult to visually recognize, and then, by changing the display mode of the variable icon 9C, it may be used as an effect to suggest the game state. Also, in this example, if the display mode of the variable icon 9C does not change even though the board movable body 14 has moved to a position where the variable icon 9C becomes difficult to visually recognize, an uncomfortable effect may be performed so that it is highly likely that the result of the special figure lottery that triggered the variable effect is a winning result.

[0206] When an effect combining a plurality of types of game state notification effects as described above is performed, when the content suggested by at least one of the plurality of types is different from the content suggested by another one, an uncomfortable effect may be performed such that more advantageous content for the player is suggested. That is, when an effect combining a plurality of types of game state notification effects is performed during the variable effect, it suggests that the result of the special figure lottery that triggered the variable effect is a big win, or that the game state is in the short probability variable state. Also, for example, when an effect combining a plurality of types of game state notification effects is performed during the big win game, it suggests that the big win game is by the most advantageous "10R probability variable big win", or that the game state after the big win game becomes the short probability variable state.

[0207] [Modification Example 3] In the gaming machine 1 of the above-described embodiment, a gaming state notification effect is performed by using any one of the display of an image on the display screen 7a, the lighting of the notification lamp 69 and the frame lamp 66, the operation of movable game components such as the board movable body 14, and the output of sound from the speaker 67. In addition to, or instead of, this, for example, a blower for blowing air to the player may be provided, and when a back button operation is performed, the blowing of air may be performed to suggest the gaming state. Further, for example, a mechanism for causing vibration may be provided in an operation means such as the effect button 63, and when a back button operation is performed, a gaming state notification effect may be performed in which the operation means vibrates to suggest the gaming state.

[0208] [Modification Example 4] In the gaming machine 1 of the above-described embodiment, when a back button operation is performed, a gaming state notification effect is performed. On the other hand, even if an operation means such as the effect button 63 is not operated, a gaming state notification effect may be performed. Since the gaming state notification effect is an effect that assumes that the gaming state is difficult for the player to discriminate, the gaming state notification effect in the above-described case may be a slight change, for example, the image displayed on the display screen 7a slightly changes, or the BGM changes for a moment (for example, 0.1 seconds).

[0209] [Aspect Example] In the gaming machine of the present embodiment, the following aspects can be realized. [Aspect 1] A gaming machine including an operation means, wherein when the operation means is operated, a specific effect for suggesting a gaming state during a specific period can be executed, characterized by the gaming machine.

[0210] [Aspect 2] The gaming machine according to Aspect 1, further comprising a light-emitting means, wherein in the specific effect, the light-emitting means emits light in a predetermined manner to suggest the gaming state during the specific period. A gaming machine characterized by the following.

[0211] [Aspect 3] The gaming machine according to Aspect 2, In the specific performance, When the operation means is operated and the light emitting means emits light in the predetermined mode, it suggests that the gaming state during the specific period is the first gaming state; There are cases where, even when the operation means is operated, the light emitting means does not emit light, suggesting that the gaming state during the specific period is the second gaming state. A gaming machine characterized by the following.

[0212] [Aspect 4] The gaming machine according to Aspect 1, The specific performance is a performance carried out during a variable performance, The specific period is the period until the variable performance ends. A gaming machine characterized by the following. [Other Modifications] In the various display performances described above, a configuration that does not include some of the performances, or performances other than those described above may be included.

[0213] The gaming machine 1 of the above embodiment has been described by taking a pachinko gaming machine as an example, but 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 arrange ball gaming machine, or a mahjong ball gaming machine. When the gaming machine 1 is a slot machine, the gaming medium may be changed from a gaming ball to a gaming medal.

[0214] The gaming machine 1 of the above embodiment was a gaming machine equipped with a payout device for paying out balls, but 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.

[0215] Also, 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 include a sub-display device in addition to the image display device 7. In this case, the above-described display effects may be executed on the sub-display device.

[0216] As described above, the present aspect has been described based on the embodiments and 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 its spirit and the scope of the claims, and equivalents thereof are included in the present aspect.

Explanation of Reference Numerals

[0217] 1... Gaming machine 7... Image display device 7a... Display screen 14... Disk movable body 63... Effect button 66... Frame lamp 67... Speaker 69... Notification lamp 81... Microcomputer for game control 91... Microcomputer for effect control 101... Microcomputer for image control 600... Frame movable body

Claims

1. A gaming machine provided with operating means, wherein when the operating means is operated, a specific effect suggesting a gaming state during a specific period can be executed. The gaming machine is characterized by this.

2. The gaming machine according to Claim 1, further comprising light-emitting means, wherein in the specific effect, the light-emitting means emits light in a predetermined manner to suggest the gaming state during the specific period. The gaming machine is characterized by this.

3. The gaming machine according to Claim 2, wherein in the specific effect, when the operating means is operated, the light-emitting means emits light in the predetermined manner to suggest that the gaming state during the specific period is a first gaming state; and even when the operating means is operated, the light-emitting means does not emit light to suggest that the gaming state during the specific period is a second gaming state. The gaming machine is characterized by this.

4. The gaming machine according to Claim 1, wherein the specific effect is an effect performed during a variable effect, and the specific period is the period until the variable effect ends. The gaming machine is characterized by this.

Citation Information

Patent Citations

  • Game machine

    JP2020192064A