Game machine

The gaming machine enhances player engagement by executing parallel effects during winning patterns and big win games, addressing the need for increased interest through innovative effect execution mechanisms.

JP2025100183APending Publication Date: 2025-07-03SANSEI R&D KK
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2023217375
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-22
Publication Date
2025-07-03

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player engagement and interest through innovative effects during winning patterns and big win games.

Method used

A gaming machine that executes a winning pattern effect in parallel with symbol variation and includes an effect execution means for a big win effect, with the option to execute a punk effect if a specific condition is met after the symbol variation ends, enhancing player interaction.

Benefits of technology

The solution improves game interest by providing dynamic and engaging effects that enhance player engagement during winning patterns and big win games.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025100183000001_ABST
    Figure 2025100183000001_ABST
Patent Text Reader

Abstract

To enhance interest in a game.SOLUTION: A game machine includes performance execution means that executes a winning pattern performance in parallel with a pattern variation when a predetermined lottery is won, and executes a jackpot performance following a jackpot game when the jackpot game is executed, and the performance execution means does not execute a jackpot performance after execution of a winning pattern performance when a specific condition is satisfied up to a certain point of time after completion of a pattern variation even if a predetermined lottery is won.SELECTED DRAWING: Figure 40
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] Conventionally, there is known a gaming machine that enters a gaming state in which a right hit is recommended when winning in a special drawing (see, for example, Patent Document 1).

[0003] Such a gaming machine is configured to perform an effect based on the fact that it has entered a gaming state in which a right hit is recommended.

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

[0008] [Application Example 1] A gaming machine, When winning a predetermined lottery, it is provided with an effect execution means for executing a winning pattern effect in parallel with the symbol variation, and then, when a big win game is executed, executing a big win effect associated with the big win game. Even when the effect execution means has won the predetermined lottery, if a specific condition is satisfied by a certain point after the end of the symbol variation, after executing the winning pattern effect, the big win effect is not executed, and a punk effect is executed. A gaming machine characterized by the above.

Effect of the Invention

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

Brief Explanation of Drawings

[0010]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Figure 11

Figure 12

Figure 13

Figure 14

Figure 15

Figure 16

Figure 17

Figure 18

Figure 19

Figure 20

Figure 21

Figure 22

Figure 23

Figure 24

Figure 25

Figure 26

Figure 27

Figure 28

Figure 29

Figure 30

Figure 31

Figure 32

Figure 33

Figure 34

Figure 35

Figure 36

Figure 37

Figure 38

Figure 39

Figure 40

Figure 41

Figure 42

Figure 43

Figure 44

Figure 45

Figure 46

Figure 47

Figure 48

Figure 49

Figure 50

Embodiments for Carrying Out the Invention

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

[0012] The pachinko machine 1 is a pachinko machine that fires a pachinko ball based on a player's firing operation, and when the pachinko ball wins a prize in a specific prize - winning device, a predetermined number of pachinko balls are paid out to the player based on that prize.

[0013] The pachinko machine 1 includes a pachinko machine frame 50 and a game board 2, and the game board 2 is attached inside the pachinko machine frame 50. The pachinko machine frame 50 includes, in addition to a front frame (front - frame part) 53, an outer frame (base - frame part) that forms the outer - shell part of the pachinko machine, and an inner frame to which the game board 2 is attached inside the outer frame.

[0014] The front frame (front - frame part) 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, 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 a pachinko ball 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 pachinko balls. The excess - ball receiving tray (lower tray) 62 is arranged below the ball - supply tray (upper tray) 61 and stores pachinko balls that cannot be fully accommodated in the ball - supply tray (upper tray).

[0016] The performance button 63 is an operation unit arranged near the ball supply tray (upper tray) 61, and is operated (pressed) by the player during performances executed as the game progresses. The sword member 64 is an operation unit imitating the shape of a sword, and can be pushed downward by the player during performances executed as the game progresses. The sword button 65 is an operation unit provided at the upper end portion of the sword member 64, that is, at the end of the sword handle, and is operated (pressed) by the player during performances executed as the game progresses. The sword member 64 is configured to be capable of performing two different operations: a first operation of pushing the entire sword member 64 downward, and a second operation of pressing the sword button 65 at the tip.

[0017] The frame lamp 66 is arranged around the opening of the front frame 53 and performs a light emission performance during the game etc. The speakers 67 are arranged at the upper left and upper right of the front frame 53 and perform a sound performance during the game etc. The select button 68 is a so-called cross key, which is composed of a left button, a right button, an up button, and a down button, and enables 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 ornament 10, a fixed winning device (umbilical cord) 19, a second winning device 22, a normal variable winning device (electric chew) 17, a gate (through chucker) 28, a big winning device (attacker) 31, a general winning opening 27 (normal winning opening 27), an out opening 85, 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 nails 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 board 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, and 8R are variably displayed, a hold image display area where a hold image 9A is displayed, and a hold digestion image display area where a hold digestion image 9C is displayed. The hold image 9A is an image representing a hold, and is also referred to as a hold icon 9A. 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 image 9A and the hold digestion image 9C are collectively referred to as a hold image.

[0021] The effect symbol display area includes three symbol display areas of "left", "center", and "right". The left effect symbol (left decorative symbol) 8L is displayed in the left symbol display area. The middle effect symbol (middle decorative symbol) 8C is displayed in the middle symbol display area. The right effect symbol (right decorative symbol) 8R is displayed in the right symbol display area. The effect 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 effect 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 effect 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 "special symbols".

[0022] For example, when winning the jackpot, the winning combination is stopped and displayed as a triple number such as "777". When losing, the losing combination is stopped and displayed as a non-consecutive number such as "637". This makes it easier for the player to understand the progress of the game. The player can grasp the jackpot lottery result through the image display device 7. Also, as for the mode of the variable display of the performance symbols, it may be a mode of scrolling in the vertical direction or other modes. What combination of performance symbols is stopped and displayed according to each lottery result is not limited to the above and can be arbitrarily set. Hereinafter, the performance of displaying the performance symbols 8L, 8C, and 8R is also referred to as "variable performance of performance symbols", "variable performance of decorative symbols", or simply "variable performance". Note that this variable performance of performance symbols is counted as one variable performance for the performance during the period from the start of the special symbol's variation to its stop (also referred to as the special symbol variation period). Therefore, even if the decorative symbol is temporarily stopped during the period from the start of the special symbol's variation to its stop, the performance of the temporary stop is included in the variable performance of the decorative symbol.

[0023] Also, the three symbol display areas of "left", "center", and "right" in the performance symbol display area may be displayed as a mode of variable display of normal symbols instead of special symbols. The left decorative symbol 8L is displayed in the left symbol display area. The middle decorative symbol 8C is displayed in the middle symbol display area. The right decorative symbol 8R is displayed in the right symbol display area. The performance symbols 8L, 8C, and 8R are composed of a plurality of symbols representing numbers from, for example, "1" to "9". The variable display of the performance symbols 8L, 8C, and 8R is synchronized with the variable display of the special symbol or normal symbol described later. The image display device 7 can clearly display the result of the variable display of the normal symbol (jackpot lottery result) to the player according to the combination of the decorative symbols displayed in the left, middle, and right symbol display areas. In the gaming machine 1 of the first embodiment, in the normal state (non-time-saving state), the performance symbols 8L, 8C, and 8R represent the variable display of the special figure 1, and in the time-saving state, the performance symbols 8L, 8C, and 8R represent the variable display of the normal symbol.

[0024] The image display device 7 can display, on the display screen 7a, in addition to the effect symbol variation effect, jackpot effects that are carried out in parallel with jackpot games (an example of special games), demo effects for waiting customers, and the like. In the effect symbol variation effect, in addition to the effect symbols, effect images such as background images and character images may also be displayed. Further, the image display device 7 may display, on the display screen 7a, an identification display (a fourth symbol, not shown) that can suggest that a special symbol is in the process of variation or suggest the lottery result of the special symbol, in addition to the effect 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.

[0025] 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 figure held, which will be described later. By displaying the held image 9A, the number of held images of the first special figure can be clearly displayed 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 effect symbols (effect symbols 8L, 8C, 8R) that are currently varying on the display screen 7a, and by displaying the held digestion image 9C, it is possible to clearly display to the player that the first special figure held is digested (the "digestion of the special figure held" described later).

[0026] The center decoration 10 is disposed near the center of the game area 3 and 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 the game balls rolling on the upper surface of the stage portion 11 to the first starting port 20, which will be 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 the game balls flow and an outlet portion from which the game balls flow out, and causes the game balls flowing in from the inlet portion to flow out from the outlet portion to the stage portion 11.

[0027] The fixed winning device (umbilical cord) 19 is disposed 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 remains constant. The winning of a game ball into the first starting port 20 serves as an opportunity for the lottery of the first special symbol (big win lottery). In other words, the winning of a game ball into the first starting port 20 serves as an opportunity for obtaining a winning random number or the like and for making a big win determination or the like.

[0028] The gate (through chucker) 28 and the normal pattern starting port 29 are disposed below the big winning device (attacker) 31 in the game area 3, and are configured such that game balls can pass through and win. Also, the flow path between the big winning device (attacker) 31 and the gate (through chucker) 28 and the normal pattern starting port 29 is designed such that the time required for a game ball to move from the big winning device (attacker) 31 to the gate (through chucker) 28 and the normal pattern starting port 29 is about 4 to 5 seconds. The passage of a game ball through the gate 28 and the winning of a game ball into the normal pattern starting port 29 serve as an opportunity for the normal pattern lottery that determines whether to open the electric chute 22. In other words, the passage of a game ball through the gate 28 and the winning of a game ball into the normal pattern starting port 29 serve as an opportunity for obtaining a normal pattern random number and for making a winning determination or the like.

[0029] The normal variable winning device (electric chute) 22 is disposed below the gate 28 in the game area 3 and includes a second starting port 21. The winning of a game ball into the second starting port 21 serves as an opportunity for the lottery of the second special symbol (big win lottery). The electric chute 22 includes a movable member 23 in front of the second starting port 21, and the second starting port 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric 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 the electric chute 22 only needs to make it easier for game balls to enter the second starting port 21 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. In this embodiment, the game board configuration (position of pins, etc.) is such that game balls that have passed through the gate 28 almost surely enter the second starting port 21.

[0030] Here, the "special symbol lottery" refers to a process of obtaining a random number for special symbol determination when a game ball wins 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 "big win" to determine whether it is a big win. The lottery result of this "big win" is not immediately notified to the player. Instead, the display device 40 performs a variable display of the special symbol. When a predetermined variable time has elapsed, the special symbol corresponding to the lottery result is stopped and displayed (confirmed display), and the player is notified of the lottery result. In the image display device 7, a symbol matching game is performed in which the effect symbols are variably displayed in synchronization with the variable display of the special symbol. Through this symbol matching game, the lottery result of the big win is more effectively notified to the player.

[0031] Also, the "normal symbol lottery" refers to a process of obtaining a random number for normal symbol determination when a game ball passes through the gate 28 or wins in the normal symbol start port 29, and comparing the obtained random number with a value corresponding to a predetermined "win" to determine whether it is a win. Hereafter, for simplicity, the winning in the normal symbol start port 29 is considered to have the same meaning as the passing through the gate 28, and the description will be omitted. Regarding the lottery result of this normal symbol, the lottery result is not immediately notified when the game ball passes through the gate 28 (or when the game ball wins in the normal symbol start port 29, (hereafter, the content within the parentheses above will be omitted in the description)). Instead, a variable display of the normal symbol is performed on the display device 40. When a predetermined variable time has elapsed, the normal symbol corresponding to the lottery result is confirmed and displayed (lit or extinguished), and the player is notified of the lottery result.

[0032] The big winning device (attacker) 31 is arranged in the upper right of the gate 28 in the game area 3, and includes a big winning port 30, a V area 39, a non-V area 70, and a V opening and closing member 71. The big winning port 30 is provided with an opening and closing member 32 that allows or inhibits the acceptance of game balls through a swinging opening and closing operation. The opening and closing member 32 is driven by a big winning port solenoid 33 (Figure 3). The big winning port 30 allows game balls to enter when the opening and closing member 32 is in the open state.

[0033] The big 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 big winning opening 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 big winning opening 30 can pass inside the big winning device 31. The big winning opening 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 big winning opening 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 big winning opening 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 not 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 big winning opening 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 (first state) in which the game balls are distributed to the V region 39, and when the V opening / closing member solenoid 73 is not energized, it may be configured to enter an extended state (second state) in which the game balls are distributed to the non-V region 70.

[0036] The big winning device 31 of this embodiment further includes a big winning device discharge sensor 31a (Fig. 3) that counts the number of game balls discharged from the big winning device 31. The big winning device discharge sensor 31a is provided at a point where the V region 39 and the non-V region 70 merge downstream, and counts the number of game balls that have passed through the V region sensor 39a or the non-V region sensor 70a.

[0037] The general winning opening 27 is provided at the lower part of the game area 3. The out opening 85 is provided at the lower part of the game area 3 and discharges the game balls that have not won in any of the winning openings outside the game area 3. The display 40 is arranged near the center on the right side of the game board 2.

[0038] In the game area 3, there are a left game area 3A on the left side of the center in the left-right direction and a right game area 3B on the right side. The shooting method of shooting the game balls so that the game balls flow down in the left game area 3A is called "left shooting". On the other hand, the shooting method of shooting the game balls so that the game balls flow down in the right game area 3B is called "right shooting". In the gaming machine 1, it is possible to aim for winning in the first start opening 20 by left shooting. On the other hand, it is configured so that passing through the gate 28, winning in the second start opening 21, and winning in the big winning opening 30 can be aimed for by right shooting.

[0039] In the gaming machine 1, when there is a winning (entry of game balls) into 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 winning (numerical information) are temporarily stored in the command set area 84a or the special figure reserved memory area 84e (Fig. 5). Specifically, if it is a winning in the first start port, it is stored in the first special figure reserved memory area (Fig. 5) as the first special figure reservation, and if it is a winning in the second start port 21, the second start port entry command is stored in the command set area 84a. There is an upper limit to the number of special figure reservations that can be stored in the special figure reserved memory area 84e, and the upper limit value in this embodiment is 4. The special figure reservation stored in the special figure reserved memory area 84e is consumed when the variable display of the special symbol based on the special figure reservation becomes possible. "Consumption of special figure reservation" means determining the winning random number etc. corresponding to the special figure reservation 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 game balls into the first start port or the second start port 21 cannot be performed immediately after the winning, that is, even if there is a winning 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 winning can be reserved with a predetermined number as the upper limit.

[0040] In the gaming machine 1, when there is a passage of game balls through the gate 28, the value of the normal symbol random number obtained for the passage is temporarily stored as a normal symbol reservation in the normal symbol reserved memory area 84f (Fig. 5). There is an upper limit to the number of normal symbol reservations that can be stored in the normal symbol reserved memory area 84f, and the upper limit value in this embodiment is 4. The normal symbol reservation stored in the normal symbol reserved memory area 84f is consumed when the variable display of the normal symbol based on the normal symbol reservation becomes possible. Consumption of normal symbol reservation means determining the normal symbol random number corresponding to the normal symbol reservation 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 game balls through the gate 28 cannot be performed immediately after the passage, that is, even if there is a winning 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 reserved with a predetermined number as the upper limit.

[0041] 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).

[0042] 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 constitutes the sub-control unit together with the image control board 100, the lamp control board 107, and the audio control board 106. Note that the sub-control unit can be configured as long as it includes at least the sub-control board 90.

[0043] 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 etc. via the input / output circuit (I / O port section) 87. The input / output circuit 87 may be built in the game control microcomputer 81.

[0044] 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. As the sensors, as shown in FIG. 3, the first start port sensor 20a, the second start port sensor 21a, the gate sensor 28a, the general diagram start port sensor 29a, the big winning port sensor 30a, the V region sensor 39a, the non-V region sensor 70a, the normal winning port sensor 27a, and the big winning device discharge sensor 31a are exemplified.

[0045] 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 normal pattern start port sensor 29a is provided inside the normal pattern start port 29 and detects a game ball that has won a prize in the normal pattern start port 29. The big winning port sensor 30a is provided inside the big winning port 30 and detects a game ball that has won a prize in the big winning port 30. 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 big winning device discharge sensor 31a detects a game ball discharged from the big winning device 31.

[0046] Examples of the solenoids include the electric chute solenoid 24, the big winning port solenoid 33, and the V opening / closing member solenoid 73 as shown in FIG. 3. The electric chute solenoid 24 drives the first opening / closing member 18 of the electric chute 22. The big winning port solenoid 33 drives the opening / closing member 32 of the big winning device 31. The V opening / closing member solenoid 73 drives the V opening / closing member 71.

[0047] 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 70 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 70 prize ball information, door or frame opening information, the number of fluctuations of the first special symbol or the second special symbol, entry of a game ball into the first start port 20 and the second start port 21, whether it is in the middle of a big win, and a security signal, etc.

[0048] The main control board 80 is connected to the payout control board 110 via the input / output circuit 87. The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 for payout monitoring. The payout control board 110 is connected to a prize ball payout device 120, a loan ball payout device 130, and a card unit 135.

[0049] The main control board 80 is connected to the power supply board 116 via the input / output circuit 87. The main control board 80 operates with the power supplied from the power supply board 116 and distributes power to other boards (not shown). Also, the firing device 112 is connected via the power supply board 116.

[0050] The main control board 80 is connected to the sub-control board 90 (Figure 4) via the input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a one-way communication connection that allows only the transmission of signals from the main control board 80 to the sub-control board 90. That is, a unidirectional circuit (for example, a circuit using a diode), not shown, as a communication direction regulating means is interposed between the main control board 80 and the sub-control board 90.

[0051] The sub-control board 90 includes an effect control microcomputer 91 and an input / output circuit 95. The 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 effect control microcomputer 91 performs data transmission and reception with other boards and the like via the input / output circuit 95. The input / output circuit 95 may be built into the effect control microcomputer 91. The sub-control board 90 is connected to an image control board 100, an audio control board 106, a lamp control board 107, and a relay board 108 via the input / output circuit 95.

[0052] The image control board 100 controls the display of the image display device 7 according to a program. In addition to the program for performing display control, the CPU unit of the image control board 100 stores still image data and moving image data to be displayed on the image display device 7, specifically, image data such as characters, items, graphics, characters, numbers, symbols, etc. (including production designs) and background images.

[0053] A speaker 67 is connected to the audio control board 106, and the production control microcomputer 91 outputs voices, music, sound effects, etc. from the speaker 67 via the audio control board 106 based on the command received from the main control board 80.

[0054] A frame lamp 66 and a panel lamp 5 are connected to the lamp control board 107 and are controlled thereby.

[0055] An effect button 63, a select button 68, and a frame movable body 600 are connected to the relay board 108. 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 production 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 also change its position between a normal position (buried position) where the upper surface portion of the button main body slightly protrudes and a protruding position where most of the button main 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.

[0056] The performance control microcomputer 91 operates the frame movable body 600 based on the commands 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 performance 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 a human body touches it may be connected to the relay board 108.

[0057] 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 performance control microcomputer 91. FIG. 5(D) is a diagram for explaining the storage area provided in the sub-RAM 94 of the performance control microcomputer 91.

[0058] In the main ROM 83 (FIG. 5(A)), a table storage area 83a is provided. In this table storage area 83a, a special symbol hit determination table, a reach determination table, a normal symbol hit determination table, a normal symbol variation pattern determination table, a big win type determination table, a variation pattern determination table, an electric cheat release pattern determination table, a big winning opening release pattern determination table, etc. are stored. These determination tables are referred to by the game control microcomputer 81 in the main control main process (described later) executed by the game control microcomputer 81.

[0059] In the main RAM 84 (FIG. 5(B)), a command set area 84a, a flag set area 84b, a counter set area 84c, a status set area 84d, a special figure reservation storage area 84e, and a normal figure reservation storage area 84f are provided.

[0060] 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 suspended ball count command, a second start port ball entry command, a variation start command, a variation stop command, an opening command, a round designation command, a result display start command, a result display end command, an ending command, a game state designation command, etc. are set therein.

[0061] 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 minor win flag, a time shortening flag, a result display flag, etc. are set therein.

[0062] 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 time shortening counter, a normal pattern counter, etc. are set therein.

[0063] The status set area 84d is an area where a special operation status and a time shortening status in the special operation process described later are set.

[0064] The special pattern hold memory area 84e includes a first special pattern hold memory area where the first special pattern hold is stored. In the first special pattern hold 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 (hold information) such as random numbers for each of the first, second, third, and fourth special pattern holds are provided.

[0065] The normal pattern hold memory area 84f is provided with a first storage area, a second storage area, a third storage area, and a fourth storage area for storing a group of random number values (hold information) such as normal pattern random numbers (winning random numbers) corresponding to the first, second, third, and fourth normal pattern holds, respectively.

[0066] The sub-ROM 93 (Fig. 5(C)) is provided with a table storage area 93a. The table storage area 93a stores a pre-reading effect pattern determination table, a main effect pattern determination table, a chance-up effect pattern determination table, a stop symbol pattern determination table, etc. These determination tables are referred to by the effect control microcomputer 91 in the sub-control main process (described later) executed by the effect control microcomputer 91.

[0067] The sub-RAM 94 (Fig. 5(D)) is provided with a command storage area 94a, an effect command set area 94b, a counter set area 94c, and a work area 94d. 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 second start port ball-in 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. The effect command set area 94b is an area (output buffer) where commands output from the sub-control board 90 to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108 are set in the sub-control main process (described later), and sets a variation effect start command, a pre-variation end command, a variation effect end command, an opening effect start command, a round effect start command, an ending effect start command, a two-variation composite effect command, a transition suggestion effect command, etc. 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 effect counter, a normal figure reserved effect counter, a time shortening effect counter, etc. The work area 94d is a work area that realizes temporary storage for operations and the like. Note that areas other than the work area 94d are backed up by a power source (not shown), and their contents are retained even when the power of the gaming machine 1 is turned off.

[0068] 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 obtain "random number per special symbol hit", "random number per special symbol hit by type", "reach random number", "variation pattern random number", "random number per normal symbol hit", "random number per normal symbol hit by type", and "big winning opening release random number" at the timings described later.

[0069] The "random number per special symbol hit" is a random number used for the lottery of whether or not it is a big win and the lottery of whether or not it is a small win (big win determination), and takes a value in the range of 0 to 65535.

[0070] The "random number per special symbol hit by type" is a random number used for the lottery of the type of the winning big win (big win type determination) and the lottery of the type of the small win (small win type determination), and takes a value in the range of 0 to 127.

[0071] The "reach random number" is a random number used to determine whether or not to generate a reach in the production symbol variation effect indicating the result when the big win determination fails, and takes a value in the range of 0 to 127. Reach means a state where among a plurality of production symbols (decoration symbols), the production symbol that is variably displayed remains one, and depending on which symbol the variably displayed production symbol stops and is displayed, it becomes a combination of production symbols indicating a big win (for example, the state of "7↓7"). In addition, the production symbol that is stopped and displayed in the reach state may be displayed as shaking within the display screen 7a.

[0072] The "variation pattern random number" is a random number used to determine a variation pattern including the variation time, and takes a value in the range of 0 to 127.

[0073] The "random number per normal symbol hit" is used for the lottery (normal symbol lottery) of whether or not to perform an auxiliary game to open the electric chew 22. The normal symbol random number takes a value in the range of 0 to 65535.

[0074] The "normal symbol hit type random number" is a random number used for the lottery of the opening pattern of the electric chewing game 22 performed as an auxiliary game, and takes a value in the range of 0 to 127.

