Game machine

The introduction of varying ball launching intensities and entry-based privileges in gaming machines addresses the need for enhanced player engagement, offering dynamic and rewarding gameplay experiences.

JP2025113673APending Publication Date: 2025-08-04SANYO BUSSAN KK
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Patent Information

Application Number
JP2024007945
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-01-23
Publication Date
2025-08-04

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player interest and engagement through varied game dynamics.

Method used

Incorporating launching means for game balls with different intensities, multiple flow paths, and privilege granting mechanisms based on ball entry, allowing continuous gameplay in varied situations.

Benefits of technology

Enhances player interest by providing diverse gameplay experiences and opportunities for rewards, improving overall game enjoyment.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enhance interest in a game.SOLUTION: A game machine includes: shooting means capable of shooting game balls with different shooting strength; a predetermined flow path in which game balls shot with first shooting strength can flow down; first ball entry means that game balls flowing down the predetermined flow path can enter; and first privilege impartation means capable of imparting a first privilege on the basis of entry of game balls into the first ball entry means. Further, the game machine includes: a collision member with which game balls shot with second shooting strength that is larger than the first shooting strength can collide; a specific flow path in which at least partial game balls from among game balls shot with the second shooting strength can flow down; second ball entry means that game balls flowing down the specific flow path can enter; and second privilege impartation means capable of imparting a second privilege on the basis of entry of game balls into the second ball entry means. Further, the game machine is configured so as to allow a player to continuously play a shooting game using the shooting means under multiple game situations at least including a first game situation, and a second game situation that becomes more advantageous to a player when shooting game balls with second shooting strength than in the first game situation.SELECTED DRAWING: Figure 8
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Description

Technical Field

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

Background Art

[0002] There is known a gaming machine capable of launching game balls with different launching intensities (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In such games, further enhancement of the interest of the game is demanded. The object of the present invention is to improve the interest of the game.

Means for Solving the Problems

[0005] To solve the above problems, the invention according to claim 1 is launching means capable of launching game balls with different launching intensities, a predetermined flow path through which the game balls launched at a first launching intensity by the launching means can flow down, first ball-in means into which the game balls flowing down through the predetermined flow path can enter, first privilege granting means capable of granting a first privilege based on the entry of the game balls into the first ball-in means, a collision member against which the game balls launched at a second launching intensity stronger than the first launching intensity by the launching means can collide, a specific flow path through which at least some of the game balls launched at the second launching intensity can flow down, second ball-in means into which the game balls flowing down through the specific flow path can enter, a second privilege granting means capable of granting a second privilege based on the entry of a game ball into the second ball entry means, characterized in that the launching game using the launching means can be continuously performed for a player in a plurality of game situations including at least a first game situation and a second game situation that is advantageous to the player when a game ball is launched at the second launching intensity rather than the first game situation.

Effect of the Invention

[0006] According to the present invention, the interest of the game can be improved.

Brief Description of the Drawings

[0007]

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[0008] [First Embodiment] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In this embodiment, a pachinko game machine will be described as an example of the gaming machine 1.

[0009] [Structure of the Gaming Machine] The structure of the gaming machine will be described with reference to FIGS. 1 to 8. FIG. 1 is a front view of the gaming machine 1, and FIG. 2 is a perspective view of the gaming machine 1 as seen from the front side. Further, FIG. 3 is a rear view of the gaming machine 1, and FIG. 4 is a perspective view of the inner frame 20 of the gaming machine 1 as seen from the rear side. FIGS. 5 to 7 are perspective views of the gaming machine 1 as seen from the front side, showing the state in which each part is rotated.

[0010] The gaming machine 1 includes an outer frame 10, an inner frame 20 rotatably attached to the outer frame 10, a front frame 30 rotatably attached to the front side of the inner frame 20, and a rear unit 50 rotatably attached to the rear side of the inner frame 20. The outer frame 10 forms the outer periphery of the gaming machine 1 and is fixed to the island equipment when the gaming machine 1 is installed in the island equipment of the game parlor. This outer frame 10 has a rectangular frame shape penetrating through in the front-rear direction as shown in FIG. 5, and a decorative member 11 is provided at the lower part of the front surface.

[0011] The inner frame 20 is attached to the outer frame 10 so as to be rotatable about an axis along the vertical direction at the left end as seen from the front side. This inner frame 20 can be converted between a closed state in which it covers the front side portion of the outer frame 10 excluding the decorative member 11 as shown in FIG. 1 and an open state in which it rotates forward in a door shape with respect to the outer frame 10 as shown in FIG. 5. As shown in FIG. 6, an accommodation portion 21 penetrating through in the front-rear direction capable of accommodating the game board 70 is formed in the inner frame 20. The game board 70 is detachably attached to this accommodation portion 21 such that the game area 73 through which game balls can flow down is on the front side. Further, a launching device 22 capable of launching game balls toward the game area 73 of the game board 70 is provided below the accommodation portion 21 on the front surface of the inner frame 20.

[0012] A locking device 23 is provided on the right side portion of the inner frame 20. This locking device 23 can lock the inner frame 20 in a closed state with respect to the outer frame 10, and can also lock the front frame 30 in a closed state with respect to the inner frame 20. At the lower right front of the inner frame 20, a cylinder lock 24 of the locking device 23 is provided, and as shown in Fig. 1, the keyhole is exposed on the front surface of the front frame 30. By inserting a key into this keyhole and rotating it in one direction, the locking of the inner frame 20 with respect to the outer frame 10 is released, and the inner frame 20 can be opened. Also, by rotating it in the other direction opposite to the one direction, the locking of the front frame 30 with respect to the inner frame 20 is released, and the front frame 30 can be opened. The fact that the inner frame 20 is in an open state can be detected by the inner frame open detection sensor 20a. Also, the fact that the front frame 30 is in an open state can be detected by the front frame open detection sensor 30a.

[0013] The front frame 30 is attached to the inner frame 20 so as to be rotatable about an axis along the vertical direction at the left end portion when viewed from the front side. This front frame 30 can be converted between a closed state covering the front portion of the inner frame 20 as shown in Fig. 1 and an open state where it rotates forward in a door shape with respect to the inner frame 20 as shown in Fig. 6. A through portion 31 penetrating through the front and back is formed in a portion of the front frame 30 facing the accommodation portion 21 of the inner frame 20, and a transparent member 32 made of a transparent member such as glass or resin is provided so as to cover this through portion 31. The transparent member 32 covers the front surface of the game area 73 of the game board 70 and enables the game area 73 to be visible from the front of the gaming machine 1 through the transparent member 32. As shown in Fig. 1, light emitting means 33 such as a lamp or an LED and a speaker 34 are provided around the through portion 31 on the front surface of the front frame 30. Note that an operable decorative device may be provided. [[ID=V11]]

[0014] An operation unit 35 that enables a player to perform operations related to the game is provided at the lower part of the through portion 31 on the front surface of the front frame 30. As shown in FIGS. 1 and 2, an upper plate 36, which is a recess opening upward and capable of storing game balls, is provided in the upper left part of the operation unit 35. The game balls paid out from the payout device 55 can flow into the upper plate 36, and the upper plate 36 can supply the game balls to the launching device 22. Further, a discharge button 37 for causing the game balls in the upper plate 36 to flow down to the lower plate 38 is provided near the upper plate 36. Below the upper plate 36, a lower plate 38, which is a recess opening upward and capable of storing game balls, is provided. The game balls that could not be completely stored in the upper plate 36 can flow into the lower plate 38. Also, foul balls that have returned to the launching device 22 despite being launched can flow into the lower plate 38. A discharge lever 39 for discharging the game balls stored in the lower plate 38 downward is provided at the lower part of the lower plate 38.

[0015] A handle 40 for adjusting the launching force of the game balls is provided at the lower right part of the operation unit 35. The handle 40 is also provided with a touch sensor 40a capable of detecting human body contact and a launch stop switch 40b for temporarily stopping the launch of the game balls based on a pressing operation input from the player. An effect button 41 capable of receiving a pressing operation input from the player is provided at the upper center of the operation unit 35. By operating this effect button 41, it is possible to perform effects such as intervening in the player's operation during the game. Note that the effect button 41 may be provided with a vibration means for vibrating the effect button 41, a light emitting means for emitting light of a predetermined emission color, an operating means capable of converting the upper surface of the effect button 41 from the initial position to a protruding state where it is above the initial position, and the like.

[0016] A cross key 42 capable of receiving an operation input from the player is provided on the right side of the effect button 41. This cross key 42 can be used not only for effects such as intervening in the player's operation during the game, but also for adjusting the volume and brightness, and for selection on the menu screen. On the right side of the cross keys 42, there are a ball lending button 43 for the player to operate when receiving balls lent from an adjacent ball lending machine, and a return button 44 for operating to eject a card from the card unit of the ball lending machine. Additionally, a remaining balance display for displaying the remaining balance of the card may be provided. In addition to the effect buttons 41 and the cross keys 42, input means for receiving the player's operation input may be provided on the front frame 30. The input method may be a method other than a pressing operation input. For example, those that operate a lever or those that rotate a rotating body may be mentioned.

[0017] As shown in FIG. 3, the back unit 50 is provided to cover the back surface of the inner frame 20. This back unit 50 is attached to the inner frame 20 so that the right end portion viewed from the back side can rotate about an axis along the vertical direction. And as shown in FIG. 5, it can be converted between a closed state covering the back side portion of the inner frame 20 and an open state where it rotates in a door shape to the rear with respect to the inner frame 20 as shown in FIG. 7. As shown in FIG. 7, a cover portion 51 which is a concave portion opening forward is provided on the front side of the back unit 50, and in the closed state as shown in FIG. 3, it covers the back surface of the game board 70. Further, the cover portion 51 has a through portion 52 that penetrates front and back at the portion facing the game control device 100 provided on the back surface of the game board 70, and is made not to cover the game control device 100. Thereby, even when the back unit 50 is in the closed state, the game control device 100 can be visually recognized from the back side of the gaming machine 1. At the lower part on the back side of the back unit 50, a power supply device 250 for supplying power to various parts of the gaming machine 1, a payout control device 200 for controlling the launch device 22 and the payout device 55, etc. are provided.

[0018] Also, at the upper part of the back unit 50, a storage tank 53 capable of receiving and storing the game balls supplied from the island equipment is provided. The game balls stored in the storage tank 53 pass through a supply flow path 54 that slopes downward to the right when viewed from the back side as shown in FIG. 3, and are guided to a payout device 55 provided on the right side when viewed from the back side of the back unit 50. The game balls paid out from the payout device 55 are guided downward by the guide channel 56 and guided to the upper tray 36 through the through passages formed in the inner frame 20 and the front frame 30 and penetrating through them in the front and rear directions. In addition, the back unit 50 is provided with an overflow sensor 57 for detecting that the upper tray 36 and the lower tray 38 are full and the payout is blocked, and a ball run-out sensor 58 for detecting that the game balls to be paid out are insufficient.

[0019] [Structure of the game board] Next, an example of the game board 70 will be described. FIG. 8 is a front view of the game board 70 in the gaming machine 1 of the present embodiment. The game board 70 includes a plate-shaped game board main body 71 made of wood or synthetic resin, and various members are attached to the game board main body 71. On the front surface of the game board main body 71, a game area 73 surrounded by rails 72 capable of guiding game balls is provided. The game balls launched from the launching device 22 are guided to the upper part of the game area 73 through the guiding part 72a formed by the rails 72 and are adapted to flow down through the game area 73. In the game area 73, a windmill 74 and obstacle pins 75, etc., which form variable means capable of changing the flowing direction of the game balls, are provided.

[0020] A variable display unit 80 is provided substantially at the center of the game area 73. A display device 81 capable of displaying information related to the game is provided at the central part of the variable display unit 80. As the display device 81, for example, a device capable of displaying images such as a liquid crystal display, an EL display, a dot matrix LED, a cathode ray tube, etc. can be used. In the display area of the display device 81, various effect displays such as moving images and still images can be displayed. Also, corresponding to the special figure game in which a plurality of identification information executed in the gaming machine 1 is variably displayed and the result is stopped and displayed, a decorative special figure game in which a plurality of identification information is variably displayed and the result is stopped and displayed can be displayed. Note that as the display device 81 for displaying the decorative special figure game, a reel in which a plurality of identification information is drawn around it can also be used.

[0021] Above the variable display unit 80, a movable effect device 82 is provided. This movable effect device 82 is rotatable about an axis along the front-rear direction. Note that it may be possible to display an image in the central part. The movable effect device 82 may have any structure and operation mode as long as it is operable. Also, the movable effect device 82 may be provided in other parts of the variable display unit 80 or various locations on the game board 70. Furthermore, the movable effect device 82 may be provided on the front frame 30. Also, a plurality of light-emitting means 33 such as lamps and LEDs are provided at various locations on the game board 70 including the variable display unit 80.

[0022] The variable display unit 80 is made such that game balls cannot enter from the upper part and the side parts, but a warp flow path 83 through which game balls can flow into the inside of the variable display unit 80 is provided on the side part. The game balls that have flowed into the warp flow path 83 are guided to a stage 84 provided at the lower part of the variable display unit 80. Note that game balls that have bounced at the lower part of the variable display unit 80 can also flow into the stage 84. The game balls on the stage 84 mainly flow downward from the central part of the stage toward the front and then flow down to the lower game area 73. A start winning device 90 is provided at the place where they flow down, and it is highly likely that the game balls will flow into the start winning device 90.

[0023] The start winning device 90 provided below the variable display unit 80 has an inlet 91 at the upper part through which game balls can flow in. At a position directly below the inlet 91, a distributing member 92 is provided that alternately distributes the incoming game balls to the lower first start port 76 and the second start port 77. The game balls that have flowed into the first start port 76 are detected by the first start port switch 76a, and based on this, the right to start the special figure 1 game among the special figure games can be generated and one prize ball is paid out. Also, the game balls that have flowed into the second start port 77 are detected by the second start port switch 77a, and based on this, the right to start the special figure 2 game among the special figure games can be generated and one prize ball is paid out.

[0024] The vibrating member 92 is rotatable about an axis along the front-rear direction, and includes a left holding portion 92a and a right holding portion 92b that can temporarily hold the game balls flowing in from the inflow port 91. As shown in FIG. 8, this vibrating member 92 is rotatable between a state in which the left holding portion 92a faces upward and can receive game balls, and a state in which it rotates counterclockwise from this state and the right holding portion 92b faces upward and can receive game balls.

[0025] As shown in FIG. 8, when the game balls flow in from the inflow port 91 and are held by the left holding portion 92a in a state where the left holding portion 92a faces upward and can receive game balls, the vibrating member 92 rotates counterclockwise due to the weight of the game balls, and the right holding portion 92b faces upward and can receive game balls. As a result, the game balls held by the left holding portion 92a fall toward the first starting port 76 and flow into the first starting port 76. At this time, the vibrating member 92 is configured to stop in a state where the right holding portion 92b faces upward and can receive game balls. Next, when game balls flow in from the inflow port 91, they are held by the right holding portion 92b. Then, due to the weight of the game balls, the vibrating member 92 rotates clockwise, and the left holding portion 92a faces upward and can receive game balls. As a result, the game balls held by the right holding portion 92b fall toward the second starting port 77 and flow into the second starting port 77. Thereafter, by repeating this, game balls will flow into the first starting port 76 and the second starting port 77 alternately.

[0026] A through gate 78 is provided in the game area 73 to the right of the variable display unit 80. The game balls that pass through the through gate 78 are detected by the gate switch 78a, and based on this, the right to start the general game can be generated. Note that the configuration of the detection unit for the game balls that generate the right to start the general game is the through gate 78 through which the game balls after detection can flow down the game area 73 and the game can continue, but it may also be a winning port where the game balls after detection do not flow down the game area 73 and the game ends. In this case, prize balls may be paid out upon winning. For example, one prize ball may be paid out.

[0027] Below the variable display unit 80 and to the right of the start winning device 90, a normal variable winning device 79 is provided. The normal variable winning device 79 includes a movable member 79b and can be converted between a closed state (first state) in which game balls cannot flow in and an open state (second state) in which game balls can flow in. Note that even when the movable member 79b is in the closed state, it may be possible for game balls to win, and in the closed state, it may be a state where it is more difficult for game balls to win than in the open state. The normal variable winning device 79 is normally in the closed state and can be converted to the open state based on the result of the normal diagram game being a predetermined result. Game balls that flow into the normal variable winning device 79 are detected by the normal electric switch 79a, and based on this, the right to start the special diagram game's special diagram 2 game can be generated and one prize ball is paid out.

[0028] The normal variable winning device 79 of the present embodiment is provided such that an inlet through which game balls can flow in opens to the right side. In the closed state shown in FIG. 8, the movable member 79b is substantially vertical and closes the inlet. The movable member 79b is converted to the open state by rotating so as to fall to the right around the lower part from this closed state. In the open state, the inlet is opened, and the movable member 79b guides the game balls to the inlet, making it easy for the game balls to flow in.

[0029] In the game area 73 in the lower right of the variable display unit 80, a special variable winning device 94 is provided. The special variable winning device 94 includes a movable member 94b and can be converted between a closed state (first state) in which game balls cannot flow in and an open state (second state) in which game balls can flow in. The special variable winning device 94 is normally in the closed state and can be converted to the open state based on the result of the special diagram game being a predetermined result. Game balls that flow into the special variable winning device 94 are detected by the big winning opening switch 94a, and based on this, 15 prize balls are paid out.

[0030] The special variable winning device 94 of this embodiment is provided such that an inlet through which game balls can flow is open to the front. In the closed state shown in FIG. 8, the plate-shaped movable member 94b is substantially vertical and closes the inlet. The movable member 94b is converted to the open state by rotating from this closed state about its lower part so as to fall forward. In the open state, the inlet is opened, and the movable member 94b guides the game balls to the inlet, enabling the game balls to flow in easily.

[0031] Note that the normal variable winning device 79 and the special variable winning device 94 may have any configuration as long as they can be converted between a first state in which game balls cannot flow in or can flow in with difficulty and a second state in which game balls can flow in more easily than in the first state. For example, it may be provided with an inlet that opens upward, and in the first state, the movable member covers above the inlet so that the game balls pass over the movable member, and in the second state, the movable member retreats from the inlet so that the game balls flow into the inlet. Further, it may be provided with an inlet that opens to the side or the front, and in the first state, the movable member retreats from the flow path of the game balls to form a non-guiding state in which the game balls are not guided to the inlet, and in the second state, the movable member appears in the flow path of the game balls to form a guiding state in which the game balls are guided to the inlet.

[0032] That is, the movable member 94b of the special variable winning device 94 and the movable member 79b of the normal variable winning device 79 form predetermined operating means that can operate between a first state (closed state or non-guiding state) and a second state (open state or guiding state) different from the first state. Also, the second state (open state or guiding state) is more advantageous for the player than the first state (closed state or non-guiding state).

[0033] A plurality of general winning openings 96 are provided at the lower part of the game area 73. The game balls that flow into the general winning opening 96 are detected by the general winning opening switch 96a, and based on this, one prize ball is paid out. Note that the number of prize balls for each winning opening described above is just an example and is not limited to the above values. For example, the number of prize balls for the first start opening 76 and the second start opening 77 can be set to 3, and the number of prize balls for the normal variation winning device 79 can be set to 2, so that the number of prize balls for the normal variation winning device 79 is more than that for the first start opening 76 and the second start opening 77. Of course, the number of prize balls for the normal variation winning device 79 can also be less than that for the first start opening 76 and the second start opening 77. Also, although the number of prize balls for the plurality of general winning openings 96 are all the same, they can be made different.

[0034] Also, at the lower part of the game area 73, an out port 97 for collecting game balls that did not win in the winning openings etc. is provided. The out balls, which are the game balls flowing out from the out port 97, and the safe balls flowing into each winning opening are detected by an out ball detection switch 97a. Thereby, it is possible to count the number of all game balls launched into the game area 73 and used in the game.

[0035] Outside the game area 73 and at the lower left part of the game board main body 71, a comprehensive display device 60 is provided. The comprehensive display device 60 includes a special figure 1 display unit 61 for displaying the special figure 1 game, a special figure 2 display unit 62 for displaying the special figure 2 game, and a general figure display unit 63 for displaying the general figure game. Also, it includes a special figure 1 reservation display unit 64 for displaying the number of special figure 1 reservations, which is the right to execute the special figure 1 game, a special figure 2 reservation display unit 65 for displaying the number of special figure 2 reservations, which is the right to execute the special figure 2 game, and a general figure reservation display unit 66 for displaying the number of general figure reservations, which is the right to execute the general figure game. In addition to this, the comprehensive display device 60 includes a round number display unit 67 for displaying the number of rounds in the special game state, and a game state display unit 68 for displaying the game state. In the game state display unit 68, for example, it can display an indication of the hitting method suitable for the game state between right hitting and left hitting, an indication of being in the time-saving state, etc.

[0036] The special figure 1 display unit 61, the special figure 2 display unit 62, and the general figure display unit 63 can display a plurality of types of identification information constituted by the lighting patterns of LEDs. Along with the start of the corresponding game, a variable display that sequentially displays a plurality of types of identification information is started, and after a predetermined time has elapsed, one piece of identification information is displayed as a result mode. Note that the special figure 1 display unit 61, the special figure 2 display unit 62, and the general figure display unit 63 may be constituted by one or a plurality of LEDs, or may be constituted by so-called 7-segment LEDs.

[0037] In the game board 70 as described above, the player can aim for winning in the start winning device 90 or the general winning opening 96 by adjusting the firing force and firing the game ball into the game area 73 on the left side of the variable display unit 80 (so-called left hitting). Also, by firing the game ball into the game area 73 on the right side of the variable display unit 80 (so-called right hitting), it is possible to aim for winning in the through gate 78, the special variable winning device 94, the normal variable winning device 79, and the general winning opening 96. Note that a through gate 78 may also be provided in the game area 73 on the left side, and an inflow port and a movable member 79b may also be provided on the left side of the normal variable winning device 79 so that it is possible to aim for winning in the normal variable winning device 79 even with a left hit.

[0038] [Configuration of the control system] FIG. 9 is a block diagram of the control system in the gaming machine 1 of the present embodiment. The gaming machine 1 includes a game control device 100 having a main board that comprehensively controls the game. The game control device 100 includes an MPU 101 (Micro-Processing Unit) that performs arithmetic processing and the like. The MPU 101 includes a ROM 102 that stores various control programs and fixed-value data executed by the MPU 101, and a RAM 103 that can be used as a work area and a storage area for various signals and random number values. An input port 105 is connected to the MPU 101 via a bus 104, and it is possible to receive inputs from various devices. Input is performed via an input interface if necessary. Also, an output port 106 is connected to the MPU 101 via the bus 104, and it is possible to output to various devices. Output is performed via a driver if necessary.

[0039] The game control device 100 is provided with a RAM initialization switch 107 at a position where it can be operated with the inner frame 20 open. In the game control device 100, based on the fact that the RAM initialization switch 107 is operated when the power of the gaming machine is turned on, a process is performed to forcibly initialize the information stored in the RAM 103 of the game control device 100 and the RAM 203 in the payout control device 200. Also, the game control device 100 is provided with a setting key operation unit, and a setting key switch 108 capable of detecting an operation of the setting key operation unit is provided. It is possible for the setting key switch 108 to detect that a setting key corresponding to the setting key operation unit has been inserted and turned, and based on this detection, it is possible to change or confirm a probability setting value to which a probability value of a big win in a special figure game is assigned. For example, six probability setting values, setting 1 to setting 6, are prepared as probability values of a big win being different, and any one of them can be selected and set.

[0040] For example, by turning on the power of the gaming machine while operating (pressing) the RAM initialization switch 107 with a setting key inserted and turned in the setting key operation section, a probability change mode in which the probability setting value can be changed can be set. Also, by turning on the power of the gaming machine without operating the RAM initialization switch 107 with a setting key inserted and turned in the setting key operation section, a probability confirmation mode in which the current probability setting value can be confirmed can be set. The game control device 100 is provided with a performance display monitor 109. The performance display monitor 109 is a 7-segment display and can display the calculated base value and the accessory ratio. Also, the probability setting value may be displayed in the probability change mode or the probability confirmation mode.

[0041] Also, although not shown, the game control device 100 includes a random number generation circuit for generating random numbers such as special figure random numbers used for the lottery of the big win in the special figure game, and a clock generator that generates a timer interrupt signal of a predetermined period (for example, 4 milliseconds) for the MPU 101 and a clock for giving the update timing of the random number generation circuit based on the clock signal from the oscillation circuit. The generation method of various random numbers is a method of changing the start value using a random number initial value that is updated by +1 at the update timing and is updated at any time every time the numerical value in the predetermined random number range makes a full circle. Note that the generation method of the random number is not limited to this, and it may be a method of simply updating by +1 or -1, or a method in which all values within the random number range appear randomly without duplication until the numerical value in the predetermined random number range makes a full circle. Also, the generation method may be different depending on the type of random number.