[0075] The "normal symbol variation pattern random number" is a random number used to determine the variation pattern including the variation time in the variation effect based on the normal symbol lottery, and takes a value in the range of 0 to 127.

[0076] The "special symbol hit random number", "special symbol hit type random number", "reach random number", and "variation pattern random number" are obtained based on the ball entry into the start port (the first start port 20 or the second start port 21). The group of random number values obtained based on the ball entry into the first start port 20 is stored in the first special symbol hold memory area, and the group of random number values obtained based on the ball entry into the second start port 21 is stored in the command set area 84a. The "normal symbol hit random number" and "normal symbol hit type random number" are obtained based on the passage through the gate 28. The obtained normal symbol random number value is stored in the normal symbol hold memory area 84f.

[0077] Next, various random numbers acquired by the effect control microcomputer 91 in the gaming machine 1 will be described. The effect control microcomputer 91 is configured to acquire a "pre-reading effect random number", a "chance-up random number", and an "effect random number".

[0078] The "pre-reading effect random number" is acquired as the value of the pre-reading effect counter set in the counter set area 94c, and is a random number used to determine the pre-reading effect during the variation effect, and takes a value in the range of 0 to 127. The "pre-reading effect random number" is acquired based on the output of a pre-determination command from the main control unit side to the sub-control unit side.

[0079] The "chance-up random number" is a random number used to determine the chance-up effect during the variation effect, and takes a value in the range of 0 to 127. The "chance-up random number" is acquired based on the output of a variation start command from the main control unit side to the sub-control unit side. The acquired random number value is stored in the sub-RAM 94.

[0080] 4. Explanation of Various Tables FIG. 6(A) is a diagram for explaining the special symbol hit determination table. The special 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 hit random number value (any value from 0 to 65535) corresponds to a "big win", a "small win", or a "loss".

[0081] In the first special symbol, it is shown that when the hit random number value is "0 to 331", it is determined as a "big win", and when the hit random number value is "a number other than 0 to 331", it is determined as a "loss". That is, in the first special symbol, the probability of winning a big win is 1 / 197.40.

[0082] In the second special symbol, it is shown that when the hit random number value is "0 to 331", it is determined as a "big win", and when it is "a number other than 0 to 331", it is determined as a "small win". That is, in the second special symbol, the probability of winning a big win is 1 / 197.40, and otherwise it is a small win. Note that the small win may be set to a predetermined probability and there may be a loss.

[0083] The reach determination table is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine whether the acquired reach random number value (any of 0 to 127) corresponds to "with reach" or "without reach". The reach determination in the reach determination table is performed based on the game state of the gaming machine 1. In the present embodiment, in the "non-time shortening state", when the reach random number value is "0 to 13", it is determined as "with reach", and when the reach random number value is "a number other than 0 to 13 (14 to 127)", it is determined as "without reach". Also, in the "time shortening state", when the reach random number value is "0 to 5", it is determined as "with reach", and when the reach random number value is "a number other than 0 to 5 (6 to 127)", it is determined as "without reach".

[0084] FIG. 7(A) is a diagram for explaining the jackpot type determination table. The jackpot 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 "jackpot type" according to the acquired jackpot type random number value (any of 0 to 127).

[0085] In the case of the normal state (non-time shortening state), when winning in the lottery of the first special symbol (special symbol 1), when the jackpot type random number value is "0 to 48", it is determined as "2R one type jackpot", when the jackpot type random number value is "49 to 99", it is determined as "3R one type jackpot A", and when the jackpot type random number value is "100 to 127", it is determined as "3R one type jackpot B".

[0086] In the case of the time shortening state, when winning in the lottery of special symbol 1, regardless of the jackpot type random number value, it is determined as "3R one type jackpot A".

[0087] When winning in the lottery of the second special symbol (special symbol 2), in the case of a one type jackpot, it is determined as "10R one type jackpot" regardless of the jackpot type random number value, and in the case of a two type jackpot, it is determined as "10R two type jackpot" regardless of the jackpot type random number value.

[0088] Note that a first jackpot is a jackpot determined as a jackpot in the winning determination process, and a second jackpot is a win that becomes a jackpot by passing through the V region 39 inside the big winning device 31 after being determined as a small win in the winning determination process.

[0089] FIG. 7(B) is a diagram for explaining the small win type determination table. The small win type determination table is a table referred to for determining the "type of small win" according to the jackpot type random number value (any of 0 to 127) acquired by the game control microcomputer 81 in the main control main process (described later).

[0090] When a small win occurs in the lottery of the second special symbol (special figure 2), it is determined as "small win A" when the jackpot type random number value is "0 to 12", and it is determined as "small win B" when the jackpot type random number value is "13 to 127".

[0091] FIG. 8 is a diagram for explaining the variation pattern determination table in the non-time-reduced state. FIG. 9 is a diagram for explaining the variation pattern determination table in the time-reduced state. The variation pattern determination table is a table referred to for determining the variation pattern according to the variation pattern random number value (0 to 127) acquired by the game control microcomputer 81 in the main control main process (described later).

[0092] When winning at the first start port 20 in the non-time-reduced state, being determined as "loss" in the special symbol winning determination table, being determined as "with reach" in the reach determination table, the number of held balls being "1 to 2", and the variation pattern random number value being "0 to 60", it is shown that the variation pattern is determined as "P4".

[0093] In the time-reduced state, the variation pattern determination table (time-reduced variation) is used (FIG. 9). Note that in the time-reduced state, the variation pattern is selected regardless of the variation pattern random number value and the number of held balls.

[0094] As shown in FIGS. 8 and 9, once the variation pattern is determined, the variation time is also determined. Also, when it reaches 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 the reach is longer than that of a normal reach. Here, three types of super reaches (SP1, SP2, SP3) with different variation times are set. SP1 to SP3 are executed developmentally through a normal reach. The difference between SP1 to SP3 may be, for example, the presence or absence of a pseudo chain. Also, the main effect pattern includes a "special variation" with an extremely short variation time. The special variation with a variation time that is always 2 seconds is configured to be selected in the special figure 2 variation in the time-saving state.

[0095] FIG. 6(B) is a diagram for explaining the normal symbol hit determination table. The normal symbol hit determination table is a table referred to by the game control microcomputer 81 to determine whether the acquired normal symbol random number value (any value from 0 to 65535) corresponds to a "hit" or a "miss" in the main control main process (described later). The determination in the normal symbol hit determination table is made based on the game state of the gaming machine 1. In the present embodiment, in the "non-time-saving state (normal state)", when the normal symbol random number value is "0", it is determined as a "hit", and when the normal symbol random number value is "a number other than 0 (1 to 65535)", it is determined as a "miss". Also, in the "time-saving state", when the normal symbol random number value is "0 to 658", it is determined as a "hit", and when the normal symbol random number value is "a number other than 0 to 658 (659 to 655345)", it is determined as a "miss". That is, the probability of winning the general symbol lottery is almost 0 in the non-time-saving state and about 1 / 99.4 in the time-saving state.

[0096] FIG. 10(A) is an explanatory diagram of the electric chew release pattern determination table. FIG. 10(B) is a table showing the details of the electric chew release pattern. FIG. 10(C) is an explanatory diagram of the normal symbol variation pattern determination table.

[0097] The electric chute opening pattern determination table is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine the opening pattern of the electric chute 22 according to the game state (non-time-limited state or time-limited state). When winning with the normal symbol in the "non-time-limited state", if the type random number value per normal symbol is "0 to 126", the opening pattern is determined as "H11", and if the type random number value per normal symbol is "127", the opening pattern is determined as "H12". Also, when winning with the normal symbol in the "time-limited state", regardless of the type random number value per normal symbol, the opening pattern is determined as "H12". That is, in the non-time-limited state and in the time-limited state, the opening pattern is always determined as "H12".

[0098] As shown in FIG. 10(B), in the opening pattern H11, the electric chute 22 is opened once, and the closing condition is that 0.1 seconds have elapsed since the opening. In the opening pattern H12, the electric chute 22 is opened once, and the closing condition is that 4 seconds have elapsed since the opening or two balls have won. Therefore, when it is determined that the opening pattern is H11, it is difficult to win at the second start port 21, and when it is determined that the opening pattern is H12, it is easy to win at the second start port 21, and it is possible to make two balls win. However, the opening of this electric chute 22 is closed even if there is remaining opening time when there is a winning of a predetermined number of game balls (the specified winning number, up to 2).

[0099] The normal symbol variation pattern determination table (Figure 10(C)) is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the number of seconds of the variation time of the normal symbol according to the game state (non-time-limited state or time-limited state). In this embodiment, for example, in the "non-time-limited state", when the determination result is "win", the variation pattern is "P81", and the variation time of the normal symbol is determined to be "180 seconds". Also, for example, in the "time-limited state", when the determination result is "win", the variation pattern is "P91", and the variation time of the normal symbol is determined to be "15 seconds". When the determination result is "lose", if there is a reach, the variation pattern is "P92", and the variation time is determined to be "15 seconds". If there is no reach, the variation pattern is "P93", and the variation time is determined to be "2 seconds". In the non-time-limited state, the normal symbol variation time is always 180 seconds, and in the time-limited state, it is always 3 seconds.

[0100] The big winning opening pattern determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the opening pattern of the big winning opening 30.

[0101] In the case of "10R one-kind big win", in the 1st to 10th R, the big winning opening 30 performs a long opening with 1 opening time and 29.5 seconds of opening time. In the cases of "3R one-kind big win A" and "3R one-kind big win B", in the 1st to 3rd R, the big winning opening 30 performs a long opening with 1 opening time and 29.5 seconds of opening time. In the case of "2R one-kind big win", in the 1st to 2nd R, the big winning opening 30 performs an opening with 100 opening times, 0.15 seconds of opening time, and an interval of 0.1 seconds. In "2R one-kind big win", it is set so that the actual number of winning balls obtained is 0, or it is extremely difficult. Not limited to this, a new attacker may be provided, and in the case of "2R one-kind big win", it may be configured such that only a few winning balls can be obtained. In this case, for example, the second attacker (big winning opening) may be provided at the lower part of the crotch 19, and it may be a big win in a mode that can be completed while hitting left. In the case of "10R two big wins", for the 1st R, the long opening of the 30 big winning holes is carried out with 5 opening times and an opening time of 0.3 seconds, and for the 2nd to 10th R, with 1 opening time and an opening time of 29.5 seconds. However, if there is a winning of a predetermined number of game balls (the specified winning number, up to 10), it will be closed even if there is remaining opening time. It is assumed that the number of bonus balls when one ball wins the big winning hole 30 is 10 balls.

[0102] 5. Explanation of big wins, etc. In the gaming machine 1, there are a first type of big win and a second type of big win for big wins. The first type of big win is the case where the obtained winning random number value corresponds to "big win". On the other hand, the second type of big win is the case where the obtained winning random number value corresponds to "small win", and then, when the game ball passes through the V area 39 in the big winning device 31, it becomes a big win.

[0103] When a big win occurs, a "big win game" is executed. The big win game is an example of a special game. The big win game includes a plurality of rounds of games (unit opening games), an opening (OP) before the start of the first round of the game, and an ending (ED) after the end of the last round of the game. Each round of the game starts at the end of the opening or the end of the previous round of the game and ends at the start of the next round of the game. The closing time (interval time) of the big winning hole between rounds of the game is included in the opening round of the game before the closing. However, in the gaming machine 1 of the present embodiment, the period of the ending effect is 0 seconds, that is, the configuration is such that the ending effect is not performed, so that a plurality of big win games in the time-saving state can be continuously performed. This will be described later with reference to FIG. 27.

[0104] 6. Explanation of the game state The gaming state of the gaming machine 1 will be described. The game control microcomputer 81 can execute "variable time shortening control" for the special symbols displayed on the display 40. The state in which the game control microcomputer 81 performs variable time shortening control on the special symbols of the display 40 is called the "time shortening state", and the state in which the variable time shortening control is not performed is called the "non-time shortening state (normal state)". In the time shortening state, the variable time of the special symbols (the time from the start of variable display to the derivation display of the display result) is shorter than that in the non-time shortening state. The game control microcomputer 81 uses a variable pattern determination table (Figs. 8 and 9) defined so that a variable pattern with a short variable time is selected more frequently in the time shortening state than in the non-time shortening state to determine the variable pattern. That is, when the game control microcomputer 81 executes variable time shortening control for the special symbols, a shorter variable time is more likely to be selected as the variable time of the variable display of the special symbols than when the variable time shortening control is not executed. As a result, in the time shortening state, the pace of consuming the special symbol hold is accelerated, and a valid winning (a winning that can be stored as a special symbol hold) to the start port is likely to occur. Thereby, it is possible to aim for a big win under the smooth progress of the game.

[0105] The game control microcomputer 81 executes probability variation control and variable time shortening control for the normal symbols in parallel with the variable time shortening control for the special symbols. That is, the game control microcomputer 81 executes probability variation control and variable time shortening control for the normal symbols in the time shortening state and does not execute them in the non-time shortening state.

[0106] As the probability variation control for the normal symbols, the game control microcomputer 81 uses a normal symbol hit determination table (Fig. 10(A)) in which the number of normal symbol hit random values determined to be a hit is larger in the time shortening state than in the non-time shortening state to perform a hit determination (determination of normal symbols). Therefore, in the time shortening state, the hit probability is higher than that in the normal symbol normal probability state. That is, when the game control microcomputer 81 executes probability variation control for the normal symbols, the probability that the display result (stopped symbol) of the variable display of the normal symbols by the display 40 becomes a hit symbol is higher than when the probability variation control is not executed.

[0107] In the time shortening state, the variation time in the special figure 2 is configured to always be 2 seconds. Also, H12 is always selected as the opening pattern of the electric chute 22. Since the second starting port 21 is structured such that the game balls passing through the gate 28 will almost surely win a prize, the base, which is the ratio of the number of prize balls to the number of launched balls, becomes higher. The state in which these controls are being executed is called the "high base state", and the state in which they are not being executed is called the "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 electric assist control (control that shortens the variation time in special figure 2 triggered by winning a prize at the second starting port 21 by means of the electric chute 22) is being executed.

[0108] The high base state (electric assist control state) does not necessarily have to execute all of the above controls. That is, by executing one or more of the probability variation control for the normal symbols on the display 40, the variation time shortening control for the normal symbols on the display 40, the opening time extension control for the electric chute 22, and the opening times increase control for the electric chute 22, it is sufficient that the electric chute 22 is more likely to open than when that control is not being executed. Also, the high base state (electric assist control state) may be controlled independently without being accompanied by the time shortening state.

[0109] In the high base state, it is possible to more advantageously progress the game by entering a game ball into the right game area 3B (Fig. 1) by hitting the ball to the right. This is because the variation time in special figure 2 is shorter compared to the low base state due to the variation time shortening control, and winning a prize at the second starting port 21 is more advantageous than winning a prize at the first starting port 20. From this, in the high base state, while passing a game ball through the gate 28 which triggers the normal symbol lottery, a right hit is performed to make the game ball win a prize at the second starting port 21. By doing this, more starting wins (winning a prize at the starting port) can be obtained than by hitting the ball to the left. Note that in the gaming machine 1, the game is also played by hitting the ball to the right even during the big win game.

[0110] On the other hand, in the low base state, it is advantageous to make the game progress by hitting the ball to the left to enter the left game area 3A (Fig. 1). Since the variable time shortening control is not executed, the variable time in Fig. 2 of the special drawing is longer than that in the high base state, and winning at the first starting port 20 is more advantageous than winning at the second starting port 21. For this reason, in the low base state, a left hit is performed to make the game ball win at the first starting port 20. By doing so, more starting wins can be obtained than by hitting the ball to the right.

[0111] 7. Operation of the game control microcomputer 81 Based on Figs. 11 to 23, the operation of the game control microcomputer 81 provided on the main control board 80 (Fig. 2) will be described. Counters, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the main RAM 84.

[0112] [Main control main process] Fig. 11 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 initialization processing (step S001). In the initialization processing, for example, resetting of various flags, statuses, counters, etc. is performed. The initial value of the flag is "0", that is, "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the initialization processing is executed only once after the power is turned on and is not executed thereafter.

[0113] After the initialization process, the game control microcomputer 81 prohibits interrupts for interrupt processing (step S002) and performs the main random number update process for normal symbols and special symbols (step S003). In this main random number update process for normal symbols and special symbols, the game control microcomputer 81 adds 1 to various random number counter values (hit random number value, big hit type random number value, reach random number value, variation pattern random number value, normal symbol random number value) and updates them. Each random number counter value returns to "0" and is added again when it reaches the set upper limit value. Note that the initial value of each random number counter may be a value other than "0" or may be randomly changed. Also, 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.

[0114] After the main random number update process for normal symbols and special symbols, the game control microcomputer 81 permits interrupts for interrupt processing (step S004). While interrupts are permitted, the main side timer interrupt process (step S005) can be executed. The main side timer interrupt process is executed based on interrupt pulses repeatedly input at a predetermined period (for example, a 4 msec period). That is, the main side timer interrupt process is executed every predetermined period (for example, 4 msec). Then, after the main side timer interrupt process ends and before the next main side timer interrupt process starts, the update process of various counter values by the main random number update process for normal symbols and special symbols is repeatedly executed. Note that if an interrupt pulse is input while in the interrupt prohibited state, the main side timer interrupt process is not started immediately and is started after interrupts are permitted.

[0115] [Main Side Timer Interrupt Process] FIG. 12 is a flowchart of the main-side timer interrupt process (FIG. 11: step S005). 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. 10) 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 the other period (the period after the end of the main-side timer interrupt process until the next main-side timer interrupt process starts).

[0116] 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 the detection signals detected by various sensors attached to the gaming machine 1, and sets the payout data for paying out prize balls according to the type of the winning port in the output buffer of the main RAM 84. The various sensors are, for example, the first start port sensor 20a, the second start port sensor 21a, the big winning port sensor 30a, the big winning port opening checker sensor 16a, and the normal winning port sensor 27a (FIG. 3).

[0117] 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 balls through the gate 28, acquires the value of the normal symbol random number counter, and stores the acquired random number value in the storage area corresponding to the current number of normal symbol reserved balls among the first to fourth storage areas of the normal symbol reserved storage area 84f in the main RAM 84. Further, the game control microcomputer 81 determines the winning of the game balls into the first start port 20, and acquires the values of the hit random number counter, the big hit type random number counter, the small hit type random number counter, the reach random number counter, and the variation pattern random number counter. The game control microcomputer 81 stores the acquired group of random number values in the storage area corresponding to the current number of special symbol 1 reserved balls among the first to fourth storage areas of the first special symbol reserved storage area. Furthermore, the game control microcomputer 81 determines the winning of the game balls into the second start port 21, and acquires the values of the hit random number counter, the big hit type random number counter, the reach random number counter, and the variation pattern random number counter.

[0118] In the start port sensor detection process, the game control microcomputer 81 performs a preliminary determination of a big hit. Based on the above-mentioned group of random number values, it is preliminarily determined whether it is a big hit, and if it is a big hit, the big hit 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.

[0119] Next, the game control microcomputer 81 performs a normal operation process (step S104). In the normal operation process, the game control microcomputer 81 controls the operation of the electric chew 22. Details will be described later.

[0120] Next, the game control microcomputer 81 performs a special operation process (step S105). This special operation process will be described later. Next, the game control microcomputer 81 performs V area sensor detection processing (step S106). In the V area sensor detection processing, the game control microcomputer 81 first determines whether or not the game ball has been detected by the V area sensor 39a. If detection has occurred, it then determines whether or not it is during the V valid period. If it is during the V valid period, it turns on the V flag and sets the V passing command.

[0121] Next, the game control microcomputer 81 performs hold ball number processing (step S107). The game control microcomputer 81 first reads out the special figure 1 hold ball number and the normal symbol hold ball number stored in the main RAM 84. Next, the game control microcomputer 81 sets the hold ball number command in the command set area (output buffer) 84a of the main RAM 84. The hold ball number command is a command for notifying the sub-control board 90 of the hold ball number and includes information regarding the special figure 1 hold ball number and the normal symbol hold ball number.

[0122] After the hold ball number processing, the game control microcomputer 81 performs output processing (step S108). In the output processing, the game control microcomputer 81 outputs the commands and the like set in the command set area 84a of the main RAM 84 in each of the above-described processes to the sub-control board 90. After the output processing, the game control microcomputer 81 performs other processing (step S109). In the other processing, for example, based on the special figure 1 hold ball number, the display 40 is controlled to a display mode indicating the number.

[0123] [Normal operation processing] Figure 13 is a flowchart of normal operation processing (Fig. 12: Step S104). In the normal operation processing, the game control microcomputer 81 controls the operation of the electric chewing gum 22. Specifically, in the normal operation processing, the game control microcomputer 81 first determines whether the electric chewing gum 22 is operating (Step S501). If the electric chewing gum 22 is operating (Step S501: YES), the process proceeds to Step S518. On the other hand, if the electric chewing gum 22 is not operating (Step S501: NO), the game control microcomputer determines whether the general pattern is changing (Step S502). This determination is based on whether the change time timer set according to the general pattern change pattern is 0 at the start of the general pattern change.

[0124] If the general pattern is changing (Step S502: YES), the process proceeds to Step S512. On the other hand, if the general pattern is not changing (Step S502: NO), the game control microcomputer 81 determines whether the number of general pattern reserved balls is 0 (Step S503). If the number of general pattern reserved balls is 0 (Step S503: YES), the game control microcomputer 81 ends the normal operation processing. On the other hand, if the number of general pattern reserved balls is not 0 (Step S503: NO), the game control microcomputer 81 decrements the number of general pattern reserved balls by 1 (Step S504), executes the per general pattern determination process (Step S505), executes the general pattern change pattern determination process (Step S506), executes the change start process (Step S507), and the process proceeds to Step S508. In the per general pattern determination process, the game control microcomputer 81 determines whether it is a hit based on the per normal symbol determination table shown in Fig. 10(A). Also, in the general pattern change pattern determination process, the game control microcomputer 81 refers to the normal symbol change pattern determination table shown in Fig. 10(B) and determines the general pattern change pattern based on the game state (time reduction state or non-time reduction state), the determination result of success or failure in Step S505, etc.

[0125] In step S508, the game control microcomputer 81 determines whether the time reduction flag is ON. If it is OFF (step S508: NO), the process proceeds to step S512. On the other hand, if the time reduction flag is ON (step S508: YES), the game control microcomputer 81 determines whether the result display flag is ON (step S509). If it is OFF (step S509: NO), the process proceeds to step S512. On the other hand, if the result display flag is ON, the game control microcomputer 81 turns off the result display flag (step S510), sets the result display end command (step S511), and the process proceeds to step S512.

[0126] In step S512, the game control microcomputer 81 determines whether the variation time of the normal pattern has elapsed. If the variation time has not elapsed (step S512: NO), the game control microcomputer 81 ends the normal operation process. On the other hand, if the variation time has elapsed (step S512: YES), the game control microcomputer 81 executes the variation stop process (step S513), executes the game state management process (normal pattern) (step S514), and the process proceeds to step S515. In the variation stop process, the normal symbol is stopped as a winning symbol or a losing symbol based on the determination of success or failure in the winning determination process for each normal pattern (step S505). The game state management process (normal pattern) is a process for switching the game state according to the number of variations of the normal symbol executed during the time reduction state, and the details will be described later.

[0127] In step S515, the game control microcomputer 81 determines whether the result of the normal pattern variation stopped in step S513 is a winning result. If it is not a winning result (step S515: NO), that is, if it is a losing result, the game control microcomputer 81 ends the normal operation process. On the other hand, if it is a winning result (step S515: YES), the game control microcomputer 81 executes the release pattern determination process (step S516), executes the electric chew operation process (step S517), and ends the normal operation process. In the release pattern determination process, with reference to the release pattern determination table shown in FIG. 10(A), a release pattern is determined based on the game state (whether it is a time-limited state or a non-time-limited state) and the normal symbol winning type determination random number value. In the electric chew operation process, based on the release pattern determined in the release pattern determination process, a command to operate the electric chew 22 is transmitted to the input / output circuit 87.

[0128] In step S518, the game control microcomputer 81 determines whether the condition for closing the electric chew 22 is satisfied. This condition is as described in FIG. 10(B). If the condition for closing the electric chew 22 is not satisfied (step S518: NO), the game control microcomputer 81 ends the normal operation process. On the other hand, if the condition for closing the electric chew 22 is satisfied (step S518: YES), the game control microcomputer 81 executes the electric chew operation stop process (step S519) and ends the normal operation process. In the electric chew operation stop process, the electric chew 22 is set to the closed state and that state is maintained.

[0129] [Game state management process (normal pattern)] FIG. 14 is a flowchart of the game state management process (normal pattern) (FIG. 13: step S514). Here, processing related to the counter value associated with the normal pattern variation is performed. Specifically, in the game state management process (normal pattern), the game control microcomputer 81 first determines whether the time-limited flag is ON (step S601). If it is OFF (step S601: NO), the process proceeds to step S606.

[0130] On the other hand, when the time shortening flag is ON (step S601: YES), the game control microcomputer 81 decrements the value of the normal pattern counter by 1 (step S602), and determines whether the value of the normal pattern counter is 0 (step S603). If it is greater than 0 (step S603: NO), the process proceeds to step S606. On the other hand, when the value of the normal pattern counter is 0 (step S603: YES), the game control microcomputer 81 turns off the time shortening flag (step S604), sets 1 in the time shortening status (step S605), and the process proceeds to step S605.

[0131] In step S605, the game control microcomputer 81 sets a game state designation command and ends the game state management process (normal pattern). The game state designation command includes information regarding the currently set current game state (whether it is in the time shortening state, the time shortening counter, the value of the normal pattern counter, etc.).

[0132] [Special operation process] FIG. 15 is a flowchart of the special operation process (FIG. 12: step S106). Here, the processing related to the first special symbol display device 41a and the big winning device 31 is divided into five stages, and each stage is respectively called "1", "2", "3", "4", "5" of the "special figure 1 operation status". Also, the processing related to the second special symbol display device 41b and the big winning device 31 is divided into five stages, and each stage is respectively called "1", "2", "3", "4", "5" of the "special figure 2 operation status". The initial settings of the "special figure 1 operation status" and the "special figure 2 operation status" are "1". The game control microcomputer 81 first determines whether either the "special figure 1 operation status" or the "special figure 2 operation status" is "4" or "5" (step S1301, step S1303). When either the "special figure 1 operation status" or the "special figure 2 operation status" is "4" (step S1301: YES), a special electric accessory process (big win) is performed (step S1320). In the special electric accessory process (big win), a big win game (second type special game) is executed. Specifically, when the special figure 1 operation status is "4", a first type big win game by the big win of special figure 1 or a second type big win game by the small win of special figure 1 is executed. When the special figure 2 operation status is "4", a first type big win game by the big win of special figure 2 or a second type big win game by the small win of special figure 2 is executed. When either the "special figure 1 operation status" or the "special figure 2 operation status" is "5" (step S1301: NO, step S1303: YES), a special electric accessory process (small win) is performed (step S1321). In the special electric accessory process (small win), a small win game (first type special game) is executed. Specifically, when the special figure 1 operation status is "5", a small win game by the small win of special figure 1 is executed, and when the special figure 2 operation status is "5", a small win game by the small win of special figure 2 is executed.

[0133] When neither the "Special Figure 1 Operation Status" nor the "Special Figure 2 Operation Status" is "4" or "5" (Steps S1301, S1303: NO), the game control microcomputer 81 determines whether the "Special Figure 1 Operation Status" is "1", "2", or "3" (Steps S1305, S1307). When the "Special Figure 1 Operation Status" is "1" (Step S1305: YES), the Special Figure 1 standby process is performed (Step S1306). In the Special Figure 1 standby process, the hit determination and variable pattern selection of Special Figure 1 are executed. When the "Special Figure 1 Operation Status" is "2" (Step S1305: NO, Step S1307: YES), the Special Figure 1 in-variable process is performed (Step S1308). In the Special Figure 1 in-variable process, after the elapse of the variable time of Special Figure 1, the output of a variable stop command is executed. When the "Special Figure 1 Operation Status" is "3" (Steps S1305, S1307: NO), the Special Figure 1 determination process is performed (Step S1309). In the Special Figure 1 determination process, when there is a big win or a small win in the Special Figure 1 lottery, the output of an opening command is executed. The details of each of the above processes will be described later.

[0134] After determining whether the "Special Figure 1 Operation Status" is "1", "2", or "3", the game control microcomputer 81 determines whether the "Special Figure 2 Operation Status" is "1", "2", or "3" (Steps S1315, S1317). When the "Special Figure 2 Operation Status" is "1" (Step S1315: YES), the special figure 2 standby process is performed (Step S1316). In the special figure 2 standby process, the hit determination of special figure 2, the selection of variable patterns, etc. are executed. When the "Special Figure 2 Operation Status" is "2" (Step S1315: NO, Step S1317: YES), the special figure 2 in-variation process is performed (Step S1318). In the special figure 2 in-variation process, after the elapse of the variation time of special figure 2, the output of the variation stop command, etc. are executed. When the "Special Figure 2 Operation Status" is "3" (Steps S1315, S1317: NO), the special figure 2 confirmation process is performed (Step S1319). In the special figure 2 confirmation process, when there is a big win or a small win in the special figure 2 lottery, the output of the opening command, etc. are executed. Details of each of the above processes will be described later. As described above, according to the special operation process of the present embodiment, the standby process, the in-variation process, and the confirmation process of special figure 1 and the standby process, the variation process, and the confirmation process of special figure 2 are executed in parallel. On the other hand, during the big win game or the small win game ball, it is executed with priority over the standby process, the variation process, and the confirmation process of special figure 1 and special figure 2.

[0135] [Special Symbol Standby Process] FIG. 16 is a flowchart of the special symbol standby process (FIG. 15: Step S1302). In the special symbol standby process, the game control microcomputer 81 first determines whether the number of special figure 2 hold balls is "0" (Step S1401). If the number of special figure 2 hold balls is "0" (Step S1401: YES), that is, if there is no storage of the random number value group acquired due to winning at the second start port 21 in the second special figure hold memory area, the process proceeds to Step S1407. If the number of special figure 2 hold balls is "1" or more (Step S1401: NO), the game control microcomputer 81 executes the hit determination process (Step S1402). Details of the hit determination process will be described later.

[0136] Next, the game control microcomputer 81 executes variable pattern selection processing (step S1403). In the variable pattern selection processing, with reference to the variable pattern determination table (FIGS. 8 and 9), a variable pattern is selected based on the game state of the gaming machine 1 (whether it is a time-saving state or a non-time-saving state), the determination result of the hit determination processing (step S1402), and the value of the jackpot counter.

[0137] Next, the game control microcomputer 81 performs special figure 2 variation start processing (step S1406). In the special figure 2 variation start processing, a variation 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 variation time timer is set. The variation time timer is set with a variation 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 processing includes information regarding the special figure stop symbol data set in the hit determination processing (step S1402) and information regarding the variable pattern set in the variable pattern selection processing (step S1403) (including information regarding the variation time).

[0138] In step S1401, when the number of special figure 2 reserved balls is "0" (step S1401: YES), the game control microcomputer 81 determines whether the number of special figure 1 reserved balls is "0" (step S1407). When the number of special figure 1 reserved balls is "0" (step S1407: YES), that is, when there is no storage of the random number value group acquired due to winning in the first start port 20 in the first special figure reserved memory area, the process proceeds to step S1413. When the number of special figure 1 reserved balls is "1" or more (step S1407: NO), the game control microcomputer 81 executes hit determination processing (step S1408). Details of the hit determination processing will be described later.

[0139] Next, the game control microcomputer 81 executes variable pattern selection processing (step S1409). In the variable pattern selection processing, with reference to the variable pattern determination table (FIGS. 8 and 9), a variable pattern is selected based on the game state of the gaming machine 1 (time-limited state or non-time-limited state), the determination result of the hit determination processing (step S1408), the value of the jackpot counter, and the number of hold balls. After the variable pattern selection processing, the number of hold balls in the special figure 1 is decremented (step S1410).

[0140] Next, the game control microcomputer 81 shifts the storage locations of the various random number values stored in the first to fourth storage areas of the first special figure hold storage area by one to the side to be read from the current position, and clears the hold information stored in the location farthest from the side to be read in the first special figure hold storage area (step S1411). By the above steps, the first special figure holds are consumed in the order in which they are held. In this case, on the display screen 7a of the image display device 7, the hold image 9A corresponding to the first storage area of the first special figure hold storage 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 storage area (the hold images 9A at the second, third, and fourth positions from the right among the four hold images 9A) each shift one to the right (FIG. 1). Thereby, the player can recognize that one first special figure hold has been consumed.

[0141] Next, the game control microcomputer 81 performs the special drawing 1 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, the variable display of the first special symbol is started, and the variation time timer is set. 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" (step S1412). 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).

[0142] In step S1407, when the number of special drawing 1 hold balls is "0" (step S1407: YES), the game control microcomputer 81 determines whether the display screen 7a of the image display device 7 is a standby screen (step S1413). The standby screen is a demo screen for waiting for customers. The game control microcomputer 81 may determine, for example, based on the ON / OFF of the customer waiting demo screen display flag. If it is a standby screen (step S1413: YES), this process ends. If it is not a standby screen (step S1413: NO), the game control microcomputer 81 waits for the elapse of a predetermined standby time and sets a customer waiting command for displaying the standby screen in the command set area 84a of the main RAM 84 (step S1414), and ends this process. As described above, according to the special symbol standby process of the present embodiment, the variable display of the special symbol based on the first special 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 of the present embodiment, the lottery based on the second special drawing hold is more likely to win a jackpot (V passing scheduled jackpot) that is more profitable for the player than the lottery based on the first special drawing hold.

[0143] [Hit Determination Process] Figure 17 is a flowchart of the hit determination process (FIG. 16: Steps S1402, S1408). Since the hit determination processes of FIG. 2 (Step S1402) and FIG. 1 (Step S1408) have the same processing flow, they will be described together.

[0144] In the hit determination process, first, the game control microcomputer 81 performs a hit determination (Step S1501). The hit determination is executed by referring to the special symbol hit determination table (FIG. 6(A)).

[0145] Next, the game control microcomputer 81 determines whether it is a big win (Step S1502). If it is determined to be a big win here (Step S1502: YES), the big win flag is turned on (Step S1503), the big win type is determined (Step S1504), and the hit determination process ends. The big win type determination is executed by referring to the big win type determination table (FIG. 7(A)). On the other hand, if it is determined not to be a big win (Step S1502: NO), the game control microcomputer 81 determines whether it is a small win (Step S1505). If it is not a small win (Step S1505: NO), the game control microcomputer 81 ends the hit determination process. On the other hand, if it is a small win (Step S1505: YES), the game control microcomputer 81 turns on the small win flag (Step S1506), determines the small win type (Step S1507), determines the big win type (Step S1504), and ends the hit determination process. The small win type determination is executed by referring to the small win type determination table (FIG. 7(B)).

[0146] [Special symbol determination process] Figure 18 is a flowchart of the special symbol determination process (FIG. 15: Step S1306).

[0147] In the special symbol determination process, the game control microcomputer 81 first determines whether the stop time of the special symbol has ended (step S1800). If the stop time has not elapsed (step S1800: NO), the special symbol determination process ends. On the other hand, if the stop time has elapsed (step S1800: YES), the game control microcomputer 81 executes a game state management process (special drawing) (step S1810). The game state management process (special drawing) is a process for switching the game state according to the number of fluctuations of the special symbol executed during the time shortening state, and the details will be described later. After the game state management process, it is determined whether the jackpot flag is ON (step S1822).

[0148] When the jackpot flag is ON (step S1822: YES), the game control microcomputer 81 sets the opening pattern of the big winning port according to the type of the selected jackpot (step S1823). Specifically, the game control microcomputer 81 refers to the big winning port opening pattern determination table, determines the opening pattern of the big winning port from the special drawing stop symbol data, and sets the determined opening pattern. In addition, together with the setting of the opening pattern of the big winning port, the value of the round counter is set to the number of rounds corresponding to the type of the selected jackpot. The round counter is for counting the number of unit opening games (round games) executed during the jackpot game.

[0149] After setting the open pattern set, when the time shortening flag is ON (step S1824: YES), the game control microcomputer 81 switches it to OFF (step S1825). As a result, it becomes a non-time shortening state during the execution of the first jackpot game. Next, it is determined whether the trigger for the jackpot flag to become ON is the special figure 2 jackpot (step S1826). If the special figure 2 jackpot is the trigger, 2 is set in the time shortening status (step S1827). After that, in order to start the first jackpot game, an opening command for the first jackpot game is set (step S1828), and the opening of the jackpot game is started. Then, the special operation status is set to "4" (step S1829), and the special symbol determination process ends. By setting the special operation status to "4", the process shifts to the special electric accessory process (jackpot) (Figure 20).

[0150] In step S1822, when the jackpot flag is OFF (step S1822: NO), the game control microcomputer 81 determines whether the small jackpot flag is ON (step S1830). When the small jackpot flag is ON (step S1830: YES), the game control microcomputer 81 sets the open pattern of the big winning opening according to the type of the selected small jackpot (step S1831). Specifically, similar to step S1823 described above, the game control microcomputer 81 refers to the big winning opening open pattern determination table, determines the open pattern of the big winning opening from the special figure stop symbol data, and sets the determined open pattern. In addition, together with the setting of the open pattern of the big winning opening, the value of the round counter is set to the number of rounds corresponding to the type of the selected small jackpot.

[0151] After setting the open pattern set, the game control microcomputer 81 switches the V opening / closing member operation flag to ON (step S1832). The V opening / closing member operation flag is a flag indicating the period during which the V opening / closing member 71 operates. When the V opening / closing member operation flag is ON, the V opening / closing member 71 is operated in a predetermined operation pattern. Next, it is determined whether the trigger for the small hit flag to become ON is winning the small hit A (step S1833). If the small hit A is the trigger (step S1833: YES), the game control microcomputer 81 sets 2 to the time shortening status. On the other hand, if the small hit B is the trigger (step S1833: NO), the process proceeds to step S1834. Thereafter, in order to start the small hit game, a small hit opening command is set (step S1834), and the opening of the small hit game is started. Thereafter, the special figure 1 operation status is set to "5" (step S1836), and the special symbol determination process is terminated. By setting the special figure 1 operation status to "5", the process shifts to the special electric accessory process (small hit) (Figure 23). If it is ON, the time shortening flag is set to OFF (step S1836).

[0152] In step S1830, when the small hit flag is OFF (step S1830: NO), the game control microcomputer 81 sets the special operation status to 1 (step S1840), and the special symbol determination process is terminated.

[0153] [Game state management process (special figure)] Figure 19 is a flowchart of the game state management process (special figure) (Figure 18: Step S1810). The game control microcomputer 81 first determines whether the time shortening flag is ON (Step S1901). When the time shortening flag is OFF (Step S1901: NO), that is, in the non-time shortening state, the process skips to Step S1906. When the time shortening flag is ON (Step S1901: YES), that is, in the time shortening state, the game control microcomputer 81 decrements the value of the time shortening counter by 1 (Step S1902). The time shortening counter counts the number of fluctuations of the special symbols executed during the time shortening state (the total number of fluctuations of the first special symbol and the second special symbol).

[0154] Based on the result of Step S1902, the game control microcomputer 81 determines whether the value of the time shortening counter has become "0" (Step S1903). When the value of the time shortening counter is not "0" (Step S1903: NO), the process skips to Step S1906. When the value of the time shortening counter is "0" (Step S1903: YES), the time shortening flag is switched to OFF (Step S1904), and 1 is set in the time shortening status (Step S1905). By Step S1904, the game state is switched from the time shortening state to the non-time shortening state.

[0155] In Step S1906, the game control microcomputer 81 sets the game state designation command in the command set area 84a of the main RAM 84 and ends the game state management process. The game state designation command includes information regarding the currently set current game state (whether it is the time shortening state, the value of the time shortening counter, etc.).

[0156] [Special electric accessory process (big win)] FIG. 19 is a flowchart of a special electric accessory process (big win) (FIG. 14: step S1308). The game control microcomputer 81 first determines whether or not the big win end flag is ON (step S2200). The "big win end flag" is a flag indicating that all openings of the first big winning device 31 based on the opening pattern have ended in the currently executed big win game. If the big win end flag is ON (step S2200: YES), the process proceeds to step S2230. If the big win end flag is OFF (step S2200: NO), the game control microcomputer 81 determines whether or not the big winning port 30 is open (step S2202). If it is open (step S2202: YES), the process proceeds to step S2210.

[0157] If the big winning port 30 is not open (step S2202: NO), the game control microcomputer 81 determines whether or not it is time (timing) to open the big winning port 30 (step S2203). The time (timing) to open the big winning port 30 includes, for example, when the time of the opening of the big win game has elapsed and the opening start time in the first round game has arrived, or when the interval time (closing time) until the big winning port 30 that was temporarily closed after the opening is opened again has elapsed and the opening start time has arrived again. If it is not time (timing) to open the big winning port 30 (step S2203: NO), the process proceeds to step S2220.

[0158] When it is the time (timing) to open the big winning opening 30 (step S2203: YES), the game control microcomputer 81 executes the big winning opening release process (step S2207). In the big winning opening release process, the game control microcomputer 81 opens the big winning opening 30 according to the opening pattern corresponding to the winning type (big win type or small win type). After the big winning opening release process, the game control microcomputer 81 sets a round designation command (step S2208). The round designation command includes information regarding the number of rounds of the ongoing special game (small win game and big win game), and the game control microcomputer 81 sets the round designation command in the command set area 84a of the main RAM 84. Thereby, the number of rounds of the special game can be notified to the sub-control board 90. After setting the round designation command, this process ends.

[0159] In step S2202 described above, when the big winning opening 30 is open (step S2202: YES), the game control microcomputer 81 determines whether the closing condition of the big winning opening 30 is satisfied (step S2210). The closing condition here is that either the number of winning times at the big winning opening 30 in that round game has reached the specified maximum number of winning times (for example, 10 times per round), or the time to close the big winning opening 30 has arrived (that is, a predetermined opening time (for example, 29.5 seconds) has elapsed since the big winning opening 30 was opened). And when the closing condition of the big winning opening 30 is not satisfied (step S2210: NO), the game control microcomputer 81 performs the result display flag process (step S2212) and ends the special electric accessory process (big win). In the result display flag process, the process regarding the flag related to the result display is performed. The content will be described later. On the other hand, when the closing condition of the big winning opening 30 is satisfied (step S2210: YES), the game control microcomputer 81 closes (blocks) the big winning opening 30 (step S2211) and ends the special electric accessory process (big win).

[0160] In the above step S2203, if it is not the time (timing) to open the big winning opening 30, the game control microcomputer 81 determines whether the round game has ended (step S2220). Here, one round ends after a predetermined time (for example, 2 seconds) has elapsed since the first big winning opening 30 was closed. As described above, this is because the closing time (interval time) of the first big winning opening 30 between round games is included in the opening round game before its closing. The game control microcomputer 81 determines whether the round game has ended based on whether a predetermined interval time has elapsed since the first big winning opening 30 was closed. If the round game has not ended (step S2220: NO), the game control microcomputer 81 ends the special electric accessory process (big win).

[0161] If the round game has ended (step S2220: YES), the game control microcomputer 81 decrements the value of the round counter by 1 (step S2221) and determines whether the value of the round counter has become "0" (step S2226). If the value of the round counter is not "0" (step S2226: NO), that is, if the specified number of round games has not yet been completed, the special electric accessory process (big win) ends. On the other hand, if the value of the round counter is "0" (step S2226: YES), a big win end process for ending the big win game is performed (step S2227), the big win end flag is set to ON (step S2228), and the special electric accessory process (big win) ends. In the gaming machine 1 of this embodiment, since no ending effect is performed, no ending command is set. However, in the case of a special figure 1 big win in the non-time-saving state, an ending may be performed. In this case, it is determined whether the winning type is a special figure 1 single big win in the non-time-saving state, and if the winning type is a special figure 1 single big win in the non-time-saving state, an ending command is set.

[0162] In the above step S2200, when the jackpot end flag is ON (step S2200: YES), the control microcomputer 81 turns off the jackpot end flag (step S2231), and turns off the flag that is ON among the special figure 1 jackpot flag and the special figure 2 jackpot flag (step S2232). Next, the game control microcomputer 81 sets the status of "4" among the special figure 1 operation status and the special figure 2 operation status to "1" (step S2233), executes the game state setting process described later (step S2234), and ends this process. The game state setting process (Figure 20) is a process of setting the game state (time shortening state) after the jackpot game and setting the initial value (time shortening count) to the time shortening counter. When the ending effect is performed, before performing step S2231, it is determined whether the ending effect has ended. If it has ended, the process of step S2231 will be performed.

[0163] [Game state setting process] Figure 21 is a flowchart of the game state setting process (Figure 20: step S2234). The game control microcomputer 81 first determines whether the executed jackpot game is based on "3R one type jackpot B" (step S2301). If it is "3R one type jackpot B" (step S2301: NO), the process proceeds to step S2307. On the other hand, if it is not "3R one type jackpot B" (step S2301: NO), the game control microcomputer 81 turns on the time shortening flag (step S2302), and sets 20 to the time shortening counter (step S2303). Next, it is determined whether the time shortening status is 1 (step S2304). If it is 1 (step S2304: YES), the game control microcomputer 81 sets 105 to the normal figure counter (step S2305), and the process proceeds to step S2307. On the other hand, if the time shortening status is 2 (step S2304: NO), the game control microcomputer 81 sets 130 to the normal figure counter (step S2306), and the process proceeds to step S2307.

[0164] In step S2307, the game control microcomputer 81 sets a game state designation command and ends the game state setting process. The game state designation command includes information regarding the currently set game state (such as whether it is a time-saving state and the value of the time-saving counter).

[0165] [Result Display Flag Process] Figure 22 is a flowchart of the result display flag process (Fig. 20: step S2212). In the result display flag process, the game control microcomputer 81 first determines whether the result display flag is ON (step S2401). If it is ON, the game control microcomputer 81 ends the result display flag process. On the other hand, if the result display flag is OFF (step S2401: YES), the game control microcomputer 81 determines whether the number of reserved balls in Fig. 2 is 0 (step S2402). If it is not 0 (step S2402: NO), the game control microcomputer 81 ends the result display flag process. On the other hand, if the number of reserved balls in Fig. 2 is 0 (step S2402: YES), the game control microcomputer 81 determines whether the current jackpot game is the 9th round (step S2403). This determination is made by first determining whether the jackpot type is "10R Type 1 Jackpot" or "10R Type 2 Jackpot", and then determining whether the value of the round counter is 1. If it is not the 10th round (step S2403: NO), the game control microcomputer 81 ends the result display flag process. On the other hand, if it is the 10th round (step S2403: YES), the game control microcomputer 81 determines whether a winning entry was made into the 5-ball big winning opening 30 in the 9th round of the jackpot game (step S2404). If the number of winning entries is 4 or less (step S2404: NO), the game control microcomputer 81 ends the result display flag process. On the other hand, if the number of winning entries is 5 or more (step S2404: YES), the game control microcomputer 81 turns on the result display flag (step S2405), sets a result display start command (step S2406), and ends the result display flag process. The result display start command also includes information such as the jackpot type and small jackpot type.