[0042] Connected to the input port 105 of the game control device 100 are a gate switch 78a for detecting a game ball flowing into the through gate 78, a general winning port switch 96a for detecting a game ball flowing into the general winning port 96, a big winning port switch 94a for detecting a game ball flowing into the special variable winning device 94, a first start port switch 76a for detecting a game ball flowing into the first start port 76, a second start port switch 77a for detecting a game ball flowing into the second start port 77, and a normal electric switch 79a for detecting a game ball flowing into the normal variable winning device 79, and signals from these are inputted. Also, connected to the input port 105 of the game control device 100 are an out ball detection switch 97a for detecting all game balls (safe balls and out balls) that are launched into the game area 73 and end the game, an inner frame opening detection sensor 20a for detecting the open state of the inner frame 20, a front frame opening detection sensor 30a for detecting the open state of the front frame 30, and a fraud detection sensor 98 capable of detecting the possibility of fraud being committed, and signals from these are inputted. Examples of the fraud detection sensor 98 include a radio wave sensor for detecting radio waves, a vibration sensor for detecting vibrations, and a magnetic sensor for detecting magnetism. The game control device 100 controls the game based on the input signals from these various sensors and switches. When input is required from these switches and sensors, the input is performed via an input interface.

[0043] Connected to the output port of the game control device 100 are a big winning port solenoid 94c for operating the movable member 94b of the special variable winning device 94 and a normal electric solenoid 79c for operating the movable member 79b of the normal variable winning device 79, and the operations of these can be controlled. Also, a comprehensive display device 60 for displaying special figure games and the like and a performance display monitor 109 are connected, and the displays on these can be controlled. Furthermore, an external information terminal 99 for outputting an external information signal to an external device such as a hall computer is connected. When output is required to these respective devices, the output is performed via a driver.

[0044] The game control device 100 is connected to a payout control device 200 that controls the launch device 22 and the payout device 55, and an effect control device 300 that controls effects. These control devices are configured to perform control based on information from the game control device 100. Note that one-way communication is used such that a signal cannot be input from the effect control device 300 to the game control device 100.

[0045] The payout control device 200 includes an MPU 201 that performs arithmetic processing and the like, a ROM 202 that stores various control programs and fixed value data executed by the MPU 201, a RAM 203 that can be used as a work area, and an input / output port 204 for connecting various devices. These are connected via a bus.

[0046] Connected to the input / output port 204 of the payout control device 200 are a payout device 55 that pays out game balls and a launch device 22 that launches game balls, and the operations of these are controlled. When necessary for output to these devices, output is performed via a driver. Also connected to the input / output port 204 of the payout control device 200 are an overflow sensor 57 that detects that the upper tray 36 and the lower tray 38 are full and payout is stalled, a ball shortage sensor 58 that detects that there is a shortage of game balls to be paid out, a touch sensor 40a that can detect contact of a human body with the handle 40, a launch stop switch 40b for temporarily stopping the launch of game balls based on a pressing operation input from the player, and a rotation amount detector 40c that detects the amount of rotation of the handle 40, and payout and launch are controlled based on input signals from these sensors and switches. When necessary for input from these switches and sensors, input is performed via an input interface.

[0047] The payout control device 200 performs control to drive the payout device 55 to pay out loan balls based on prize ball information (commands and data) from the game control device 100 and loan ball information from the card unit as control related to the payout of game balls. Further, when the overflow sensor 57 detects an abnormality that the upper tray 36 and the lower tray 38 are full and the payout is stalled, or when the ball shortage sensor 58 detects an abnormality that the game balls to be paid out are insufficient, the payout control device 200 performs control to stop the payout. Furthermore, the payout control device 200 transmits information regarding the occurrence of an abnormality to the game control device 100, enabling the game control device 100 to execute processing corresponding to the abnormality. For example, the game control device 100 transmits information indicating that an abnormality has occurred to the effect control device 300, enabling the effect control device 300 to execute processing to notify the occurrence of the abnormality by means of the display device 81, the light emitting means 33, the speaker 34, etc. based on this information. The transmission of information indicating that an abnormality has occurred from the game control device 100 to the effect control device 300 may transmit information generated by the game control device 100 based on information from the payout control device 200, or may transmit the information from the payout control device 200 as it is.

[0048] In addition, as control related to the launch of game balls, the payout control device 200 detects contact of a human body with the touch sensor 40a, and when the launch stop switch 40b has not been operated and the rotation amount detector 40c detects the rotation of the handle 40, the payout control device 200 performs control to drive the launch device 22 to launch a game ball. Further, the payout control device 200 performs control to set the launch force according to the rotation amount detected by the rotation amount detector 40c.

[0049] Note that it may be configured such that input signals from the overflow sensor 57 and the ball shortage sensor 58 are input to the game control device 100, and when there is an abnormality, the game control device 100 does not transmit an instruction to pay out to the payout control device 200 to stop the payout. Also, it may be configured such that an input signal from the touch sensor 40a is input to the game control device 100, and when the touch sensor 40a does not detect contact of a human body, the game control device 100 does not transmit permission to launch to the payout control device 200 to stop the launch.

[0050] The performance control device 300 includes an MPU 301 that performs arithmetic processing and the like, a PROM 302 that stores various control programs and fixed-value data executed by the MPU 301, a work RAM 303 that can be used as a work area, an RTC (Real-Time Clock) 304 that serves as a timing means for generating information indicating the current date and time (year, month, day, day of the week, time, etc.), and an input / output port 305 for connecting various devices. Further, the performance control device 300 includes a VDP (Video Display Processor) 306 as a graphic processor that performs image processing for video display on the display device 81, a VRAM 307 used as a work area for the VDP 306, a character ROM 308 that stores character images and video data, and a voice ROM 309 that stores voice data. These are connected via a bus.

[0051] Connected to the input / output port of the performance control device 300 are a display device 81 provided in the variable display unit 80, a movable performance device 82, a light-emitting means 33 provided at various locations of the gaming machine 1, and a speaker 34, and the operations of these can be controlled. When necessary for output to these devices, output is performed via a driver. Also, connected to the input / output port of the performance control device 300 are a performance button switch 41a that detects the operation input of the performance button 41, a cross key switch 42a that detects the operation input of the cross key 42, and a movable performance device switch 82a for detecting the operation state of the movable performance device, and control regarding the performance is performed based on the input signals from these switches. When necessary for input from these switches and sensors, input is performed via an input interface.

[0052] The performance control device 300 controls the performance based on information from the game control device 100. Examples of the performance include execution of a decorative special figure game corresponding to the special figure game executed by the game control device 100, execution of a performance according to the game state, display of an image on the display device 81, lighting of the light-emitting means 33, output of voice from the speaker 34, operation of the movable performance device 82, and a performance corresponding to the operation of the performance button 41 or the cross key 42.

[0053] Note that although the effect control device 300 is described as a single control device, it may be composed of a plurality of control devices. For example, it may be divided into a display control device that controls the display on the display device 81 and an audio and light emission control device that performs other controls. In this case, the information from the game control device 100 may be received by the audio and light emission control device, and the audio and light emission control device may send an instruction regarding the display content on the display device 81 to the display control device.

[0054] The power supply device 250 includes a normal power supply 251, a backup power supply 252, and a power failure detection circuit 253. The normal power supply 251 converts the power supplied from outside the gaming machine 1 so that it is suitable for use in the gaming machine 1, and supplies it to each control device, drive source, light emitting means, etc. The backup power supply 252 is capable of supplying power when power is not supplied from the normal power supply 251. A state where power is not supplied from the normal power supply 251 occurs when the power switch of the gaming machine 1 is operated to cut off the power, or when a power failure occurs. The backup power supply 252 is configured to supply power to the game control device 100 and the payout control device 200, thereby maintaining the stored contents in the RAM 103 of the game control device 100 and the RAM 203 of the payout control device 200 even in a power-off state.

[0055] The power failure detection circuit 253 monitors the output voltage from the normal power supply 251 and transmits power failure occurrence information to the game control device 100 and the payout control device 200 when the voltage drops below a predetermined value. The game control device 100 and the payout control device 200 perform processing at the time of power failure based on the reception of the power failure occurrence information. Note that the power failure occurrence information may also be transmitted to the effect control device 300. In the gaming machine of the present embodiment, the voltage of 24 volts of DC stabilization, which is the maximum voltage output from the normal power supply 251, is monitored, and power failure occurrence information is transmitted when this voltage becomes less than 22 volts. The voltage for determining the occurrence of a power failure can be arbitrarily set. However, the configuration is such that the output of the drive voltage (for example, 5V) of the control system can be maintained at a normal value for a sufficient time from the determination of the occurrence of a power failure until the processing at the time of power failure is completed.

[0056] [Overview of the game] In the gaming machine 1 of the present embodiment, the game is played by hitting a game ball from the launching device 22 toward the game area 73. The hit game ball flows down through the game area 73 while changing its flow direction by a windmill 74, an obstacle pin 75, etc., which are variable means arranged at various places in the game area 73 and capable of changing the flow direction of the game ball, and flows into either the first start port 76, the second start port 77, the general winning port 96, the normal variable winning device 79, the special variable winning device 94, or the out port 97 and is discharged from the game area 73.

[0057] The inflow of the game ball into the first start port 76, the second start port 77, the general winning port 96, the normal variable winning device 79, or the special variable winning device 94 is detected by a corresponding switch, and a detection signal is input to the game control device 100. The game control device 100 performs processing to instruct the payout control device 200 to pay out a corresponding number of prize balls based on the input from the switch. Based on this, the payout control device 200 drives the payout device 55 to pay out the prize balls to the upper tray 36 or the lower tray 38.

[0058] Based on the input of the detection signal from the gate switch 78a that detects the inflow of game balls into the through gate 78, the game control device 100 can store a normal pattern reservation, which is the right to execute a normal pattern game. The normal pattern reservation can be stored up to a predetermined upper limit number (for example, 4). If the number of normal pattern reservations is less than the upper limit number, one normal pattern reservation is stored. The number of normal pattern reservations is displayed on the normal pattern reservation display section 66 of the comprehensive display device 60. The normal pattern reservation stores a random number value extracted based on the input of the detection signal from the gate switch 78a. The random number values include the random number value per normal pattern, which is the random number value for determining the result of the normal pattern game.

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

[0060] In addition, it is also possible to have multiple types of winning in the normal pattern game and store the random number value for normal pattern type for determining the winning type of the normal pattern game in the normal pattern reservation. In this case, the type of result such as the winning type is determined based on the random number value for normal pattern type. Also, it is possible to store the random number value for normal pattern variation time for determining the variation time of the normal pattern game in the normal pattern reservation. In this case, the variation time of the normal pattern game is determined based on the game state and the random number value for normal pattern variation time.

[0061] The game control device 100 displays the normal pattern game on the normal pattern display section 63 of the comprehensive display device 60. The normal pattern game displayed here performs a variation display that sequentially displays multiple types of identification information over the determined variation time, and then displays the identification information corresponding to the result as the result mode. When the result of the normal pattern game is a miss, the result mode corresponding to the miss is stopped and displayed on the normal pattern display unit 63, and the normal pattern game ends. When the result of the normal pattern game is a win, the result mode corresponding to the win is stopped and displayed on the normal pattern display unit 63, the normal pattern game ends, and the game shifts to the winning state of the normal pattern. In the winning state of the normal pattern, the normal variable winning device 79c is operated, and control is performed to release the movable member 79b of the normal variable winning device 79 in a predetermined pattern. In the winning state of the normal pattern, either the maximum number of winning balls (for example, 10) wins from the conversion of the normal variable winning device 79 to the open state, or the time when the normal variable winning device 79 is in the open state reaches the maximum opening time (for example, 0.2 seconds, 0.5 seconds, or 2 seconds). Based on the establishment of either condition, the normal variable winning device 79 is converted to the closed state.

[0062] In the gaming machine 1 of this embodiment, as the gaming state of the normal pattern, there are three states: a non-time-shortening state, a slightly time-shortening state, and a time-shortening state, and the state shifts based on the establishment of predetermined conditions. In a situation where a normal pattern hold always exists, in the non-time-shortening state, the time during which the normal variable winning device 79 is in the open state per unit time is the shortest, in the slightly time-shortening state, the time during which the normal variable winning device 79 is in the open state per unit time is longer than that in the non-time-shortening state, and in the time-shortening state, the time during which the normal variable winning device 79 is in the open state per unit time is longer than that in the slightly time-shortening state. That is, it is most difficult for the non-time-shortening state to flow into the normal variable winning device 79, the slightly time-shortening state is easier to flow into the normal variable winning device 79 than the non-time-shortening state, and the time-shortening state is easier to flow into the normal variable winning device 79 than the slightly time-shortening state.

[0063] The differences in these normal pattern gaming states are realized by making any one or all of the winning probability of the normal pattern game, the variation time of the normal pattern game, the opening time and the number of opening times of the normal variable winning device 79 in the winning state, and the maximum number of winning balls which is the upper limit value that can win the normal variable winning device 79 in one winning state of the normal pattern different. Note that the gaming state of the normal pattern may be only two states: a non-time-shortening state and a time-shortening state.

[0064] Based on the input of the detection signal from the first start port switch 76a that detects the inflow of game balls into the first start port 76, the game control device 100 can store the special figure 1 reservation, which is the right to execute the special figure 1 game, as the special figure reservation that is the right to execute the special figure game. Also, based on the input of the detection signal from the second start port switch 77a that detects the inflow of game balls into the second start port 77, the game control device 100 can store the special figure 2 reservation, which is the right to execute the special figure 2 game, as the special figure reservation that is the right to execute the special figure game. Furthermore, based on the input of the detection signal from the general electric switch 79a that detects the inflow of game balls into the normal variable winning device 79, the game control device 100 can store the special figure 2 reservation, which is the right to execute the special figure 2 game, as the special figure reservation that is the right to execute the special figure game. In the following description, the special figure game means both the special figure 1 game and the special figure 2 game, and the special figure reservation means both the special figure 1 reservation and the special figure 2 reservation.

[0065] The special figure reservation can store up to a predetermined upper limit number (for example, 4) for each of the special figure 1 reservation and the special figure 2 reservation. If the special figure reservation to be stored is less than the upper limit number, one such special figure reservation will be stored. The number of special figure 1 reservations is displayed on the special figure 1 reservation display section 64 of the comprehensive display device 60, and the number of special figure 2 reservations is displayed on the special figure 2 reservation display section 65 of the comprehensive display device 60. In the special figure reservation, various random number values extracted based on the input of the detection signal from the first start port switch 76a, the second start port switch 77a, or the general electric switch 79a are stored. The various random number values include the random number value per special figure, which is the random number value for determining the result of the special figure game, the special figure type random number value, which is the random number value for determining the type of the result of the special figure game, and the special figure variation type random number value, which is the random number value for determining the variation type of the special figure game.

[0066] When the game control device 100 has a special figure reservation and is not in the special game state that transitions during the execution of the special figure game or when the special figure game is a winning game, the game control device 100 starts the special figure game based on the oldest special figure reservation in the storage order among the special figure reservations. In the gaming machine of the present embodiment, the special figure 1 game and the special figure 2 game are not executed simultaneously. Also, regardless of whether the special figure hold is a special figure 1 hold or a special figure 2 hold, it is digested in the order of storage. Therefore, if the oldest special figure hold in the order of storage among the special figure holds is a special figure 1 hold, the special figure 1 game is executed based on the special figure 1 hold, and if the oldest special figure hold in the order of storage among the special figure holds is a special figure 2 hold, the special figure 2 game is executed based on the special figure 2 hold.

[0067] Note that it may be possible to execute the special figure 1 game and the special figure 2 game simultaneously. Also, it may be possible to preferentially digest either the special figure 1 hold or the special figure 2 hold, and digest the other special figure hold when there is no such hold. In this case, the special figure 1 hold is digested starting from the oldest one in the order of storage among the special figure 1 holds, and the special figure 2 hold is digested starting from the oldest one in the order of storage among the special figure 2 holds.

[0068] When the game control device 100 starts a special figure game based on a special figure hold, it determines the content of the special figure game based on various random number values stored in the special figure hold, and executes the special figure game according to the determined content. That is, the result of the special figure game such as a big win is determined based on the random number value per special figure. The probability states for a big win include a low probability state and a high probability state higher than the low probability state, and either probability state is set. Note that it may always be a constant probability state. Also, the type of result such as the type of big win is determined based on the special figure type random number value, and the variation type such as the variation time of the special figure game, the presence or absence of a reach, and the type of reach is determined based on the special figure variation type random number value.

[0069] The special figure 1 game is displayed on the special figure 1 display unit 61 of the comprehensive display device 60, and the special figure 2 game is displayed on the special figure 2 display unit 62 of the comprehensive display device 60. The special figure game displayed here performs a variation display that sequentially displays a plurality of types of identification information over the determined variation time, and then displays the determined result and the identification information corresponding to the type of result as a result mode.

[0070] When the result of the special figure game is a miss, the miss result mode is displayed, the special figure game is ended, and the next special figure game can be executed. When the result of the special figure game is a big win, the big win result mode is displayed, the special figure game is ended, the special variable winning device 94 is converted to the open state, and the game shifts to a special game state that allows the inflow of game balls. Note that, as the result of the special figure game, results other than a miss and a big win may be provided. For example, it may include a short win that shifts to the normal figure game state without going through the special game state, or a small win that shifts to a small win game state in which the special variable winning device 94 can be converted to the open state.

[0071] A big win is a special result (first special result) accompanied by the operation of a conditional device, and a small win is a special result (second special result) not accompanied by the operation of the conditional device. The conditional device is something that operates when the special figure game results in a big win. When the conditional device operates, for example, a specific flag is set (the accessory continuous operation device is operated) to cause the special game state to occur and continuously operate the special variable winning device 94 as a special electric accessory. When the conditional device does not operate, for example, it means that the aforementioned flag is not set as in the case of a small win. Note that the "conditional device" may be software means such as a flag that is turned on and off software-wise as described above, or hardware means such as a switch that is turned on and off electrically. Also, the "conditional device" is a term commonly used in the field of pachinko gaming machines as a device whose operation is a necessary condition for the continuous operation of electric accessories, and is used in this specification as a term having the same meaning.

[0072] In the special game state, the rounds in which the special variable winning device 94 is in the open state can be executed a predetermined number of times with an interval period in between. When a round starts, the special variable winning device 94 is converted to the open state. Based on either of the conditions that the maximum number of winning game balls (for example, 10) are won since the conversion of the special variable winning device 94 to the open state, or the time when the special variable winning device 94 has been in the open state reaches the maximum open time (for example, 29 seconds), the special variable winning device 94 is converted to the closed state and the round ends.

[0073] In addition, the game control device 100 transmits information regarding the content of the special figure game determined at the start of the special figure game to the effect control device 300. Based on the received information, the effect control device 300 determines and executes the execution mode and effects of the decorative special figure game corresponding to the special figure game. The decorative special figure game performs a variable display in which a plurality of types of identification information (numbers, symbols, character symbols, etc.) are sequentially displayed on the display device 81 over the variable time of the special figure game, and then displays the identification information corresponding to the result of the special figure game as the result mode.

[0074] When a reach is selected as the variable type of the special figure game, the effect control device 300 executes a reach effect corresponding to the reach type in the decorative special figure game. For example, in the case where the decorative special figure game stops after performing variable display of identification information in each of the three variable display areas and then displays the result mode according to the combination of the stop modes of the identification information in each variable display area, the reach effect is an effect in which the state satisfies the condition that the modes of the identification information temporarily stopped in at least two variable display areas become the result mode corresponding to the big win result. In addition, the so-called full rotation reach effect in which variable display is performed by a plurality of variable display areas while maintaining the state of being the result mode corresponding to the big win result is also included in the reach effect. The game control device 100 can select the occurrence of a reach regardless of the result of the special figure game, but at least when the result of the special figure game is a big win, it selects the occurrence of a reach. Therefore, when a reach is selected, the probability of a big win is higher than when a reach is not selected, and the execution of the reach effect has the effect of enhancing the player's expectation.

[0075] [Specifications of the gaming machine] FIG. 10 shows the specifications of the gaming machine 1 of the present embodiment. As shown in FIG. 10(a), the probability of the result of the special figure game being a big win is common between the special figure game 1 and the special figure game 2, and there are a low probability state and a high probability state in which the probability of a big win is higher than the low probability state. Note that the big win probability may be made different according to the probability setting value. In addition, the short-time per play that causes a transition to the normal game state without going through a special game state can only be derived when it is in the state without short-time and the low-probability state. Therefore, in the state without short-time, either a jackpot or a short-time per play result is derived.

[0076] As shown in FIG. 10(b), the winning probability of the normal game, the variation time of the normal game, and the opening time of the normal variation winning device 79 in the winning state of the normal diagram vary depending on the game state. The time during which the normal variation winning device 79 is in the open state per unit time is the shortest in the state without short-time, longer in the very short-time state than in the state without short-time, and longer in the short-time state than in the very short-time state.

[0077] As shown in FIG. 10(c), the types of jackpots in the special diagram game include a 10R probability-variable jackpot and a 10R normal jackpot. The 10R probability-variable jackpot has 10 rounds in the special game state, and becomes a high-probability state and a short-time state until the next jackpot occurs after the end of the special game state. The 10R normal jackpot has 10 rounds in the special game state, and becomes a low-probability state and a short-time state after the end of the special game state. The short-time state set here ends by executing 100 special diagram games without a jackpot occurring and transitions to the state without short-time.

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

[0079] In addition, a ceiling function may be provided that transitions to the time reduction state when a predetermined number of special figure games are executed without a big win occurring in the low probability state. Also, the number of games in the time reduction state or the very short time reduction state is not limited to the above. Furthermore, although the number of games in the time reduction state or the very short time reduction state is determined based only on the types of big wins and time reductions per occurrence, it may be determined in consideration of the game state at the time of occurrence of big wins and time reductions per occurrence in addition to the types of big wins and time reductions per occurrence. In this case, the correspondence between the types of big wins and time reductions per occurrence, the game state at the time of occurrence of big wins and time reductions per occurrence, and the number of games in the time reduction state or the very short time reduction state may be determined in advance. For example, even if the results are the same, the number of games in the time reduction state or the very short time reduction state may be different depending on the game state at the time of occurrence. Examples of the game state include whether it is a low probability state or a high probability state, and whether it is a non-time reduction state, a very short time reduction state, or a time reduction state. Also, based on the types of big wins and time reductions per occurrence and the game state at the time of occurrence of big wins and time reductions per occurrence, it may be determined whether to be in the time reduction state or the very short time reduction state. For example, even if the results are the same, there may be cases where it becomes the time reduction state and cases where it becomes the very short time reduction state depending on the game state at the time of occurrence.

[0080] [Game State Transition Diagram] FIG. 11 shows a game state transition diagram for explaining the transition of the game state in the gaming machine 1 of the present embodiment. The game states include the first to fourth game states and the special game state, and the gaming machine stays in one of the game states.

[0081] The first game state ST1 is a low-probability state and a state without time reduction, and is a game state determined to play the game with a left hit aiming at the start winning device 90. In this first game state ST1, either a jackpot or a time-reduction win result is derived. When a time-reduction win A, B, C, or D is derived in this first game state ST1, it shifts to the third game state ST3. Also, when a time-reduction win E is derived in the first game state ST1, it shifts to the second game state ST2. Further, when a jackpot is derived in the first game state ST1, it shifts to the special game state ST5.

[0082] The second game state ST2 is a low-probability state and a very short time-reduction state, and is a game state determined to play the game with a left hit aiming at the start winning device 90. When a jackpot is derived in this second game state ST2, it shifts to the special game state ST5. Also, when 1324 special figure games are executed without a jackpot occurring in the second game state ST2, it shifts to the first game state ST1.

[0083] The third game state ST3 is a low-probability state and a time-reduction state, and is a game state determined to play the game with a right hit aiming at the normal variable winning device 79. When a jackpot is derived in this third game state ST3, it shifts to the special game state ST5. Also, when a specified number of special figure games are executed without a jackpot occurring in the third game state ST3, it shifts to the first game state ST1. This specified number varies depending on the type of time-reduction win that triggered the shift to the third game state ST3. In the case of time-reduction win A, it is 100 times; in the case of time-reduction win B, it is 20 times; in the case of time-reduction win C, it is 50 times; in the case of time-reduction win D, it is 1324 times; and in the case of a 10R normal jackpot, it is 100 times.

[0084] The fourth game state ST4 is a high-probability state and a time-reduction state, and is a game state determined to play the game with a right hit aiming at the normal variable winning device 79. When a jackpot is derived in this fourth game state ST4, it shifts to the special game state ST5. This fourth game state ST4 is a game state that shifts when the special game state ST5 based on a 10R probability-variable jackpot ends, and is set to stay until the next jackpot occurs.