[0166] [Special Electric Characteristic Processing (Near Miss)] FIG. 23 is a flowchart of the special electric characterisitic processing (near miss) (FIG. 15: step S1309).

[0167] The game control microcomputer 81 determines whether or not the closing condition of the big winning opening 30 is satisfied (step S1601). The closing condition is satisfied when either the entry of a specified number (10) of game balls or the elapse of the opening time (e.g., 1.5 seconds (5 × 0.3 seconds)) is satisfied. If it is determined that the closing condition of the big winning opening 30 is satisfied (step S1601: YES), the big winning opening 30 is closed (step S1602), and the process proceeds to step S1604. On the other hand, if it is determined that the closing condition of the big winning opening 30 is not satisfied (step S1601: NO), the big winning opening 30 is opened (step S1603), and the process proceeds to step S1604. If the big winning opening 30 is already open, the opening is maintained.

[0168] In step S1604, the game control microcomputer 81 determines whether or not a game ball has been discharged from the big winning device 31. This determination is to determine whether or not all of the game balls that have been determined to have won by the big winning opening sensor 30a have been discharged. This process is a process of determining whether or not all of the game balls that have won at the big winning opening 30 have been discharged from the big winning device 31 based on a signal from the big winning device discharge sensor 31a. If it is determined that all of the game balls have been discharged (step S1604: YES), the process proceeds to step S1605. On the other hand, as long as there are game balls that have not been discharged (step S1604: NO), this process ends without executing the subsequent processes.

[0169] In step S1605, the game control microcomputer 81 determines whether or not the game ball has passed through the V region 39. This determination is made based on whether or not the V flag in the flag set area 84b of the main RAM 84 is ON. Here, if it is determined that the ball has not passed through the V region (step S1605: NO), 1 is set in the special operation status (step S1612), and this process ends. On the other hand, if it is determined that the ball has passed through the V region (step S1605: YES), a V-pass command is set (step S1606), and it is determined whether or not the time shortening flag is ON (step S1607). If it is ON, the time shortening flag is turned OFF (step S1608), a jackpot opening command is set (step S1609), the special operation status is set to "4" (step S1610), and the special electric accessory process (small win) ends.

[0170] 8. Operation of the effect control microcomputer 91 Based on FIGS. 24 to 26, 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.

[0171] [Sub-control main process] FIG. 24 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, 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.

[0172] 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 by adding 1 to the random number counter 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" or may be randomly changed. Also, instead of adding 1 each time, a value of 2 or more may be added. Each random number may be a so-called hardware random number.

[0173] 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 process (step S4004) becomes possible. The sub-side timer interrupt process is executed based on interrupt pulses repeatedly input to the sub-CPU 92 at a predetermined period. That is, the sub-side timer interrupt process is executed at every predetermined period. Then, the random number update process is repeatedly executed between the end of the sub-side timer interrupt process and the start of the next sub-side timer interrupt process.

[0174] [Sub-side Timer Interrupt Process] Figure 25 is a flowchart of the sub-side timer interrupt process (Figure 21: Step S4004). 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 will be described later. After the variable effect in-process processing, the effect control microcomputer 91 performs switch processing (Step S4120). 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 corresponding to the received command. Also, the audio control board 106 that has received various commands executes an audio effect that outputs audio from the speaker 67 according to the received command. The lamp control board 107 that has received various commands executes a lamp effect that controls the light emission of the panel lamp 5 and the frame lamp 66 according to the received command. After the command transmission processing, the effect control microcomputer 91 performs other processing (Step S4140) and ends this processing. In the other processing, a random number update process and the like are performed.

[0175] [Received Command Analysis Processing] Figure 26 is a flowchart of the received command analysis processing (Figure 22: Step S4100). The effect control microcomputer 91 first determines whether a pre-determination command has been received from the main control board 80 (Step S4180). If received (Step S4180: YES), look-ahead processing is performed (Step S4190). In the look-ahead processing, information (judgment result) included in the pre-determination command is stored in the judgment result storage area 94d of the sub-RAM 94. On the other hand, if not received (Step S4180: NO), the above-mentioned look-ahead effect determination processing is skipped.

[0176] Next, the effect control microcomputer 91 determines whether it has received a held ball number command from the main control board 80 (step S4200). If it has received it (step S4200: YES), it performs a held display process (step S4210). In the held display process, based on the information regarding the special drawing 1 held ball number, special drawing 2 held ball number, and normal symbol held ball number included in the held ball number command, the values of the first special drawing held effect counter, the second special drawing held effect counter, and the normal symbol held 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 held ball number can be retained. Also, the effect control microcomputer 91 updates the held images 9A and 9B displayed on the display screen 7a based on the values of the first special drawing held effect counter, the second special drawing held effect counter, and the normal symbol held effect counter. On the other hand, if it has not received the held ball number command (step S4200: NO), the above-described held display process is skipped.

[0177] 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 it (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 it (step S4220: NO), the above-described variation effect start process is skipped.

[0178] 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 variation effect end processing (step S4250). The "variation effect end processing" is processing for stopping the variation effects executed during the special symbol variation. In the variation effect end processing, the effect control microcomputer 91 sets a counter etc. based on the analysis result of the variation stop command, and sets a variation effect end command for ending the variation effect. As a result, the effect symbol corresponding to the special symbol 1 or the special symbol 2 during the variation stops being displayed. If the variation stop command has not been received (step S4240: NO), the above-described variation effect end processing is skipped.

[0179] Subsequently, the effect control microcomputer 91 determines whether 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, etc. Here, if it has received the command (step S4260: YES), it performs hit-related effect pattern determination processing corresponding to each command (step S4270). For example, if it has received a jackpot opening command, it selects an opening effect pattern preset corresponding to the jackpot type, and sets an opening effect start command for starting the selected opening effect in the effect command set area 94b of the sub-RAM 94. When the opening effect start command set in the effect command set area 94b is transmitted to the image control board 100 in the command transmission processing (step S4130 in FIG. 22), the image control board 100 reads out a predetermined opening effect image and displays it on the display screen 7a of the image display device 7. The same applies to other commands. On the other hand, if it has not received the command (step S4260: NO), the processing in step S4270 is skipped.

[0180] Next, the effect control microcomputer 91 determines whether or not it has received a result display start command (step S4280). If it has received the command (step S4280: YES), the effect control microcomputer 91 performs result display start processing (step S4290). In the result display start processing, a result display start command for starting the result display effect selected with reference to the jackpot type, small win type, etc. is set in the effect command set area 94b of the sub-RAM 94. When the result display 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. 25), the image control board 100 reads out a predetermined result display and causes it to be displayed on the display screen 7a of the image display device 7. An example of the result display will be described later with reference to FIG. 29. On the other hand, if it has not received the command (step S4280: NO), the process of step S4290 is skipped.

[0181] Next, the effect control microcomputer 91 determines whether or not it has received a result display end command (step S4300). If it has received the command (step S4300: YES), the effect control microcomputer 91 performs result display end processing (step S4310). In the result display end processing, a result display end command for ending the result display effect is set in the effect command set area 94b of the sub-RAM 94. When the result display end 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. 25), the image control board 100 ends the result display effect and causes a variable effect to be displayed on the display screen 7a of the image display device 7.

[0182] Subsequently, the effect control microcomputer 91 executes other processing (step S4320) and ends the received command analysis processing.

[0183] 9. Game flow in the gaming machine 1 of the first embodiment The game flow in the gaming machine 1 of this embodiment is shown below.

[0184] [Game flow] FIG. 27 is a diagram for explaining the game flow in the gaming machine 1. For convenience of explanation, the gaming state (FIG. 26(A)) in which a left strike is performed to aim for a ball entry into the first start port 20 to obtain a lottery chance in the special figure 1 is referred to as the "normal state", and the state (FIG. 27(B)) after obtaining a 3R type A jackpot in the variation of the special figure 1 in the "normal state" is referred to as the "time-saving state B", and the state (FIG. 26(B)) when winning a 10R type B jackpot in the small jackpot A opportunity in the "time-saving state B" is referred to as the "time-saving state A", respectively. Also, since the "time-saving state A" and the "time-saving state B" only differ in the number of times set in the general figure counter, that is, the upper limit of the variation times of the general figure, they are collectively referred to as the "time-saving state". Also, the time-saving state is also referred to as the "general figure ST state", and the "time-saving state A" is also referred to as the "general figure ST state A", and the "time-saving state B" is also referred to as the "general figure ST state B", respectively. Hereinafter, the games in each state will be described assuming that the recommended games are executed in each state.

[0185] In the normal state shown in FIG. 26(A), as described above, the variation time of the special figure 2 variation is extremely long, and the winning probability of the normal symbol is extremely low. Therefore, winning a prize in the first start port 20 by a left strike and winning a type A jackpot in the special figure 1 are the recommended games in the "normal state". The "normal state" continues until a jackpot is won. When winning a 3R type A jackpot in the special figure 1 lottery in the "normal state", after the jackpot game, it shifts to the "general figure ST state B" shown in FIG. 26(B). After winning a 3R type A jackpot in the special figure 1 lottery and completing the jackpot game, in the game state setting process shown in FIG. 21, since the time-saving status is 1, 105 is set in the general figure counter.

[0186] As described above, the state of "time-saving state" shown in FIG. 26(B) is the state after obtaining the 3R1 type jackpot A in the variation of the special figure 1 in the "normal state". In this state, the winning probability of the general figure lottery is high, and H12 is selected for the opening pattern, so it is configured to facilitate winning at the second start port 21. Therefore, making a right hit and winning at the gate 28 and the second start port 21 is the recommended game in the time-saving state. Also, in the special figure 2 lottery, if it does not result in a first type jackpot, it will surely result in a small win which is a trigger for a second type jackpot. That is, the jackpot probability in the special figure 2 lottery is 100%. Therefore, winning in the general figure lottery is generally synonymous with obtaining a first type jackpot or a second type jackpot in the special figure 2 lottery. Since the winning probability of the general figure lottery is about 1 / 99 and there is an upper limit to the number of times of the general figure lottery in the time-saving state, it is also called the "general figure ST state" as described above. In this time-saving state, when winning the general figure lottery, the electric chute 22 is opened in the opening pattern H12, and it becomes possible to win 2 balls at the second start port 21. In the special figure 2 lottery, since it results in a jackpot or a small win, winning the general figure lottery means obtaining 2 jackpots. By seamlessly performing the jackpot games based on these 2 jackpots, it is configured to produce an effect as if performing a jackpot game equivalent to 20R with 1 jackpot. For this reason, the period of the ending effect after the jackpot game is 0. Let the period related to the consumption of these 2 jackpots be called period X.

[0187] Also, the general figure ST state A is a time-saving state and is a state with an upper limit of the general figure variation times 25 more than that of the general figure ST state B. Therefore, the general figure ST state A is a more advantageous state than the general figure ST state B. The general figure ST state A is a game state that transitions after the jackpot game when winning the "10R second type jackpot" triggered by the "small win A" in the general figure ST state B, and is a game state that does not transition after the jackpot game when the result of the special figure 1 lottery is "jackpot" in the normal state and the time-saving state.

[0188] Also, at the start of the general drawing ST state, in the game state setting process shown in FIG. 21, in addition to the general drawing counter, a predetermined value (here, 20) is also set for the time shortening counter. This is to prevent a result that is more disadvantageous for the player to win the general drawing lottery than to win the "3R type big win A" in the normal state and then become a big win in the time shortening state when the special drawing 1 hold is cleared. Therefore, the big win type of the special drawing 1 in the time shortening state is set to always be the "3R type big win A" that transitions to the time shortening state (FIG. 7(A)). The above-described configuration is referred to as the "crotch drop countermeasure".

[0189] 10. Configuration for playing the game smoothly without cheating in the gaming machine 1 In the following, the configuration for playing the game smoothly without cheating in the gaming machine 1 of the present embodiment will be described.

[0190] [Result display] The result display in the present embodiment will be described below with reference to FIGS. 28 and 29. The result display is a display for indicating the end of the big win game when the big win game ends and the time shortening state is entered. As described in the explanation of the processing performed by the above-described game control microcomputer, the result display is configured to be performed only at the end of a specific big win game. In FIG. 28, the timing of executing the result display will be described, and in FIG. 29, an example of the result display will be described.

[0191] [Execution timing chart of result display] FIG. 28 is a diagram for explaining the execution timing chart of the result display. The result display starts when the result display flag becomes ON in step S2405 of the result display flag process shown in FIG. 22 and ends when the result display flag becomes OFF in step S510 of the normal operation process shown in FIG. 13. This will be described in detail with reference to FIG. 28.

[0192] First, at time T1 when it is in the general drawing ST state, it wins the general drawing lottery, two game balls enter the winning hole 22, and wins the second type jackpot in the special drawing 2 based on the first win. Then the jackpot game starts. After that, at time T2, the jackpot game triggered by the second type jackpot in the special drawing 2 based on the first win into the winning hole 22 ends, and the variation of the special drawing 2 based on the second ball winning the winning hole 22 that had been reserved is performed. After that, at time T3, it wins the second type jackpot and the jackpot game starts. After that, at time T4, when the fifth ball wins the big winning hole in the 10th round of the jackpot game, the result display starts. This is because in the result display flag process shown in FIG. 22, the game control microcomputer 81 turns on the result display flag and sets the result display start command, and in the received command analysis process in FIG. 26, the effect control microcomputer 91 performs the result display start process.

[0193] Next, the jackpot game triggered by the second jackpot based on the winning of the second ball into the electric tube 22 at time T5 ends. In this state, if the player continues to hit the right button, the game ball launched next to the game ball that last won in the big winning opening 30 flows down the flow path in the right game area 3B. After that, at time T6, the general pattern variation is started by winning in the gate 28 or the general pattern start opening 29. Since this general pattern variation is a variation in the time-shortened state, in steps S510 and S511 of the normal operation process shown in FIG. 13, the result display flag becomes OFF, and the result display end command is set. In the received command analysis process in FIG. 26, the effect control microcomputer 91 performs the result display end process, and the result display ends. However, if this general pattern variation occurs immediately after the closing of the big winning opening 30, the period during which the result display is performed becomes extremely short. As a configuration for preventing this, as described in the process in the result display flag process of FIG. 22, before the jackpot game ends, specifically, from after the winning of 5 balls in the final round (the 9th round), the result display is started. Also, as shown in FIG. 1, in the flow path of the right game area 3B, the gate 28 and the general pattern start opening 29 are provided below the big winning opening 30 so that the general pattern variation does not occur immediately after the closing of the big winning opening 30. Further, in the flow path between the big winning opening 30 and the gate 28 and the general pattern start opening 29, a structure is provided to suppress the flow rate of the game ball and gain the flow-down distance so that a period sufficient for the game ball to move, that is, a period between times T5 and T6 shown by the period Y in FIG. 28 (here, about 4 to 5 seconds) can be gained. With these configurations, the result display, the display period of which was limited because the ending effect was not performed to seamlessly perform the first jackpot game to the second jackpot game in period X, can be displayed for a period during which the player can sufficiently recognize the content.

[0194] [Example of result display] FIG. 29 is a diagram for explaining a display example of the result display. In this display example, the explanation will be given using the times T1 to T6 used in the execution timing chart of the result display shown in FIG. 28.

[0195] First, as shown in FIG. 29(A), it is assumed that in the normal drawing ST state, a variation effect based on the normal drawing variation is being performed. Here, the decorative symbols 8L, 8C, and 8R are fluctuating at high speed, and their respective contents are difficult to visually recognize. Although the hold icons 9A and the variation icon 9C indicating the hold of the normal drawing variation are not displayed, they may be displayed. Also, a right strike image RH for prompting the player to strike right is displayed. Since the right strike image RH is always displayed in the time-saving state, the explanation will be omitted below.

[0196] Next, as shown in FIG. 29(B), the decorative symbols that were variably displayed in FIG. 29(A) stop and are displayed in a winning mode. Here, the decorative symbols 8L, 8C, and 8R are each stopped and displayed representing "6". As a result of winning in the normal drawing lottery, the electric chute 22 will be opened in the open pattern H12.

[0197] Next, as shown in FIG. 29(C), since the electric chute 22 is opened and it becomes possible to prize a game ball into the second start port 21, a right strike promotion image MN for prompting the player to strike right is displayed. At this time, it is assumed that two game balls have won in the second start port 21, and the explanation will continue assuming that the results of the respective special drawing 2 lotteries are "small wins".

[0198] Next, as shown in FIG. 29(D), since a game ball wins at the second start port 21 and the result of the special drawing 2 based on the first win is a minor win, it becomes possible to award game balls to the big win port 30 and the V region 39, so the display of the right hit promotion image MN continues. Also, a special drawing 2 variation omission display KZ representing "○" indicating that the result of the special drawing 2 was a "minor win" is displayed. In this special drawing 2 variation omission display KZ, it is assumed that "○" is displayed when the result of the special drawing 2 is "big win" and "minor win", and "×" is displayed when it is a "loss". The variation time of the special drawing 2 in the normal drawing ST state (time shortening state) is 2 seconds, and during these 2 seconds, the display of "○" and "×" is switched at high speed. At this time, it is assumed that the game ball wins in the V region 39 and the two- type big win is determined.

[0199] Next, as shown in FIG. 29(E), a big win game based on winning the two- type big win starts (FIG. 28: time T1), and accordingly, a prize ball display DH indicating the number of prize balls obtained in the big win game is displayed. In the prize ball display, the number displayed in the upper row (in FIG. 29(E), "10") indicates the number of prize balls currently obtained, and the number displayed in the lower row (in FIG. 29(E), "2000") is the total number of prize balls that can be obtained in the current big win game being executed and the number of prize balls that can be obtained when winning the big win in the currently held special drawing 2. This is because the result of the currently held special drawing 2 is determined to be "big win" or "minor win", and when the player conducts the recommended game, it is almost certain that they can obtain "10R one- type big win" or "10R two- type big win".

[0200] Next, as shown in FIG. 29(F), the two- type big win game based on the "minor win" won in FIG. 29(D) ends. Therefore, the number of prize balls currently obtained represented in the prize ball display DH is 1000. After this, in the time shortening state, a variation display based on the held special drawing 2 will be performed.

[0201] Next, as shown in FIG. 29(G), since the result of the reserved special drawing 2 has become a minor win (FIG. 28: time T2), it becomes possible to award the game balls to the big winning opening 30 and the V region 39. Here, the display of the bonus ball display DH continues, and further, a special drawing 2 variable omission display KZ representing "○" indicating that the result of the special drawing 2 is a "minor win" is displayed.

[0202] Next, as shown in FIG. 29(H), a jackpot game based on winning the two - type jackpot is started (FIG. 28: time T3). Here, the display of the bonus ball display DH continues, and the currently acquired bonus ball number shown is updated. After that, it is assumed that the player continues to hit the right button, consumes 1 - 9R, and continues the explanation assuming that 5 game balls are awarded to the big winning opening 30 at the 10Rth time.

[0203] Next, as shown in FIG. 29(I), at the 10Rth time of the jackpot game, 5 game balls are awarded (FIG. 28: time T4), and as a result, the display of the result display RK is started. This is because in the result display flag process shown in FIG. 22, the game control microcomputer 81 sets a result display start command in the command set area 84a of the main RAM 84, and in response to this, in the received command analysis process of FIG. 26, the effect control microcomputer 91 performs a result display start process. The result display RK here represents the content of "RUSH CONTINUE!!!". Also, a reduced bonus ball display DHS in which the bonus ball display DH is reduced is being displayed. At this time, the currently acquired bonus ball number shown in the reduced bonus ball display DHS is 1950.

[0204] Next, as shown in FIG. 29(J), from the point shown in FIG. 29(I), another 5 game balls are awarded to the big winning opening 30, and the jackpot game ends (FIG. 28: time T5). Here, the displays of the result display RK and the reduced bonus ball display DHS continue. It is assumed that the player continues to hit the right button even after this.

[0205] Next, as shown in FIG. 29(K), the game state becomes the normal pattern ST state and the normal pattern hold is 0 (the normal pattern hold that was held in FIG. 29(B) is consumed during the big win game). Therefore, the progress of the game is in a state where it has temporarily stopped.

[0206] At this time, among the game balls that were launched due to the player continuing to hit the right side and flowing down the flow path in the right game area 3B, the game balls that did not win the big winning opening 30 and flowed down due to the closing of the big winning opening 30 with the end of the big win game become the opportunity for the normal pattern lottery by winning the gate 28 or the normal pattern start opening 29. However, until the game balls that did not win the big winning opening 30 and flowed down reach the gate 28 or the normal pattern start opening 29, the flow path is designed so that a period of 4 to 5 seconds can be secured (FIG. 1). As described above, in FIGS. 29(F) to (H), since the period for performing the ending effect of the big win game is set to 0 seconds (no ending effect is performed) in order to perform two big win games seamlessly, the time for displaying the result display RK (FIG. 28: period Y) is a structure for obtaining by delaying the start of the normal pattern variation in a place where there is almost none originally. Hereafter, the explanation will continue assuming that the game balls that flowed down the flow path in the right game area 3B won the gate 28 or the normal pattern start opening 29.

[0207] Next, as shown in FIG. 29(L), the variation display of the normal pattern variation is started (FIG. 28: time T6). Here, the decorative symbols 8L, 8C, 8R vary at high speed, and their respective contents become difficult to visually recognize. The above is an example of the result display.

[0208] As described above, by starting and ending the result display, even when the period for performing the ending effect is 0 seconds, it becomes possible to provide a period for performing a virtual ending effect, making it easy for the player to recognize that the big win game has ended, and improving the interest of the game.

[0209] Effect examples, modification examples, and aspect examples regarding result display in the first embodiment [Effect example] The following shows effect examples regarding result display.

[0210] [Effect A-1] The gaming machine 1 of the above embodiment includes a large winning opening 30 through which a player can obtain a privilege by inserting a game ball, a gate 28 and a general pattern starting opening 29 where the insertion of a game ball triggers a general pattern lottery, and a flow path of game balls provided with a plurality of ball insertion openings is provided in the right gaming area 3B. The large winning opening 30 is configured to be provided upstream of the gate 28 and the general pattern starting opening 29 in the flow path of the right gaming area 3B (FIG. 1). According to this configuration, even when the period for performing the ending effect is 0 seconds, it is possible to provide a period for performing a virtual ending effect, making it easy for the player to recognize that the big win game has ended and improving the interest of the game.

[0211] Note that the large winning opening 30 corresponds to the "first ball insertion opening", the general pattern lottery corresponds to the "predetermined lottery", the gate 28 and the general pattern starting opening 29 correspond to the "second ball insertion opening", and the flow path of the right gaming area 3B corresponds to the "flow path", respectively.

[0212] [Effect A-2] The gaming machine 1 of the above embodiment includes an effect control microcomputer 91 capable of executing a predetermined effect. The effect control microcomputer 91 is configured to execute a result display until a game ball that did not win at the large winning opening 30 wins at the gate 28 or the general pattern starting opening 29. According to this configuration, even when the period for performing the ending effect is 0 seconds, it is possible to provide a period for performing a virtual ending effect, making it easy for the player to recognize that the big win game has ended and improving the interest of the game.

[0213] Note that the effect control microcomputer 91, the image display device 7, and the speaker 67 correspond to the "effect execution means", and the result display corresponds to the "predetermined effect", respectively.

[0214] [Effect A-3] The gaming machine 1 of the above embodiment is configured such that the big winning opening 30 includes an opening / closing member 32 that can be switched between an open state in which it is relatively easy for a game ball to win and a closed state in which it is relatively difficult for a game ball to win. According to this configuration, after the big win game ends, it becomes possible to gain time until the game ball wins through the gate 28 or the normal pattern start opening 29. Even when the period for performing the ending effect is 0 seconds, it becomes possible to provide a virtual ending effect period, making it easier for the player to recognize that the big win game has ended and improving the enjoyment of the game.

[0215] Note that the opening / closing member 32 corresponds to the "switching means", the open state corresponds to the "first state", and the closed state corresponds to the "second state", respectively.

[0216] [Effect A-4] The gaming machine 1 of the above embodiment is configured such that the effect control microcomputer 91 performs the queued variable effects without performing an ending effect indicating the end of the big win game after the big win game ends. According to this configuration, it becomes possible to seamlessly perform the first big win game to the second big win game during period X, providing the player with a big win game with a sense of speed and improving the enjoyment of the game.

[0217] Note that the effect control microcomputer 91, the image display device 7, the speaker 67, etc. correspond to the "effect execution means", and the game control microcomputer 81 corresponds to the "win game execution means" and the "queuing means", respectively.

[0218] [Modification Example] A modification example regarding the result display of the first embodiment is shown. [Modification Example A-1] In the gaming machine 1 of the first embodiment, in the flow path of the right gaming area 3B, the big winning opening 30 is configured to be provided upstream of the gate 28 and the general diagram start opening 29. On the contrary, the gate 28 and the general diagram start opening 29 may be configured to be provided upstream of the big winning opening 30. Also, the electric chute 22 and the second start opening 21 may be configured to be provided upstream of the gate 28 and the general diagram start opening 29, or the electric chute 22 and the second start opening 21 may be configured to be provided downstream of the big winning opening 30.

[0219] [Modification Example A-2] In the gaming machine 1 of the first embodiment, the period for performing the ending effect after the end of the big win game is 0 seconds (no ending effect is performed). On the contrary, for example, an ending effect may be performed after the end of the big win game triggered by the special figure 1 big win in the normal state, and no ending effect may be performed after the end of the big win game triggered by the special figure 2 big win in the time shortening state.

[0220] [Modification Example A-3] In the gaming machine 1 of the first embodiment, when five game balls win the big winning opening 30 at the 10R of the big win game, the result display is started. On the contrary, the condition for starting the result display may be changed. For example, the result display may be started when a predetermined period has elapsed since the start of the 10R.

[0221] [Modification Example A-4] In the gaming machine 1 of the first embodiment, when winning a jackpot of two types triggered by a small win A in the normal drawing ST state B, it is configured to shift to the normal drawing ST state A which is more advantageous than the normal drawing ST state B. On the other hand, the conditions for shifting to the normal drawing ST state A may be different. For example, a continuous chain of a predetermined number of times, winning a jackpot before a predetermined number of fluctuations occur in the normal drawing ST state B, winning in the normal drawing held when winning a jackpot in the normal drawing ST state B, winning in a lottery held in the time-saving state and cleared in the non-time-saving state, and so on.

[0222] [Aspect Example] In the gaming machine 1 of the first embodiment, regarding the result display, the following aspects can be realized. [Aspect A-1] A gaming machine including a flow path of game balls provided with a plurality of ball inlets including a first ball inlet through which a player can obtain a privilege by inserting a game ball and a second ball inlet through which the insertion of a game ball triggers a predetermined lottery, wherein the first ball inlet is provided upstream of the second ball inlet in the flow path. The gaming machine is characterized by this.

[0223] [Aspect A-2] The gaming machine according to Aspect A-1, further comprising means for executing a predetermined effect, wherein the effect execution means executes the predetermined effect until a game ball that did not win at the first ball inlet wins at the second ball inlet. The gaming machine is characterized by this.

[0224] [Aspect A-3] The gaming machine according to Aspect A-1, further comprising switching means for switching the first ball inlet between a first state in which it is relatively easy for a game ball to win and a second state in which it is relatively difficult for a game ball to win. The gaming machine is characterized by this.

[0225] [Aspect A-4] Effect execution means capable of executing various effects including a variable effect based on a special figure lottery, A gaming machine comprising: winning game execution means for conducting a winning game when the result of the special figure lottery is a winning result, The effect execution means, after the end of the winning game, executes the variable effect without performing an ending effect indicating that the winning game has ended. A gaming machine characterized by the above.

[0226] [Right hitting notification] In the gaming machine 1 of the present embodiment, as the above-described "crotch drop countermeasure", in the normal figure ST state where a game ball is made to win through the gate 28 or the normal figure start port 29 and aim for a winning in the normal figure variation, even if the special figure variation is performed several times, at the start of the time shortening state, as shown in FIG. 21, in addition to setting a value (105 or 130) corresponding to the specified number of times in the normal figure counter, 20 is also set in the time shortening counter corresponding to the special figure variation.

[0227] However, this configuration means that before performing the normal figure lottery the specified number of times, by ending the right hitting and making a winning into the crotch 19, it becomes possible to receive 20 special figure lotteries. By abusing such a configuration, it becomes possible to substantially increase the specified number of times in the normal figure ST state. In the gaming machine 1 of the present embodiment, in order to prevent such illegal gaming, when a left hitting is performed in the normal figure ST state (time shortening state), a right hitting notification for instructing the player to perform a right hitting can be configured to be performed. Further, the right hitting notification may be configured such that the start condition and the end condition are different from each other, and the volume for performing the notification is also different, and it is possible to perform a right hitting notification (weak) and a right hitting notification (strong). Hereinafter, the configuration of the gaming machine 1 when performing the right hitting notification (weak) and the right hitting notification (strong) will be described. In this embodiment, the right-handed notification (weak) is a notification that prompts the player to make a right-handed move, taking into account the possibility that the player may accidentally make a left-handed move. The right-handed notification (strong) is a notification that is considered to indicate that the player is engaging in illegal gaming, and is not limited to being notifiable only to the player, but can also be notified to the staff of the gaming parlor where the gaming machine 1 is installed, etc.

[0228] First, the processing of the game control microcomputer 81 of the gaming machine 1 when performing the right-handed notification (weak) and the right-handed notification (strong) will be described. In the main control main process (FIG. 11), the game control microcomputer 81 performs the main-side timer interrupt process (step S005A) instead of the main-side timer interrupt process (step S005).

[0229] [Main-side timer interrupt process A] FIG. 30 is a flowchart of the main-side timer interrupt process A. Only the differences from the main-side timer interrupt process (FIG. 12) will be described for the main-side timer interrupt process A.

[0230] In the main-side timer interrupt process A, after the start port sensor detection process (step S103), a right-handed notification process (step S110) is performed. When the right-handed notification process ends, the subsequent processes are the same as those of the main-side timer interrupt process. The right-handed notification process will be described below.

[0231] [Right-handed notification process] FIG. 31 is a flowchart of the right-handed notification process (FIG. 30: step S110). The right-handed notification process is a process of determining whether the conditions for starting and ending the right-handed notification (weak) and the right-handed notification (strong) are satisfied, and setting the respective commands in the command set area 84a of the main RAM 84 according to the determination result.

[0232] Specifically, in the right hitting notification process, the game control microcomputer 81 first determines whether the right hitting notification (strong) flag is ON (step S701). If it is ON (step S701: YES), the process proceeds to step S707. On the other hand, if the right hitting notification (strong) flag is OFF (step S701: NO), the game control microcomputer 81 determines whether the start condition for the right hitting notification (strong) is satisfied. The start condition for the right hitting notification (strong) will be described later. If it is not satisfied (step S702: NO), the process proceeds to step S710. On the other hand, if the start condition for the right hitting notification (strong) is satisfied (step S702: YES), the game control microcomputer 81 turns off the right hitting notification (weak) flag (step S703), sets the right hitting notification (weak) end command (step S704), turns on the right hitting notification (strong) flag (step S705), sets the right hitting notification (strong) start command (step S706), and ends the right hitting notification process.

[0233] In step S707, the game control microcomputer 81 determines whether the end condition for the right hitting notification (strong) is satisfied. The end condition for the right hitting notification (strong) will be described later. If it is not satisfied (step S707: NO), the game control microcomputer 81 ends the right hitting notification process. On the other hand, if the end condition for the right hitting notification (strong) is satisfied (step S707: YES), the game control microcomputer 81 turns off the right hitting notification (strong) flag (step S708), sets the right hitting notification (strong) end command (step S709), and ends the right hitting notification process.

[0234] In step S710, the game control microcomputer 81 determines whether the right hitting notification (weak) flag is ON. If it is ON (step S710: YES), the process proceeds to step S714. On the other hand, if the right hitting notification (weak) flag is OFF (step S710: NO), the game control microcomputer 81 determines whether the start condition for the right hitting notification (weak) is satisfied (step S711). The start condition for the right hitting notification (weak) will be described later. If it is not satisfied (step S711: NO), the game control microcomputer 81 ends the right hitting notification process. On the other hand, if the start condition for the right hitting notification (weak) is satisfied (step S711: YES), the game control microcomputer 81 turns on the right hitting notification (weak) notification flag (step S712), sets the right hitting notification (weak) start command (step S713), and ends the right hitting notification process.

[0235] In step S714, the game control microcomputer 81 determines whether the end condition for the right hitting notification (weak) is satisfied. The end condition for the right hitting notification (weak) will be described later. If it is not satisfied (step S714: NO), the game control microcomputer 81 ends the right hitting notification process. On the other hand, if the end condition for the right hitting notification (weak) is satisfied (step S714: YES), the game control microcomputer 81 turns off the right hitting notification (weak) flag (step S715), sets the right hitting notification (weak) end command (step S716), and ends the right hitting notification process.

[0236] The effect control microcomputer 91 of the gaming machine 1 when performing the right hitting notification (weak) and the right hitting notification (strong) executes the right hitting notification (weak) or the right hitting notification (strong) according to each command transmitted by the game control microcomputer 81 in the right hitting notification process.

[0237] [Start and End Conditions of Right Hitting Notification] FIG. 32(A) is a diagram for explaining the start and end conditions of the right hitting notification. Further, FIG. 32(B) is an example for explaining an example different from the example shown in FIG. 32(A) of the start and end conditions of the right hitting notification.

[0238] First, the example shown in FIG. 32(A) will be described in conjunction with the execution timing chart of the right-handed notification shown in FIG. 33. The start condition of the right-handed notification (weak) is that one game ball wins a prize at the first start port 20 in the time-saving state. Also, the end condition of the right-handed notification (weak) is that a total of two balls win prizes at the gate 28 and the general drawing start port 29 after the start of the right-handed notification (weak), or five seconds have elapsed since the start of the right-handed notification (weak). Therefore, in the timing chart shown in FIG. 33, when a prize is won at the first start port 20 at time T7 in the general drawing ST state (time-saving state), the right-handed notification (weak) is started, and when two game balls win prizes at the gate 28 at time T8, it ends.

[0239] Next, the start condition of the right-handed notification (strong) is that two balls win prizes at the first start port 20 during the execution of the right-handed notification (weak). Also, the end condition of the right-handed notification (strong) is that ten seconds have elapsed since the start of the right-handed notification (strong). Therefore, in the timing chart shown in FIG. 33, after a prize is won at the first start port 20 at time T9 in the general drawing ST state (time-saving state) and the right-handed notification (weak) is started, when another ball wins a prize at the first start port 20 at time T10, the right-handed notification (strong) is started. Even when two game balls win prizes at the gate 28 at time T11, the right-handed notification (strong) does not end, and the right-handed notification (strong) ends at time T12, which is ten seconds after time T10.

[0240] Next, another example shown in FIG. 32(B) will be described in conjunction with the execution timing chart (another example) of the right-handed notification shown in FIG. 34. The start condition of the right-handed notification (weak) is that one game ball wins a prize at the first start port 20 in the time-saving state. Also, the end condition of the right-handed notification (weak) is that a total of two balls win prizes at the gate 28 and the general drawing start port 29 after the start of the right-handed notification (weak), or five seconds have elapsed since the start of the right-handed notification (weak).

[0241] Next, the start condition for the right hitting notification (strong) is, only for the first time, winning two balls in the first start port 20 in the time-saving state, and for the second time and later, winning one ball in the first start port 20 in the time-saving state. That is, the number of winning balls in the first start port 20, which is the start condition for the right hitting notification (strong), is configured not to be reset. Note that it may be reset according to winning a jackpot or the like. Also, the end condition for the right hitting notification (strong) is that 5 seconds have elapsed since the start of the right hitting notification (strong). Therefore, in the timing chart shown in FIG. 34, when winning a ball in the first start port 20 at time T13 in the general drawing ST state (time-saving state), the right hitting notification (weak) is started, and when winning another ball in the first start port 20 at time T14, the right hitting notification (strong) is started, and the right hitting notification (strong) ends at time T15, which is 5 seconds after time T14. Also, when winning one ball in the first start port 20 at time T16, the right hitting notification (strong) is started instead of the right hitting notification (weak).

[0242] Note that regarding the start and end conditions of the right hitting notification (strong) and the right hitting notification (weak), although the condition is winning a ball in a predetermined winning port, sensors may be provided in the launcher 112, the left game area 3A, and the right game area 3B, and the condition for each may be that left hitting or right hitting is performed.

[0243] [Notification example of right hitting notification] FIG. 35 is a diagram for explaining an example of the right hitting notification. In this example, the start and end conditions of the right hitting notification will be explained assuming they are as shown in FIG. 32(A). Also, the explanation will be made using the times T7 to T12 used in the execution timing chart of the right hitting notification shown in FIG. 33.

[0244] First, as shown in FIG. 35(A), in the normal drawing ST state, the normal drawing variation has ended, and the decorative symbols 8L, 8C, and 8R are stopped and displayed representing "1", "2", and "8" respectively. The hold icon 9A representing the hold of the normal drawing variation and the variation icon 9C are not displayed, but they may be displayed. Also, a right hit image RH for prompting the player to hit the right is displayed. Since the right hit image RH is always displayed in the time-saving state, the description thereof will be omitted below. At this time, which is time T7, the description will continue assuming that one game ball has won a prize in the first start port 20.

[0245] Next, as shown in FIG. 35(B), a right hit notification (weak) image MJ reading "Right hit!!!" is displayed so as to cover the decorative symbols 8L, 8C, and 8R that are stopped and displayed. Also, from the speaker 67, a voice saying "Please return to the right hit" is output based on the volume set by the player. The display of this right hit (weak) image MJ and the output of the voice saying "Please return to the right hit" constitute the content of the right hit notification (weak). After this, at time T8, the description will continue assuming that the player has performed a right hit and two game balls have won a prize in the gate 28.

[0246] Next, as shown in FIG. 35(C), due to two game balls winning a prize in the gate 28, the right hit notification (weak) ends. Also, when one game ball wins a prize in the gate 28, a variation effect based on the normal drawing variation is started. Here, the decorative symbols 8L, 8C, and 8R are fluctuating at high speed, and their respective contents are difficult to visually recognize. After this, at time T9, the description will continue assuming that one game ball has won a prize in the first start port 20.

[0247] Next, as shown in FIG. 35(D), a right hit notification (weak) image MJ reading "Right hit!!!" is displayed so as to cover the decorative symbols 8L, 8C, and 8R that are stopped and displayed. Also, from the speaker 67, a voice saying "Please return to the right hit" is output based on the volume set by the player. That is, the right hit notification (weak) is performed. After this, at time T10, the description will continue assuming that another two game balls have won a prize in the first start port 20.

[0248] Next, as shown in FIG. 35(E), when two game balls win in the first starting port 20 during the execution of the right-handed notification (weak), the right-handed notification (strong) is performed. Here, on the display screen 7a, an image MK of the right-handed notification (strong) saying "Right-handed!!!" and a band image OB saying "WARNING" representing a warning to the player are displayed, and a voice saying "Please return to the right-handed position" is output from the speaker 67 at the maximum volume that the gaming machine 1 can output. At this time, the decorative symbols 8L, 8R, and 8C are difficult to visually recognize. This right-handed notification (strong) does not end by returning to the right-handed position, but is configured to end when a predetermined period (10 seconds in this embodiment) elapses. After that, at time T11, the description continues assuming that two game balls have won in the gate 28.

[0249] Next, as shown in FIG. 35(F), since the winning of two game balls in the gate 28 is not a termination condition for the right-handed notification (strong), the right-handed notification (strong) continues to be performed. After that, at time T12, the description continues assuming that 10 seconds have elapsed since time T10.

[0250] Next, as shown in FIG. 35(G), the right-handed notification (strong) ends, and the display mode returns to the mode where a variation effect based on the general pattern variation is performed. Here, the variation effect started triggered by the winning in the gate 28 at time T11 ends, and the decorative symbols 8L, 8C, and 8R are stopped and displayed representing "9", "1", and "1" respectively. The above is an example of the right-handed notification.

[0251] By adopting a configuration that enables the right-handed notification in two stages as described above, it is highly likely that illegal gaming in the general pattern ST state (time-limited state) can be prevented, and the interest of the game can be improved.

[0252] Effect examples, modification examples, and aspect examples regarding the right-handed notification of the first embodiment [Effect examples] The following shows effect examples regarding the right-handed notification.

[0253] [Effect B-1] In the gaming machine 1 of the above-described embodiment, when the start condition is satisfied, the game control microcomputer 81 starts the right hitting notification (weak), and when the end condition is satisfied, it ends the right hitting notification (weak). During the execution of the right hitting notification (weak), when the start condition is satisfied, the right hitting notification (strong) is started, and when the end condition is satisfied, the right hitting notification (strong) is ended. According to this configuration, the possibility of preventing illegal games is increased, and it becomes possible to improve the interest of the game.

[0254] Note that the launching device 112 corresponds to the "launching means", the effect control microcomputer 91, the image display device 7, the speaker 67, etc. correspond to the "notification means", the right hitting notification (weak) corresponds to the "first notification", the right hitting notification (strong) corresponds to the "second notification", and the game control microcomputer 81 corresponds to the "game state setting means", respectively.

[0255] [Effect B-2] In the gaming machine 1 of the above-described embodiment, the start condition of the right hitting notification (weak) is that the launching device 112 hits a game ball to the left and wins a prize at the first start port 20, and the start condition of the right hitting notification (strong) is that the launching device 112 hits two game balls to the left and wins a prize at the first start port 20. According to this configuration, the possibility of preventing illegal games is increased by the stepwise right hitting notification, and it becomes possible to improve the interest of the game.

[0256] [Effect B-3] In the gaming machine 1 of the above-described embodiment, the first condition is that a predetermined period has elapsed since the start of the right hitting notification (strong) or the right hitting notification (weak), and the second condition is that two game balls win prizes at the gate 28 or the general diagram start port 29. According to this configuration, since the condition for ending the right hitting notification (strong) is stricter than that of the right hitting notification (weak), the possibility of preventing illegal games is increased, and it becomes possible to improve the interest of the game.

[0257] [Modification Example] A modification example regarding the right hitting notification of the first embodiment is shown. [Modification Example B-1] In the first embodiment, a right-handed notification is performed using the display screen 7a of the image display device 7 and the speaker 67. In addition to this, alternatively, for example, a right-handed notification may be performed by lighting a predetermined lamp or vibrating a predetermined operation means. Further, for example, it may be configured to be able to transmit information regarding that a right-handed notification is being performed to an external device.

[0258] [Modification Example B-2] In the first embodiment, regarding the start and end conditions of the right-handed notification (strong) and the right-handed notification (weak), winning at a predetermined winning port (the first start port 20, the gate 28, and the general drawing start port 29) was the condition. On the other hand, sensors may be provided in the launching device 112, or in the left game area 3A and the right game area 3B so that the launch of the game ball can be detected, and the start of left-handed and right-handed may be set as respective conditions.

[0259] [Modification Example B-3] In the first embodiment, a configuration is provided to perform the right-handed notification (strong) and the right-handed notification (weak). In addition to this, or alternatively, in the normal state where left-handed is recommended, when right-handed is performed, a left-handed notification is performed, and this left-handed notification may also have a configuration similar to the right-handed notification (strong) and the right-handed notification (weak) of the first embodiment. For example, in the normal state, when one ball wins at the gate 28 or the general drawing start port 29, the left-handed notification (weak) is started, and when one ball wins at the first start port 20, the left-handed notification (weak) is ended. When one ball wins at the gate 28 or the general drawing start port 29 during the execution of the left-handed notification (weak), the left-handed notification (strong) is started, and when a predetermined period elapses, the left-handed notification (strong) is ended.

[0260] [Aspect Example] In the gaming machine 1 of the first embodiment, regarding the right-handed notification, the following aspects can be realized. [Aspect B-1] Launching means for launching a game ball, A gaming machine including notification means for notifying a recommended direction which is the recommended launching direction of the game ball, The notification includes a first notification and a second notification. The notification means starts the first notification when a first start condition is satisfied, and ends the first notification when a first end condition is satisfied. While the first notification is being executed, when a second start condition is satisfied, the second notification is started, and when a second end condition is satisfied, the second notification is ended. The gaming machine is characterized by the above.

[0261] [Aspect B-2] The gaming machine according to Aspect B-1, wherein the first start condition is that the shooting means shoots a first number of game balls in a direction different from the recommended direction. The second start condition is that the shooting means shoots a second number of game balls in a direction different from the recommended direction. The second number is larger than the first number. The gaming machine is characterized by the above.

[0262] [Aspect B-3] The gaming machine according to Aspect B-1, wherein the first end condition is that at least one of the following is satisfied: a first period has elapsed since the first notification was started, and the shooting means shoots a predetermined number of game balls in the recommended direction. The second end condition is that a second period has elapsed since the second notification was started. The gaming machine is characterized by the above.

[0263] Hereinafter, the electric chew opening effects A and B will be described with reference to FIGS. 36 to 41. The electric chew opening effect is an effect executed in accordance with the variation of the normal symbol. For example, when the image control microcomputer 101 analyzes the command received from the sub-control board 90 and the command related to the electric chew opening effect is included, the corresponding image data is read from the ROM 103 and an image is displayed on the display screen 7a of the image display device 7.

[0264] Figs. 36 to 38 are three timing charts A to C corresponding to the electric chewing gum release effect A (Fig. 40). Fig. 39 is a timing chart D corresponding to the electric chewing gum release effect B (Fig. 41). First, the three timing charts A to C in Figs. 36 to 38 will be described, and then the timing chart D in Fig. 39 will be described.

[0265] [Timing Chart A] In timing chart A, in order from the topmost row, (a) the effect content, (b) the normal symbol, (c) the decorative symbol (normal symbol), (d) the first special symbol (special symbol 1), (e) the decorative symbol (special symbol), and (f) the game state are shown. (a) The effect content is the content of the effect that constitutes the electric chewing gum release effect displayed on the display screen 7a of the image display device 7. (b) The normal symbol indicates whether the normal symbol is in the process of fluctuation or stopped. (c) The decorative symbol (normal symbol) indicates the ON / OFF of the decorative symbol corresponding to the normal symbol. (d) The first special symbol (special symbol 1) indicates whether the special symbol 1 is in the process of fluctuation or stopped. (e) The decorative symbol (special symbol) indicates the ON / OFF of the decorative symbol corresponding to the special symbol. (f) The game state indicates whether the game state is the time-saving state (hereinafter also referred to as the "normal symbol ST state") or the normal state (the same applies to other timing charts).