[0085] [Processing in the Game Control Device] The control of the gaming machine 1 that conducts such games will be described below. First, the control executed by the game control device 100 will be described. The control process by the game control device 100 mainly consists of the main process shown in FIG. 12 and the timer interrupt process shown in FIG. 13 that is performed at a predetermined time period (for example, 4 milliseconds).

[0086] [Main Process] The main process starts when the power of the gaming machine 1 is turned on. In this main process, first, the initial setting process at power-on (step S1) is performed. In this process, access permission to the RAM 103, setting of an initial value to the stack pointer, setting of the serial port used for communication with the payout control device 200, the effect control device 300, etc. are performed. Also, by setting a predetermined wait time for waiting to shift to the next process, a time for waiting for the activation of other control devices such as the payout control device 200 and the effect control device 300 is provided to prevent problems such as missed commands.

[0087] Next, the internal function register setting process (step S2) is performed. In this process, the interrupt period of the timer interrupt process is set to a predetermined period (for example, 4 milliseconds). Also, activation of the random number generation circuit provided in the MPU 101, setting of the random number range which is the numerical range of various random number counters, etc. are performed. Thereafter, the initial processing flag is set (step S3). In the initial processing (steps S1 to S19) accompanying power-on, basically the timer interrupt process described later is not performed, but interrupts may be permitted in some processes. By setting the initial processing flag, it is possible to prevent the game-related processes other than power failure monitoring, update of various random number counters, and fraud monitoring from being performed in the timer interrupt process during the execution of the initial processing (steps S1 to S19) accompanying power-on.

[0088] Next, it is determined whether the power failure occurrence flag set when the power is turned off is a normal value (step S4). If it is normal (step S4; Y), the checksum of a predetermined area of the RAM 103 is calculated, and it is determined whether it matches the checksum calculated and stored when the power was turned off (step S5). If the checksums match (step S5; Y), it is determined whether the probability setting value is normal (step S6).

[0089] The probability setting value can be selected from any one of six levels from setting 1 to setting 6, and a value corresponding to the currently selected probability setting value is stored in the probability setting value area of the RAM 103. Therefore, if the value stored in the probability setting value area corresponds to any one of settings 1 to 6, it is in a normal state. If the probability setting value is normal (step S6; Y), it is determined whether there is a setting change in progress flag (step S7).

[0090] Also, if the power failure occurrence flag is not normal (step S4; N), if the checksums do not match (step S5; N), or if the probability setting value is not normal (step S6; N), the game stop flag is set assuming that the information stored in the RAM 103 is abnormal (step S12). By setting the game stop flag, in the timer interrupt process described later, processing related to games other than monitoring for power failure, updating various random number counters, and monitoring for fraud is not performed.

[0091] Then, it is determined whether the RAM initialization switch 107 is on (step S13). If it is not on (step S13; N), that is, if the RAM initialization switch 107 has not been operated, RAM abnormality processing (step S18) is performed, and the process proceeds to step S19. In the RAM abnormality processing (step S18), for example, settings of commands indicating RAM abnormality to be transmitted to the effect control device 300 and settings of information notifying the occurrence of an abnormality to external devices such as the hall computer are performed. When the effect control device 300 receives a command indicating an abnormality of the RAM, it notifies the abnormality using the display device 81, the light emitting means 33, and the speaker 34.

[0092] Return to step S13. If the RAM initialization switch 107 is on (step S13; Y), it is determined whether the setting key switch 108 is on (step S14). If the setting key switch 108 is on (step S14; Y), that is, when the setting key is inserted into the setting key operation unit and turned, setting change processing (step S15) is performed and the process proceeds to step S19.

[0093] In the setting change processing (step S15), various processes related to the change of the probability setting value are performed. First, interrupts are permitted to enable the execution of timer interrupt processing. Also, a setting change in progress flag indicating that the setting change processing is being executed is set. As a result, when the power is cut off and then restored during the setting change process, the setting change processing is performed again. Furthermore, the game stop flag is cleared. As a result, if the information stored in the RAM 103 is abnormal, it can be resolved by going through the setting change process.

[0094] Then, a process of sequentially changing the probability setting value according to the operation of the RAM initialization switch 107 is performed, and the probability setting value at that time is set based on the fact that the setting key switch 108 is turned off. The selected probability setting value is displayed on the performance display monitor 109. Thereafter, interrupts are prohibited, and the area of the RAM 103 except for the area for the probability setting value for storing the probability setting value is initialized, and the setting change process ends. In addition, when there is a ceiling function that sets the time shortening state when a certain number of special figure games are executed without a big win occurring, a ceiling counter area for managing the number of games until the ceiling is reached is provided in the RAM 103, but the ceiling counter area may or may not be initialized.

[0095] Return to step S14. If the setting key switch 108 is not on (step S14; N), it is determined whether there is a game stop flag (step S16). If there is a game stop flag (step S16; Y), RAM abnormality processing (step S18) is performed. That is, when the game stop flag is set assuming that the information stored in the RAM 103 is abnormal, the setting change process (step S15) must be passed through, thereby preventing the business from starting with an unintended probability setting value set.

[0096] Also, if there is no game stop flag (step S16; N), RAM initialization processing (step S17) is performed and the process proceeds to step S19. In this RAM initialization process, the area of the RAM 103 excluding the probability setting value area for storing the probability setting value and the performance display area for storing information for calculating the base value and the accessory ratio is initialized. As a result, a low probability state and a non-time shortening state are obtained. Also, if a ceiling counter area is provided, it may or may not be initialized.

[0097] Return to step S7 when the information stored in the RAM 103 is normal. If there is a setting change in progress flag (step S7; Y), the process proceeds to the setting change process (step S15). If there is no setting change in progress flag (step S7; N), it is determined whether the RAM initialization switch 107 is on (step S8). If the RAM initialization switch 107 is on (step S8; Y), the process proceeds to step S14. Also, if the RAM initialization switch 107 is not on (step S8; N), it is determined whether the setting key switch 108 is on (step S9).

[0098] When the setting key switch 108 is on (step S9; Y), setting confirmation processing (step S11) is performed to make the probability setting value confirmable. Also, when the setting key switch 108 is not on (step S9; N), it is determined whether there is a setting confirmation in progress flag (step S10). If there is no setting confirmation in progress flag (step S10; N), the process proceeds to step S19. Also, if there is a setting confirmation in progress flag (step S10; Y), setting confirmation processing (step S11) is performed.

[0099] In the setting confirmation processing (step S11), various processes are performed to make the probability setting value confirmable. First, interrupts are permitted to enable the execution of timer interrupt processing. Also, a setting confirmation in progress flag indicating that the setting confirmation processing is being executed is set. This ensures that when the power is cut off and then restarted during the setting confirmation process, the setting confirmation processing is performed again. Furthermore, a process of displaying the current probability setting value on the performance display monitor 109 is performed, and based on the setting key switch 108 being turned off, the setting confirmation in progress flag is cleared, interrupts are prohibited, and the setting confirmation processing ends.

[0100] In step S19, the initial processing in progress flag is cleared. This enables game-related processing in the timer interrupt processing described later. Thereafter, the loop processing from steps S20 to S23 is repeatedly performed. In this loop processing, interrupts are prohibited (step S20), and a random number initial value update process (step S21) is performed to update the values of various initial value random numbers and disrupt the regularity of the random numbers. Furthermore, a variation type random number update process (step S22) is performed to update the variation type random number for determining the variation type of the special figure game, and interrupts are permitted (step S23).

[0101] In the random number initial value update process (step S21) and the variation type random number update process (step S22), the counter is updated by +1 each time the process is performed, and when the maximum value of the predetermined random number range is reached, it is updated in a manner that returns to 0. The loop process is performed during the time from the end of the timer interrupt process to the start of the next timer interrupt process. However, since this time varies depending on the content of the timer interrupt process, the number of times the loop process is performed becomes irregular, and irregularity can be imparted to the random number initial value and the variation type random number.

[0102] [Timer interrupt process] FIG. 13 shows the timer interrupt process. This timer interrupt process is an interrupt routine that starts at a predetermined period (for example, 4 milliseconds). In this timer interrupt process, first, a power failure monitoring process (step S41) for monitoring the occurrence of a power failure is performed. In this power failure monitoring process, the power failure occurrence information output from the power failure detection circuit 253 is monitored in accordance with the occurrence of a power failure, and when the power failure occurrence information is received, the process at the time of power failure is performed. In the process at the time of power failure, a power failure occurrence flag is set, and a checksum is calculated and saved. Thereafter, access to the RAM 103 is prohibited and the power supply is waited to be cut off.

[0103] Next, a random number update process (step S42) for updating the special figure type random number, the random number per general figure, the variation type random number, etc., and a random number initial value update process (step S43) for updating the values of various initial value random numbers to break the regularity of the random numbers are performed. In these update processes, each random number counter is updated by +1, and when the numerical value in the predetermined random number range makes a full cycle, the start value is changed using the random number initial value that is updated as needed. Note that although the random number per general figure is updated in the random number generation circuit of the MPU 101, it may be updated in the same manner in the random number update process.

[0104] Next, an illegal detection process (step S44) is performed. In the illegal detection process, the detection signal from the illegal detection sensor 98 is monitored, and when the input of the detection signal satisfies a predetermined condition, a process of transmitting an illegal detection command for notifying an abnormality to the effect control device 300, a process of setting a game stop flag to stop the game, etc. are performed. When there is a game stop flag (step S45; Y) or an initial processing flag (step S46; Y), the timer interrupt process ends without performing the subsequent processes. Also, when there is no game stop flag (step S45; N) and no initial processing flag (step S46; N), output processing (step S47) is performed. In the output processing (step S47), drive control of the big winning port solenoid 94c, general power solenoid 79c, etc. is performed based on the output data set in various processes.

[0105] Next, input processing (step S48) is performed to read the state of the input port and capture inputs and signals from various sensors and switches, and ball entry detection processing (step S49) is performed to perform corresponding processing based on the inputs from the first start port switch 76a, second start port switch 77a, general power switch 79a, big winning port switch 94a, general winning port switch 96a, and gate switch 78a. Then, timer update processing (step S50) is performed to update the timer counter, and launch control processing (step S51) is performed to control the launch of the game balls. Further, abnormality monitoring processing (step S52) is performed to monitor abnormalities of the gaming machine based on the information read in the input processing.

[0106] Thereafter, general drawing general power processing (step S53) is performed to control the general drawing game and the general variable winning device 79, special drawing special power processing (step S54) is performed to control the special drawing game and the special variable winning device 94, and display control processing (step S55) is performed to control the display on the comprehensive display device 60. Further, payout control processing (step S56) for controlling the payout of game balls and external information setting processing (step S57) for setting information to be output to various external devices are performed. Then, performance display control processing (step S58) is performed to set information necessary for calculating the base value and accessory ratio and control the performance display monitor 109, and the timer interrupt process ends.

[0107] [Ball Entry Detection Processing] FIG. 14 shows the ball entry detection process (step S49) in the above-described timer interrupt process. In this process, first, it is determined whether there is an input to the big winning opening switch 94a (step S61). If there is no input (step S61; N), the process proceeds to step S65. If there is an input (step S61; Y), it is determined whether the special variable winning device 94 is in a winning permission state (step S62).

[0108] If the special variable winning device 94 is not in a winning permission state (step S62; N), the process proceeds to step S65. If the special variable winning device 94 is in a winning permission state (step S62; Y), the corresponding payout counter is incremented by 1 (step S63). As a result, the payout of prize balls accompanying a win in the special variable winning device 94 is set. Thereafter, a big winning opening winning command is transmitted to the effect control device 300 (step S64), and the process proceeds to step S65. The effect control device 300 can execute effects such as updating the display of the cumulative number of prize balls won when receiving the big winning opening winning command.

[0109] Since the special variable winning device 94 cannot be won in the closed state (first state) and can be won in the open state (second state), during the period when winning in the special variable winning device 94 is possible, the prize balls accompanying a win are paid out as a winning permission state, and during the period when winning in the special variable winning device 94 is not possible, even if a win occurs, the prize balls are not paid out as a non-winning state. Examples of the period when winning in the special variable winning device 94 is possible include the period of the special game state, and examples of the period when winning in the special variable winning device 94 is not possible include the period when it is not in the special game state. Even in the special game state, there may be a period of winning permission state and a period of non-winning permission state. For example, during the opening period, interval period, and ending period when the special variable winning device 94 is in the closed state, it may be set to the non-winning state, and in the round, it may be set to the winning permission state.

[0110] In step S65, it is determined whether there is an input to the general power switch 79a. If there is no input (step S65; N), the process proceeds to step S68. If there is an input (step S65; Y), it is determined whether the normal variable winning device 79 is in a winning permission state (step S66). If the normal variable winning device 79 is not in a winning permission state (step S66; N), the process proceeds to step S68. If the normal variable winning device 79 is in a winning permission state (step S66; Y), the corresponding payout counter is incremented by 1 (step S67), and the process proceeds to step S68. As a result, the payout of prize balls associated with winning in the normal variable winning device 79 is set.

[0111] Since the normal variable winning device 79 cannot win in the closed state (first state) and can win in the open state (second state), during the period when winning in the normal variable winning device 79 is possible, the payout of prize balls associated with winning is made in the winning permission state, and during the period when winning in the normal variable winning device 79 is not possible, even if a win occurs in the non-winning permission state, no payout of prize balls is made. As the period when winning in the normal variable winning device 79 is possible, the period of the winning state in the general diagram can be cited, and as the period when winning in the normal variable winning device 79 is not possible, the period that is not the winning state in the general diagram can be cited. Even in the winning state of the general diagram, there may be a period of winning permission state and a period of non-winning permission state. For example, for the period when the normal variable winning device 79 is in the closed state, it can be set as the non-winning permission state, and only for the period when the normal variable winning device 79 is in the open state, it can be set as the winning permission state. Even if a win occurs in the non-winning permission state, the occurrence of the reserved special figure 2 is possible, but this can also be made invalid.

[0112] In step S68, it is determined whether there is an input to the first start port switch 76a. If there is no input (step S68; N), the process proceeds to step S70. If there is an input (step S68; Y), the corresponding payout counter is incremented by 1 (step S69), and the process proceeds to step S70. As a result, the payout of prize balls associated with winning in the first start port 76 is set. In step S70, it is determined whether there is an input to the second start port switch 77a. If there is no input (step S70; N), the process proceeds to step S72. If there is an input (step S70; Y), the corresponding payout counter is incremented by 1 (step S71), and the process proceeds to step S72. As a result, the payout of prize balls associated with winning at the second start port 77 is set. In step S72, it is determined whether there is an input to the general winning port switch 96a. If there is no input (step S72; N), the ball entry detection process ends. If there is an input (step S72; Y), the corresponding payout counter is incremented by 1 (step S73), and the ball entry detection process ends. As a result, the payout of prize balls associated with winning at the general winning port 96 is set.

[0113] [Special Figure Special Electric Process] FIG. 15 shows the special figure special electric process (step S54) in the above-described timer interrupt process. In this special figure special electric process, the occurrence of special figure reservation and the control of the entire process related to the special figure game are performed. First, the special figure reservation generation process (step S81) is performed. In this process, based on winning at the first start port 76, the second start port 77, and the normal variable winning device 79, various random numbers are extracted and stored as special figure reservation, which is the right to execute the special figure game.

[0114] Next, the value of the special figure special electric counter is obtained (step S82), the special figure special electric address table is set (step S83), and the start address of the process corresponding to the value of the special figure special electric counter is obtained using the special figure special electric address table (step S84). Then, the process branches to the process indicated by the start address (step S85). As a result, it is possible to branch to the process according to the current gaming state.

[0115] When the value of the special figure special electric counter is 0, a special figure variation start process (step S86) for setting the start of the special figure game and the like is performed, and the special figure special electric process is terminated. When the value of the special figure special electric counter is 1, a special figure variation in-process (step S87) for setting the stop time of the special figure game and the like is performed, and the special figure special electric process is terminated. When the value of the special figure special electric counter is 2, a special figure determination in-process (step S88) for performing processing at the end of the special figure game according to the result of the special figure game and the like is performed, and the special figure special electric process is terminated.

[0116] When the value of the special figure special electric counter is 3, a special electric start process (step S89) for setting the start of the special game state and the like is performed, and the special figure special electric process is terminated. When the value of the special figure special electric counter is 4, a special electric release in-process (step S90) for performing processing related to the end of a round in the special game state and the like is performed, and the special figure special electric process is terminated. When the value of the special figure special electric counter is 5, a special electric closing in-process (step S91) for performing processing related to the start of a round in the special game state and the like is performed, and the special figure special electric process is terminated. When the value of the special figure special electric counter is 6, a special electric end process (step S92) for performing processing related to the end of the special game state and the like is performed, and the special figure special electric process is terminated.

[0117] [Special figure hold occurrence process] FIG. 16 shows the special figure hold occurrence process (step S81) in the special figure special electric process. In this process, first, it is determined whether there is a target winning (step S101). The target winning is a winning in the first start port 76, the second start port 77, and the normal variation winning device 79. If there is no target winning (step S101; N), the special figure hold occurrence process is terminated. Also, if there is a target winning (step S101; Y), it is determined whether the number of special figure holds of the target is less than the upper limit value (step S102). In the case of a winning in the first start port 76, a special figure 1 hold can be generated, so the number of special figure holds of the target is the number of special figure 1 holds, which is the number of special figure 1 holds. In the case of a winning in the second start port 77 and the normal variation winning device 79, a special figure 2 hold can be generated, so the number of special figure holds of the target is the number of special figure 2 holds, which is the number of special figure 2 holds.

[0118] If the number of target special figure holds is not less than the upper limit value (step S102; N), the process of generating a special figure hold ends because no more target special figure holds can be memorized. Also, if the number of target special figure holds is less than the upper limit value (step S102; Y), the number of target special figure holds is updated by +1 (step S103), various random values are acquired and stored in the special figure hold storage area of the RAM 103 (step S104).

[0119] The various random values to be acquired include a random value per special figure, a random value for the special figure type, and a random value for the variation type, and these are stored for each special figure hold. Also, in the gaming machine 1 of the present embodiment, since the special figure 1 hold and the special figure 2 hold are consumed in the order of generation, information regarding the order of generation is also stored. Further, with the occurrence of a special figure hold, the display of the corresponding hold display part among the special figure 1 hold display part 64 and the special figure 2 hold display part 65 of the comprehensive display device 60 is updated.

[0120] In the special figure hold storage area of the RAM 103, a special figure 1 hold storage area for storing a special figure 1 hold and a special figure 2 hold storage area for storing a special figure 2 hold are provided. In the special figure 1 hold storage area and the special figure 2 hold storage area, a number of storage areas corresponding to the upper limit value of the respective number of holds are provided, and the information of one special figure hold is stored in one storage area. Also, ranks are determined for the storage areas in each of the special figure 1 hold storage area and the special figure 2 hold storage area, and they are stored in the storage areas with higher ranks in order from the oldest in the storage order. When digesting a special figure hold, the oldest special figure hold in the storage order stored in the storage area with the highest rank is digested, and the information of the other special figure holds is shifted to the storage area with a rank one higher.

[0121] After storing the information to be reserved for special drawings, a pre-judgment process (step S105) is performed. In this process, the information of the special drawing game based on the special drawing reservation is judged before the start of the special drawing game based on the special drawing reservation. The information of the special drawing game includes the result of the special drawing game and the variation type. Note that, depending on the progress state of the game, etc., the judgment result at the time of the pre-judgment process may be different from the judgment result when the special drawing game is actually started. Therefore, it is preferable to perform the pre-judgment in consideration of this point. The result of this pre-judgment process is transmitted to the effect control device 300 as a pre-judgment command, and the effect control device 300 can execute an effect based on the pre-judgment result.

[0122] After that, a target special drawing reservation command is transmitted to the effect control device 300 (step S106), and the special drawing reservation generation process is terminated. The target special drawing reservation command becomes a special drawing 1 reservation command when a special drawing 1 reservation occurs, and becomes a special drawing 2 reservation command when a special drawing 2 reservation occurs. This special drawing reservation command is transmitted to the effect control device 300, and the effect control device 300 can execute an effect such as displaying the number of special drawing reservations on the display device 81.

[0123] [Special Drawing Variation Start Process] FIG. 17 shows the special drawing variation start process (step S86) in the special drawing special electric process. In this process, first, it is judged whether both the number of special drawing 1 reservations and the number of special drawing 2 reservations are 0 (step S121). If either or both of the number of special drawing 1 reservations and the number of special drawing 2 reservations are not 0 (step S121; N), it is judged whether the variation of special drawing 1 starts (step S122). In the gaming machine 1 of the present embodiment, the special drawing reservations are consumed in the order of generation, and it is judged whether the type of the special drawing reservation to be consumed this time is a special drawing 1 reservation. Note that either one of the types of special drawing reservations may be preferentially consumed.

[0124] When it is the start of the variation of Special Figure 1 (step S122; Y), the information of the earliest Special Figure 1 hold, which is the oldest Special Figure 1 hold in the storage order, is prepared (step S123), and a Special Figure 1 hold command indicating that the Special Figure 1 hold has decreased is transmitted (step S124). Also, when it is not the start of the variation of Special Figure 1 (step S122; N), the information of the earliest Special Figure 2 hold, which is the oldest Special Figure 2 hold in the storage order, is prepared (step S125), and a Special Figure 2 hold command indicating that the Special Figure 2 hold has decreased is transmitted (step S126). Further, as the Special Figure holds are consumed, the display of the corresponding hold display section among the Special Figure 1 hold display section 64 and the Special Figure 2 hold display section 65 of the comprehensive display device 60 is updated.

[0125] Then, a determination is made using various random number values included in the prepared Special Figure hold information. First, a determination table for determining the result of the Special Figure game is set (step S127). In this process, the determination table is selected based on the currently set probability setting value, the type of Special Figure for which variation starts (Special Figure 1 or Special Figure 2), the probability state of the Special Figure (high probability state or low probability state), the state of the General Figure (no time shortening state, slight time shortening state, time shortening state), etc.

[0126] Next, a result determination process (step S128) for determining the result of the Special Figure game is performed. In the result determination process, the result is determined by referring to the Special Figure per random number in the set jackpot determination table. When the determination result in the result determination process is a jackpot (step S129; Y), a jackpot type determination process is performed (step S130). In the jackpot type determination process, the jackpot type is determined by referring to the Special Figure type random number in the set jackpot type determination table. After that, a jackpot flag is set (step S131), and a stop symbol corresponding to the result is set (step S137).

[0127] Also, when the determination result in the result determination process is not a jackpot (step S129; N) and it is a time shortening win (step S132; Y), a time shortening win type determination process is performed (step S133). In the time shortening win type determination process, the time shortening win type is determined by referring to the Special Figure type random number in the set time shortening win type determination table. Next, it is determined whether the game state is the first game state ST1 in which the game state is the low-probability state and there is no time shortening (step S134). When the game state is the first game state (step S134; Y), the time-shortening flag is set (step S135), and the stop symbol corresponding to the result is set (step S137). Further, when the game state is not the first game state (step S134; N), the losing flag is set (step S136), and the stop symbol corresponding to the result is set (step S137). That is, time shortening per se can occur only in the first game state ST1, and the result is treated as a loss outside the first game state ST1. Note that the process of step S134 may not be performed so as not to include a determination value for determining time shortening per se other than the jackpot determination table used in the first game state ST1.

[0128] Also, when the determination result in the result determination process is not a jackpot (step S129; N) and is not time shortening per se (step S132; N), the losing flag is set (step S136), and the stop symbol corresponding to the result is set (step S137). In the process of setting the stop symbol corresponding to the result (step S137), the result mode to be displayed on the comprehensive display device 60 is set. The stop symbols set here are different at least according to the type of result, and there are eight types: 10R probability-variable jackpot, 10R normal jackpot, time shortening per se A to E, and loss. Note that a plurality of stop symbols may be assigned to one type of result and selected by a special-symbol type random number.

[0129] Next, a variation type setting process is performed (step S138). In the variation type setting process, the variation type is selected by referring to the variation type random number in the variation type selection table. The variation type selection table is selected according to the type of special symbol (special symbol 1 or special symbol 2) at the start of the variation, the probability state of the special symbol (high-probability state or low-probability state), the state of the general symbol (no time shortening state, slight time shortening state, time shortening state), the result of the special symbol game, the current number of special symbol holds, etc., and a variety of variation types can be selected according to the game situation. The content of the variation type includes the variation time, the mode of presentation, the presence or absence of a reach, the type of reach, etc. For example, as for the types of reach, those with different probabilities of hitting (different expected values) include a normal reach (N-reach), a special 1 reach (SP1-reach), a special 2 reach (SP2-reach), and a special 3 reach (SP3-reach), and the expected values increase in the order of no reach < N-reach < SP1-reach < SP2-reach < SP3-reach.