[0266] In timing chart A, as shown in (b), the normal symbol starts to fluctuate at time t0 and stops at time t4, and then starts to fluctuate again at time t8. At this time, the fluctuation of the normal symbol during the period from time t0 to t4 is a winning fluctuation. Therefore, during the period from time t0 to t4, a winning fluctuation effect is executed (refer to (a)). When the normal symbol starts to fluctuate at time t0, the game state is the time-saving state (normal symbol ST state) (refer to (f)). For this reason, the decorative symbol corresponding to the normal symbol is ON (refer to (c)). That is, the decorative symbol displayed on the display screen 7a indicates the lottery result of the normal symbol.

[0267] The first special symbol (Special Figure 1) shown in (d) can vary in parallel with the variation of the normal symbol. When a game ball enters the first start opening 20, Special Figure 1 varies in parallel with the normal symbol. Such a state occurs, for example, when a left-handed shot is made in the time-limited state (Normal Figure ST state) where a right-handed shot is recommended. Here, for the sake of convenience, it is assumed that a game ball enters the first start opening 20 at time t1, and subsequently, three game balls enter the first start opening 20. As a result, Special Figure 1 varies during the periods from time t1 to t2, from time t3 to t5, from time t6 to t9, and from time t11 to t12.

[0268] Also, it is assumed that the variation of Special Figure 1 starting from time t1 corresponds to the 20th variation. As a result, as shown in (f), at time t2, the game state drops from the time-limited state (Normal Figure ST state) to the normal state. That is, the game state drops from the time-limited state (Normal Figure ST state) to the normal state during the winning variation of the normal symbol.

[0269] When the variation of the normal symbol is a winning variation, the electric chute 22 is opened. Therefore, corresponding to the opening of the electric chute 22, an electric chute effect is executed during the period from time t4 to t7. The electric chute effect is composed of an opening effect (OP), an opening effect, and an ending effect (ED). However, even if the variation of the normal symbol is a winning variation, since the game state drops from the time-limited state (Normal Figure ST state) to the normal state during the variation of the normal symbol (see (b)(f)), the opening of the electric chute 22 is a short opening where no game ball enters the electric chute 22. Therefore, a breakdown effect is executed during the period from time t7 to t8 immediately after the end of the ending effect (ED) (see (a)). The breakdown effect is an effect that notifies that a big win game is not made. At the end of the ending effect (ED) (time t7), the decorative symbol corresponding to the normal symbol becomes non-displayable, and the decorative symbol corresponding to the special symbol becomes displayable (see (c)(e)). That is, from time t7, the decorative symbol displayed on the display screen 7a indicates the lottery result of the special symbol.

[0270] As shown in (a), the punk effect ends when the variation of the normal symbol starts again at time t8. When the punk effect ends, a demo movie effect is executed during the period from time t8 to t10. The demo movie effect is an effect in which a video (demo movie) in which a character appears is played. This demo movie may be the same as or different from the one executed in the customer waiting effect. Here, when the demo movie in the demo movie effect is played to the end, a transition to the normal background (hereinafter also referred to as the "left strike background") is made and a variation effect corresponding to Special Figure 1 is started (time t10). That is, here, the end point of the demo movie effect (time t10) is the switching point to the left strike background. Note that the period combining the punk effect and the demo movie effect (the period from time t7 to t10) is set to be longer than the longest variation time among the variation times of Special Figure 1. Thereby, even when the longest variation of Special Figure 1 starts from the end stage of the ending effect (ED), it does not return to the left strike background during the variation, and at the time when it returns to the left strike background, the decorative symbol corresponding to Special Figure 1 is stopped.

[0271] [Timing Chart B] In Timing Chart B, as shown in (b), the normal symbol starts to vary at time t0 and stops at time t4, and then starts to vary again at time t8. At this time, the variation of the normal symbol during the period from time t0 to t4 is a winning variation. Therefore, a winning variation effect is executed during the period from time t0 to t4 (see (a)). When the normal symbol starts to vary at time t0, the gaming state is the time-saving state (Normal Symbol ST state) (see (f)). For this reason, the decorative symbol corresponding to the normal symbol is ON (see (c)). That is, the decorative symbol displayed on the display screen 7a shows the lottery result of the normal symbol.

[0272] The first special symbol (Special Figure 1) shown in (d) can vary in parallel with the variation of the normal symbol, and when a game ball enters the first start port 20, Special Figure 1 varies in parallel with the normal symbol. Such a state occurs, for example, when a left-handed shot is made in the time-limited state (Normal Figure ST state) where a right-handed shot is recommended. Here, for the sake of convenience, it is assumed that a game ball enters the first start port 20 at time t1, and subsequently, four game balls enter the first start port 20. As a result, Special Figure 1 varies during the periods from time t1 to t2, from time t3 to t5, from time t6 to t9, from time t10 to t11, and from time t12 onwards.

[0273] Also, it is assumed that the variation of Special Figure 1 from time t1 corresponds to the 20th variation in the number of variations. As a result, as shown in (f), at time t2, the game state drops from the time-limited state (Normal Figure ST state) to the normal state. That is, the game state drops from the time-limited state (Normal Figure ST state) to the normal state during the winning variation of the normal symbol.

[0274] When the variation of the normal symbol is a winning variation, the electric chute 22 is opened. Therefore, in correspondence with the opening of the electric chute 22, an electric chute effect is executed during the period from time t4 to t7. The electric chute effect is composed of an opening effect (OP), an opening effect, and an ending effect (ED). However, even if the variation of the normal symbol is a winning variation, since the game state drops from the time-limited state (Normal Figure ST state) to the normal state during the variation of the normal symbol (see (b)(f)), the opening of the electric chute 22 is a short opening where no game ball enters the electric chute 22. Therefore, a breakdown effect is executed during the period from time t7 to t8 immediately after the end of the ending effect (ED) (see (a)). The breakdown effect is an effect that notifies that a transition to a big win game is not made. At the end of the ending effect (ED) (time t7), the decorative symbol corresponding to the normal symbol becomes non-displayable, and the decorative symbol corresponding to the special symbol becomes displayable (see (c)(e)). That is, from time t7 onwards, the decorative symbol displayed on the display screen 7a indicates the lottery result of the special symbol.

[0275] As shown in (a), the punk effect ends when the variation of the normal symbol starts again at time t8. When the punk effect ends, a demo movie effect is executed during the period from time t8 to t10. The demo movie effect is an effect in which a video (demo movie) in which a character appears is played. This demo movie may be the same as or different from the one executed in the customer waiting effect. Here, when the variation of Special Figure 1 starts during the demo movie effect, a transition to the left-hit background is made and a variation effect corresponding to Special Figure 1 starts (time t10). That is, here, the start point (time t10) of the variation of Special Figure 1 is the switching point to the left-hit background. As a result, when returning to the left-hit background, the decorative symbol corresponding to Special Figure 1 is stopped (starting the variation from the stopped state).

[0276] [Timing Chart C] In Timing Chart C, as shown in (b), the normal symbol starts to vary at time t0 and stops at time t4, and then starts to vary again at time t10. At this time, the variation of the normal symbol during the period from time t0 to t4 is a winning variation. Therefore, a winning variation effect is executed during the period from time t0 to t4 (see (a)). When the normal symbol starts to vary at time t0, the game state is the time-saving state (Normal Symbol ST state) (see (f)). For this reason, the decorative symbol corresponding to the normal symbol is ON (see (c)). That is, the decorative symbol displayed on the display screen 7a shows the lottery result of the normal symbol.

[0277] The first special symbol (Special Figure 1) shown in (d) can vary in parallel with the variation of the normal symbol. When a game ball enters the first start port 20, Special Figure 1 varies in parallel with the normal symbol. Such a state occurs, for example, when a left-handed shot is made in the time-limited state (Normal Figure ST state) where a right-handed shot is recommended. Here, for the sake of convenience, it is assumed that a game ball enters the first start port 20 at time t1, and subsequently, four game balls enter the first start port 20. As a result, Special Figure 1 varies during the periods from time t1 to t2, from time t3 to t5, from time t6 to t8, from time t9 to t11, and from time t12 to t13.

[0278] Also, it is assumed that the variation of Special Figure 1 starting from time t1 corresponds to the 20th variation in terms of the number of variations. As a result, as shown in (f), at time t2, the game state drops from the time-limited state (Normal Figure ST state) to the normal state. That is, the game state drops from the time-limited state (Normal Figure ST state) to the normal state during the variation of the winning variation of the normal symbol.

[0279] When the variation of the normal symbol is a winning variation, the electric chute 22 is opened. Therefore, in correspondence with the opening of the electric chute 22, an electric chute effect is executed during the period from time t4 to t7. The electric chute effect is composed of an opening effect (OP), an opening effect, and an ending effect (ED). However, even if the variation of the normal symbol is a winning variation, since the game state drops from the time-limited state (Normal Figure ST state) to the normal state during the variation of the normal symbol (see (b)(f)), the opening of the electric chute 22 is a short opening where no game ball enters the electric chute 22. Therefore, a breakdown effect is executed during the period from time t7 to t9 immediately after the end of the ending effect (ED) (see (a)). The breakdown effect is an effect that notifies that a transition to a big win game is not made. At the end of the ending effect (ED) (time t7), the decorative symbol corresponding to the normal symbol becomes non-displayable, and the decorative symbol corresponding to the special symbol becomes displayable (see (c)(e)). That is, from time t7, the decorative symbol displayed on the display screen 7a indicates the lottery result of the special symbol.

[0280] As shown in (a), after the ending production (ED) ends and the variation in Special Figure 1 starts at time t9, a transition to the left-handed background occurs and a variation production corresponding to Special Figure 1 starts (time t9). That is, here, the start point of the variation in Special Figure 1 (time t9) is the switching point to the left-handed background. As a result, when returning to the left-handed background, the decorative design corresponding to Special Figure 1 is stopped (starting to vary from the stopped state). In this case, during the punk production (time t9), a return to the left-handed background occurs and the demo movie production is not executed.

[0281] [Timing Chart D] In Timing Chart D, as shown in (b), the normal symbol starts to vary at time t0 and stops at time t4. At this time, the variation of the normal symbol during the period from time t0 to t4 is a winning variation. Therefore, during the period from time t0 to t4, a winning variation production is executed (see (a)). When the normal symbol starts to vary at time t0, the game state is the time-saving state (Normal Symbol ST state) (see (f)). For this reason, the decorative design corresponding to the normal symbol is ON (see (c)). That is, the decorative design displayed on the display screen 7a shows the lottery result of the normal symbol.

[0282] The first special symbol (Special Figure 1) shown in (d) can vary in parallel with the variation of the normal symbol, and when a game ball enters the first start port 20, Special Figure 1 varies in parallel with the normal symbol. Such a state occurs, for example, by performing a left-handed hit in the time-saving state (Normal Symbol ST state) where a right-handed hit is recommended. Here, for the sake of convenience, assume that a game ball enters the first start port 20 at time t1, and subsequently, one game ball enters the first start port 20. As a result, Special Figure 1 varies during the periods from time t1 to t2 and from time t3 to t5.

[0283] Also, assume that the variation of the special drawing 1 from time t1 is a variation with the number of variations less than 20 times. As a result, as shown in (f), at time t2, the game state maintains the time-saving state (general drawing ST state). That is, the game state does not fall from the time-saving state (general drawing ST state) to the normal state during the winning variation of the normal symbol.

[0284] When the variation of the normal symbol is a winning variation, the electric chute 22 is opened. Therefore, in response to the opening of the electric chute 22, an electric chute effect is executed during the period from time t4 to t6. The electric chute effect is composed of an opening effect (OP), an opening effect, and an ending effect (ED). In this case, since the game state is in the time-saving state (general drawing ST state) (see (f)), the opening of the electric chute 22 is a long opening in which the game ball enters the electric chute 22. Therefore, during the period from time t6 to t7 immediately after the end of the ending effect (ED), a V-pass effect is executed (see (a)). The V-pass effect is an effect that promotes the launching of the game ball toward the big winning opening 30 and notifies the passage of the game ball in the V area 39. When the game ball passes through the V area, a big win effect is executed from time t7.

[0285] Next, the electric chute opening effects A and B will be described with reference to FIGS. 40 and 41. [Electric chute opening effect A] FIG. 40 is a diagram for explaining the electric chute opening effect A. In the electric chute opening effect A, first, as shown in FIG. 40(A), a variation start effect is executed. The variation start effect is an effect in which the decorative symbols start to vary. Here, the left, middle, and right decorative symbols 8L, 8C, and 8R start to vary and are rapidly varying. Here, in particular, the decorative symbols 8L, 8C, and 8R are decorative symbols corresponding to the normal symbols. That is, the decorative symbols 8L, 8C, and 89R indicate the lottery result of the normal symbols. The rapidly varying decorative symbols 8L, 8C, and 8R are displayed transparently or semi-transparently. Although the hold icon corresponding to the normal symbol and the variation icon are not displayed, they may be displayed (the same applies hereinafter).

[0286] Next, as shown in FIG. 40(B), a reach formation effect is executed. The reach formation effect is an effect in which the decorative pattern is stopped and displayed in a predetermined reach mode. Here, both the left and right decorative patterns 8L and 8R are stopped and displayed as the "5" pattern. The middle decorative pattern 8C is fluctuating rapidly. The rapidly fluctuating decorative pattern 8C is displayed transparently or semi-transparently.

[0287] Next, as shown in FIG. 40(C), a development effect is executed. The development effect is an effect that suggests the development from a normal reach effect to an SP reach effect. Here, a message image MSG saying "DEVELOPMENT" is displayed at the center of the display screen 7a. The "5" patterns (reach patterns) of the left and right decorative patterns 8L and 8R that form the reach mode are displayed reduced in size at the upper right and upper left of the display screen 7a.

[0288] Next, as shown in FIG. 40(D), a battle effect is executed. The battle effect is an effect in which a friendly character and an enemy character engage in battle. Hitting occurs when the friendly character wins in the battle effect. Here, the friendly character CRA is displayed on the right side of the display screen 7a, and the enemy character CRB is displayed on the left side of the display screen 7a. Also at this time, the "5" pattern, which is the reach pattern, is displayed reduced in size at the upper right and upper left of the display screen 7a.

[0289] Next, as shown in FIG. 40(E), a victory effect is executed. The victory effect is an effect that indicates that the friendly character has won against the enemy character. Here, the friendly character CRA is displayed on the right side of the display screen 7a, and the enemy character CRB is being repelled. A message image MSG saying "VICTORY" is displayed on the left side of the display screen 7a. Also at this time, the "5" pattern, which is the reach pattern, is displayed reduced in size at the upper right and upper left of the display screen 7a.

[0290] Next, as shown in FIG. 40(F), a winning notification effect is executed. The winning notification effect is an effect that notifies that it is a winning result by the decorative pattern. Here, all of the left, middle, and right decorative patterns 8L, 8C, and 8R are stopped and displayed as the "5" pattern. Note that a series of effects in FIGS. 40(A) to (F) corresponds to a hit variation effect (normal symbol) during times t0 to t4 of timing charts A to C.

[0291] Next, as shown in FIGS. 40(G) to (I), an electric chew effect is executed. The electric chew effect is an effect that encourages hitting the game ball to the right in accordance with the release of the electric chew 22. In FIG. 40(G), an opening effect (OP) is executed. The opening effect is an effect that encourages hitting the ball to the right before the electric chew 22 is released. Here, a message image MSG of "Hit to the right!" is displayed in the central part of the display screen 7a. A right arrow image YG is displayed in the upper right part of the display screen 7a. A "5" symbol (decoration symbols 8L, 8C, 8R) is displayed in a zoro form and reduced in size in the lower left part of the display screen 7a.

[0292] In FIG. 40(H), a release effect is executed. The release effect is an effect corresponding to the release of the electric chew 22. Here, a message image MSG of "Hit to the right!" is displayed in the central part of the display screen 7a. This message image MSG is enlarged compared to the message image MSG during the opening effect (OP). The enlargement of the message image MSG may be performed gradually or all at once at the start of the release effect. Here too, a right arrow image YG is displayed in the upper right part of the display screen 7a. A "5" symbol (decoration symbols 8L, 8C, 8R) is displayed in a zoro form and reduced in size in the lower left part of the display screen 7a.

[0293] In FIG. 40(I), an ending effect (ED) is executed. The ending effect (ED) is an effect performed after the electric chew 22 is closed. Here, "Hit to the right!" in the central part of the display screen 7a is not displayed. Here too, a right arrow image YG is displayed in the upper right part of the display screen 7a. A "5" symbol (decoration symbols 8L, 8C, 8R) is displayed in a zoro form and reduced in size in the lower left part of the display screen 7a.

[0294] Note that the opening performance (OP) in Fig. 40(G) corresponds to the opening performance (OP) in timing charts A to C, the release performance in Fig. 40(H) corresponds to the release performance in timing charts A to C, and the ending performance (ED) in Fig. 40(I) corresponds to the ending performance (ED) in timing charts A to C.

[0295] In Fig. 40(J), a punk performance is executed. The punk performance is a performance that notifies that a transition to a jackpot game is not made. Here, a message image MSG of "unlucky punk" is displayed at the center of the display screen 7a. At this time, the "5" symbol (decoration symbols 8L, 8C, 8R) in the double-zero pattern displayed at the lower left of the display screen 7a is not displayed. This punk performance corresponds to the punk performance in timing charts A to C.

[0296] Next, as shown in Fig. 40(K), a demo movie performance is executed. The demo movie performance is a performance in which a video (demo movie) in which a character appears is played. Here, the demo movie that plays when waiting for customers is played. Specifically, a friendly character image CRA is displayed on the display screen 7a. A title image TG of "OARO" is displayed at the upper part of the display screen 7a. This demo movie performance corresponds to the demo movie performance in timing charts A and B. Note that in timing chart C, the demo movie performance is not executed because it switches to a left-hit background during the punk performance.

[0297] Next, as shown in FIG. 40(L), a variation start effect (special symbol) is executed. The variation start effect (special symbol) is an effect that starts a variation effect corresponding to FIG. 1 of the special drawings. Here, the background is returned to the left-hit background HG, the left decorative symbol 8L is the "2" symbol, the middle decorative symbol 8C is the "4" symbol, and the right decorative symbol 8R is the "6" symbol. After this, the decorative symbols 8L, 8C, and 8R start to vary. At the bottom of the display screen 7a, a message image MSG saying "Please return to the left hit" is displayed. To the left of the message image MSG, a left-facing arrow image YG is displayed. Note that the decorative symbols 8L, 8C, and 8R displayed here correspond to the special symbols. The decorative symbols corresponding to the special symbols are in the same form as the decorative symbols corresponding to the normal symbols.

[0298] Note that as shown in (c) and (d) of the timing charts A to C, at the end of the ending effect (EP), the decorative symbols corresponding to the normal symbols turn OFF, and the decorative symbols corresponding to the special symbols turn ON. Therefore, the decorative symbols displayed in FIGS. 40(A) to (I) in the electric chewing opening effect A correspond to the normal symbols, and the decorative symbol displayed in FIG. 40(L) corresponds to the special symbol.

[0299] [Electric Chewing Opening Effect B] FIG. 41 is a diagram for explaining the electric chewing opening effect B. In the electric chewing opening effect B, first, as shown in FIG. 41(A), a variation start effect is executed. The variation start effect is an effect in which the decorative symbols start to vary. Here, the left, middle, and right decorative symbols 8L, 8C, and 8R start to vary and are rapidly varying. Here, in particular, the decorative symbols 8L, 8C, and 8R are the decorative symbols corresponding to the normal symbols. That is, the decorative symbols 8L, 8C, and 89R indicate the lottery result of the normal symbols. The rapidly varying decorative symbols 8L, 8C, and 8R are displayed transparently or semi-transparently. Note that the hold icon and the variation icon corresponding to the normal symbol are not displayed, but they may be displayed (the same applies hereinafter).

[0300] Next, as shown in FIG. 41(B), a reach formation effect is executed. The reach formation effect is an effect in which the decorative pattern is stopped and displayed in a predetermined reach mode. Here, both the left and right decorative patterns 8L and 8R are stopped and displayed as the "5" pattern. The middle decorative pattern 8C is fluctuating rapidly. The rapidly fluctuating decorative pattern 8C is displayed transparently or semi-transparently.

[0301] Next, as shown in FIG. 41(C), a development effect is executed. The development effect is an effect that suggests the development from a normal reach effect to a special reach effect. Here, a message image MSG saying "DEVELOPMENT" is displayed at the center of the display screen 7a. The "5" patterns (reach patterns), which are the left and right decorative patterns 8L and 8R that form the reach mode, are displayed in a reduced size at the upper right and upper left of the display screen 7a.

[0302] Next, as shown in FIG. 41(D), a battle effect is executed. The battle effect is an effect in which a friendly character and an enemy character engage in battle. Hitting occurs when the friendly character wins in the battle effect. Here, the friendly character CRA is displayed on the right side of the display screen 7a, and the enemy character CRB is displayed on the left side of the display screen 7a. Also at this time, the "5" pattern, which is the reach pattern, is displayed in a reduced size at the upper right and upper left of the display screen 7a.

[0303] Next, as shown in FIG. 41(E), a victory effect is executed. The victory effect is an effect that indicates that the friendly character has won against the enemy character. Here, the friendly character CRA is displayed on the right side of the display screen 7a, and the enemy character CRB is being repelled. A message image MSG saying "VICTORY" is displayed on the left side of the display screen 7a. Also at this time, the "5" pattern, which is the reach pattern, is displayed in a reduced size at the upper right and upper left of the display screen 7a.

[0304] Next, as shown in FIG. 41(F), a winning notification effect is executed. The winning notification effect is an effect that notifies that it is a winning result by the decorative pattern. Here, all of the left, middle, and right decorative patterns 8L, 8C, and 8R are stopped and displayed as the "5" pattern. Note that the series of effects shown in FIGS. 41(A) to (F) corresponds to the hit variation effect (normal symbol) during the time period from time t0 to t4 of timing chart D.

[0305] Next, as shown in FIGS. 41(G) to (I), the electric chew effect is executed. The electric chew effect is an effect that encourages hitting the game ball to the right in accordance with the release of the electric chew 22. In FIG. 41(G), the opening effect (OP) is executed. The opening effect is an effect that encourages hitting to the right before the electric chew 22 is released. Here, a message image MSG of "Hit to the right!" is displayed in the central part of the display screen 7a. A right arrow image YG is displayed in the upper right part of the display screen 7a. In the lower left part of the display screen 7a, the "5" symbols (decoration symbols 8L, 8C, 8R) are displayed in a double-zero pattern in a reduced size.

[0306] In FIG. 41(H), the release effect is executed. The release effect is an effect corresponding to the release of the electric chew 22. Here, a message image MSG of "Hit to the right!" is displayed in the central part of the display screen 7a. This message image MSG is enlarged compared to the message image MSG during the opening effect (OP). The enlargement of the message image MSG may be performed gradually or all at once at the start of the release effect. Here too, a right arrow image YG is displayed in the upper right part of the display screen 7a. In the lower left part of the display screen 7a, the "5" symbols (decoration symbols 8L, 8C, 8R) are displayed in a double-zero pattern in a reduced size.

[0307] In FIG. 41(I), the ending effect (ED) is executed. The ending effect (ED) is an effect performed after the electric chew 22 is closed. Here, the "Hit to the right!" in the central part of the display screen 7a is not displayed. Here too, a right arrow image YG is displayed in the upper right part of the display screen 7a. In the lower left part of the display screen 7a, the "5" symbols (decoration symbols 8L, 8C, 8R) are displayed in a double-zero pattern in a reduced size.