[0130] Then, a value corresponding to the variation time of the special figure game corresponding to the selected variation type is set in the special figure processing timer (step S139), and the variation display in the display unit corresponding to the current special figure game among the special figure 1 display unit 61 and the special figure 2 display unit 62 in the comprehensive display device 60 is started (step S140). The special figure processing timer is decremented by 1 every time the timer update process (step S50) is performed, and it can be determined that the set time has been reached when the value of the special figure processing timer becomes 0.

[0131] Thereafter, a variation start command is transmitted to the effect control device 300 (step S141), the value of the special figure special power counter is incremented by 1 (step S142), and the special figure variation start process is terminated. The variation start command includes information such as the result of the special figure game, the type of jackpot or time-saving win, and the variation type information. Based on this information, the effect control device 300 performs various effect settings such as setting the variation pattern of the decorative special figure game and setting the preview effect on the display device 81.

[0132] On the other hand, in the determination of whether both the special figure 1 hold count and the special figure 2 hold count are 0, if both are 0 (step S121; Y), the hold occurrence standby process (step S143) is performed to terminate the special figure variation start process. In the hold occurrence standby process, a hold occurrence standby state is set to wait for the occurrence of a special figure hold. The hold occurrence standby state is released when the special figure game starts. Also, at the start of the hold occurrence standby state, a hold occurrence standby command is transmitted to the effect control device 300, and based on the reception of the hold occurrence standby command, the effect control device 300 performs effects such as displaying a demo image on the display device 81.

[0133] [Special Figure Fluctuation Processing] Figure 18 shows the special figure fluctuation processing (step S87) in the special figure special electricity processing. In this processing, first, it is determined whether the value of the special figure processing timer is 0 (step S161). The value corresponding to the remaining fluctuation time of the special figure game is set in the special figure processing timer here, and when the value of the special figure processing timer becomes 0, it means that the fluctuation time has ended.

[0134] If the value of the special figure processing timer is not 0 (step S161; N), since the fluctuation time has not ended, the special figure fluctuation processing is terminated. Also, if the value of the special figure processing timer is 0 (step S161; Y), since the fluctuation time has ended, the fluctuation display is stopped and the result is displayed (step S162). As a result, the fluctuation display on the special figure 1 display unit 61 or the special figure 2 display unit 62 that has been fluctuatingly displayed in the comprehensive display device 60 ends, and the stop symbol corresponding to the result is displayed, and the result of the special figure game is fixedly displayed. The stop symbol to be displayed here is the one set in the process of setting the stop symbol corresponding to the result in the special figure fluctuation start processing (step S137).

[0135] Thereafter, a stop command is transmitted to the effect control device 300 (step S163). In the effect control device 300, with the reception of the stop command, the fluctuation display of the decoration special figure game is stopped and the result is displayed. Then, a value corresponding to the stop time according to the result is set in the special figure processing timer (step S164), the value of the special figure special electricity counter is incremented by 1 (step S165), and the special figure fluctuation processing is terminated. Note that the stop time may be the same regardless of the result, or may vary depending on the result. For example, it may be made longer in the case of a big win or a short time win than in the case of a non-winning case. Also, the stop time (confirmation time) in the non-winning case is shorter than the time from the start of the stop time (confirmation time) in the case of a big win to the end of the special game state based on that big win.

[0136] [Special Figure Confirmation Processing] FIG. 19 shows the process during the determination of the special drawing in the special drawing special power supply process (step S88). In this process, first, it is determined whether the value of the special drawing process timer is 0 (step S181). The value corresponding to the remaining stop time of the special drawing game is set in the special drawing process timer here, and when the value of the special drawing process timer becomes 0, it means that the stop time has ended. If the value of the special drawing process timer is not 0 (step S181; N), since the stop time has not ended, the process during the determination of the special drawing is terminated. Also, if the value of the special drawing process timer is 0 (step S181; Y), since the stop time has ended, in order to perform the process according to the result of the special drawing game, it is determined whether there is a jackpot flag (step S182).

[0137] If there is a jackpot flag (step S182; Y), that is, if the result is a jackpot, a value corresponding to the time of the opening period provided at the start of the special game state is set in the special drawing process timer (step S183), and an opening command is transmitted to the effect control device 300 (step S184). In the effect control device 300, upon receiving the opening command, the special game state is started and the opening effect is performed. Then, the value of the special drawing special power supply counter is incremented by 1 (step S185), and the process during the determination of the special drawing is terminated. As a result, the special drawing game ends and the special game state is started. Note that the opening time may be the same regardless of the type of jackpot, or may vary depending on the type of jackpot. For example, the opening time in the case of a certain probability jackpot may be made longer than that in the case of a normal jackpot.

[0138] On the other hand, if there is no jackpot flag (step S182; N), a time shortening state counter update process for managing the period in the time shortening state or the very short time shortening state is performed (step S186), and it is determined whether there is a time shortening jackpot flag (step S187). When there is no short-time flag per play (step S187; N), that is, when the result is a miss, the process proceeds to the process of step S191. Also, when there is a short-time flag per play (step S187; Y), that is, when the result is a short-time per play, a short-time flag corresponding to the short-time per play type is set (step S188), a value corresponding to the short-time per play type is set in the short-time state counter (step S189), a state designation command is transmitted to the effect control device 300 (step S190), and the process proceeds to step S191.

[0139] In the gaming machine 1 of the present embodiment, as the normal game state, there are three states: a non-short-time state, a slightly short-time state, and a short-time state, and the state can be determined by the value of the short-time flag. In the process of step S188, when the short-time per play type is short-time per play A to D for the short-time state, a value corresponding to the short-time state is set in the short-time flag. Also, when the short-time per play type is short-time per play E for the slightly short-time state, a value corresponding to the slightly short-time state is set in the short-time flag.

[0140] Also, the short-time state counter is a counter for managing the number of executions of the special pattern game for the short-time state or the slightly short-time state, and is decremented by 1 in the short-time state counter update process. When the value of this short-time state counter becomes 0, the short-time state or the slightly short-time state ends. In the process of step S189, the number of executions of the special pattern game for the short-time state or the slightly short-time state is set. When it is short-time per play A, 100 is set, when it is short-time per play B, 20 is set, when it is short-time per play C, 50 is set, and when it is short-time per play D or E, 1324 is set.

[0141] In the high-probability counter update process (step S191), when the high-probability counter is decremented by 1 and the value becomes 0, a process of shifting to the low-probability state is performed. Then, a value 0 is set in the special pattern special power counter (step S192), and the special pattern variation process is terminated. As a result, the special pattern game ends and the state becomes such that the next special pattern game can be started.

[0142] [Short-time state counter update process] FIG. 20 shows the short-time state counter update process (step S186) in the process of determining the special figure. In this process, first, it is determined whether it is in the non-short-time state (step S201). Whether it is in the non-short-time state can be determined by referring to the value of the short-time flag. If it is in the non-short-time state (step S201; Y), the short-time state counter update process ends. Also, if it is not in the non-short-time state (step S201; N), that is, if it is in the short-time state or the very short-time state, the short-time state counter is decremented by 1 (step S202), and it is determined whether the value of the short-time state counter is 0 (step S203).

[0143] If the value of the short-time state counter is not 0 (step S203; N), the short-time state counter update process ends. In this case, the short-time state or the very short-time state continues in the next special figure game. Also, if the value of the short-time state counter is 0 (step S203; Y), the value of the non-short-time state is set in the short-time flag (step S204), a state designation command is sent to the effect control device 300 (step S205), and the short-time state counter update process ends. Thereby, the short-time state or the very short-time state ends and becomes the non-short-time state.

[0144] [High probability counter update process] FIG. 21 shows the high probability counter update process (step S191) in the process of determining the special figure. In this process, first, it is determined whether there is a high probability flag (step S211). If there is no high probability flag (step S211; N), that is, if it is in the low probability state, the high probability counter update process ends. Also, if there is a high probability flag (step S211; Y), that is, if it is in the high probability state, the high probability counter that manages the number of games executable in the high probability state is decremented by 1 (step S212), and it is determined whether the value of the high probability counter is 0 (step S213).

[0145] If the value of the high-probability counter is not 0 (step S213; N), the high-probability counter update process ends. In this case, the high-probability state continues in the next special figure game. Also, if the value of the high-probability counter is 0 (step S213; Y), the high-probability flag is cleared (step S214), a state designation command is sent to the effect control device 300 (step S215), and the high-probability counter update process ends. As a result, the high-probability state ends and the low-probability state is entered.

[0146] [Special Electric Start Process] FIG. 22 shows the special electric start process (step S89) in the special figure special electric process. In this process, first, it is determined whether the value of the special figure process timer is 0 (step S221). The value corresponding to the remaining time of the opening period of the special game state is set in the special figure process timer here, and when the value of the special figure process timer becomes 0, it means that the opening period has ended. If the value of the special figure process timer is not 0 (step S221; N), since the opening period has not ended, the special electric start process ends. Also, if the value of the special figure process timer is 0 (step S221; Y), since the opening period has ended, an initial value is set in the round counter (step S222).

[0147] The round counter manages the number of rounds in which the special variable winning device 94 is converted to the closed state in the special game state. In the gaming machine 1 of the present embodiment, since the number of rounds is 10 regardless of the jackpot type, 10 is set as the value. If the number of rounds differs depending on the jackpot type, a value corresponding to the jackpot type is set. Next, a value corresponding to the maximum opening time of the special variable winning device 94 in the first round is set in the special figure process timer (step S223), and an initial value corresponding to the maximum number of winnings in the first round to the special variable winning device 94 is set in the winning counter that manages the number of winnings to the special variable winning device 94 (step S224).

[0148] Then, the special variable winning device 94 is set to the winning permission state (step S225), and the special variable winning device 94 is released (step S226). Further, a special electric release command is transmitted to the effect control device 300 (step S227), the value of the special drawing special electric counter is incremented by 1 (step S228), and the special electric start process is terminated. Thereby, the first round is started.

[0149] [During special electric release process] FIG. 23 shows the process during special electric release in the special drawing special electric process (step S90). In this process, first, it is determined whether there is a winning in the special variable winning device 94 (step S241). If there is no winning (step S241; N), the process proceeds to step S243. If there is a winning (step S241; Y), the winning counter is decremented by 1 (step S242), and it is determined whether the value of the special drawing process timer is 0 (step S243).

[0150] Here, the value corresponding to the remaining time with respect to the maximum release time of the round is set in the special drawing process timer. When the value of this special drawing process timer is 0 (step S243; Y), that is, when the maximum release time is reached, a time-up flag is set as the end condition flag (step S247), and the process proceeds to the process of ending the rounds after step S248. In this case, it is the case where the round ends by reaching the maximum release time that satisfies the first condition.

[0151] Also, when the value of the special drawing process timer is not 0 (step S243; N), that is, when the maximum release time has not been reached, it is determined whether the value of the winning counter is 0 (step S244). When the value of the winning counter is not 0 (step S244; N), that is, when there is no winning up to the maximum number of winnings, the special electric start process is terminated. In this case, the round continues without ending. Also, when the value of the winning counter is 0 (step S244; Y), that is, when there is a win of the maximum number of wins, a flag indicating that the upper limit has been reached is set as the end condition flag (step S245), 0 is set for the special drawing process timer (step S246), and the process proceeds to the process of ending the rounds after step S248. In this case, it is the case where the round ends due to the win of the maximum number of wins that satisfies the second condition.

[0152] In step S248, the special variable winning device 94 is set to a non-winning state. As a result, even if a game ball is detected by the big winning opening switch 94a after reaching the maximum opening time of the round or after winning the maximum number of wins, the payout of prize balls is not performed. That is, in the gaming machine 1 of the present embodiment, the special variable winning device 94 is permitted to win only from the start of the round to the establishment of the closing condition for ending the round in the special gaming state. Therefore, for example, even if a game ball is detected by the big winning opening switch 94a during the process of converting the special variable winning device 94 to the closed state due to reaching the maximum opening time of the round or winning the maximum number of wins, the payout of prize balls is not performed.

[0153] That is, the payout based on what is called an over-win is made invalid. In the gaming machine 1 of the present embodiment, the detection itself by the big winning opening switch 94a is valid even in the non-winning state, and the payout of prize balls based on this detection is not processed, thereby making the payout based on an over-win invalid. However, the detection itself by the big winning opening switch 94a may be made invalid in the non-winning state.

[0154] When a game ball is detected by the big winning opening switch 94a in a non-winning state, the effect control device 300 may be configured to transmit information indicating that there has been a winning for which a payout has been invalidated. Based on this information, the effect control device 300 may perform an effect. Examples of such an effect include an effect of displaying the number of winnings for which a payout has been invalidated on the display device 81, an effect of displaying the number of bonus balls that would have been obtained if the payout had been valid on the display device 81, an effect of outputting a voice from the speaker 34 to notify that there has been a winning for which a payout has been invalidated, and an effect of causing the light emitting means 33 to emit light in a light emitting mode to notify that there has been a winning for which a payout has been invalidated. By performing such an effect, the player can surely recognize that there has been a winning for which a payout has been invalidated, and the interest of the game can be enhanced.

[0155] Note that it may be allowed to pay out bonus balls based on an over winning. In this case, the winning permission state is maintained for a certain time or in total from the start of the interval period or the ending period. That is, the winning permission state and the non-winning state may be switched according to the time from the start of the interval period or the ending period. For example, the time from the start of the interval period or the ending period until the special variable winning device 94 is completely closed may be set as the winning permission state, and the remaining time may be set as the non-winning state. In addition to the case where a certain time from the start of the interval period or the ending period is set as the winning permission state and the rest is set as the non-winning state, a certain time from the start of the interval period or the ending period may be set as the non-winning state and the rest may be set as the winning permission state. In this case, in one interval period or ending period, the time of the winning permission state and the time of the non-winning state may be the same, or the time of the winning permission state may be longer than the time of the non-winning state, or the time of the winning permission state may be shorter than the time of the non-winning state.

[0156] Furthermore, even if there are multiple timings at which the winning permission state and the non-winning state switch during the interval period or the ending period, it is also acceptable. Also in this case, within one interval period or ending period, the total time in the winning permission state and the total time in the non-winning state may be the same, or the total time in the winning permission state may be longer than the total time in the non-winning state, or the total time in the winning permission state may be shorter than the total time in the non-winning state.

[0157] Also, the winning permission state and the non-winning state may be switched according to the number of winnings from the start of the interval period or the ending period. For example, until there are 2 winnings from the start of the interval period or the ending period, it may be set to the non-winning state, and the remaining time may be set to the winning permission state. Furthermore, when there are 4 winnings, it may be set to the non-winning state again. Conversely, until there are 2 winnings from the start of the interval period or the ending period, it may be set to the winning permission state, and the remaining time may be set to the non-winning state. Furthermore, when there are 4 winnings, it may be set to the winning permission state again.

[0158] Also, when a certain condition is satisfied, it may be allowed to pay out prize balls based on over-winnings. Examples of the certain condition include when the round ends due to reaching the maximum opening time. Also, an example of the certain condition is when a specific round ends. As the specific round, for example, in the first half rounds (rounds 1 to 5), it may be allowed to pay out prize balls based on over-winnings, and in the second half rounds (rounds 6 to 10), it may be made not to allow the payout of prize balls based on over-winnings.

[0159] Next, the special variable winning device 94 is closed (step S249), the round counter is decremented by 1 (step S250), and it is determined whether the value of the round counter is 0 (step S251). When the value of the round counter is not 0 (step S251; N), that is, when it is not the end of the final round, an interval period setting process for setting the interval period provided between rounds and transmitting an interval command to the effect control device 300 is performed (step S252). Then, the value of the special figure special power counter is incremented by 1 (step S253), and the process during special power release is terminated. Also, when the value of the round counter is 0 (step S251; Y), that is, when it is the end of the final round, an ending period setting process for setting the ending period provided at the end of the special game state and transmitting an ending command to the effect control device 300 is performed (step S254). Then, the value of the special figure special power counter is incremented by 2 (step S255), and the process during special power release is terminated.

[0160] [Interval Period Setting Process] FIG. 24 shows the interval period setting process (step S252) in the process during special power release. In this process, first, it is determined whether the end condition flag is time-up (step S261). If it is time-up (step S261; Y), a value corresponding to the first interval time is set in the special figure processing timer (step S262). Also, when the end condition flag is not time-up (step S261; N), that is, when the upper limit is reached, a value corresponding to the second interval time is set in the special figure processing timer (step S263). Then, an interval command including the information of the set interval time is transmitted to the effect control device 300 (step S264), and the interval period setting process is terminated.

[0161] In the gaming machine 1 of the present embodiment, the first interval time and the second interval time are predetermined times, and the first interval time is set to be shorter than the second interval time. That is, the start of the next round is made earlier when the round ends by reaching the maximum release time than when the round ends by winning the maximum number of prizes. Also, the value that can be set in the process of setting the value corresponding to the first interval time in the special drawing process timer (step S262) is 1 or more. That is, the first interval time can also be set as the interval of the timer interrupt process (here, 4 milliseconds).

[0162] [Ending period setting process] FIG. 25 shows the ending period setting process (step S254) in the special power release process. In this process, first, it is determined whether the end condition flag is time-up (step S271). If it is time-up (step S271; Y), the value corresponding to the first ending time is set in the special drawing process timer (step S272). Also, when the end condition flag is not time-up (step S271; N), that is, when the upper limit is reached, the value corresponding to the second ending time is set in the special drawing process timer (step S273). Then, an ending command including the information of the set ending time is transmitted to the effect control device 300 (step S274), and the ending period setting process ends.

[0163] In the gaming machine 1 of the present embodiment, the first ending time and the second ending time are predetermined times, and the first ending time is set to be shorter than the second ending time. That is, the special gaming state ends earlier and the start of the next special drawing game is made earlier when the final round ends by reaching the maximum release time than when the final round ends by winning the maximum number of prizes. Also, the value that can be set in the process of setting the value corresponding to the first ending time in the special drawing process timer (step S272) is 1 or more. That is, the first ending time can also be set as the interval of the timer interrupt process (here, 4 milliseconds).

[0164] During the interval period and the ending period, the special variable winning device 94 is closed, and even if a game ball is detected by the big winning opening switch 94a, no prize balls are paid out. Therefore, most of the game balls launched during the interval period and the ending period do not contribute to the payout of prize balls. Thus, if it is assumed that the player continues to launch game balls during the interval period and the ending period, the longer the interval period and the ending period are, the more the player's profit will decrease.

[0165] When the round ends due to the arrival of the maximum opening time, which is the first condition, the player ends the round without obtaining the maximum profit that can be obtained in that round. Furthermore, since most of the game balls that did not win in the special variable winning device 94 do not contribute to the payout of prize balls, the profit obtained by the player in that round is reduced by that amount. On the other hand, when the round ends due to winning the maximum number of wins, which is the second condition, the player obtains the maximum profit that can be obtained in that round. Furthermore, since the round ends in a shorter time than the maximum opening time, the generation of game balls that do not contribute to the payout of prize balls is also reduced by that amount. That is, the second condition (winning the maximum number of wins) is more advantageous for the player than the first condition (arrival of the maximum opening time).

[0166] In this way, depending on the trigger for the end of the round, there is a significant difference in the profit obtained in that round. Therefore, when the round ends due to the arrival of the maximum opening time, which is the first condition, the interval period and the ending period are shortened to reduce the decrease in profit during the interval period and the ending period. Thereby, it is possible to alleviate the dissatisfaction of the player when the round ends due to the arrival of the maximum opening time, reduce the difference in profit compared to the case where the round ends due to winning the maximum number of wins, improve the interest of the game, and maintain the fairness of the game. Also, it is possible to prevent the execution time of the special game state from becoming too long and prevent the player from getting bored.

[0167] In particular, by setting a very short time as the interval time when the round ends due to the arrival of the maximum opening time which is the first condition, the game balls that flowed into the special variable winning device 94 just before the round ends will be treated as the winning balls in the next round, and it becomes possible to maximize the player's profit. As the very short time, for example, the interval of the timer interrupt process (here, 4 milliseconds) can be mentioned. Also, it may be a time shorter than the time required for the movable member 94b to completely shift to the closed state position after starting the operation of the big winning opening solenoid 94c so as to close the special variable winning device 94.

[0168] Note that the first interval time and the second interval time may be the same time, and the first ending time and the second ending time may be the same time. By making the first interval time and the second interval time the same time, or by making the first ending time and the second ending time the same time, the difference in the player's profit due to the difference in the timing of the end of the round becomes clear, and it is possible to make the gaming machine that draws the player's attention during the progress of the round and has a high level of interest.

[0169] Also, the first interval time may be longer than the second interval time, and the first ending time may be longer than the second ending time. By making the first interval time longer than the second interval time, or by making the first ending time longer than the second ending time, the difference in the player's profit due to the difference in the timing of the end of the round becomes larger, and the interest of the game can be improved.

[0170] [During the special power-off closing process] FIG. 26 shows the special power-off closing process (step S91) in the special figure special power process. In this process, first, it is determined whether the value of the special figure processing timer is 0 (step S291). The value corresponding to the remaining time of the interval period is set in the special figure processing timer here, and when the value of the special figure processing timer becomes 0, it means that the interval period has ended. If the value of the special figure processing timer is not 0 (step S291; N), since the interval period has not ended, the special power-off closing process ends. Also, if the value of the special figure processing timer is 0 (step S291; Y), since the interval period has ended, a value corresponding to the maximum opening time of the special variation winning device 94 in the next round to be started is set in the special figure processing timer (step S292).

[0171] Then, an initial value corresponding to the maximum number of winnings for the special variation winning device 94 in the next round to be started is set in the winning counter that manages the number of winnings for the special variation winning device 94 (step S293), and the end condition flag is cleared (step S294). In the process of clearing the end condition flag (step S294), either the time-up flag or the upper limit reached flag is cleared. After that, the special variation winning device 94 is set to the winning permission state (step S295), and the special variation winning device 94 is opened (step S296). Further, a special power-off opening command is sent to the effect control device 300 (step S297), the value of the special figure special power counter is decremented by 1 (step S298), and the special power-off closing process ends. Thereby, a new round is started.

[0172] [Special Power-Off Ending Process] FIG. 27 shows the special power-off ending process (step S92) in the special figure special power process. In this process, first, it is determined whether the value of the special figure processing timer is 0 (step S311). The value corresponding to the remaining time of the ending period of the special game state is set in the special figure processing timer here, and when the value of the special figure processing timer becomes 0, it means that the ending period has ended. If the value of the special drawing process timer is not 0 (step S311; N), since the ending period has not ended, the special power-off process ends. Also, if the value of the special drawing process timer is 0 (step S311; Y), since the ending period has ended, as processing related to the end of the special game state, it is determined whether the trigger for the occurrence of the current special game state is a probability-variable big win (step S312).

[0173] If the trigger for the occurrence of the current special game state is a probability-variable big win (step S312; Y), the high probability flag is set (step S313), and the value of the time shortening state is set to the time shortening flag (step S314). As a result, a high probability state and a time shortening state are set as the game state after the end of the special game state. Further, 10000 is set to the high probability state counter (step S315), 10000 is set to the time shortening state counter (step S316), and the process proceeds to step S320. In the gaming machine 1 of the present embodiment, the probability-variable big win is a 10R probability-variable big win. In this case, a fourth game state ST4 in which a high probability state and a time shortening state are set as the game state after the end of the special game state is set. Also, 10000 is set to the high probability state counter and the time shortening state counter, but since this value is a sufficiently large value, it is possible to stay in the fourth game state ST4 until the next big win substantially.

[0174] Also, if the trigger for the occurrence of the current special game state is not a probability-variable big win (step S312; N), that is, if it is a normal big win, the high probability flag is cleared (step S317), and the value of the time shortening state is set to the time shortening flag (step S318). As a result, a low probability state and a time shortening state are set as the game state after the end of the special game state. Further, 100 is set to the time shortening state counter (step S319), and the process proceeds to step S320. In the gaming machine 1 of the present embodiment, the jackpot that is not a high-probability jackpot is a 10R normal jackpot. In this case, as the gaming state after the end of the special gaming state, a third gaming state ST3 that is a low-probability state and a time-reduced state is set. Also, 100 is set in the time-reduced state counter, and by executing 100 special symbol games without a jackpot occurring, the machine transitions to a first gaming state ST1 that is a low-probability state and a state without time reduction.

[0175] Thereafter, a state designation command is transmitted to the effect control device 300 (step S320), the value 0 is set in the special symbol special power counter (step S321), the end condition flag is cleared (step S322), and the special power end process ends. As a result, the special gaming state ends and the machine becomes a state where the next special symbol game can be started.

[0176] [Normal symbol normal power process] FIG. 28 shows the normal symbol normal power process (step S53) in the above-described timer interrupt process. In this normal symbol normal power process, the occurrence of normal symbol holds and the control of the entire process related to the normal symbol game are performed. First, it is determined whether there is an input to the gate switch 78a (step S401). If there is no input (step S401; N), the process proceeds to step S405. Also, if there is an input (step S401; Y), it is determined whether the number of normal symbol holds is less than the upper limit value (step S402).

[0177] If the number of normal symbol holds is not less than the upper limit value (step S402; N), since no more target normal symbol holds can be stored, the process proceeds to step S405 without generating a normal symbol hold. Also, if the number of normal symbol holds is less than the upper limit value (step S402; Y), the number of normal symbol holds is updated by +1 (step S403), and various random number values are acquired and stored in the normal symbol hold storage area of the RAM 103 (step S404). Among the various random number values to be acquired, there is a normal symbol win random number value, which is stored for each normal symbol hold. Also, with the occurrence of a normal symbol hold, the display of the normal symbol hold display section 66 of the comprehensive display device 60 is updated. Note that a normal symbol type random number value for determining the type of the result of the normal symbol game and a normal symbol variation time random number value for determining the variation time of the normal symbol game may be stored.

[0178] In the general drawing reservation storage area of the RAM 103, a number of storage areas corresponding to the upper limit value of the number of general drawing reservations are provided, and the information of one general drawing reservation is stored in one storage area. Also, ranks are defined for the storage areas, and they are stored in the storage areas with higher ranks in order from the oldest in storage order. When digesting the general drawing reservations, the oldest general drawing reservation stored in the storage area with the highest rank is digested, and the information of other general drawing reservations is shifted to the storage area with a rank one higher.

[0179] Next, the value of the general drawing general power counter is acquired (step S405), the general drawing general power address table is set (step S406), and the start address of the process corresponding to the value of the general drawing general power counter is acquired using the general drawing general power address table (step S407). Then, the process proceeds to the process indicated by the start address (step S408). Thereby, it is possible to branch to the process according to the current game state.

[0180] When the value of the general drawing general power counter is 0, a general drawing variation start process (step S409) for setting the start of the general drawing game and the like is performed, and the general drawing general power process is terminated. When the value of the general drawing general power counter is 1, a general drawing variation in - process (step S410) for setting the stop time and the like with the end of the variation time of the general drawing game is performed, and the general drawing general power process is terminated. When the value of the general drawing general power counter is 2, a general drawing confirmation in - process (step S411) for performing the process at the end of the general drawing game according to the result of the general drawing game and the like is performed, and the general drawing general power process is terminated. When the value of the general drawing general power counter is 3, a general power control process (step S412) for performing control and the like in the winning state of the general drawing is performed, and the general drawing general power process is terminated.

[0181] [General Drawing Variation Start Process] FIG. 29 shows the general drawing change start process (step S409) in the general drawing and general power process. In this process, first, it is determined whether the general drawing hold is 0 (step S421). If it is 0 (step S421; Y), the general drawing change start process ends. If it is not 0 (step S421; N), the information of the earliest general drawing hold, which is the oldest general drawing hold in the storage order, is prepared (step S422). A determination table corresponding to the value of the time-saving flag is set (step S423), and a result determination process is performed (step S424). Here, the determination table is selected and set based on whether it is in the non-time-saving state, the time-saving state, or the micro-time-saving state, and the result is determined by referring to the random number per general drawing in the set table.

[0182] If the determination result in the result determination process is a hit (step S425; Y), the hit flag is set (step S426), and a stop symbol corresponding to the result is set (step S428). If the determination result in the result determination process is not a hit (step S425; N), the miss flag is set (step S427), and a stop symbol corresponding to the result is set (step S428). In the process of setting the stop symbol corresponding to the result (step S428), the result mode to be displayed on the general drawing display unit 63 of the comprehensive display device 60 is set.

[0183] Next, the variation time of the general drawing game corresponding to the value of the time-saving flag is selected (step S429), a value corresponding to the variation time of the general drawing game is set in the general drawing process timer (step S430), and the variation display on the general drawing display unit 63 is started (step S431). The general drawing process timer is configured to be decremented by 1 each time the timer update process (step S50) is performed, so that it can be determined that the set time has been reached when the value of the general drawing process timer becomes 0.

[0184] After that, a general drawing change start command is sent to the production control device 300 (step S432), the value of the general drawing general power counter is incremented by 1 (step S433), and the general drawing change start process ends. The general drawing change start command includes the result of the general drawing game and information on the change time. Based on this information, the production control device 300 performs the display of the decorative general drawing game on the display device 81 and the setting of various productions. Note that as the increase or decrease of the general drawing hold, a general drawing hold command including the information of the general drawing hold may be sent to the production control device 300 so that the production control device 300 performs productions related to the general drawing hold such as the display of the general drawing hold count.

[0185] [During general drawing determination process] FIG. 30 shows the process during general drawing determination (step S411) in the general drawing general power process. In this process, first, it is determined whether the value of the general drawing process timer is 0 (step S451). The value corresponding to the remaining stop time of the general drawing game is set in the general drawing process timer here, and when the value of the general drawing process timer becomes 0, it means that the stop time has ended. If the value of the general drawing process timer is not 0 (step S451; N), since the stop time has not ended, the process during general drawing determination ends. Also, if the value of the general drawing process timer is 0 (step S451; Y), since the stop time has ended, in order to perform the process according to the result of the general drawing game, first, it is determined whether there is a win flag (step S452).

[0186] If there is no win flag (step S452; N), that is, if the result is a loss, 0 is set in the general drawing general power counter (step S460), and the process during general drawing determination ends. As a result, the general drawing game ends and the state becomes ready to start the next general drawing game. Also, if there is a win flag (step S452; Y), that is, if the result is a win, a value corresponding to the time shortening flag is set in the general power release counter (step S453). The general power release counter is for controlling the number of opening and closing times of the normal variation winning device 79. In the case of no time shortening state and the very short time shortening state where there is 1 opening, "1" is set, and in the case of the time shortening state where there are 2 openings, "3" is set.

[0187] Next, obtain the value of the release time corresponding to the value of the time-saving flag (step S454), and set the value corresponding to the release time to the general drawing processing timer (step S455). In the case of the non-time-saving state and the very short-time-saving state with one release, set the value corresponding to the release time in that one release (here, 0.2 seconds or 0.5 seconds). In the case of the time-saving state with two releases, set the value corresponding to the release time of the first release (here, 1 second).

[0188] Then, set an initial value to the general power winning counter that manages the number of winnings in the normal variable winning device 79 (step S456), and set the normal variable winning device 79 to the winning permission state (step S457). Further, open the normal variable winning device 79 (step S458), increment the general drawing general power counter by 1, and end the general drawing determination in progress. As a result, the general drawing game ends and the winning state of the general drawing starts.

[0189] [General Power Control Processing] FIG. 31 shows the general drawing control processing (step S412) in the general drawing general power processing. In this processing, first, determine whether there is a winning in the normal variable winning device 79 (step S481). If there is no winning (step S481; N), proceed to step S483. If there is a winning (step S481; Y), decrement the general power winning counter by 1 (step S482) and proceed to step S483.

[0190] In step S483, determine whether the value of the general power winning counter is 0 (step S483). If the value of the general power winning counter is 0 (step S483; Y), that is, if there is a winning of the maximum number of winnings, set 0 to the general drawing processing timer (step S494), and set the normal variable winning device 79 to the non-winning state (step S495). Further, close the normal variable winning device 79 (step S496), set 0 to the general drawing general power counter (step S497), and end the general power control processing. As a result, the winning state of the general drawing ends and the next general drawing game can be executed.

[0191] On the other hand, when the value of the general electric winning counter is not 0 (step S483; N), that is, when there is no winning for the maximum number of winnings, it is determined whether the general drawing process timer is 0 (step S484). If the value of the general drawing process timer is not 0 (step S484; N), the general electric control process is terminated. In this case, the current state of the general drawing continues without ending. Also, when the general drawing process timer is 0 (step S484; Y), the value of the general electric release counter is decremented by 1 (step S485), and it is determined whether the general electric release counter is 0 (step S486). When the general electric release counter is 0 (step S486; Y), since the release for the maximum release time has ended, the processing after step S495 is performed to end the current state of the general drawing.

[0192] When an end condition such as reaching the maximum release time or winning the maximum number of winnings is satisfied and the current state of the general drawing ends, a non-winning state is set (step S495). As a result, even if a game ball is detected by the general electric switch 79a after reaching the maximum release time or after winning the maximum number of winnings, no prize ball is paid out based on this. That is, in the gaming machine 1 of the present embodiment, the normal variable winning device 79 is set to the winning permission state from the start to the establishment of the end condition in the current state of the general drawing. Therefore, for example, even if a game ball is detected by the general electric switch 79a during the process of converting the normal variable winning device 79 to the closed state due to reaching the maximum release time or winning the maximum number of winnings in the current state, no prize ball is paid out.

[0193] That is, the payout based on what is called an over-win is made invalid. In the gaming machine 1 of the present embodiment, even in the non-winning state, the detection by the general electric switch 79a itself is valid, and by not performing the processing related to the payout of the prize ball based on this detection, the payout based on the over-win is made invalid. Note that even in the case of an over-win, the occurrence of the special drawing 2 hold is possible, but this may also be made invalid. In this case, in the non-winning state, the detection by the general electric switch 79a itself may be made invalid. Also, it may be allowed to pay out prize balls based on over-winning. In this case, the winning permission state is maintained for a certain period of time from the end of the winning state in the general drawing. Also, when certain conditions are met, it may be allowed to pay out prize balls based on over-winning. Examples of the certain conditions include the case where the winning state in the general drawing ends due to the arrival of the maximum opening time.

[0194] Also, when the value of the general power release counter is not 0 (step S486; N), it is determined whether the value of the general power release counter is even (step S487). When the value of the general power release counter is even (step S487; Y), the value of the closing time corresponding to the value of the time shortening flag and the general power release counter is acquired (step S488), and a value corresponding to the closing time is set in the general drawing processing timer (step S489). Then, the normal variable winning device 79 is closed (step S490), and the general power control process ends. In this case, it is the case where, in the winning state of the general drawing, there are multiple openings, and the opening other than the last opening ends. For example, it is the case where the first opening ends in the case of two openings.

[0195] Also, when the value of the general power release counter is not even (step S487; N), the value of the opening time corresponding to the value of the time shortening flag and the general power release counter is acquired (step S491), and a value corresponding to the opening time is set in the general drawing processing timer (step S492). Then, the normal variable winning device 79 is opened (step S493), and the general power control process ends. In this case, it is the case where, in the winning state of the general drawing, there are multiple openings, and the opening other than the first opening is started. For example, it is the case where the second opening is started in the case of two openings.

[0196] In addition, when the value of the general power release counter is even (step S487; Y), the general variable winning device 79 may be set to a non-winning state, and when the value of the general power release counter is odd (step S487; N), the general variable winning device 79 may be set to a winning-permitted state. By doing so, in the case of multiple releases in the winning state of the general diagram, it is possible to invalidate the payout based on winning during the period from the end of releases other than the final release until the next release. Furthermore, it is also possible to invalidate the occurrence of holding of special diagram 2 based on winning during this period.

[0197] [Processing in the effect control device] Next, the control in the effect control device 300 will be described. In the MPU 301 of the effect control device 300, the game effects are mainly controlled by performing the effect main process shown in FIG. 32 and a timer interrupt process (not shown).

[0198] [Effect main process] As shown in FIG. 32, in the effect main process, various initial setting processes (step S601) are performed when the game machine is powered on. In these various initial setting processes, for example, initial settings of the MPU 301 and the VDP 306, initialization of the work RAM 303, etc. are performed. After performing these various initial settings, a loop process is performed. In the loop process, a received command process (step S602) for performing a process corresponding to the command received from the game control device 100 is performed, and a button input process (step S603) for performing an effect process based on an input from an input unit such as the effect button 41 or the cross keys 42 is performed.

[0199] Next, a display editing process (step S604) for performing settings for controlling the progress of the effect and editing drawing commands for the VDP 306 to enable display on the display device 81 is performed, and a sound control process (step S605) for performing a process related to the output of sound from the speaker 34 is performed. Then, a light emission control process (step S606) for controlling the light emission means 33 is performed, and a movable mechanism control process (step S607) for controlling the motor and solenoid of the movable effect device 82 is performed, and the process returns to the received command process (step S602).

[0200] [Received Command Processing] FIG. 33 shows the received command processing (step S602) in the production main processing. In this processing, first, a command is read from a storage area that stores the received command provided in the work RAM 303, and the type of the command is analyzed (step S611).

[0201] If the command is a special figure command (step S612; Y), special figure production processing (step S613) for performing processing related to the decorative special figure game is performed, and the received command processing is terminated. The special figure commands include a variation start command transmitted at the start of the special figure game, a stop command transmitted when the variation of the special figure game stops, and the like. In the case of the variation start command, information such as the type of jackpot or short time jackpot and the variation type as a result of the special figure game is included. Based on this information, various productions such as setting the variation pattern of the decorative special figure game and setting a preview production are performed, and processing for starting the decorative special figure game is performed. Also, in the case of the stop command, processing for stopping the variation display of the decorative special figure game and stopping the display of the result state is performed.

[0202] If the command is not a special figure command (step S612; N), it is determined whether it is a jackpot command (step S614). If it is a jackpot command (step S614; Y), jackpot production processing for performing processing related to the production of the special game state is performed (step S615), and the received command processing is terminated. The jackpot commands include an opening command, a special electric release command, an interval command, an ending command, a big winning opening winning command, and the like. In the case of the opening command, processing for setting the production during the opening period is performed. In the case of the special electric release command, processing for setting the start of the round and the production during the round is performed. Also, in the case of the interval command, processing for setting the production during the interval period is performed. In the case of the ending command, processing for setting the production during the ending period is performed. Also, in the case of the big winning opening winning command, processing for setting productions such as cumulative display of the number of prize balls obtained by winning in the special game state is performed.

[0203] If the command is not a big win command (step S614; N), it is determined whether it is a general diagram command (step S616). If it is a general diagram command (step S616; Y), general diagram rendering processing related to the rendering of the general diagram game is performed (step S617), and the received command processing is terminated. General diagram commands include general diagram change start commands and the like. In the case of a general diagram change start command, display of the decorative general diagram game on the display device 81 and setting of various effects are performed.

[0204] If the command is not a general diagram command (step S616; N), it is determined whether it is a pending command (step S618). If it is a pending command (step S618; Y), pending rendering processing for performing processing related to special diagram pending is performed (step S619), and the received command processing is terminated. Pending commands include special diagram 1 pending command, special diagram 2 pending command, pre - determination command, etc. In the case of a special diagram 1 pending command or a special diagram 2 pending command, processing for increasing, decreasing, or moving the decorative special diagram pending display to be displayed on the display device 81, etc., is performed as the special diagram 1 pending or special diagram 2 pending increases or decreases. In the case of a pre - determination command, processing such as setting of notification in the decorative special diagram pending display to be displayed on the display device 81, etc., and setting of continuous rendering across a plurality of special diagram games is performed.

[0205] If the command is not a pending command (step S618; N), it is determined whether it is a pending generation standby command (step S620). If it is a pending generation standby command (step S620; Y), standby rendering processing for performing processing such as setting of standby rendering for displaying a demo image on the display device 81, etc., is performed (step S621), and the received command processing is terminated.

[0206] If the command is not a pending generation wait command (step S620; N), it is determined whether it is an error command (step S622). If it is an error command (step S622; Y), error notification processing for performing production processing related to error notification is performed (step S623), and the received command processing is terminated. Error commands include a RAM abnormality command, an illegal detection command, an inner frame release command, a front frame release command, a lower tray overflow command, a payout ball depletion command, etc., and processing for notifying an error by a display device 81 or the like is performed.

[0207] If the command is not an error command (step S622; N), it is determined whether it is a state designation command (step S624). If it is a state designation command (step S624; Y), state setting processing for storing the current gaming state such as a high probability state or a time-saving state based on the state designation command and making it available for selection of production or the like is performed (step S625), and the received command processing is terminated. If the command is not a state setting command (step S624; N), it is determined whether it is a command other than the above (step S626). If it is a command other than the above (step S626; Y), various command corresponding processing for performing processing corresponding to the command is performed (step S627), and the received command processing is terminated.

[0208] [Game production] Next, game production and the like will be described. FIG. 34 shows an example of production display on the display device 81. Basically, any of the first gaming state ST1, the second gaming state ST2, the third gaming state ST3, and the fourth gaming state ST4 can execute the production display as shown in FIG. 34, but there may be cases where different production displays are performed depending on the gaming state.

[0209] 34(a), a first decorative special symbol game display unit 501 that displays the first decorative special symbol game among the decorative special symbol games executed in response to the special symbol game is provided in the center of the display area of the display device 81. The first decorative special symbol game display unit 501 is provided with an upper variable display area 502 in the upper row, a middle variable display area 503 in the middle row, and a lower variable display area 504 in the lower row, and the decorative special symbol game is displayed by varying and then stopping the display of identification information so that it flows horizontally to the left in each of the upper variable display area 502, middle variable display area 503, and lower variable display area 504.

[0210] In the gaming machine 1 of this embodiment, the upper variable display area 502, the middle variable display area 503, and the lower variable display area 504 each contain nine main symbols indicated by the numbers "1" to "9" and sub-symbols indicated by "·" as identification information. In the upper variable display area 502, the nine main symbols "1" to "9" are arranged in ascending numerical order, with one sub-symbol between each main symbol. In the lower variable display area 504, the nine main symbols "1" to "9" are arranged in descending numerical order, with one sub-symbol between each main symbol. In the middle variable display area 503, the nine main symbols "1" to "9" are arranged in ascending numerical order, with the main symbol "4" between the "1" and the "9," and one sub-symbol between each main symbol.

[0211] In the first decorative special game display unit 501, in the stopped state, three pieces of identification information are displayed in each of the upper variable display area 502, the middle variable display area 503, and the lower variable display area 504, so that nine pieces of identification information are displayed in a 3 x 3 pattern. Five active lines are set: a left line L1, a middle line L2, a right line L3, a downward-right line L4, and an upward-right line L5. When the result of the special figure game is a big win, a big win result pattern (for example, "777") in which the same main symbol is arranged on any of the valid lines is stopped and displayed. When the result of the special figure game is a time-saving win from A to D, that is, in the case of a time-saving win when shifting to the time-saving state, a time-saving result pattern (for example, "341") in which the main symbols are arranged in a predetermined pattern on any of the valid lines is stopped and displayed. When the result of the special figure game is a loss or in the case of time-saving win E which is a time-saving win when shifting to the micro time-saving state, no big win result pattern and time-saving result pattern are stopped and displayed on any of the valid lines.

[0212] In the upper left part of the display area of the display device 81, a second decorative special figure game display unit 505 for displaying the second decorative special figure game among the decorative special figure games is provided. The second decorative special figure game includes a second decorative special figure 1 game corresponding to the special figure 1 game and a second decorative special figure 2 game corresponding to the special figure 2 game. The second decorative special figure game display unit 505 has a first display area 506 for displaying the second decorative special figure 1 game and a second display area 507 for displaying the second decorative special figure 2 game. Identification information (small symbols) relatively smaller than the identification information (large symbols) displayed on the first decorative special figure game display unit 501 is displayed on the second decorative special figure game display unit 505.

[0213] In the first display area 506 and the second display area 507, after the identification information is variably displayed in one area and then stopped, the result is displayed. The identification information displayed on the second decorative special figure game display unit 505 includes identification information corresponding to each of the results derivable in the special figure game. After performing variable display to sequentially display this, the identification information corresponding to the result is stopped and displayed. Note that, similar to the first decorative special figure game, the result may be indicated by a combination of the identification information stopped in a plurality of variable display areas.

[0214] Also, a decorative special figure hold display section 508 for displaying a decorative special figure hold display corresponding to the special figure hold is provided at the lower part of the display area of the display device 81. The decorative special figure hold display includes a decorative special figure 1 hold display corresponding to the special figure 1 hold and a decorative special figure 2 hold display corresponding to the special figure 2 hold, and they correspond one-to-one with the special figure hold. In the gaming machine 1 of the present embodiment, regardless of whether it is the special figure 1 hold or the special figure 2 hold, it is digested in the storage order. Therefore, the decorative special figure 1 hold display corresponding to the special figure 1 hold and the decorative special figure 2 hold display corresponding to the special figure 2 hold are displayed in the storage order in one area. The leftmost decorative special figure hold display is arranged and displayed so as to correspond to the oldest special figure hold stored first in the storage order, and it shifts to the left every time it is digested.

[0215] Further, the display modes of the decorative special figure 1 hold display and the decorative special figure 2 hold display are made different so that it is possible to discriminate which special figure hold it is. Here, the shape of the decorative special figure 1 hold display is "〇", and the shape of the decorative special figure 2 hold display is "△", but it may also be made discriminable by a difference in color or the like. Furthermore, in the decorative special figure hold display section 508, it is possible to suggest or notify the pre-judgment results such as the result of the special figure game based on the special figure hold and the variation type by the display mode of the decorative special figure hold display corresponding to the special figure hold. In this example, the pre-judgment result is suggested or notified by changing the color of the leftmost decorative special figure hold display. Also, at the upper right part of the display area of the display device 81, as a special figure hold number display section 520 for displaying the number of special figure holds, a special figure 1 hold number display section 521 for displaying the number of special figure 1 holds and a special figure 2 hold number display section 522 for displaying the number of special figure 2 holds are provided.

[0216] Note that a special figure 1 hold display section for displaying the special figure 1 hold and a special figure 2 hold display section for displaying the special figure 2 hold may be provided in the decorative special figure hold display section 508, and the decorative special figure hold displays may be displayed in the storage order in each hold display section. Also, although the display modes of the decorative special figure 1 hold display and the decorative special figure 2 hold display are made different, they may be the same. In addition, although the reserved special figure display section 508 is to be displayed on the display device 81, it may be configured by a light-emitting section provided in the variable display unit 80, and information regarding the reservation of the special figure may be displayed according to the lighting mode of the light-emitting section. Further, an in-execution reservation display section for displaying information regarding the reservation of the special figure corresponding to the currently executed special figure game may be provided. In the in-execution reservation display section, the result or the variation type of the currently executed special figure game may be suggested or notified by the display mode of the in-execution reservation display displayed on the in-execution reservation display section.

[0217] In the state shown in Fig. 34(a), the oldest special figure reservation stored in the storage order is the special figure 1 reservation. When a special figure 1 game is started as a new special figure game based on the special figure 1 reservation from this state, as shown in Fig. 34(b), the decorative special figure reservation display at the left end of the decorative special figure reservation display section 508 is erased and the other decorative special figure reservation displays shift to the left. Further, the numerical value of the special figure 1 reservation count display section 521 is decreased by 1, and the variation display of the identification information is started in the first display area 506 of the first decorative special figure game display section 501 and the second decorative special figure game display section 505.

[0218] When a predetermined time has elapsed, as shown in Fig. 34(c), the upper variation display area 502 first enters a temporarily stopped state. In the temporarily stopped state, the identification information is displayed so as to fluctuate, indicating that the variation display has not yet ended. Next, as shown in Fig. 34(d), the lower variation display area 504 enters a temporarily stopped state. In this example, double reach is selected as the variation type, and the same identification information is arranged on the downward sloping line L4 and also on the upward sloping line L5, resulting in a double reach. Depending on the selected variation type, the effect may develop into an SP reach after this. When single reach is selected as the variation type, it results in a single reach where the same identification information is arranged on any one of the left line L1, the middle line L2, or the right line L3. Also, when no reach is selected as the variation type, the same identification information is not arranged on any of the valid lines.

[0219] Thereafter, the medium variable display area 503 enters a temporarily stopped state. When the result of the special figure game is a miss, as shown in FIG. 34(e), it temporarily stops in a state where neither the jackpot result pattern nor the time shortening result pattern is stopped and displayed on any valid line, and as shown in FIG. 34(f), the temporary stop ends and the identification information is stopped and displayed as the variable time ends. Also, as the variable time ends, the variable display in the first display area 506 also stops, and the identification information corresponding to the miss result is stopped and displayed. The display in FIG. 34(f) continues until the stop time of the special figure game ends, and if a new special figure game is started thereafter, the variable display as shown in FIG. 34(b) starts.

[0220] When the result of the special figure game is a jackpot, as shown in FIG. 34(g), it temporarily stops in a state where the jackpot result pattern is stopped and displayed on the valid line, and as shown in FIG. 34(h), the temporary stop ends and the identification information is stopped and displayed as the variable time ends. Also, as the variable time ends, the variable display in the first display area 506 also stops, and the identification information corresponding to the jackpot result is stopped and displayed. The display in FIG. 34(h) continues until the stop time of the special figure game ends, and then the special game state is started.