[0308] Note that the opening performance (OP) in Fig. 41(G) corresponds to the opening performance (OP) in timing chart D, the release performance in Fig. 41(H) corresponds to the release performance in timing chart D, and the ending performance (ED) in Fig. 41(I) corresponds to the ending performance (ED) in timing chart D.

[0309] Next, as shown in Fig. 41(J), a V-passage performance is executed. The V-passage performance is a performance that encourages the shooting of game balls towards the big winning opening 30 and notifies the passage of game balls in the V area 39. Here, a message image MSG saying "Aim for V" is displayed in the center of the display screen 7a. A right-pointing arrow image YG is displayed in the upper right part of the display screen 7a. These displays encourage the shooting of game balls towards the big winning opening 30. Then, when a game ball passes through the V area 39, a V image VG is displayed in the lower right part of the display screen 7a. Thereby, the passage of the game ball in the V area 39 is notified.

[0310] Next, as shown in Figs. 41(K) and (L), a jackpot performance is executed. The jackpot performance is a performance carried out along with a jackpot game. In Fig. 41(K), a jackpot is being notified. Here, an ally character CRA is displayed in the center of the display screen 7a. In the lower right part of the display screen 7a, the "5" symbols (decoration symbols 8L, 8C, 8R) are displayed in a double-zero pattern and reduced. A message image MSG saying "Jackpot" is displayed to the right of the ally character CRA.

[0311] In Fig. 41(L), a round game has started. Here, the ally character CRA is displayed more to the right than the center of the display screen 7a. A message image MSG saying "Round 1" is displayed in the upper left part of the display screen 7a. This indicates that it is the first round game. Below the message image MSG, a right-hit image RG saying "Right Hit" is displayed. To the right of the right-hit image RG, a right-pointing arrow image YG is displayed.

[0312] Note that, as shown in (c) and (d) of the timing chart D, the decorative symbol corresponding to the normal symbol is always ON. Therefore, all the decorative symbols displayed in FIGS. 40(A) to (I) and (K) in the electric chewing gum release effect B correspond to the normal symbols.

[0313] [Effect Example] The effect examples of the electric chewing gum release effect are shown below. [Effect 1] In the gaming machine 1 of the above embodiment, even when the effect control microcomputer 91 has won the lottery of the normal symbol, if the gaming state has transitioned from the time-limited state to the normal state by a certain point after the end of the symbol variation, after executing the winning pattern effect (FIGS. 40(A) to (F), FIGS. 41(A) to (F)), the big win effect (FIGS. 41(K) and (L)) is not executed. According to this configuration, since the big win effect is not executed when the gaming state is transitioning, the fairness of the game is maintained and the interest of the game can be improved.

[0314] [Effect 2] In the gaming machine 1 of the above embodiment, after executing the winning pattern effect (FIGS. 40(A) to (F), FIGS. 41(A) to (F)), it is possible to perform a screen display that executes a breakdown effect to suggest the non-execution of the big win game (FIG. 40(J)). According to this configuration, since the breakdown effect is executed when the gaming state is transitioning, the sense of discomfort regarding the non-execution of the big win game can be reduced and the interest of the game can be improved.

[0315] [Effect 3] In the gaming machine 1 of the above embodiment, the decorative symbol corresponding to the special symbol is a symbol in the same manner as the decorative symbol corresponding to the normal symbol (FIGS. 40(L), FIGS. 40(A) to (I)). According to this configuration, there is a high possibility that the game progresses without the player being conscious of the normal symbol and the special symbol, and the interest of the game can be improved.

[0316] [Effect 4] In the gaming machine 1 of the above-described embodiment, after the end of the ending effect (ED) executed at the opening of the electric chew 22, a transition to the left-beating background is made at the timing when the special figure 1 starts to change (time t10 in timing chart B of FIG. 37, time t9 in timing chart C of FIG. 38). According to this configuration, since the transition to the left-beating background is made at the timing when the special figure 1 starts to change from the stopped state, the discomfort caused by the high-speed change of the special figure 1 during the background transition can be eliminated, and the interest of the game can be improved.

[0317] [Effect 5] In the gaming machine 1 of the above-described embodiment, the period combining the breakdown effect and the demo movie effect (the period from time t7 to t10 in timing chart A of FIG. 36) is set to be longer than the longest change time among the change times of the special figure 1. As a result, even when the longest change of the special figure 1 starts from the end stage of the ending effect (ED), it does not return to the left-beating background during the change, and when it returns to the left-beating background, the decorative symbol corresponding to the special figure 1 is stopped. According to this configuration, the discomfort caused by the high-speed change of the special figure 1 during the background transition can be eliminated, and the interest of the game can be improved.

[0318] [Modification Example] Hereinafter, a modification example of the electric chew opening effect is shown. [Modification Example 1] In the above-described embodiment, the transition to the left-beating background was made at the timing when the special figure 1 started to change (time t10 in FIG. 37, time t9 in FIG. 38). On the contrary, the transition to the left-beating background may be made at the timing when the special figure 1 stops changing. For example, at time t9 in FIG. 37 and time t8 in FIG. 38, the transition to the left-beating background is made.

[0319] [Modification Example 2] In the above-described embodiment, the general ST state in which a lottery is conducted based on the normal symbol is taken as an example. However, the present invention can also be applied to a general ST state in which a lottery is conducted based on a special symbol. For example, in a gaming machine in which the first special symbol (special figure 1) and the second special symbol (special figure 2) vary simultaneously, when there is a winning variation in special figure 2 and the gaming state transitions to a certain point after the winning variation ends, it is conceivable to adopt a configuration in which a jackpot game effect is not executed.

[0320] [Modification Example 3] In the above-described embodiment, after the ending effect (ED) in the electric chew effect ends, a breakdown effect is performed and a message image MSG of "Disappointing Breakdown" is displayed (Fig. 40(J)). On the other hand, it may be configured to execute a demo movie effect (Fig. 40(K)) without performing the breakdown effect. Alternatively, it may be configured to execute a variation start effect (special symbol) without performing the breakdown effect and the demo movie effect. Thus, when omitting the breakdown effect and the demo movie effect, it may be conditional on the variation stop of special figure 1.

[0321] [Aspect Example] In the gaming machine of this embodiment, the following aspects can be realized. ◇[Aspect C-1] A gaming machine, when winning a predetermined lottery, it is provided with an effect execution means for executing a winning pattern effect in parallel with the symbol variation, and then, when a jackpot game is executed, executing a jackpot effect associated with the jackpot game, even when winning the predetermined lottery, if a specific condition is satisfied by a certain point after the end of the symbol variation, the effect execution means does not execute the jackpot effect after executing the winning pattern effect. A gaming machine characterized by the above.

[0322] In the above embodiment, the lottery of the normal symbol corresponds to the "predetermined lottery", the change of the normal symbol corresponds to the "symbol change", the series of effects of (A) to (F) in FIGS. 40 and 41 corresponds to the "winning pattern effect", the effects of FIGS. 41(K) and (L) correspond to the "big win effect", and the effect control microcomputer 91 corresponds to the "effect execution means". Here, "a certain point in time after the end of the symbol change" is set in the period from the end point of the symbol change to the start point of the big win game effect.

[0323] ◇[Aspect C-2] The gaming machine according to Aspect C-1, wherein the specific condition is that the gaming state transitions. A gaming machine characterized by this.

[0324] The transition of the gaming state from the time-saving state (normal symbol ST state) to the normal state in the above embodiment corresponds to the "transition of the gaming state". The transition of the gaming state may include transitions such as a small win gaming state and a big win gaming state.

[0325] ◇[Aspect C-3] The gaming machine according to Aspect C-1 or Aspect C-2, wherein the effect execution means is capable of performing a screen display suggesting non-execution of the big win game after execution of the winning pattern effect. A gaming machine characterized by this.

[0326] The message image MSG in the breakdown effect (FIG. 40(J)) of the above embodiment corresponds to the "screen display suggesting non-execution of the big win game". The "screen display suggesting non-execution of the big win game" is not limited to this, and may be a demo movie in the demo movie effect (FIG. 40(K)) or the left strike background HG (FIG. 40(L)) in the variation start effect (FIG. 40(L)).

[0327] The switching of the right-handed suggestion image will be described below with reference to FIGS. 42 to 45. This switching of the right-handed suggestion image is executed during the variation effect of the decorative pattern or the like. That is, when the image control microcomputer 101 analyzes the command received from the sub-control board 90 and the instruction includes executing the decorative pattern number-corresponding image display effect, the corresponding image data is read from the ROM 103 and an image is displayed on the display screen 7a of the image display device 7.

[0328] [Time Chart for Switching Right-Handed Suggestion Image] FIG. 42 is a time chart for switching the right-handed suggestion image. It is a time chart showing how the right-handed suggestion image changes when the game state is the time-saving state. This time chart is for the case where when the game state is the time-saving state, the normal pattern varies, the lottery result of the normal pattern is a win, then the electric chute 22 is opened, a game ball enters the second start port 21, the special pattern 2 varies, the lottery result of the special pattern is a minor win, and then a major win (two-category major win) based on the minor win occurs.

[0329] Since the game state is the time-saving state, the game is played in the right-handed manner. When playing in the right-handed manner, the game ball passes through the gate 28. When the game ball passes through the gate 28, a lottery for the normal pattern is conducted, and based on the result of the lottery, as shown in FIG. 42(A), the normal pattern varies. The result of the lottery for the normal pattern has a win or a loss, but in this embodiment, the case where the lottery result of the normal pattern is a win will be described.

[0330] Since the lottery for the normal pattern is a win, the electric chute 22 is opened. As shown in FIG. 42(B), after the win opening occurs, as shown in FIG. 42(C), the electric chute 22 is opened. When the electric chute 22 is opened, the game ball can easily enter the second start port 21.

[0331] When a game ball enters the second start port 21, a lottery for the special symbol 2 is conducted. Based on the result of the lottery, as shown in Fig. 42(E), the special symbol 2 changes. The results of the lottery for the special symbol 2 include a big win and a small win. In this embodiment, the case where the lottery result of the special symbol 2 is a small win will be described.

[0332] Since the lottery for the special symbol is a small win, the attacker 31 is released. As shown in Fig. 42(F), after the small win opening is conducted, as shown in Fig. 42(G), the attacker 31 is released. When the attacker 31 is released, game balls can enter the big winning port 30.

[0333] When a game ball enters the big winning port 30, the game ball passes through either the V area 39 or the non-V area 70. If it has not passed through the V area 39, it becomes easier to pass through the V area 39, and if it has passed through the V area 39, it becomes easier to pass through the non-V area 70. In this embodiment, it is assumed that the first game ball entering the big winning port 30 passes through the V area 39, and the game balls entering the big winning port 30 after the second one pass through the non-V area 70.

[0334] As shown in Fig. 42(I), for the right hitting suggestion image, the right hitting suggestion image A (denoted as "A" in the figure) is displayed until T1, the right hitting suggestion image B (denoted as "B" in the figure) is displayed from T1 to T2, the right hitting suggestion image C (denoted as "C" in the figure) is displayed from T2 to T3, the right hitting suggestion image B is displayed from T3 to T4, and the right hitting suggestion image A is displayed from T4 onwards.

[0335] The right hitting suggestion image A is a right hitting suggestion image that encourages right hitting because the game state is the time-saving state until T1. Also, the right hitting suggestion image A is a right hitting suggestion image that encourages right hitting because the game state is the winning game state from T4 onwards.

[0336] The right hitting suggestion image B is a right hitting suggestion image that promotes right hitting because the electric chute 22 is opened from T1 to T2. Considering the time (t1: for example, 4 seconds) it takes for the game ball to be launched and reach the electric chute 22, the right hitting suggestion image B is displayed t1 hours earlier than the time when the electric chute 22 is opened. Also, the right hitting suggestion image B is a right hitting suggestion image that promotes right hitting because the attacker 31 is opened from T3 to T4. Considering the time (t2: for example, 3 seconds) it takes for the game ball to be launched and reach the attacker 31, the right hitting suggestion image B is displayed t2 hours earlier than the time when the attacker 31 is opened. The right hitting suggestion image B is an image for prompting the player to make the game ball enter the electric chute 22 and the attacker 31 while the electric chute 22 is opened and while the attacker 31 is opened.

[0337] The right hitting suggestion image C is a right hitting suggestion image that promotes right hitting because the game state is a time-limited state from T2 to T3. From T2 to T3, the electric chute 22 and the attacker 31 are not opened. However, during this period, in order to prevent the player from forgetting to stop launching the game ball and making it enter the attacker 31 that will be opened soon, it is an image for prompting the player to continue launching the game ball.

[0338] [Right hitting suggestion image switching 1, 2] Figures 43 and 44 are diagrams for explaining the right hitting suggestion image switching 1 and 2. Figures 43 and 44 are effects corresponding to the time chart of the switching of the right hitting suggestion image explained in the "Right hitting suggestion image switching time chart" (Figure 42).

[0339] As shown in FIG. 43(A), the game state is the time-limited state, and a right-hit suggestion image UT1 that promotes right-hitting with the character image of "right-hit" and the right-arrow image is displayed in the upper-right area of the display screen 7a. Also, in the lower-right area of the display screen 7a, the decorative symbol HZ of the normal symbol is variably displayed (described as "↓" in the figure). Specifically, "〇" and "×" are alternately displayed. The hold icon of the normal symbol and the variable icon of the normal symbol are not displayed, but they may be displayed. Also, in the left area of the display screen 7a, an effect is performed in accordance with the variation of the normal symbol. A waving effect in which something is displayed is performed, and a waving image AOR is displayed. When the lottery result of the normal symbol is a miss, after the waving image AOR disappears, the enemy character CRB is not displayed. When the lottery result of the normal symbol is a hit, after the waving image AOR disappears, the enemy character CRB is displayed.

[0340] As shown in FIG. 43(B), following from FIG. 43(A), the decorative symbol HZ of the normal symbol that is changing and the waving image AOR are displayed. A right-hit suggestion image UT21 that promotes right-hitting with the character image of "aim at the right", the right-arrow image, and an image representing a meter starts to be faintly displayed in the upper-right area of the display screen 7a and becomes darker. The right-hit suggestion image UT21 is displayed covering the right-hit suggestion image UT1. The time when the right-hit suggestion image UT21 starts to be displayed is T1 in FIG. 42(I).

[0341] The right-hit suggestion image UT21 is an image for shooting a game ball into the pachinko machine 22 to be opened later. Considering the time (t1) when the game ball is shot out and reaches the pachinko machine 22, it starts to be displayed t1 hours before the pachinko machine 22 is opened. The meter of the right-hit suggestion image UT21 represents the time until the pachinko machine 22 closes. As the time until the pachinko machine 22 closes decreases, the meter of the right-hit suggestion image UT21 also decreases. Note that when the pachinko machine 22 has not been opened yet, the meter of the right-hit suggestion image UT21 does not decrease. At this point, since the pachinko machine 22 has not been opened yet, the meter of the right-hit suggestion image UT21 is at its maximum.

[0342] As shown in FIG. 43(C), following from FIG. 43(B), the fluctuating decorative symbol HZ of the normal symbol and the undulating image AOR are being displayed. The right-hit suggestion image UT21 becomes even darker and is displayed at its normal darkness level. The right-hit suggestion image UT1 is not displayed as it is covered by the right-hit suggestion image UT21. At this point, since the electric chute 22 has not been opened yet, the meter of the right-hit suggestion image UT21 is at its maximum.

[0343] As shown in FIG. 43(D), following from FIG. 43(C), the right-hit suggestion image UT21 is being displayed. The decorative symbol HZ of the normal symbol has stopped and been determined as "〇" because the lottery result is a winning one. Also, in accordance with the lottery result of the normal symbol being a winning one, in the left area of the display screen 7a, the undulating image AOR has changed to and is being displayed as the enemy character CRB. At this point too, since the electric chute 22 has not been opened yet, the meter of the right-hit suggestion image UT21 is at its maximum.

[0344] As shown in FIG. 43(E), following from FIG. 43(D), the right-hit suggestion image UT21 is being displayed. The electric chute 22 has been opened. In accordance with the timing of the opening of the electric chute 22, an image where the ally character CRA and the enemy character CRB are facing each other is being displayed. Since the electric chute 22 has been opened, the right-hit game ball can easily enter the second start port 21. The electric chute 22 is opened for a certain period of time (for example, 5 seconds) or until a specified number (for example, 9) of balls have entered. At this point, since a certain time (for example, 2 seconds) has elapsed since the electric chute 22 was opened, the meter of the right-hit suggestion image UT21 represents the remaining opening time (for example, 3 seconds: 5 seconds - 2 seconds). The meter of the right-hit suggestion image UT21 represents the time until the electric chute 22 closes. That is, the meter of the right-hit suggestion image UT21 represents the time limit.

[0345] As shown in FIG. 43(F), following from FIG. 43(E), a right-handed suggestion image UT21, an ally character CRA, and an enemy character CRB are being displayed. Since the game ball has entered the second start port 21, the special symbol 2 is fluctuating. In the upper left region of the display screen 7a, a fluctuation icon (the said hold icon) 9C is displayed in accordance with the fluctuation of the special symbol 2. Also, the decorative symbols 8L, 8C, and 8R of the special symbol are being variably displayed. At this point, since a certain period of time (for example, 3 seconds) has elapsed since the electric chute 22 was opened, the meter of the right-handed suggestion image UT21 represents the remaining open time (for example, 2 seconds: 5 seconds - 3 seconds).

[0346] As shown in FIG. 43(G), following from FIG. 43(F), the fluctuating decorative symbols 8L, 8C, and 8R of the special symbol, the right-handed suggestion image UT21, the ally character CRA, the enemy character CRB, and the fluctuation icon (the said hold icon) 9C are being displayed. Since the electric chute 22 is open, game balls are successively entering the second start port 21 and the lottery of the special symbol is on hold, and hold icons 9B are successively being displayed. At this point, since a certain period of time (for example, 4 seconds) has elapsed since the electric chute 22 was opened, the meter of the right-handed suggestion image UT21 represents the remaining open time (for example, 1 second: 5 seconds - 4 seconds).

[0347] As shown in FIG. 43(H), following from FIG. 43(G), the fluctuating decorative symbols 8L, 8C, and 8R of the special symbol, the ally character CRA, the enemy character CRB, the said hold icon 9C, and the hold icon 9B are being displayed. Since the electric chute 22 has been closed, the display of the right-handed suggestion image UT21 being displayed becomes fainter. When the display of the right-handed suggestion image UT21 starts to become fainter, a right-handed suggestion image UT3 (not shown in the figure) starts to be displayed. The time when the right-handed suggestion image UT3 starts to be displayed is T2 in FIG. 42(I).

[0348] As shown in FIG. 43(I), following from FIG. 43(H), the decorative symbols 8L, 8C, 8R of the variable special symbol, the ally character CRA, the enemy character CRB, the hold icon 9C, and the hold icon 9B are being displayed. A right-hit suggestion image UT3 that prompts a right-hit with a right-arrow image with the words "Aim right" written on it is being darkly displayed in the upper-right region of the display screen 7a. The right-hit suggestion image UT21 becomes invisible.

[0349] As shown in FIG. 43(J), following from FIG. 43(I), the decorative symbols 8L, 8C, 8R of the variable special symbol, the ally character CRA, the enemy character CRB, the hold icon 9C, and the hold icon 9B are being displayed. The right-hit suggestion image UT3 becomes even darker and is displayed at its normal darkness level.

[0350] As shown in FIG. 43(K), following from FIG. 43(J), the decorative symbols 8L, 8C, 8R of the variable special symbol, the ally character CRA, the enemy character CRB, the hold icon 9C, and the hold icon 9B are being displayed. The display of the displayed right-hit suggestion image UT3 is becoming lighter. When the display of the right-hit suggestion image UT3 starts to become lighter, a right-hit suggestion image UT21 (not shown in the figure) starts to be displayed. The time when the right-hit suggestion image UT21 starts to be displayed is T3 in FIG. 42(I).

[0351] The right-hit suggestion image UT21 is an image for shooting a game ball into the attacker 31 that will be opened later. Considering the time (t2) for the game ball to be shot out and reach the attacker 31, it starts to be displayed t2 hours before the attacker 31 is opened. The meter of the right-hit suggestion image UT21 represents the time until the attacker 31 closes. As the time until the attacker 31 closes decreases, the meter of the right-hit suggestion image UT21 also decreases. Note that when the attacker 31 has not been opened yet, the meter of the right-hit suggestion image UT21 does not decrease. At this point, since the attacker 31 has not been opened yet, the meter of the right-hit suggestion image UT21 is at its maximum.

[0352] As shown in FIG. 43(L), following from FIG. 43(K), the decorative symbols 8L, 8C, 8R of the variable special symbol, the ally character CRA, the enemy character CRB, the hold icon 9C, and the hold icon 9B are being displayed. The right-hit suggestion image UT21 gradually appears darker in the upper-right area of the display screen 7a. The right-hit suggestion image UT3 becomes invisible. At this point, since the attacker 31 has not been released yet, the meter of the right-hit suggestion image UT21 is at its maximum.

[0353] As shown in FIG. 44(A), following from FIG. 43(L), the decorative symbols 8L, 8C, 8R of the variable special symbol, the ally character CRA, the enemy character CRB, the hold icon 9C, and the hold icon 9B are being displayed. The right-hit suggestion image UT21 becomes even darker and is displayed at its normal darkness level. At this point, since the attacker 31 has not been released yet, the meter of the right-hit suggestion image UT21 is at its maximum.

[0354] As shown in FIG. 44(B), following from FIG. 44(A), the right-hit suggestion image UT21, the hold icon 9C, and the hold icon 9B are being displayed. Since the lottery result of the special symbol is a minor win, the left decorative symbol 8L "7", the right decorative symbol 8R "7", and the middle decorative symbol 8C "7" of the special symbol have stopped changing and are fixed. In accordance with the lottery result of the special symbol being a minor win, an effect indicating that the ally character CRA has won is being performed. Even at this point, since the attacker 31 has not been released yet, the meter of the right-hit suggestion image UT21 is at its maximum.

[0355] As shown in FIG. 44(C), following from FIG. 44(B), the right-hit suggestion image UT21 is being displayed. The game state transitions to a winning game state, a minor win opening is performed, and the telop "VICTORY" TRP is displayed. Even at this point, since the attacker 31 has not been released yet, the meter of the right-hit suggestion image UT21 is at its maximum.

[0356] As shown in FIG. 44(D), continuing from FIG. 44(C), the right-handed suggestion image UT21 is being displayed. The attacker 31 is released, and the ally character CRA is displayed on the display screen 7a. Since the attacker 31 is released, the right-handed game ball easily enters the big winning opening 30. The attacker 31 is released for a certain period of time (e.g., 3 seconds) or until a specified number (e.g., 9) of balls enter. At this point, since 1 second (e.g.) has passed since the attacker 31 was released, the meter of the right-handed suggestion image UT21 represents the remaining release time (e.g., 2 seconds: 3 seconds - 1 second). The meter of the right-handed suggestion image UT21 represents the time until the attacker 31 closes. That is, the meter of the right-handed suggestion image UT21 represents the restricted time.