[0221] FIG. 35 shows an example of the effect in the special game state, and FIG. 36 shows the operation of the special variable winning device 94 and the content of the effect in the special game state. As shown in FIG. 36, when the variable display ends (t11) in the special figure game that results in a jackpot, and when the stop time (from t11 to t12) for stopping and displaying the jackpot result ends (t12), the special game state is started (after t12).

[0222] When a special game state is started, first an opening period (from t12 to t13 in FIG. 36) occurs and an opening effect is performed. In this opening effect, for example, as shown in FIG. 35(a), a notification display 531 indicating that a jackpot result has been derived, such as the display of "JACKPOT!!", and a display indicating the type of jackpot result are performed. In addition, the display of characters and decorative images is also performed. Examples of the display indicating the type of jackpot result include a symbol display 532 indicating the result pattern of the first decoration special figure game and a type display 533 indicating whether it is a probability-variable jackpot or a normal jackpot.

[0223] In this example, since the result pattern of the first decoration special figure game was "777", "7" is shown as the symbol display 532. Also, since it is a probability-variable jackpot, a display of "Super Lucky" indicating a probability-variable jackpot is made as the type display 533. In the case of a normal jackpot, a display of "Lucky" is made as the type display 533. However, even in the case of a probability-variable jackpot, a display of "Lucky" corresponding to a normal jackpot may be made at this point. In this case, a so-called upgrading effect indicating that it is a probability-variable jackpot is performed during the special game state.

[0224] When the opening period ends, the first round starts and the special variable winning device 94 is released (at t13 in FIG. 36). In the round, a round effect as shown in FIG. 35(b) etc. is performed. In the round effect, in addition to the display of characters and decorative images, various displays indicating information on the special game state are performed. For example, a round number display 534 indicating the current round number, a cumulative winning number display 535 indicating the number of prize balls obtained in the special game state during the period from the first jackpot in a non-time-saving state or a slightly time-saving state until returning to the non-time-saving state or the slightly time-saving state again, and a jackpot number display 536 indicating the number of jackpots in the period with the first jackpot as the first time are displayed. Also, the symbol display 532 and the type display 533 are also displayed.

[0225] When the end condition of a round is satisfied, the round ends and the special variable winning device 94 closes, entering the interval period (t14 in FIG. 36). The end conditions of a round in the gaming machine 1 of this embodiment include a first condition of reaching the maximum opening time and a second condition of winning the maximum number of prizes, and the round ends based on the satisfaction of either condition. The maximum opening time is 29 seconds, and the maximum number of prizes in one round is 10. Also, 15 prize balls are paid out for winning the special variable winning device 94.

[0226] Depending on whether the round ends due to the satisfaction of either the first condition or the second condition, the length of the interval period is different. In this example, the first round ends due to winning the maximum number of prizes, which is the second condition. In this case, a relatively long second interval time is set for the interval period (from t14 to t15 in FIG. 36). As shown in FIG. 35(c), in the interval effect, effects different from those during the round, such as the display of characters or decorative images, are performed to clearly indicate that it is the interval period. Then, as shown in FIG. 35(d), when the next second round starts, an effect during the round different from the effect of the previous round shown in FIG. 35(b) and the interval effect shown in FIG. 35(c) is performed and the special variable winning device 94 is opened (t15 in FIG. 36).

[0227] In the second round of this example, as shown in FIG. 35(e), the maximum release time is reached with nine winning prizes less than the maximum number of winning prizes, and here the round ends and an interval period begins (t16 in FIG. 36). In this case, a relatively short first interval time is set for the interval period (from t16 to t17 in FIG. 36). That is, as described above, when the round ends due to reaching the maximum release time which is the first condition, the interval period is shorter than when the round ends due to winning the maximum number of winning prizes which is the second condition. Also, the interval effect shown in FIG. 35(f) is different from the effect when the round ends due to winning the maximum number of winning prizes which is the second condition, making it easy to determine by which end condition the round ended. Then, as shown in FIG. 35(g), when the next third round starts, an in-round effect different from the effect of the previous round shown in FIG. 35(e) and the interval effect shown in FIG. 35(f) is performed and the special variable winning device 94 is released (t17 in FIG. 36).

[0228] In addition, when a very short time (for example, 4 milliseconds) is set as the first interval time (from t16 to t17 in FIG. 36) set when the maximum release time is reached and the interval period begins, since the next round starts almost simultaneously with the end of the round, the interval effect may not be performed.

[0229] When the special gaming state progresses and the final tenth round ends (t18 in FIG. 36), an ending period begins and an ending effect is performed (from t18 to t19 in FIG. 36). In this example, since it was a certain probability big win, in the ending effect shown in FIG. 35(h), a display of "one more time" suggesting that the next big win can be obtained is made. If it was a normal big win, a display of "chance" is made.

[0230] The length of this ending period is made to vary depending on the trigger for the end of the final round. When the final round ends due to reaching the maximum opening time, which is the first condition, it is made shorter than when the final round ends due to winning the maximum number of prizes, which is the second condition. However, the content of the interval performance is the same whether the final round ends under the first condition or the second condition, making it difficult to determine from the performance content under which end condition the final round ended.

[0231] Incidentally, the content of the interval performance may be the same whether the round ends due to reaching the maximum opening time, which is the first condition, or due to winning the maximum number of prizes, which is the second condition. By doing so, it can be made difficult to determine from the performance content under which end condition the round ended. Also, the content of the ending performance may be made different whether the final round ends due to reaching the maximum opening time, which is the first condition, or due to winning the maximum number of prizes, which is the second condition. By doing so, it can be made possible to easily determine from the performance content under which end condition the final round ended.

[0232] Moreover, in the above embodiment, the maximum opening time in the special game state is set to 29 seconds and the maximum number of prizes is set to 10, but it is not limited to this. By adjusting the settings of the maximum opening time and the maximum number of prizes, the ratio between the possibility of reaching the maximum opening time, which is the first condition, and the possibility of winning the maximum number of prizes, which is the second condition, can be adjusted, and a gaming machine with high strategic value and high interest can be created in the special game state. For example, the maximum opening time and the maximum number of winning awards may be set in consideration of the firing interval of the game balls. As an example, if the maximum opening time is set to the firing interval of the game balls (such as 0.6 seconds) multiplied by a value equal to the maximum number of winning awards or a value that is a few (for example, 1) more or less than the maximum number of winning awards, the arrival timing at the special variable winning device 94 will vary due to the variation in the windmill 74 and the obstacle pins 75 that serve as variable means, changing the end condition of the round and improving the interest of the game.

[0233] Also, the maximum opening time may be set to a time such that the maximum number of winning awards cannot be reached even if the game balls are continuously fired. For example, the maximum opening time may be set to the firing interval of the game balls (such as 0.6 seconds) multiplied by a value that is half or less of the value of the maximum number of winning awards (for example, a value of 5 or less). In this way, a relatively short first interval time or first ending time will be set in almost all cases, enabling the progress of the special game state to be rapid. This can endow the game with a gameplay where the special game states continue in a short period, improving the interest of the game. Also, in the rare case where a situation occurs where the game balls with the maximum number of winning awards win, a relatively long second interval time or second ending time will be set, preventing the player's profit obtained in a certain period from becoming too high and the gambling nature from becoming too high.

[0234] Also, as a result of the special figure game, it is possible to derive a small win that does not involve the operation of the condition device, and when a small win is derived, a small win game state that opens the special variable winning device 94 may be generated. Regarding the small win game state, either the condition of reaching the maximum opening time or the condition of winning the maximum number of winning awards is established to end the opening of the special variable winning device 94, and the length of the small win ending period from the closing of the special variable winning device 94 to the end of the small win game state may be made different according to the end condition.

[0235] Also, although only one special variable winning device 94 is provided, two such devices may be provided and either one of them may be opened in a round. Further, one of the special variable winning devices 94 may be provided with a specific area into which the game balls flowing into the special variable winning device 94 can flow, and a movable member capable of changing the ease of inflow into the specific area, and the game control device 100 may control the movable member. Then, when a game ball flows into the specific area, a high-probability state may be set after the end of the special game state, and when a game ball does not flow into the specific area, a low-probability state may be set after the end of the special game state, as a gaming machine.

[0236] Also, the special variable winning device 94 having a specific area may be opened in the small winning game state, and when a game ball flows into the specific area, it may be a so-called type 1 + type 2 gaming machine that results in a big win and generates a special game state.

[0237] As an example of such a gaming machine, a game board shown in FIG. 8 is used, in which a first starting port 76 that can always win by hitting to the left is provided instead of the starting winning device 90 on the game board 70. In the non-time-saving state or the micro-time-saving state, the game is mainly played by hitting to the left aiming at the first starting port 76, and the special figure 1 game is mainly executed. When a big win is derived in the special figure 1 game, a special game state in which the special variable winning device 94 is opened is executed, and a time-saving state can be set after the end of the special game state. It may be the case that the time-saving state is not set. In the time-saving state, the game is mainly played by hitting to the right aiming at the normal variable winning device 79, and the special figure 2 game is mainly executed. When a big win is derived in the special figure 2 game, a special game state in which the special variable winning device 94 is opened is executed, and a time-saving state can be set after the end of the special game state. It may be the case that the time-saving state is not set.

[0238] In addition, in the special figure 2 game, a small win can be derived as a result. When a small win is derived, a small win gaming state is executed to release the special variable winning device 94. In this small win gaming state, when a game ball flows into the specific area, a special gaming state is executed to release the special variable winning device 94 after the end of the small win gaming state. After the end of the special gaming state, a time shortening state can be set. It may be the case that the time shortening state is not set. Also, when a game ball does not flow into the specific area in the small win gaming state, the next special figure game can be executed without executing the special gaming state after the end of the small win gaming state.

[0239] Note that in the special figure 1 game, a small win may or may not be derivable. Also, the probability of a big win may always be a constant probability, or there may be a low probability state and a high probability state. Further, a time shortening small win may or may not be derivable in both or either of the special figure 1 game and the special figure 2 game, or a time shortening small win may not be derived in both the special figure 1 game and the special figure 2 game.

[0240] Also, a movable member may be provided inside the special variable winning device 94 having a specific area to change the ease of inflow of the game ball into the specific area. The control of the movable member is performed by the game control device 100, and it is made operable in a first state and a second state in which the inflow into the specific area is easier than the first state. The operation pattern of the movable member may be selected from a plurality of types of patterns. Also, as the special variable winning device 94, a special variable winning device having a specific area and a special variable winning device not having a specific area may be provided. In the special gaming state, one of the special variable winning devices is released in each round, and in the small win gaming state, the special variable winning device having a specific area is released.

[0241] In addition, a plurality of types may be provided for each small win, and the type may be selected based on a special drawing type random value. The execution mode of the small win game state and the execution mode of the special game state based on the small win game state may be selected according to the type of the small win. Also, the execution mode of the special game state may be made different between the special game state based on the occurrence of a big win in the special drawing game and the special game state based on the entry into a specific area in the small win game state. That is, the execution mode of the small win game state and the special game state may be made different according to the type of the small win and the trigger for the occurrence of the special game state.

[0242] Examples of the execution mode of the small win game state include, for example, the length of the small win opening time from the start of the small win game state to the opening of the special variable winning device 94, the length of the small win ending time from the closing of the special variable winning device 94 to the end of the small win game state, the opening pattern of the special variable winning device 94, the opening time, the operation mode of the movable member provided inside the special variable winning device 94, and the like. Examples of the execution mode of the special game state include, for example, the length of the opening time, the length of the interval time, the length of the ending time, the opening pattern of the special variable winning device 94, the opening time, the number of rounds, and the like. In the special game state of the gaming machine according to the present embodiment, the lengths of the interval time and the ending time are made different according to the end condition of the round. However, even with the same end condition, the lengths of the interval time or the ending time may be made different according to the type of the small win and the trigger for the occurrence of the special game state.

[0243] Examples of the game state in which the movable member can be operated in different states include the winning state in the normal drawing, the special game state, the small win game state generated based on the small win, and the like. Examples of the movable member include the movable member 94b of the special variable winning device 94, the movable member 79b of the normal variable winning device 79, and the movable member that changes the ease of entry of the game ball into a specific area provided inside the special variable winning device 94.

[0244] [Second Embodiment] Next, the gaming machine of the second embodiment will be described. Basically, it has the same configuration as the gaming machine of the first embodiment described above. Hereinafter, the parts having the same configuration will be denoted by the same reference numerals and the description thereof will be omitted, and mainly the different parts will be described. The gaming machine of this embodiment has a different production mode in the special gaming state.

[0245] FIG. 37 shows an example of the production in the special gaming state of the gaming machine 1 of this embodiment. As shown in FIG. 37(a), the round is started, and when the end condition of the round is satisfied, the round ends and the special variable winning device 94 is closed to enter the interval period. FIGS. 37(b) and (c) show an example of the interval production when the round ends due to the winning of the maximum number of winnings which is the second condition.

[0246] First, as shown in FIG. 37(b), a display of "Please wait a moment" is made as a standby display 541 which prompts to wait until the next round starts. Then, as shown in FIG. 37(c), when the start of the next round approaches, a display of "It's about to open" is made as a transition display 542. And then, as shown in FIG. 37(d), the next round starts and the special variable winning device 94 is opened.

[0247] When the round ends due to the winning of the maximum number of winnings which is the second condition, a relatively long time is set for the interval period. Therefore, by performing the standby display 541, it is possible to temporarily stop the firing of the game balls, and by performing the transition display 542, it is possible to resume the firing of the game balls before the start of the round. Thereby, it is possible to suppress the decrease in profit due to the technical intervention of the player during the interval period, and the interest of the game can be improved.

[0248] After that, as the round progresses, Fig. 37(e) shows a state where the maximum release time has been reached with 9 winning combinations less than the maximum number of winning combinations, and here the round ends and an interval period begins. As shown in Fig. 37(f), the interval effect in this case is considered to be a direct continuation of the effect in the ended round shown in Fig. 37(f). Then, as shown in Fig. 37(g), when the interval period ends, the next round starts. The effect in this round is also considered to be a direct continuation of the effect of the previous round shown in Fig. 37(e) and the interval effect shown in Fig. 37(f). However, the display of the round number display 534 is updated.

[0249] As described above, when the round ends due to the arrival of the maximum release time, which is the first condition, the interval period is shorter than when the round ends due to winning the maximum number of winning combinations, which is the second condition. Furthermore, by creating an effect that does not make the player conscious of the interval period, an impression that the round continues can be given, making it difficult to recognize that the round has ended due to the arrival of the maximum release time and improving the interest of the game. Note that in the state shown in Fig. 37(g), which is a new round after the round has ended due to reaching the maximum release time, which is the first condition, an effect different from the effect of the previous round shown in Fig. 37(e) and the interval effect shown in Fig. 37(f) may be used.

[0250] Also, the standby display 541 and the transition display 542 are not limited to those described above, and any effect may be used. For example, the timing until the start of the next round may be shown in a countdown format. Also, the standby display 541 and the transition display 542 may be used for all of the interval effects when the round ends due to winning the maximum number of winning combinations, which is the second condition, or only for some of them. Also, the standby display 541 and the transition display 542 may be used for the ending effect when the final round ends due to winning the maximum number of winning combinations, which is the second condition.

[0251] Also, although the transition display 542 is shown after the standby display 541 as an interval effect or an ending effect, only one of the standby display 541 and the transition display 542 may be shown. Also, there may be a period during which neither the standby display 541 nor the transition display 542 is shown in the interval effect or the ending effect. For example, in the interval period or the ending period, after the standby display 541 is performed at the start, the standby display 541 may be erased, and a period during which neither the standby display 541 nor the transition display 542 is shown may be provided. Further, after the transition display 542 is shown, the transition display 542 may be erased, and a period during which neither the standby display 541 nor the transition display 542 is shown may be provided until the start of the next round or the next special figure game. By doing so, it is possible to give the player an interest in guessing while showing the start timing of the next round or the next special figure game to some extent.

[0252] Also, when the transition display 542 displays the timing until the start of the next round or the next special figure game in a countdown format, instead of performing the countdown until the end of the interval period or the ending period, it may be set to count down halfway and then end. For example, it may count down as "10", "9", "8" and then end, and a period during which neither the standby display 541 nor the transition display 542 is shown may be provided until the start of the next round or the next special figure game. By doing so, it is possible to give the player an interest in guessing while showing the start timing of the next round or the next special figure game to some extent.

[0253] Also, the content of the standby display 541 and the transition display 542 may always be the same or may be different. For example, the type of jackpot that triggered the special game state (10R sure-change jackpot, 10R normal jackpot), the type of special figure game (special figure 1 game, special figure 2 game), the game state set after the end of the special game state (low probability state, high probability state, time-limited state, micro time-limited state, no time-limited state), etc., may be used to select the content of the standby display 541 and the transition display 542. The standby display 541 and the transition display 542 are in a state that is more advantageous to the player than when these displays are not performed by making it possible to estimate the start timing of the next round or the next special figure game. If the content of the standby display 541 and the transition display 542 is made different to make the ease of estimation different, the degree of advantage to the player will also be different, and the interest of the game can be improved.

[0254] [Third Embodiment] Next, the gaming machine of the third embodiment will be described. Basically, it has the same configuration as the gaming machine of the first embodiment described above. Hereinafter, the same components will be denoted by the same reference numerals and the description thereof will be omitted, and mainly the different parts will be described. The gaming machine of this embodiment has a different method of setting the lengths of the interval period and the ending period.

[0255] [Interval Period Setting Process] In the gaming machine 1 of this embodiment, the interval period setting process shown in FIG. 38 is performed instead of the interval period setting process shown in FIG. 24. In this process, first, a value corresponding to the first interval time is set in the special figure processing timer (step S265), and it is determined whether the end condition flag is time-up (step S261). If it is time-up (step S261; Y), an interval command including information on the set interval time is transmitted to the effect control device 300 (step S264), and the interval period setting process is terminated. In this case, the first interval time is set as the interval time.

[0256] Also, when the end condition flag is not time-up (step S261; N), that is, when the upper limit is reached, a value corresponding to the additional interval time is added to the special drawing process timer (step S266), and an interval command including information on the set interval time is transmitted to the effect control device 300 (step S264), and the interval period setting process ends. The additional interval time is the time corresponding to the difference between the first interval time and the second interval time. Therefore, in this case, the second interval time is set as the interval time.

[0257] That is, in this process, first, the process of step S265 is performed as a first setting process for setting a first interval time of a predetermined length set when the round ends due to the arrival of the maximum opening time which is the first condition. And when the round ends due to winning the maximum number of prizes which is the second condition, the process of step S266 is performed as a second setting process for extending the first interval time to the second interval time.

[0258] [Ending period setting process] Also, instead of the ending period setting process shown in FIG. 25, the ending period setting process shown in FIG. 39 is performed. In this process, first, a value corresponding to the first ending time is set in the special drawing process timer (step S275), and it is determined whether the end condition flag is time-up (step S271). When it is time-up (step S271; Y), an ending command including information on the set ending time is transmitted to the effect control device 300 (step S274), and the ending period setting process ends. In this case, the first ending time is set as the ending time.

[0259] Also, when the end condition flag is not time-up (step S271; N), that is, when the upper limit is reached, a value corresponding to the additional ending time is added to the special drawing timer (step S276), and an ending command including information on the set ending time is transmitted to the effect control device 300 (step S274), and the ending period setting process is terminated. The additional ending time is the time corresponding to the difference between the first ending time and the second ending time. Therefore, in this case, the second ending time is set as the ending time.

[0260] That is, in this process, first, the process of step S275 is performed as the first setting process for setting the first ending time with a predetermined length that is set when the final round ends due to the arrival of the maximum opening time, which is the first condition. Then, when the final round ends due to winning the maximum number of prizes, which is the second condition, the process of step S276 is performed as the second setting process for extending the first ending time to the second ending time.

[0261] In this way, in setting the interval time and the ending time, first, the first setting process is performed to set the time corresponding to the establishment of one end condition, and then the second setting process is performed to correct it so that it becomes the time corresponding to the establishment of the other end condition. By doing so, the processes can be made common when the first condition is satisfied and when the second condition is satisfied, and the control burden can be reduced.

[0262] [Fourth Embodiment] Next, the gaming machine of the fourth embodiment will be described. Basically, it has the same configuration as the gaming machine of the first embodiment described above. Hereinafter, the parts having the same configuration will be denoted by the same reference numerals and the description thereof will be omitted, and mainly the different parts will be described. The gaming machine of this embodiment has a different method of setting the lengths of the interval period and the ending period.

[0263] [Interval Period Setting Process] In the gaming machine 1 of the present embodiment, in the interval period setting process shown in FIG. 24, regardless of the type of end condition flag, when the round ends due to the arrival of the maximum opening time which is the first condition, a value corresponding to the first interval time is set in the special figure processing timer. Also, the interval command may not include the information of the interval time, or may include the information of the interval time based on the end condition flag.

[0264] [Ending period setting process] Also, in the ending period setting process shown in FIG. 25, regardless of the type of end condition flag, when the round ends due to the arrival of the maximum opening time which is the first condition, a value corresponding to the first ending time is set in the special figure processing timer. Also, the ending command may not include the information of the ending time, or may include the information of the ending time based on the end condition flag.

[0265] [Special power-off in-process] Also, instead of the special power-off in-process shown in FIG. 26, the special power-off in-process shown in FIG. 40 is performed. In this process, first, it is determined whether the value of the special figure processing timer is 0 (step S291). In the special figure processing timer here, a value corresponding to the remaining time of the interval period is set, and in this case, when the value of the special figure processing timer becomes 0, it means that the time set as the interval period has been reached. When the value of the special figure processing timer is not 0 (step S291; N), it is the case where the interval period continues and the special power-off in-process ends. Also, when the value of the special figure processing timer is 0 (step S291; Y), that is, when the time set as the interval period has been reached, it is determined whether the end condition flag is the upper limit reached flag (step S301).

[0266] When the end condition flag is the upper limit reached flag (step S301; Y), a value corresponding to the extension time is set in the special drawing process timer (step S302), the end condition flag is cleared (step S303), and the special power-off in-process is terminated. As a result, the interval period is extended. The extension time set here is the time corresponding to the difference between the first interval time and the second interval time set when the end condition is the winning of the maximum number of winning prizes. Therefore, in this case, the second interval time is set as the interval time. Also, when the end condition flag is not the upper limit reached flag (step S301; N), that is, when it is the time-up flag or the flag is cleared, the interval period ends, so the process related to the start of the next round after step S292 is performed.

[0267] That is, in this process, first, the interval period setting process is performed as the first setting process for setting the first interval time with a predetermined length set when the round ends due to the arrival of the maximum opening time, which is the first condition. And when the round ends due to the winning of the maximum number of winning prizes, which is the second condition, the process of step S302 is performed as the second setting process for extending the first interval time to the second interval time.

[0268] [Special power-off end process] Also, instead of the special power-off end process shown in FIG. 27, the special power-off end process shown in FIG. 41 is performed. In this process, first, it is determined whether the value of the special drawing process timer is 0 (step S311). The value corresponding to the remaining time of the ending period is set in the special drawing process timer here, and in this case, when the value of the special drawing process timer becomes 0, it means that the time set as the ending period has been reached. If the value of the special drawing process timer is not 0 (step S311; N), it means that the ending period continues, and the special power-off process ends. Also, if the value of the special drawing process timer is 0 (step S311; Y), that is, when the time set as the ending period is reached, it is determined whether the end condition flag is the upper limit reached flag (step S323).

[0269] If the end condition flag is the upper limit reached flag (step S323; Y), a value corresponding to the extension time is set in the special drawing process timer (step S324), the end condition flag is cleared (step S322), and the special power-off process ends. As a result, the ending period is extended. The extension time set here is the time corresponding to the difference between the first ending time and the second ending time set when the end condition is the winning of the maximum number of winning prizes. Therefore, in this case, the second ending time is set as the ending time. Also, if the end condition flag is not the upper limit reached flag (step S323; N), that is, if it is the time-up flag or the flag is cleared, the ending period ends, so the processes related to the end of the special game state after step S312 are performed.

[0270] That is, in this process, first, the ending period setting process is performed as the first setting process for setting the first ending time of a predetermined length set when the final round ends due to the arrival of the maximum opening time, which is the first condition. And when the final round ends due to the winning of the maximum number of winning prizes, which is the second condition, the process of step S324 is performed as the second setting process for extending the first ending time to the second ending time.

[0271] In this way, in setting the interval time and the ending time, first, the first setting process is performed to set the time corresponding to the establishment of one of the ending conditions, and then the second setting process is performed to correct it so as to be the time corresponding to the establishment of the other ending condition. By doing so, the processing can be made common between the case where the first condition is satisfied and the case where the second condition is satisfied, and the control burden can be reduced.