[0357] In FIG. 44(E), the game ball that has entered the big winning opening 30 passes through the area of the V region 39, and a big win (two types of big wins) based on a small win occurs. As an effect of the game ball passing through the area of the V region 39, the telop "V" VT is displayed in the center of the display screen 7a. Also, as the game ball passes through the area of the V region 39, the display of the right-handed suggestion image UT21 that is being displayed becomes fainter. As the display of the right-handed suggestion image UT21 becomes fainter, the right-handed suggestion image UT1 (not shown in the figure) that was covered by the right-handed suggestion image UT21 begins to be displayed. Also, a telop RT representing the round number is displayed in the upper left area of the display screen 7a. The time when the right-handed suggestion image UT1 begins to be displayed is T4 in FIG. 42(I).

[0358] As shown in FIG. 44(F), continuing from FIG. 44(E), the telop VT and the telop RT are being displayed. As the display of the right-handed suggestion image UT21 becomes fainter, the right-handed suggestion image UT1 is displayed.

[0359] As shown in FIG. 44(G), continuing from FIG. 44(F), the telop RT and the right-handed suggestion image UT1 are being displayed. The ally character CRA is displayed as an effect during the round.

[0360] [Alternative for switching right-handed suggestion image] FIG. 45 is a diagram for explaining an alternative example of the right-handed suggestion image switching. Regarding FIGS. 45(A) to (E), they are alternative examples of FIGS. 43(A) to (C). Also, regarding FIGS. 45(F) to (H), they are alternative examples of FIGS. 44(E) to (F). Also, regarding FIG. 45(I), it is an alternative example of FIG. 43(E). Also, regarding FIG. 45(J), it is an alternative example of FIG. 43(E).

[0361] FIG. 45(A) is the same as FIG. 43(A), and the right-handed suggestion image UT1 is displayed in the upper right region of the display screen 7a.

[0362] As shown in FIG. 45(B), continuing from FIG. 45(A), the right-handed suggestion image UT1 is being displayed. When it reaches T1 in FIG. 42(I), the right-handed suggestion image UT21 starts to slide rightward from the left end of the display screen 7a in the upper left region of the display screen 7a and is displayed.

[0363] As shown in FIG. 45(C), continuing from FIG. 45(B), the right-handed suggestion image UT1 and the right-handed suggestion image UT21 are being displayed. As time passes, the right-handed suggestion image UT21 slides rightward, and the right-handed suggestion image UT21 is displayed further to the right than in FIG. 45(B).

[0364] As shown in FIG. 45(D), continuing from FIG. 45(C), the right-handed suggestion image UT1 and the right-handed suggestion image UT21 are being displayed. As time passes, furthermore, the right-handed suggestion image UT21 slides rightward, and the right-handed suggestion image UT21 is displayed further to the right than in FIG. 45(C), and the right-handed suggestion image UT21 is displayed covering a part of the right-handed suggestion image UT1.

[0365] As shown in FIG. 45(E), continuing from FIG. 45(D), the right-handed suggestion image UT21 is being displayed. Further, the right-handed suggestion image UT21 slides to the right, and the right-handed suggestion image UT21 is displayed further to the right than in FIG. 45(D), and the right-handed suggestion image UT21 is displayed covering the right-handed suggestion image UT1. The right-handed suggestion image UT1 is not displayed covered by the right-handed suggestion image UT21. In the above embodiment, it was assumed that the right-handed suggestion image UT21 that has slid in from the right covers the right-handed suggestion image UT1 and the right-handed suggestion image UT21 is displayed, but it is also possible that the right-handed suggestion image UT21 that has slid in from the right bounces off the right-handed suggestion image UT1 and the right-handed suggestion image UT21 is displayed.

[0366] FIG. 45(F) shows the time when it becomes T4 in FIG. 42(I), and the right-handed suggestion image UT21 is displayed in the upper right region of the display screen 7a. The right-handed suggestion image UT21 starts to slide to the right.

[0367] As shown in FIG. 45(G), continuing from FIG. 45(F), the right-handed suggestion image UT21 is being displayed. The right-handed suggestion image UT21 slides to the right and disappears at the right end of the display screen 7a in the upper right region of the display screen 7a. As the right-handed suggestion image UT21 slides to the right, a part of the right-handed suggestion image UT1 is displayed.

[0368] As shown in FIG. 45(H), continuing from FIG. 45(G), the right-handed suggestion image UT1 is being displayed. The right-handed suggestion image UT21 slides to the right and is not displayed as it disappears at the right end of the display screen 7a in the upper right region of the display screen 7a. In the above embodiment, it was assumed that the right-handed suggestion image UT21 slides to the right and disappears, and the right-handed suggestion image UT1 is displayed, but it is also possible that the right-handed suggestion image UT1 that has slid in from the right bounces off the right-handed suggestion image UT21 and the right-handed suggestion image UT1 is displayed.

[0369] Figure 45(I) shows that instead of the meter of the right-handed suggestion image UT21 in the right-handed suggestion image switches 1 and 2 (Figs. 43 and 44) decreasing, numbers are displayed and counted down. The time until the solenoid 22 closes is represented by the numbers. That is, the numbers of the right-handed suggestion image UT22 represent the restricted time. Note that the right-handed suggestion image UT22 may represent the time until the attacker 31 closes.

[0370] Figure 45(J) shows that instead of showing that the meter of the right-handed suggestion image UT21 in the right-handed suggestion image switches 1 and 2 (Figs. 43 and 44) is decreasing and the solenoid 22 is open, the characters "Open" are displayed. That is, the characters "Open" of the right-handed suggestion image UT23 represent that the solenoid 22 is open. Note that the right-handed suggestion image UT23 may represent that the attacker 31 is open.

[0371] The display of the right-handed suggestion image will be described below with reference to Figs. 46 to 48. The display of this right-handed suggestion image is executed during a variation effect of the decorative pattern or the like. That is, when the image control microcomputer 101 analyzes the command received from the sub-control board 90 and the command includes an instruction to execute a decorative pattern number-corresponding image display effect, the corresponding image data is read from the ROM 103 and an image is displayed on the display screen 7a of the image display device 7.

[0372] [Right-handed Suggestion Image Display 1 Time Chart] Figure 46 is a time chart for explaining the display 1 of the right-handed suggestion image. It is a time chart when the lottery result of the normal pattern is a winning, the game state when the variation of the normal pattern starts is the time-saving state, and the game state when the variation of the normal pattern ends (when the definite stop ends) is the time-saving state.

[0373] As shown in Fig. 46(A), when the game state is the time-saving state and the variation of the winning normal symbol occurs as shown in Fig. 46(B), after the variation of the normal symbol ends, as shown in Fig. 46(C), the winning opening is performed. Since the game state is the time-saving state, as shown in Fig. 46(D), the electric chute 22 is opened for a long time (for example, 3 seconds). Because the electric chute 22 is opened for a long time, when the electric chute 22 is opened, the player is strongly urged to hit the game ball to the right.

[0374] Considering the time (t1) for the hit game ball to reach the electric chute 22, as shown in Fig. 46(E), at a time (T1) that is t1 time earlier than when the electric chute 22 is opened (during the variation of the normal symbol), the right hit suggestion image A is changed to the right hit suggestion image B. Before the right hit suggestion image B is displayed, the right hit suggestion image A is displayed, but the right hit suggestion image A is not prominent, and the right hit suggestion image B is prominent. By displaying the prominent right hit suggestion image B, the player is strongly urged to hit the game ball to the right. As a result, the player can more surely make the game ball enter the second starting port 21.

[0375] [Right hit suggestion image display 2, 3 time chart] Fig. 47 is a time chart for explaining the display 2 of the right hit suggestion image and a time chart for explaining the display 3 of the right hit suggestion image. The time chart for explaining the display 2 of the right hit suggestion image is a time chart when the lottery result of the normal symbol is a win and the game state when the variation of the normal symbol starts is the big win game state (non-time-saving state), and the game state when the variation of the normal symbol ends (when the definite stop ends) is the big win game state (non-time-saving state).

[0376] In this case, since the game state when the variation of the normal symbol ends (when the definite stop ends) is the non-time-saving state, the opening of the electric chute 22 is short, and the player is not strongly urged to hit the game ball to the right. Therefore, as shown in Fig. 47(E), during the variation of the normal symbol, the right hit suggestion image A does not change to the right hit suggestion image B.

[0377] The time chart for explaining the display 3 of the right hitting suggestion image is a time chart when the lottery result of the normal symbol is a winning, the game state when the variation of the normal symbol starts is the big win game state (non-time shortening state), and the game state when the variation of the normal symbol ends (when the definite stop ends) is the time shortening state.

[0378] In this case, since the game state when the variation of the normal symbol ends (when the definite stop ends) is the time shortening state, the release of the electric chute 22 is long, strongly prompting the player to hit the game ball to the right. However, due to the ball entry condition for the attacker during the big win game, the timing when the big win game state ends changes, so it is not known when the game state will shift to the time shortening state. That is, during the variation of the normal symbol, it is not known whether the game state when the variation of the normal symbol ends (when the definite stop ends) is the time shortening state (long release of the electric chute 22) or the non-time shortening state (short release of the electric chute 22). Therefore, as shown in Fig. 46(E), during the variation of the normal symbol, the right hitting suggestion image A cannot be changed to the right hitting suggestion image B.

[0379] Therefore, as shown in Fig. 47(E), at the timing when the winning opening (Fig. 47(C)) starts, the right hitting suggestion image A is changed to the right hitting suggestion image B. This prevents the player from being unable to enter the ball into the second start port 21. In this embodiment, it is assumed that the right hitting suggestion image A is changed to the right hitting suggestion image B at the timing when the winning opening starts. However, the right hitting suggestion image A may be changed to the right hitting suggestion image B at the timing when the electric chute 22 is released. Also, the right hitting suggestion image A may be changed to the right hitting suggestion image B at the timing when the game state shifts from the big win game state (non-time shortening state) to the time shortening state.

[0380] [Right hitting suggestion image display] Fig. 48 is a diagram for explaining the display of the right hitting suggestion image. The display of the right hitting suggestion image in Fig. 48 is an effect corresponding to the time chart described in the "right hitting suggestion image display 3 time chart".

[0381] As shown in FIG. 48(A), the gaming state is a big win gaming state (big win ending), and a right hit suggestion image UT1, which is a relatively small right hit suggestion image, is displayed in the upper right region of the display screen 7a. Also, in the lower right region of the display screen 7a, a decorative symbol HZ of the normal symbol is variably displayed (described as "↓" in the figure). Specifically, "〇" and "×" are alternately displayed. Since it is a big win ending, a character image ENT of "Big Win End" is displayed at the center of the display screen 7a.

[0382] As shown in FIG. 48(B), continuing from FIG. 48(A), the right hit suggestion image UT1 and the decorative symbol HZ of the normal symbol that is changing are displayed. The gaming state transitions from the big win gaming state to the time-saving state, and decorative symbols 8L, 8C, and 8R of the special symbol are variably displayed at the center of the display screen 7a.

[0383] As shown in FIG. 48(C), continuing from FIG. 48(B), the right hit suggestion image UT1 and the decorative symbols 8L, 8C, and 8R of the special symbol that are changing are displayed. The decorative symbol HZ of the normal symbol has stopped deterministically as "〇" because the lottery result is a win.

[0384] In FIG. 48(D), a hit opening of the normal symbol is performed. As this hit operation of the normal symbol, the electric chute 22 is opened for a long time, so in order to make the game ball enter the second start port 21, the right hit suggestion image UT1 is changed to a right hit suggestion image UT21, which is a relatively large right hit suggestion image. Also, it has changed to and is displayed as the enemy character CRB.

[0385] As shown in FIG. 48(E), continuing from FIG. 48(D), the right hit suggestion image UT21 is displayed. Also, an image in which the ally character CRA and the enemy character CRB are facing each other is displayed. The meter of the right hit suggestion image UT21 represents the time until the electric chute 22 closes.

[0386] The erasure of the right-handed suggestion image will be described below with reference to FIGS. 49 and 50. This erasure of the right-handed suggestion image is executed during the variation effect of the decorative pattern. That is, when the image control microcomputer 101 analyzes the command received from the sub-control board 90 and the instruction includes executing the decorative pattern number-corresponding image display effect, the corresponding image data is read from the ROM 103 and an image is displayed on the display screen 7a of the image display device 7.

[0387] [Right-handed Suggestion Image Display 4 Time Chart] FIG. 49 is a time chart for explaining the display 4 of the right-handed suggestion image. It is a time chart when the lottery result of the normal symbol is a winning, the game state when the variation of the normal symbol starts is the time-saving state, and the game state when the variation of the normal symbol ends (when the definite stop ends) is the non-time-saving state. When the game state when the variation of the normal symbol ends (when the definite stop ends) is the non-time-saving state, the opening of the electric chute 22 is short. When the opening of the electric chute 22 is short, the ball does not enter the second starting port 21. Therefore, a display that strongly prompts the player to hit the right should not be made. Therefore, when the game state shifts to the non-time-saving state, the right-handed suggestion image that strongly prompts the player to hit the right is erased.

[0388] As shown in FIG. 49(A), when the game state is the time-saving state, and as shown in FIG. 49(B), when the variation of the winning normal symbol occurs, after the variation of the normal symbol ends, as shown in FIG. 49(C), after the game state shifts to the non-time-saving state, a winning opening occurs. Since the game state is the non-time-saving state, as shown in FIG. 49(D), the electric chute 22 is opened for a short time (for example, 0.1 second).

[0389] Considering the time (t1) it takes for the launched game ball to reach the electric chute 22, as shown in FIG. 49(E), when the time is earlier than t1 hours from when the electric chute 22 is opened (T1), the right - hitting suggestion image A is changed to the right - hitting suggestion image B that strongly prompts the player to hit right. However, afterwards, the game state becomes a non - time - saving state. As shown in FIG. 49(E), when the game state becomes a non - time - saving state, the right - hitting suggestion image B is erased. This can prevent continuously displaying a strong prompt for the player to hit right despite the short time when the electric chute 22 is opened.

[0390] [Right - hitting suggestion image erasure] FIG. 50 is a diagram for explaining the erasure of the right - hitting suggestion image. FIG. 50 is an effect corresponding to the right - hitting suggestion image display 4 time chart of FIG. 49 described in the "Right - hitting suggestion image display 4 time chart".

[0391] As shown in FIG. 50(A), the game state is a time - saving state, and the right - hitting suggestion image UT1 is displayed in the upper - right area of the display screen 7a. Also, in the lower - right area of the display screen 7a, the decorative symbol HZ of the normal symbol is variably displayed (marked as "↓" in the figure). Specifically, "〇" and "×" are alternately displayed. Also, in the left area of the display screen 7a, an effect is carried out according to the variation of the normal symbol. A waving effect where something is displayed is carried out, and the waving image AOR is displayed. When the lottery result of the normal symbol is a miss, after the waving image AOR disappears, the enemy character CRB is not displayed. When the lottery result of the normal symbol is a hit, after the waving image AOR disappears, the enemy character CRB is displayed.

[0392] As shown in FIG. 50(B), following FIG. 50(A), the variable decorative symbol HZ of the normal symbol and the waving image AOR are being displayed. A right hitting suggestion image UT21 that strongly prompts the player to hit right is displayed in the upper right area of the display screen 7a. The right hitting suggestion image UT21 is displayed covering the right hitting suggestion image UT1. The right hitting suggestion image UT21 is an image for guiding a game ball to enter the electric chute 22 to be opened later, and is displayed t1 hours before the electric chute 22 is opened, taking into account the time (t1) for the game ball to be launched and reach the electric chute 22.

[0393] As shown in FIG. 50(C), following FIG. 50(B), the variable decorative symbol HZ of the normal symbol and the waving image AOR are being displayed. The game state is in the normal state. Along with the transition of the game state from the time-saving state to the normal state, the right hitting suggestion image UT21 is erased. Since the game state is in the normal state, the electric chute 22 is opened for only a short time. Therefore, a right hitting suggestion image that strongly prompts the player to hit right is not displayed.

[0394] In FIG. 50(D), the decorative symbol HZ of the normal symbol has stopped fluctuating and is fixed as "〇" because the lottery result is a winning result. As a variation effect of the normal symbol, an enemy character CRB is being displayed. Since the game state is in the normal state, a right hitting suggestion image that strongly prompts the player to hit right remains not displayed.

[0395] In FIG. 50(E), since the game state is in the normal state, along with the end of the fluctuation of the normal symbol, the decorative symbols 8L, 8C, and 8R of the special symbol are variably displayed. The electric chute 22 is opened, but the opening time is short. Therefore, a right hitting suggestion image that strongly prompts the player to hit right is not displayed.

[0396] [Effect Example] The following shows effect examples of switching, displaying, and erasing the right hitting suggestion image.

[0397] [Effect 1] In the gaming machine 1 of the above-described embodiment, as shown in the examples of "Right Hit Suggestion Image Switching 1" and "Right Hit Suggestion Image Switching 2", it is provided with display means (display screen 7a) capable of displaying a plurality of types of images. One of the plurality of types of images is a first image (right hit suggestion image UT1) that suggests firing a game ball in a predetermined direction (right), and one of the plurality of types of images is a second image (right hit suggestion image UT21) that suggests firing a game ball in a predetermined direction and has a different mode from the first image. The display means can execute a first effect (Fig. 43(A)) in which the first image is displayed and the second image is not displayed, a second effect (Figs. 43(B) to (C)) in which the second image is displayed after the first effect, and a third effect (Fig. 44(F)) in which the first image is displayed and the second image is not displayed after the second effect. According to this configuration, since it is possible to strongly suggest a right hit when a right hit is required, the interest can be improved.

[0398] [Effect 2] In the gaming machine 1 of the above-described embodiment, as shown in the examples of "Right Hit Suggestion Image Switching 1" and "Right Hit Suggestion Image Switching 2", one of the plurality of types of images is a third image (right hit suggestion image UT3) that suggests firing a game ball in a predetermined direction (right) and has a different mode from both the first image (right hit suggestion image UT1) and the second image (right hit suggestion image UT21). After the second effect (Figs. 43(B) to (C)) and before the third effect (Fig. 44(F)), it is possible to execute a fourth effect (Figs. 43(G) to 44(A)) in which the displayed second image changes to the third image and then the displayed third image changes to the second image. According to this configuration, since it is possible to strongly suggest a right hit when a right hit is required, the interest can be improved.

[0399] [Effect 3] In the gaming machine 1 of the above-described embodiment, as shown in the examples of "Right Hit Suggestion Image Switch 1" and "Right Hit Suggestion Image Switch 2", the second image (Right Hit Suggestion Image UT21) includes an image (a meter) representing a time limit, and the third image (Right Hit Suggestion Image UT3) does not include an image representing a time limit. According to this configuration, since a right hit can be strongly suggested when a right hit is required, the interest can be improved.

[0400] [Modification Example] Hereinafter, modification examples of switching of the right hit suggestion image, display of the right hit suggestion image, and deletion of the right hit suggestion image will be shown.

[0401] [Modification Example 1] In the above-described embodiment, the right hit suggestion image UT1 is displayed t1 hours before the electric chute 22 or the attacker 31 is released, considering the time (t1, t2) for the game ball to be launched and reach the electric chute 22 or the attacker 31. However, it may be displayed in accordance with the time when the electric chute 22 or the attacker 31 is released without considering the time (t1, t2) for the game ball to be launched and reach the electric chute 22 or the attacker 31.

[0402] [Modification Example 2] In the above-described embodiment, the meter or the number is not subtracted after the right hit suggestion image UT22 is displayed for the right hit suggestion images UT21 and UT22, but is subtracted after the electric chute 22 or the attacker 31 is released. However, the meter or the number may be subtracted after the right hit suggestion image UT22 is displayed.

[0403] [Modification Example 3] In the above-described embodiment, the right hit suggestion images UT21, UT22, and UT23 change to the right hit suggestion image UT3 or the right hit suggestion image UT1 in accordance with the timing when the electric chute 22 or the attacker 31 closes. However, considering the time (t1, t2) for the game ball to be launched and reach the electric chute 22 or the attacker 31, they may change to the right hit suggestion image UT3 or the right hit suggestion image UT1 t1 hours before the electric chute 22 or the attacker 31 closes.

[0404] [Modification Example 4] In the above-described embodiment, the right-handed suggestion images UT21, UT22, and UT23 are the same images for the case of entering a game ball into the electric tube 22 and for the case of entering a game ball into the attacker 31. However, they may be different images for the case of entering a game ball into the electric tube 22 and for the case of entering a game ball into the attacker 31.

[0405] [Modification Example 5] In the above-described embodiment, in the "right-handed suggestion image switching 1" and "right-handed suggestion image switching 2", the right-handed suggestion images UT1, UT21, and UT3 change such that the display becomes lighter or darker, but they may change so as to be switched instantaneously.

[0406] [Aspect Example] In the gaming machine of the present embodiment, the following aspects can be realized. ◇[Aspect D-1] A gaming machine including display means capable of displaying a plurality of types of images, One of the plurality of types of images is a first image suggesting that a game ball is launched in a predetermined direction, One of the plurality of types of images is a second image suggesting that a game ball is launched in the predetermined direction and having a different aspect from the first image, A first effect in which the first image is displayed on the display means and the second image is not displayed, A second effect in which the second image is displayed after the first effect, A third effect in which the first image is displayed and the second image is not displayed after the second effect, and the gaming machine is capable of executing the above. A gaming machine characterized by the above. ◇[Aspect D-2] The gaming machine according to Aspect D-1, One of the plurality of types of images is a third image suggesting that a game ball is launched in the predetermined direction and having a different aspect from both the first image and the second image. After the second effect and before the third effect, after the second image being displayed changes to the third image, a fourth effect in which the third image being displayed changes to the second image can be executed. The gaming machine is characterized by this. ◇[Aspect D-3] The gaming machine according to Aspect D-1 or Aspect D-2, The second image includes an image representing a time limit, The third image does not include an image representing a time limit, The gaming machine is characterized by this.

[0407] [Other Modification Examples] In the various display effects described above, a configuration that does not include some of the effects, or effects other than those described above may be included.

[0408] The above-described gaming machine 1 and gaming machine 1A have been described by taking a pachinko gaming machine as an example, but it is not limited to this. For example, instead of a pachinko gaming machine, the present invention may be applied to a rotary gaming machine such as a slot machine, an arranged ball gaming machine, or a mahjong ball gaming machine. When the gaming machine 1 is a slot machine, the gaming medium may be changed from a gaming ball to a gaming medal.

[0409] The gaming machine 1 and gaming machine 1A of the above-described embodiment were gaming machines equipped with a payout device for paying out balls, but it is not limited to this. For example, instead of the gaming machine 1 and gaming machine 1A, 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.

[0410] Also, two or more of the above-described plurality of effect examples and / or modification examples may be combined. Further, the gaming machine 1 and gaming machine 1A may be provided with a sub-display device in addition to the image display device 7. In this case, the above-described display effects may be executed by the sub-display device.

[0411] The present aspect has been described based on the embodiments and modifications above. 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

[0412] 1... Gaming machine 3... Gaming area 3B... Right gaming area 7... Image display device 7a... Display screen 20... First start port 21... Second start port 22... Electric chew 28... Gate 29... General drawing start port 30... Big winning port 31... Big winning device 67... Speaker 81... Game control microcomputer 91... Effect control microcomputer

Claims

Claim 1 A gaming machine, when winning a predetermined lottery, executes a winning pattern effect in parallel with symbol variation, and then, when a jackpot game is executed, includes effect execution means for executing a jackpot effect associated with the jackpot game, even when winning the predetermined lottery, if a specific condition is satisfied by a certain point after the end of the symbol variation, the effect execution means does not execute the jackpot effect but executes a failure effect after executing the winning pattern effect, characterized by the above-described gaming machine.

Citation Information

Patent Citations

  • Game machine

    JP2016182376A