[0272] [Fifth Embodiment] Next, the gaming machine of the fifth embodiment will be described. Basically, it has the same configuration as the gaming machine of the first embodiment described above. Hereinafter, the parts having the same configuration will be denoted by the same reference numerals and the description thereof will be omitted, and mainly the different parts will be described. The gaming machine of this embodiment has a different method of setting the lengths of the interval period and the ending period.

[0273] [Special Electric Release Processing] In the gaming machine 1 of this embodiment, instead of the special electric release processing shown in FIG. 23, the special electric release processing shown in FIG. 42 is performed. In this processing, when the value of the winning counter is 0 (step S244; Y), that is, when there is a winning of the maximum number of winnings, the value of the special figure processing timer at that time is acquired and stored (step S256). The value of the special figure processing timer in this case is set to a value corresponding to the remaining time with respect to the maximum release time of the round.

[0274] [Interval Period Setting Processing] In the gaming machine 1 of this embodiment, instead of the interval period setting processing shown in FIG. 24, the interval period setting processing shown in FIG. 43 is performed. In this processing, first, it is determined whether the end condition flag is time-up (step S261). If it is time-up (step S261; Y), a value corresponding to the first interval time is set in the special figure processing timer (step S262), and an interval command including the information of the set interval time is transmitted to the effect control device 300 (step S264), and the interval period setting processing is terminated.

[0275] Also, when the end condition flag is not time-up (step S261; N), that is, when the upper limit is reached, an interval time is selected based on the value of the special drawing process timer obtained in step S256 described above (step S501), and the value corresponding to the selected interval time is set in the special drawing process timer (step S502). After that, an interval command including the information of the set interval time is transmitted to the effect control device 300 (step S264), and the interval period setting process ends.

[0276] [Ending period setting process] Also, instead of the ending period setting process shown in FIG. 25, the ending period setting process shown in FIG. 44 is performed. In this process, first, it is determined whether the end condition flag is time-up (step S271). When it is time-up (step S271; Y), the value corresponding to the first ending time is set in the special drawing process timer (step S272), and an ending command including the information of the set ending time is transmitted to the effect control device 300 (step S274), and the ending period setting process ends.

[0277] Also, when the end condition flag is not time-up (step S271; N), that is, when the upper limit is reached, an ending time is selected based on the value of the special drawing process timer obtained in step S256 described above (step S503), and the value corresponding to the selected ending time is set in the special drawing process timer (step S504). After that, an ending command including the information of the set ending time is transmitted to the effect control device 300 (step S274), and the ending period setting process ends.

[0278] FIG. 45(a) shows an example of the set interval time. The first interval time set when the round ends due to reaching the maximum opening time is 0.5 seconds. Also, the interval time set when the round ends due to winning the maximum number of prizes is made to vary depending on the remaining round time, which is the time until the maximum opening time remaining when the round ends. That is, it is made to vary depending on the time taken from the start to the end of the round. Also, in each case, it is set to a time longer than the first interval time.

[0279] When the remaining round time is less than 10 seconds, the interval time is set to 5 seconds. When the remaining round time is 10 seconds or more and less than 20 seconds, the interval time is set to 10 seconds. When the remaining round time is 20 seconds or more, the interval time is set to 15 seconds. That is, the more remaining round time there is, the longer the interval time is set to be. The more remaining round time there is, the earlier the maximum number of prizes is won from the start of the round in a shorter time, and the fewer out balls that do not contribute to the payout of prize balls during the round occur, resulting in less decrease in profit. Therefore, by making the interval time, during which the profit does not decrease, longer as the remaining round time increases, the balance of the profit obtained by the player can be achieved, resulting in a fair game and an improvement in the interest of the game.

[0280] FIG. 45(b) shows the set ending time. The first ending time set when the final round ends due to reaching the maximum opening time is 3 seconds. Also, the ending time set when the final round ends due to winning the maximum number of prizes is made to vary depending on the remaining round time, which is the time until the maximum opening time remaining when the final round ends. That is, it is made to vary depending on the time taken from the start to the end of the final round. Also, in each case, it is set to a time longer than the first ending time.

[0281] When the remaining round time is less than 10 seconds, the ending time is set to 15 seconds; when the remaining round time is 10 seconds or more and less than 20 seconds, the ending time is set to 20 seconds; when the remaining round time is 20 seconds or more, the ending time is set to 25 seconds. That is, the longer the remaining round time, the longer the ending time is set. Similar to the case of the above-described interval time, the more remaining round time there is, the more likely it is to achieve the maximum number of winning within a short time from the start of the round, and the occurrence of out balls that do not contribute to the payout of winning balls during the round is less, resulting in less reduction of profit. Therefore, by setting the ending time, which results in less reduction of profit, to be longer as the remaining round time increases, the balance of the profit obtained by the player can be achieved, making the game fair and improving the interest of the game.

[0282] Also, in the gaming machine 1 of the present embodiment as well as in the gaming machine 1 of the third embodiment, when setting the interval time or the ending time, regardless of the ending condition of the round, first, a first setting process of setting the shortest first interval time or the first ending time is performed, and when the round ends due to winning the maximum number of winning, which is the second condition, a second setting process of extending the time may be performed. When the round ends due to reaching the maximum opening time, which is the first condition, the first interval time or the first ending time is set. When the round ends due to winning the maximum number of winning, which is the second condition, first, a first setting process of setting the basic time corresponding to the shortest time is performed, and when a time longer than the basic time is selected, a second setting process of extending the basic time may be performed.

[0283] Alternatively, the interval time and the ending time may be selected by lottery. FIG. 45(c) shows an example of the selection of the interval time when there is a winning with the maximum number of winnings. When the remaining time of the round is less than 10 seconds, the ratio of selecting 3 seconds as the interval time is 70%, the ratio of selecting 10 seconds is 20%, and the ratio of selecting 15 seconds is 10%. When the remaining time of the round is 10 seconds or more and less than 20 seconds, the ratio of selecting 3 seconds as the interval time is 20%, the ratio of selecting 10 seconds is 60%, and the ratio of selecting 15 seconds is 20%. When the remaining time of the round is 20 seconds or more, the ratio of selecting 3 seconds as the interval time is 10%, the ratio of selecting 10 seconds is 20%, and the ratio of selecting 15 seconds is 70%. Also in this case, the longer the remaining time of the round, the more likely a longer interval time is to be selected.

[0284] When the interval time in the case of a winning with the maximum number of winnings is selected by lottery, for the interval time when the round ends due to reaching the maximum opening time, it may be a fixed time (for example, 0.5 seconds), or it may be selected by lottery from among a plurality of time values. Also, the ending time may be selected by lottery, and it may be such that the longer the remaining time of the round, the more likely a longer ending time is to be selected.

[0285] In the above description, examples of changing the lengths of the interval time and the ending time have been described, but the interval time and the ending time set according to the remaining time of the round are not limited to the above settings. For example, the interval time and the ending time set when the round ends due to a winning with the maximum number of winnings may be longer than the first interval time and the first ending time set when the round ends due to reaching the maximum opening time. Also, although the interval time and the ending time are set to be longer as the remaining round time is longer, conversely, they may be set to be shorter as the remaining round time is longer. By doing so, it becomes more advantageous for the player to achieve the winning of the maximum number of prizes earlier, so the interest of the game can be improved.

[0286] Also, the remaining round time of the round that ended due to winning the maximum number of prizes may be used as the interval time or the ending time as it is. By doing so, it is possible to always keep the combined time of the round that ends due to winning the maximum number of prizes and the interval time or the ending time following that round constant.

[0287] Furthermore, the combined time of the remaining round time of the round that ended due to winning the maximum number of prizes and the first interval time (the first ending time in the case of the final round) when ending due to reaching the maximum release time may be used as the interval time or the ending time. By doing so, the combined time of the round and the interval time or the ending time following that round (for example, from t13 to t15 in FIG. 36) always becomes constant regardless of the ending condition of the round, and the execution time of the special game state can be made constant.

[0288] Since the combined time of the round and the interval period or the ending period following that round becomes a fixed time, if an effect for that fixed time is prepared as an effect during this period, it can be executed from the beginning to the end without interruption. For example, an effect such that a series of stories is completed within the fixed time can also be executed from the beginning to the end without interruption. Of course, since the time over a plurality of consecutive rounds and the interval period or the ending period is also constant, it is possible to prepare a continuous production over the time of a plurality of consecutive rounds and the interval period or the ending period and execute all of them from the beginning to the end without interruption. Further, since the time over the entire period of the special game state can also be made constant, the continuous production prepared according to the time of the entire period of the special game state can also be executed from the beginning to the end without interruption.

[0289] Conventionally, since the time of the round was indefinite, it was only possible to repeat a short production during the round or to execute the production for a time corresponding to the maximum opening time only up to the middle. However, by doing as described above, it becomes possible to execute all of the continuous production over a predetermined time prepared from the beginning to the end without interruption, and the interest of the game in the special game state can be improved.

[0290] [Sixth Embodiment] Next, the gaming machine of the sixth embodiment will be described. Basically, it has the same configuration as the gaming machine of the first embodiment described above. Hereinafter, the parts having the same configuration will be denoted by the same reference numerals and the description will be omitted, and mainly the different parts will be described. In the gaming machine 1 of the present embodiment, based on the end condition of a predetermined round, the length of the subsequent interval period can be made different.

[0291] [During Special Electric Release Processing] In the gaming machine 1 of the present embodiment, instead of the special power supply release process shown in FIG. 23, the special power supply release process shown in FIG. 46 is performed. In this process, when the value of the special figure processing timer is 0 (step S243; Y), that is, when the maximum release time has been reached, it is determined whether the value of the round counter is 10, that is, whether it is the first round (step S511). If the value of the round counter is not 10 (step S511; N), the process proceeds to the process of ending the rounds after step S248. Also, if the value of the round counter is 10 (step S511; Y), a time-up flag is set as the end condition flag (step S247), and the process proceeds to the process of ending the rounds after step S248.

[0292] Also, when the value of the winning counter is 0 (step S244; Y), that is, when the maximum number of wins has been achieved, it is determined whether the value of the round counter is 10, that is, whether it is the first round (step S512). If the value of the round counter is not 10 (step S512; N), the process proceeds to the process of ending the rounds after step S246. Also, if the value of the round counter is 10 (step S512; Y), an upper limit reached flag is set as the end condition flag (step S245), and the process proceeds to the process of ending the rounds after step S246. By these processes, whether the end condition for the first round is the arrival of the maximum release time or the achievement of the maximum number of wins is recorded.

[0293] [During Special Power Supply Closed Process] Also, instead of the special power supply closed process shown in FIG. 26, the special power supply closed process shown in FIG. 47 is performed. In this process, the process of clearing the end condition flag (step S294) is not performed. As a result, the end condition flag set in the first round is maintained.

[0294] [Interval Period Setting Process] Further, instead of the interval period setting process shown in FIG. 24, the interval period setting process shown in FIG. 48 is performed. In this process, it is determined whether the value of the round counter is less than 6, that is, whether it is the setting of the interval period after the 5th round to the 9th round (step S514). If the value of the round counter is not less than 6 (step S514; N), that is, if it is the setting of the interval period after the 1st round to the 4th round, a value corresponding to the second interval time is set in the special figure processing timer (step S263), and an interval command including the information of the set interval time is transmitted to the effect control device 300 (step S264), and the interval period setting process is terminated. In this case, the second interval time is set regardless of the end condition of the first round.

[0295] Also, when the value of the round counter is less than 6 (step S514; Y), that is, when it is the setting of the interval period after the 5th round to the 9th round, it is determined whether the end condition flag is time-up (step S261). If it is time-up (step S261; Y), a value corresponding to the first interval time is set in the special figure processing timer (step S262). Also, when the end condition flag is not time-up (step S261; N), that is, when it is upper limit reached, a value corresponding to the second interval time is set in the special figure processing timer (step S263). Then, an interval command including the information of the set interval time is transmitted to the effect control device 300 (step S264), and the interval period setting process is terminated.

[0296] From this process, in the interval period after the 5th round to the 9th round, either the first interval time or the second interval time is set according to the end condition of the first round. That is, it is possible to vary the length of the interval period that is not the interval period following the predetermined round according to the end condition of the predetermined round. Also, in the ending period setting process, an ending time corresponding to the end condition flag is set in the same manner as in the first embodiment. By doing so, the end condition of a predetermined round becomes an unprecedented execution mode of a special game state in which the length of the interval period that is not the interval period following the predetermined round is varied, and the interest of the game can be improved.

[0297] Note that the round for which the end condition flag to be set is selected is the first round, but it may be other rounds. Also, the round for which the end condition flag to be set is selected may be determined by the random number value per special figure and the special figure type random number value for the special figure game that triggered the start of the special game state. That is, the round for which the end condition flag to be set based on the result of the special figure game may be determined. Also, instead of predetermining the round for which the end condition flag to be set is selected, it may be determined by lottery at the start of the special game state or the like.

[0298] Also, the selection of the end condition flag to be set may be based on the end conditions of a plurality of rounds instead of the end condition of a single round. For example, regarding the end conditions of each round from the first round to the fifth round, if the end by reaching the maximum opening time is more frequent, set the time-up flag as the end condition flag, and if the end by winning the maximum number of prizes is more frequent, set the upper limit reached flag. Also, the interval period for which the interval time is selected based on the end condition flag may be one or a plurality. Furthermore, the interval period for which the interval time is selected based on the end condition flag may be selected by lottery. Also, the target for which the time is selected based on the end condition flag may be only the ending time.

[0299] [Seventh Embodiment] Next, the gaming machine of the seventh embodiment will be described. Basically, it has the same configuration as the gaming machine of the first embodiment described above. Hereinafter, the same components will be denoted by the same reference numerals and the description thereof will be omitted, and mainly the different parts will be described. In the gaming machine 1 of the present embodiment, a general drawing ending period is provided after all openings of the general variable winning device 79 are completed in the winning state of the general drawing, and the winning state of the general drawing ends when the general drawing ending period ends.

[0300] [General power control process] In the gaming machine 1 of the present embodiment, the general power control process shown in FIG. 49 is performed instead of the general power control process shown in FIG. 31. In this process, it is determined whether there is a general drawing ending flag set in the case of the general drawing ending period (step S521). If there is a general drawing ending flag (step S521; Y), it is determined whether the value of the general drawing process timer is 0 (step S522).

[0301] If the value of the general drawing process timer is not 0 (step S522; N), the general power control process ends. In this case, the ending period of the general drawing continues. If the general drawing process timer is 0 (step S522; Y), since the general drawing ending period has ended, 0 is set in the general drawing general power counter (step S523), the general drawing ending flag is cleared (step S524), and the general power control process ends. As a result, the winning state of the general drawing ends and the next general drawing game can be started.

[0302] In addition, in the general power control process of this embodiment, when the value of the general power winning counter is 0 (step S483; Y), that is, when the release of the normal variable winning device 79 is terminated by winning the maximum number of winnings, a flag indicating reaching the upper limit is set as the general diagram end condition flag (step S525). Also, when the value of the general power release counter is 0 (step S486; Y), that is, when the release of the normal variable winning device 79 is terminated by reaching the maximum release time, a flag indicating timeout is set as the general diagram end condition flag (step S526). Then, a general diagram ending period setting process (step S527) for setting the general diagram ending period is performed.

[0303] [General Diagram Ending Period Setting Process] FIG. 50 shows the general diagram ending period setting process (step S527) in the above-described general power control process. In this process, first, the general diagram ending flag is set (step S531), and it is determined whether the general diagram end condition flag indicates timeout (step S532).

[0304] When the general diagram end condition flag indicates timeout (step S532; Y), a value corresponding to the first general diagram ending time is set in the general diagram processing timer (step S533), and the general diagram ending period setting process ends. Also, when the general diagram end condition flag does not indicate timeout (step S532; N), that is, when it indicates reaching the upper limit, a value corresponding to the second general diagram ending time is set in the general diagram processing timer (step S534), and the general diagram ending period setting process ends.

[0305] In the gaming machine 1 of this embodiment, the first general diagram ending time is set to be shorter than the second general diagram ending time. That is, the winning state of the general diagram ends earlier and the start of the next general diagram game becomes earlier when the release of the normal variable winning device 79 is terminated by reaching the maximum release time than when the release of the normal variable winning device 79 is terminated by winning the maximum number of winnings.

[0306] During the normal pattern ending period, the normal variable winning device 79 is closed, and even if a game ball is detected by the normal electric switch 79a, no prize balls are paid out. Therefore, most of the game balls launched during the normal pattern ending period become out balls and do not contribute to the payout of prize balls. Thus, assuming that the player continues to launch game balls during the normal pattern ending period, the longer the normal pattern ending period, the more the player's profit decreases.

[0307] When the opening of the normal variable winning device 79 ends due to the arrival of the maximum opening time, which is the first condition, the player ends the opening of the normal variable winning device 79 without obtaining the maximum profit that can be obtained in the case of a win in the normal pattern. Furthermore, since many of the game balls that did not win in the normal variable winning device 79 become out balls that do not contribute to the payout of prize balls, the profit that can be obtained by the player in the case of a win in the normal pattern decreases accordingly. On the other hand, when the opening of the normal variable winning device 79 ends due to winning the maximum number of wins, which is the second condition, the player obtains the maximum profit that can be obtained in the case of a win in the normal pattern. Furthermore, since the opening of the normal variable winning device 79 ends in a shorter time than the maximum opening time, the occurrence of out balls that do not contribute to the payout of prize balls also decreases accordingly.

[0308] In this way, a significant difference occurs in the profit obtained in the case of a win in the normal pattern depending on the timing of the end of the opening of the normal variable winning device 79. Therefore, when the opening of the normal variable winning device 79 ends due to the arrival of the maximum opening time, which is the first condition, the normal pattern ending period is shortened to reduce the decrease in profit during the normal pattern ending period. This can alleviate the dissatisfaction of the player when the opening of the normal variable winning device 79 ends due to the arrival of the maximum opening time, reduce the difference in profit from the case when the opening of the normal variable winning device 79 ends due to winning the maximum number of wins, improve the interest of the game, and maintain the fairness of the game.

[0309] Incidentally, the first general drawing ending time and the second general drawing ending time may be the same time, or the first general drawing ending time may be longer than the second general drawing ending time. By setting the first general drawing ending time and the second general drawing ending time to the same time, the difference in the player's profit due to the difference in the timing of the end of the opening of the normal variation winning device 79 becomes clear, and the player's attention to the progress of the winning state of the general drawing increases, making it possible to create a gaming machine with high interest. Also, by setting the first general drawing ending time to be longer than the second general drawing ending time, the difference in the player's profit due to the difference in the timing of the end of the opening of the normal variation winning device 79 becomes larger, and the interest of the game can be improved.

[0310] [Inventions Extracted from Each Embodiment] The inventions extracted from each of the above-described embodiments are shown below. Note that the corresponding configurations and the like in each embodiment are shown, but it is not limited thereto. Also, as an example, the numbers of other inventions to which the invention belongs are described, but it is not limited thereto, and each invention can be arbitrarily combined.

[0311] [Problems] The gaming machines shown below were made to solve the following problems. In the first era, a bonus win that could win through the big winning opening (special variation winning device) and further to the general winning opening was possible. Furthermore, there was a meaningful V winning opening (specific area) in one type of big winning opening, providing an extremely interesting gameplay. In such a gaming machine, if there was no V win during a round, of course, it would not proceed to the next round and a breakdown would occur.

[0312] In the second era after the first era, the bonus win was prohibited, and it was configured to always win a V win. The V winning opening lost its role in contributing to the gameplay and became a mere formality. In the third era after the second era, the V winning port, which had become famous but ineffective, was finally regarded with suspicion and even ceased to exist. As a result, during a single jackpot, it didn't matter whether the game balls won or not, and it became a time for practice until a certain time elapsed or the maximum number of winnings occurred. In modern times after the third era, for example, in pachinko machines of the "one type + two types" where a small win on the V winning port triggers a jackpot, or in V probability machines where a win on the V winning port puts the machine into a certain probability state, the V winning port has revived with a changed role, but it doesn't have the sharpness of the past.

[0313] Commonly from the first era to modern times, after the large winning port closes, a residual ball detection period of about 1 to 2 seconds is provided. This ensures that game balls that won just before the large winning port closed (the over-winning portion) are counted as normal round-time winnings when the port opens, and the bonus balls are paid out. The new-era winning system in the gaming machine of the present invention uses the upper limit time for opening a round (any number of seconds) and the upper limit number of winnings (any number of balls) to provide new gameplay in modern times where there is a widespread sense of being unable to win up to the maximum limit.

[0314] [Means and Effects] Feature A1 In a gaming machine capable of generating a specific gaming state (special gaming state) when specific conditions are met (a big win in a special figure game) based on the establishment of a start condition (winning on the first start port 76, the second start port 77, or the normal variable winning device 79), A predetermined operating means (the movable member 94b of the special variable winning device 94) operable in a first state (closed state or non-inductive state) and a second state (open state or inductive state) different from the first state, And a control means (the game control device 100) capable of controlling the operation of the predetermined operating means, The control means is In the specific gaming state, it is possible to shift the predetermined operating means from the first state to the second state, When in the second state, based on the establishment of at least one of the end conditions: the first condition (reach of the maximum opening time) and the second condition (winning of the maximum number of prizes), which is different from the first condition, it is possible to shift the predetermined operation means from the second state to the first state. In the specific game state, a plurality of periods (rounds) in the second state are provided with an interval period, which is the period in the first state to which the shift is made due to the establishment of the end condition, interposed therebetween. The gaming machine is characterized in that when shifting to the interval period based on the establishment of the first condition, the length of the interval period can be made shorter than when shifting to the interval period based on the establishment of the second condition.

[0315] According to Feature A1, since the length of the interval period varies depending on whether the period (round) in the second state ends due to either the first condition (reach of the maximum opening time) or the second condition (winning of the maximum number of prizes) and then shifts to the interval period, it is possible to create an unprecedented interest in the specific game state where the established end condition affects the length of the interval period, thereby improving the interest of the game.

[0316] Feature A2 The gaming machine according to Feature A1, characterized in that the second condition (winning of the maximum number of prizes) is more advantageous to the player than the first condition (reach of the maximum opening time).

[0317] According to Feature A2, since the length of the interval period varies depending on the difference in the degree of advantage of the end condition of the period (round) in the second state, it is possible to create an unprecedented interest in the specific game state where the difference in the degree of advantage of the established end condition affects the length of the interval period, thereby improving the interest of the game.

[0318] Feature A3 The gaming machine according to Feature A1, characterized in that the second state (open state or guiding state) is more advantageous to the player than the first state (closed state or non-guiding state).

[0319] According to Feature A3, since the length of the interval period during which the second state is entered (round) varies depending on whether the transition to the first state occurs due to either the first condition (reach of the maximum opening time) or the second condition (winning of the maximum number of winning prizes), it is possible to create an unprecedented interest in a specific gaming state where the established end condition affects the length of the interval period, that is, the length of the state disadvantageous to the player, and the interest of the game can be improved. In particular, when combined with Feature A2, when the degree of advantage of the end condition is high, the degree of advantage of the interval period becomes low, and when the degree of advantage of the end condition is low, the degree of advantage of the interval period becomes high. Therefore, it is possible to alleviate the dissatisfaction of the player, maintain the fairness of the game, and improve the interest of the game.

[0320] Feature A4 In a gaming machine capable of generating a specific gaming state (special gaming state or winning state of the general drawing) when a specific condition is satisfied (big win of the special drawing game or win of the general drawing game) based on the establishment of a start condition (winning at the first start port 76, the second start port 77, or the normal variable winning device 79 or passage of a game ball through the through gate 78), a predetermined operating means (special variable winning device 94 or normal variable winning device 79) operable between a first state (closed state or non-inductive state) and a second state (open state or inductive state) different from the first state, and a control means (game control device 100) capable of controlling the operation of the predetermined operating means, wherein the control means is capable of shifting the predetermined operating means from the first state to the second state in the specific gaming state, and when in the second state, based on the establishment of at least one end condition among a first condition (reach of the maximum opening time) and a second condition (winning of the maximum number of winning prizes) different from the first condition, the predetermined operating means is capable of shifting from the second state to the first state, Based on whether the trigger for the end of the second state is due to the fulfillment of either the first condition or the second condition, it is possible to vary the length of the period (interval period, ending period, or ending period in the general drawing) in the first state. This is a characteristic of a gaming machine.

[0321] According to Feature A4, based on whether the trigger for the end of the second state (open state or guiding state) is due to the fulfillment of either the first condition (reach of the maximum opening time) or the second condition (winning of the maximum number of prizes), it is possible to vary the length of the period (interval period, ending period, or ending period in the general drawing) in the first state. Therefore, it is possible to create an unprecedented interest in a specific gaming state where the established end condition affects the length of the period in the first state, and the interest of the game can be improved.

[0322] As specific gaming states, in addition to the winning state of the general drawing and the special gaming state, it includes the small winning gaming state generated based on a small win, and a gaming state in which a predetermined operating means can shift from the first state to the second state. The specific gaming state only needs to be a gaming state in which a predetermined operating means can shift from the first state to the second state. As the predetermined operating means, in addition to the movable member 94b of the special variable winning device 94, the movable member 79b of the normal variable winning device 79, and the movable member that changes the ease of inflow of the game ball into a specific area provided inside the special variable winning device 94, any means that can shift from the first state to the second state can be used. The first state and the second state may have different degrees of advantage for the player, or may have the same degree of advantage. The first state may have a higher degree of advantage than the second state, or the second state may have a higher degree of advantage than the first state.

[0323] The specific gaming state may have a different degree of advantage for the player compared to the state other than the specific gaming state, or may have the same degree of advantage. When the degree of advantage for the player is different, the specific gaming state may be more advantageous, or the state other than the specific gaming state may be more advantageous. The first condition and the second condition may be any different conditions, and any condition that triggers the transfer of the predetermined operation means from the second state to the first state based on the establishment of any end condition is acceptable. The period in the first state after the end of the second state is not limited to the interval time, the ending period, or the ending period of the general drawing, and may be any period whose length can be varied depending on whether the transfer occurs due to the opportunity of either the first condition or the second condition.

[0324] Feature A5 The control means (game control device 100) In the specific game state (special game state), a plurality of periods in the second state (open state or guiding state) are provided with an interval period, which is the period in the first state (closed state or non-guiding state) to which the transfer occurs due to the establishment of the end condition, in between. Based on whether the opportunity to transfer to the interval period is due to the establishment of either the first condition or the second condition, it is possible to vary the length of the interval period transferred by that opportunity. The gaming machine according to Feature A4 is characterized in that.

[0325] According to Feature A5, based on whether the opportunity to transfer to the interval period is due to the establishment of either the first condition (reach of the maximum opening time) or the second condition (winning of the maximum number of winning prizes), it is possible to vary the length of the interval period transferred by that opportunity. Therefore, the established end condition affects the length of the immediately subsequent interval period. As a result, the relevance between the established end condition and the length of the interval period is enhanced, and the effect brought about by the combination of the established end condition and the length of the interval period is enhanced, so that the interest of the game can be improved.

[0326] Feature A6 The control means (game control device 100) In the specific gaming state (special gaming state), it is possible to provide a plurality of three or more times with an interval period that is a period in the second state (open state or guiding state) and sandwiches the interval period that is a period in the first state (closed state or non-guiding state) which shifts due to the fulfillment of the end condition. The gaming machine according to characteristic A4, wherein based on which of the fulfillment of the first condition and the second condition is the trigger for the transition to the interval period, it is possible to vary the length of the interval period provided after the trigger in the specific gaming state.

[0327] According to characteristic A6, based on which of the fulfillment of the first condition (reach of the maximum opening time) and the second condition (winning of the maximum number of winning prizes) is the trigger for the transition to the interval period, it is possible to vary the length of the interval period provided after the trigger. Thus, the established end condition affects not only the immediately subsequent interval period but also the subsequent interval periods. As a result, the effect of the established end condition becomes greater, and the interest of the game can be improved.

[0328] Characteristic A7 The control means (game control device 100) It is possible to provide an ending period (ending period or normal pattern ending period) that is a period in the first state (closed state or non-guiding state) from the end of the last second state (open state or guiding state) in the specific gaming state (special gaming state or winning state of the normal pattern) to the end of the specific gaming state. The gaming machine according to characteristic A4, wherein based on which of the fulfillment of the first condition (reach of the maximum opening time) and the second condition (winning of the maximum number of winning prizes) is the trigger for the end of a predetermined second state in the specific gaming state, it is possible to vary the length of the ending period.

[0329] According to Feature A7, based on whether the trigger for the end of a predetermined second state (open state or guiding state) in a specific gaming state (special gaming state or winning state of the normal drawing) is due to the fulfillment of either the first condition (reach of the maximum opening time) or the second condition (winning of the maximum number of prizes), it is possible to vary the length of the ending period (ending period or normal drawing ending period). Therefore, it is possible to create an unprecedented interest in the specific gaming state where the trigger for the end of the predetermined second state affects the length of the ending period, and the interest of the game can be improved.

[0330] Feature A8 The control means (game control device 100) can provide an ending period (ending period or normal drawing ending period) that is a period during which the first state (closed state or non-guiding state) is set from the end of the last second state (open state or guiding state) in the specific gaming state (special gaming state or winning state of the normal drawing) until the end of the specific gaming state. The gaming machine according to Feature A4, wherein based on whether the trigger for the end of the last second state is due to the fulfillment of either the first condition (reach of the maximum opening time) or the second condition (winning of the maximum number of prizes), it is possible to vary the length of the ending period.

[0331] According to Feature A8, based on whether the trigger for the end of the last second state (open state or guiding state) in a specific gaming state (special gaming state or winning state of the normal drawing) is due to the fulfillment of either the first condition (reach of the maximum opening time) or the second condition (winning of the maximum number of prizes), it is possible to vary the length of the ending period (ending period or normal drawing ending period). Therefore, the established ending condition comes to affect the length of the immediately subsequent ending period. As a result, the relevance between the established ending condition and the length of the ending period increases, and the effect brought about by the combination of the established ending condition and the length of the ending period increases, so the interest of the game can be improved.

[0332] Feature A9 The second condition (winning the maximum number of prizes) is more advantageous to the player than the first condition (reaching the maximum opening time), the control means (game control device 100) is, when shifting to the first state (closed state or non-inductive state) based on the establishment of the second condition, the length of the period (interval period, ending period, or general diagram ending period) in the first state is longer than when shifting to the first state based on the establishment of the first condition. The gaming machine according to feature A4, characterized in that this is possible.

[0333] According to feature A9, since the length of the period in the first state (interval period, ending period, or general diagram ending period) differs due to the difference in the advantage of the end condition of the period in the second state (open state or inductive state), it is possible to give an interest in a specific gaming state that has never existed before, where the difference in the advantage of the established end condition affects the length of the period in the first state, and the interest of the game can be improved. In particular, if the second state (open state or inductive state) is more advantageous to the player than the first state (closed state or non-inductive state) as in feature A2, when the first condition with a relatively low advantage is established, the period of the first state with a relatively low advantage is short, and when the second condition with a relatively high advantage is established, the period of the first state with a relatively low advantage becomes long. Therefore, the difference in the benefits obtained by the player due to the difference in the end conditions is reduced, the fairness of the game can be maintained, the dissatisfaction of the player can be suppressed, and the interest of the game can be improved. Also, it is possible to prevent the execution time of the special gaming state from becoming too long and prevent the player from getting bored.

[0334] Feature A10 The second condition (winning the maximum number of prizes) is more advantageous to the player than the first condition (reaching the maximum opening time), the control means (game control device 100) is, Based on the establishment of the second condition, the length of the period (interval period, ending period, or general drawing ending period) in the first state is shorter than when shifting to the first state (closed state or non-inductive state) based on the establishment of the first condition. The gaming machine according to feature A4 is characterized in that this is possible.

[0335] According to feature A10, since the length of the period in the first state (interval period, ending period, or general drawing ending period) differs due to the difference in the degree of advantage of the end condition of the period in the second state (open state or inductive state), it is possible to provide an unprecedented interest in a specific gaming state where the difference in the degree of advantage of the established end condition affects the length of the period in the first state, and the interest of the game can be improved. In particular, if the second state (open state or inductive state) is more advantageous for the player than the first state (closed state or non-inductive state) as in feature A2, when the first condition with a relatively low degree of advantage is established, the period of the first state with a relatively low degree of advantage is long, and when the second condition with a relatively high degree of advantage is established, the period of the first state with a relatively low degree of advantage is short. Therefore, the difference in the benefits obtained by the player due to the difference in the end conditions becomes large, and the player's attention to the progress of the game in a specific gaming state increases, so the interest of the game can be improved.

[0336] Feature A11 It is provided with a plurality of inflow regions (first starting port 76, second starting port 77, special variable winning device 94, normal variable winning device 79, or general winning port 96) into which game balls can flow. The control means (game control device 100) is provided with detection means (first starting port switch 76a, second starting port switch 77a, big winning port switch 94a, normal electric switch 79a, or general winning port switch 96a) capable of detecting game balls that have flowed into the inflow region. By operating the predetermined operating means (the movable member 94b of the special variation winning device 94 or the movable member 79b of the normal variation winning device 79), it is possible to change the ease of inflow into a specific inflow region (the special variation winning device 94 or the normal variation winning device 79), which is a specific inflow region among the inflow regions, and the inflow into the specific inflow region is easier in the second state (open state or guiding state) than in the first state (closed state or non-guiding state). The gaming machine according to feature A4.

[0337] According to feature A11, due to the difference in the end conditions of the period in which the relatively advantageous second state (open state or guiding state) is set, the length of the period in which the relatively disadvantageous first state (closed state or non-guiding state) is set (interval period, ending period, or general pattern ending period) is different. Therefore, the difference in the established end conditions can affect the length of the period in which the relatively disadvantageous first state is set, creating an unprecedented interest in a specific gaming state and improving the interest of the game.

[0338] Feature A12 The control means (game control device 100) Based on the detection of the game balls that have flowed into the specific inflow region (normal variation winning device 79), a game (general pattern game) can be executed, and when the result of the game satisfies the specific condition (a win in the general pattern), the specific gaming state (a win state in the general pattern) can be generated. The gaming machine according to feature A11.

[0339] According to feature A12, in addition to the difference in the established end conditions affecting the length of the period in which the relatively disadvantageous first state (closed state or non-guiding state) is set (general pattern ending period), it can also affect the establishment of the execution conditions of the game (general pattern game), creating an unprecedented interest in a specific gaming state (a win state in the general pattern) and improving the interest of the game.

[0340] Feature A13 The control means (game control device 100) In the specific gaming state (special gaming state or winning state in the normal drawing), when it is in the first state (closed state or non-guiding state), it is possible to invalidate the detection of a game ball by the detection means (big winning opening switch 94a or normal power switch 79a). The gaming machine according to feature A11, characterized in that.

[0341] According to feature A13, when it is in the first state (closed state or non-guiding state), since it is possible to invalidate the detection of a game ball by the detection means (big winning opening switch 94a or normal power switch 79a), it does not exceed the payout planned at the time of design, and the balance of interests between the player and the game parlor can be achieved.

[0342] Feature A14 The control means (game control device 100) In the specific gaming state (special gaming state or winning state in the normal drawing), when shifting to the first state (closed state or non-guiding state) based on the fulfillment of the first condition (reach of the maximum opening time), it is possible to enable the detection of a game ball by the detection means (big winning opening switch 94a or normal power switch 79a) in the first state. In the specific gaming state, when shifting to the first state based on the fulfillment of the second condition (winning of the maximum number of wins), it is possible to invalidate the detection of a game ball by the detection means in the first state. The gaming machine according to feature A11, characterized in that.

[0343] According to feature A14, since the validity or invalidity of detection in the first state (closed state or non-guiding state) differs depending on the end condition of the second state (open state or guiding state), it can bring new gaming properties and improve the interest of the game.

[0344] Feature A15 The first condition (reach of the maximum opening time) Is established by reaching a predetermined time from the time of shifting from the first state (closed state or non-guiding state) to the second state (open state or guiding state). The second condition (winning of the maximum number of wins) The gaming machine according to feature A11, wherein it is established by detecting a predetermined number of game balls by the detection means (big winning opening switch 94a or general electric switch 79a) from the time of transition from the first state to the second state.

[0345] According to feature A15, the first condition (reach of the maximum opening time) results in a lower degree of advantage because the profit obtained by the player is less than that of the second condition (winning the maximum number of prizes), and it can bring a difference in the degree of advantage to the end condition and improve the interest of the game. Moreover, it is possible to give an interest in an unprecedented specific gaming state where the difference in the degree of advantage of the end condition affects the length of the subsequent relatively disadvantageous period, and the interest of the game can be improved. Furthermore, by combining the difference in the degree of advantage of the end condition and the length of the subsequent relatively disadvantageous period, it is possible to reduce or conversely increase the difference in profit obtained by the player, and the interest of the game can be improved.

[0346] Feature A16 The control means (game control device 100) The gaming machine according to feature A4, wherein when shifting to the first state (closed state or non-inductive state) based on the establishment of the second condition (winning the maximum number of prizes), it is possible to change the length of the period (interval period, ending period, or ending period in the general diagram) in the first state to a plurality of different lengths.

[0347] According to feature A16, a change occurs in the period (interval period, ending period, or ending period in the general diagram) in the first state, and the interest of the game can be improved.

[0348] Feature A17 The control means (game control device 100) When shifting to the first state (closed state or non-induced state) based on the fulfillment of the second condition (winning the maximum number of prizes), the length of the period (interval period, ending period, or ending period of the general diagram) in the first state can be varied according to the time from the shift to the second state (open state or induced state) until the second condition is fulfilled. The gaming machine according to feature A15, characterized in that this is possible.

[0349] According to feature A17, it is possible to provide an unprecedented relevance of varying the length of the period (interval period, ending period, or ending period of the general diagram) in the first state according to the time from the shift to the second state (open state or induced state) until the second condition is fulfilled, and the interest of the game can be improved. In addition, a change occurs in the period (interval period, ending period, or ending period of the general diagram) in the first state, and the interest of the game can be improved.

[0350] Feature A18 It is provided with variable means (such as a windmill 74 and obstacle pins 75) capable of changing the time until the second condition (winning the maximum number of prizes) is fulfilled. The control means (game control device 100) When the second condition (winning the maximum number of prizes) is fulfilled at a first time, the length of the period (interval period, ending period, or ending period of the general diagram) in the first state shifted based on the fulfillment of the second condition is shorter than when the second condition is fulfilled at a second time shorter than the first time. The gaming machine according to feature A15, characterized in that this is possible.

[0351] According to Feature A18, it is possible to provide an unprecedented correlation of varying the length of the period (interval period, ending period, or ending period of the general drawing) in the first state according to the time from the transition to the second state (open state or induction state) until the second condition is satisfied, thereby improving the amusement of the game. Further, a change occurs in the period (interval period, ending period, or ending period of the general drawing) in the first state, and the amusement of the game can be improved. Furthermore, the difference in the benefits obtained by the player due to the difference in the time until the end condition is satisfied is reduced, the dissatisfaction of the player can be suppressed, and the amusement of the game can be improved.

[0352] Feature A19 The control means (game control device 100) In the specific game state (special game state or winning state of the general drawing), regarding the length of the period (interval period, ending period, or ending period of the general drawing) in the first state (closed state or non-induction state), it is possible to set at least a time of a predetermined length, and it is possible to extend the time based on the type of trigger for the transition to the first state. The gaming machine according to Feature A4, characterized in that.

[0353] According to Feature A19, the processing can be made common between the case of using a time of a predetermined length for the length of the period (interval period, ending period, or ending period of the general drawing) in the first state and the case of making the time longer than this, and the control burden can be reduced.

[0354] Feature A20 The control means (game control device 100) In the specific game state (special game state or winning state of the general drawing), for the length of the period (interval period, ending period, or ending period of the general drawing) in the first state (closed state or non-induction state), execute a first setting process for setting the time when transitioning to the first state based on the fulfillment of the first condition (reach of the maximum opening time). When shifting to the first state based on the fulfillment of the second condition (winning the maximum number of prizes), the gaming machine according to feature A4 is characterized in that a second setting process for extending the time is executed after the first setting process.

[0355] According to feature A20, regarding the setting of the length of the period in the first state (interval period, ending period, or ending period of the general diagram), when shifting to the first state (closed state or non-guiding state) based on the fulfillment of the first condition (reaching the maximum opening time), only the first setting process needs to be performed. When shifting to the first state (closed state or non-guiding state) based on the fulfillment of the second condition (winning the maximum number of prizes), in addition to the first setting process, the second setting process can be performed. The processing can be made common between the case of the fulfillment of the first condition and the case of the fulfillment of the second condition, and the control burden can be reduced.

[0356] Feature A21 The gaming machine includes an effect control means (effect control device 300) for controlling effects based on information from the control means (game control device 100). The effect control means The gaming machine according to feature A4 is characterized in that it is possible to make the effects in the period in the first state (interval period, ending period, or ending period of the general diagram) different between the case of shifting to the first state (closed state or non-guiding state) based on the fulfillment of the first condition (reaching the maximum opening time) and the case of shifting to the first state based on the fulfillment of the second condition (winning the maximum number of prizes).

[0357] According to feature A21, since it is possible to make the effects in the period in the first state (interval period, ending period, or ending period of the general diagram) different between the case of the fulfillment of the first condition (reaching the maximum opening time) and the case of the fulfillment of the second condition (winning the maximum number of prizes), the player can grasp the end condition established by the effects, and the interest of the game can be improved. In addition, since the length of the period in the first state is different depending on the end condition, by making the effects corresponding to each end condition, the effect of the effects is improved, and the interest of the game can be improved.

[0358] Feature A22 It is provided with an effect control means (effect control device 300) that controls effects based on information from the control means (game control device 100). The effect control means As an effect during the period (interval period) of the first state when shifting to the first state (closed state or non-inducing state) based on the establishment of the second condition (winning of the maximum number of winning times), A first effect that suggests or notifies that it is waiting to shift to the second state (open state or inducing state), A second effect that is performed after the first effect and suggests or notifies the shift to the second state, and is capable of being executed. The gaming machine according to Feature A4, characterized in that.

[0359] According to Feature A22, it is possible to prompt the player to make preparations for the next transition to the second state during the period of the first state, and the interest of the game can be improved. In particular, the longer the period of the first state, the higher the effect of the effect. Also, during the period of the first state, it becomes possible for the player to perform technical interventions such as temporarily stopping the launch, and the resulting profit changes, so that the interest of the game can be improved.

[0360] Feature A23 It is provided with an effect control means (effect control device 300) that controls effects based on information from the control means (game control device 100). The effect control means When shifting to the first state (closed state or non-inducing state) based on the establishment of the first condition (arrival of the maximum opening time), The effect that was being executed during the period (round) of the second state when the first condition was established can also be continuously executed during the period (interval period) of the first state following the period of the second state. The gaming machine according to Feature A4, characterized in that.

[0361] According to Feature A23, it is possible to provide a presentation that does not make the player aware of the period (interval period) of the first state, and it is possible to enhance the enjoyment of the game.

[0362] Feature A24 It includes presentation control means (presentation control device 300) that controls a presentation based on information from the control means (game control device 100). The presentation control means When shifting to the first state (closed state or non-inductive state) based on the fulfillment of the first condition (reach of the maximum opening time), the presentation that was being executed during the period (round) of the second state (open state or inductive state) when the first condition was fulfilled can also be continuously executed during the period (interval period) of the first state that follows the period of the second state and during the period (round) of the second state that follows the period of the first state. The gaming machine according to Feature A4 is characterized by this.

[0363] According to Feature A24, it is possible to provide a presentation that does not make the player aware of the period (interval period) of the first state, and it is possible to enhance the enjoyment of the game.

[0364] Feature A25 A specific gaming state (special gaming state) that is executed when a specific condition is satisfied (big win in a special figure game) based on the fulfillment of a start condition (winning in the first start port 76, the second start port 77, or the normal variable winning device 79), when in the specific gaming state, a predetermined operation means (movable member 94b of the special variable winning device 94) that can execute a plurality of predetermined operation states (open state or inductive state), a gaming machine comprising control means (game control device 100) that executes control regarding the specific gaming state and control of the predetermined operation means. After the predetermined operation means has reached the predetermined operation state in the specific gaming state, the control means causes the predetermined operation means to shift to a predetermined stop state (closed state or non-guiding state) when at least a first state (reach of the maximum opening time) occurs and when a second state (winning of the maximum number of winning awards), which is different from the first state, occurs. The control means is provided with a maintenance state execution means (game control device 100) for maintaining the predetermined operation means in the predetermined stop state for at least a predetermined period when the predetermined operation means is shifted to the predetermined stop state. A gaming machine characterized in that in the specific gaming state, when the first state occurs and the predetermined operation means is shifted to the predetermined stop state, it is configured to be able to shift to the predetermined operation state earlier than when the second state occurs and the predetermined operation means is shifted to the predetermined stop state.

[0365] According to Feature A25, in the specific gaming state, when the first state occurs and the predetermined operation means is shifted to the predetermined stop state, it is configured to be able to shift to the predetermined operation state earlier than when the second state occurs and the predetermined operation means is shifted to the predetermined stop state. Therefore, it is possible to provide an unprecedented interest in the specific gaming state in which the time until shifting to the predetermined operation state differs depending on whether the first state or the second state has occurred, and it is possible to improve the interest of the game.

[0366] Note that for the player, the second state may be more advantageous than the first state, the second state may be less advantageous than the first state, or the second state and the first state may have the same degree of advantage. Since the length of the predetermined stop state differs depending on the difference in the degree of advantage of the transition conditions to the predetermined stop state, it is possible to provide an unprecedented interest in the specific gaming state in which the difference in the degree of advantage of the established transition conditions affects the length of the predetermined stop state, and it is possible to improve the interest of the game. Furthermore, by combining the difference in the degree of advantage of the transition conditions and the length of the subsequent relatively disadvantageous period, it is possible to reduce or conversely increase the difference in the profit obtained by the player, and it is possible to improve the interest of the game.

[0367] Feature A26 This gaming machine is provided with invalidation means (gaming control device 100) for invalidating detection when a predetermined winning similar to the winning that caused the second state is detected between the occurrence of the second state and the transition of the predetermined operation means to the predetermined operation state after the transition of the predetermined operation means to the predetermined stop state, as described in Feature A25.

[0368] According to Feature A26, when in the predetermined stop state, it is possible to invalidate the detection of the game ball by the detection means (big winning opening switch 94a), so that it does not exceed the payout planned at the time of design, and the balance of interests between the player and the game store can be achieved.

[0369] Feature A27 This gaming machine is provided with variable means (such as windmill 74 and obstacle pins 75) capable of varying the time until the second state occurs, and is configured to be able to transition to the predetermined operation state earlier when the second state occurs at a first time than when the second state occurs at a second time shorter than the first time, as described in Feature A25.

[0370] According to Feature A27, it is possible to give an unprecedented relevance that the longer the time until the second state occurs, the earlier the transition to the predetermined operation state, and the interest of the game can be improved. Also, a change occurs during the period of the predetermined stop state, and the interest of the game can be improved. Furthermore, the difference in the benefits obtained by the player due to the difference in the time until the second state occurs becomes smaller, the dissatisfaction of the player can be suppressed, and the interest of the game can be improved.

[0371] Feature A28 The first state can occur after the predetermined operation means continues in the predetermined operation state for a predetermined period, as described in Feature A25.

[0372] According to Feature A28, the first state (reaching the maximum opening time) results in fewer benefits for the player because there are many game balls to be launched, and thus has a low degree of advantage. It can bring about a difference in the degree of advantage in the transition conditions and improve the interest of the game. Moreover, it is possible to create an interest in a specific game state not found in the prior art, where the difference in the degree of advantage of the transition conditions affects the length of the subsequent relatively disadvantageous period, thereby improving the interest of the game. Furthermore, by combining the difference in the degree of advantage of the transition conditions with the length of the subsequent relatively disadvantageous period, it is possible to reduce or conversely increase the difference in the benefits obtained by the player, thereby improving the interest of the game.

[0373] Feature A29 This gaming machine In the specific game state, when the second state occurs and the predetermined operating means is shifted to the predetermined stop state, the gaming machine according to Feature A25, characterized in that the period until the predetermined operating means is shifted to the predetermined operating state can be changed to a plurality of different periods.

[0374] According to Feature A29, a change occurs in the period of the predetermined stop state, and the interest of the game can be improved.

[0375] Feature A30 This gaming machine In the specific game state, when the second state occurs and the predetermined operating means is shifted t...

Claims

Claim 1 launching means capable of launching game balls with different launching intensities; a predetermined flow path through which the game balls launched at the first launching intensity by the launching means can flow down; a first ball entry means into which the game balls flowing down through the predetermined flow path can enter; first privilege granting means capable of granting a first privilege based on the entry of the game balls into the first ball entry means; a collision member against which the game balls launched at a second launching intensity stronger than the first launching intensity by the launching means can collide; a specific flow path through which at least some of the game balls launched at the second launching intensity can flow down; a second ball entry means into which the game balls flowing down through the specific flow path can enter; second privilege granting means capable of granting a second privilege based on the entry of the game balls into the second ball entry means, and having: a game machine configured to continuously allow a player to play a launching game using the launching means in a plurality of game situations including at least a first game situation and a second game situation that is advantageous to the player when the game balls are launched at the second launching intensity rather than the first game situation.

Citation Information

Patent Citations

  • Game machine

    JP2017121302A