Game machine

The gaming machine enhances player engagement by transitioning to a specific state with dynamic symbol displays and reserved jackpot management, addressing the lack of C time reduction features in existing machines.

JP2025132310APending Publication Date: 2025-09-10SANSEI R&D KK
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Patent Information

Application Number
JP2024029761
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-02-29
Publication Date
2025-09-10

AI Technical Summary

Technical Problem

Existing gaming machines lack features that effectively enhance player enjoyment through C time reduction gameplay.

Method used

Incorporating a gaming machine that transitions to a specific state upon meeting a condition, featuring symbol displays for jackpot results, and utilizing a combination of symbols to dynamically indicate jackpot wins or losses, along with reserved symbol displays to manage and consume reserved jackpots.

Benefits of technology

Improves the operating rate of gaming machines by enhancing player engagement and enjoyment through dynamic symbol displays and reserved jackpot management.

✦ Generated by Eureka AI based on patent content.

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Abstract

To increase the enjoyment of a game.SOLUTION: A game machine that transitions to a new game state when specific conditions are satisfied in a predetermined lottery includes symbol display means that displays symbols indicating the result of the predetermined lottery on a display screen. The symbol display means indicates the satisfaction of the specific conditions by displaying symbols in a combination of symbols indicating a specific big winning.SELECTED DRAWING: Figure 31
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Description

[Technical Field]

[0001] The present invention relates to gaming machines such as pachinko gaming machines and pachislot gaming machines. [Background technology]

[0002] Conventionally, there is known a gaming machine that, in a predetermined gaming state, if the jackpot lottery is not won, a lottery for time-saving C is held, and if time-saving C is won, the machine transitions to a time-saving gaming state (see, for example, Patent Document 1).

[0003] By incorporating gameplay involving C time reduction in this way, the range of play can be expanded and the enjoyment of the game can be improved. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2023-154721 Summary of the Invention [Problem to be solved by the invention]

[0005] However, there is still room for improvement in terms of increasing the enjoyment of the game by incorporating gameplay features that involve C time reduction.

[0006] The present invention has been made to solve the above-mentioned problems, and aims to improve the enjoyment of games. [Means for solving the problem]

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

[0008] [Application example 1] A gaming machine that transitions a gaming state when a specific condition is met in a predetermined lottery, a symbol display means for displaying a symbol indicating the result of the predetermined lottery on a display screen; the symbol display means displays a combination of symbols indicating a specific jackpot when the specific condition is met, A gaming machine characterized by: [Effects of the Invention]

[0009] According to the present invention, it is possible to improve the operating rate of gaming machines. [Brief explanation of the drawings]

[0010] [Figure 1] FIG. [Figure 2] (A) is an enlarged view of the displays, and (B) is an enlarged view of the game ball count display. [Figure 3] 2 is a block diagram showing the electrical configuration of the main control board of the gaming machine. FIG. [Figure 4] A block diagram showing the electrical configuration of the sub-control board side of the gaming machine. [Figure 5] This is a block diagram of the sensor solenoid. [Figure 6] FIG. 2 is a diagram for explaining a main ROM, a main RAM, a sub ROM, and a sub RAM. [Figure 7] FIG. 10 is a diagram for explaining a jackpot determination table. [Figure 8] An explanatory diagram of a jackpot type determination table. [Figure 9] An explanatory diagram of a fluctuation pattern determination table when the time is not reduced. [Figure 10] An explanatory diagram of a fluctuation pattern determination table during time-saving mode. [Figure 11] 10 is a flowchart of a main control process. [Figure 12] 10 is a flowchart of a main-side timer interrupt process. [Figure 13] 10 is a flowchart of a special action process. [Figure 14] 10 is a flowchart of a special symbol waiting process. [Figure 15] 10 is a flowchart of a jackpot determination process. [Figure 16] 10 is a flowchart of a special symbol determination process. [Figure 17] 10 is a flowchart of a game status management process. [Figure 18] This is a flowchart of the special electric device processing (jackpot). [Figure 19] 10 is a flowchart of a game status setting process. [Figure 20] This is a flowchart of special electric device processing (small win). [Figure 21] 10 is a flowchart of the first half of input processing. [Figure 22] 10 is a flowchart of the second half of the input process. [Figure 23] 10 is a flowchart of a sub-control main process. [Figure 24] 10 is a flowchart of a sub-side timer interrupt process. [Figure 25] 10 is a flowchart of a received command analysis process. [Figure 26] 10 is a flowchart of the variable effect start processing. [Figure 27] A figure illustrating a fourth pattern determination table. [Figure 28] FIG. 10 is a diagram for explaining a stop symbol display example A. [Figure 29] FIG. 10 is a diagram for explaining a stop symbol display example B. [Figure 30] FIG. 10 is a diagram for explaining a stop symbol display example C. [Figure 31] This is a diagram showing revival effects A and B after time reduction. [Figure 32] This is a diagram showing revival effects C and D after time reduction. DETAILED DESCRIPTION OF THE INVENTION

[0011] First Embodiment 1. Structure of the gaming machine 1 is a front view of a gaming machine 1 according to one embodiment of the present invention. In the following description, the left-right direction of the gaming machine 1 will be described as coinciding with the left-right direction as seen by a player facing the gaming machine 1. The front direction of the gaming machine 1 will be described as the direction from the gaming machine 1 toward the player, and the rear direction of the gaming machine 1 will be described as the direction from the player toward the gaming machine 1.

[0012] The gaming machine 1 is a pachinko gaming machine that launches gaming balls based on a player's launch operation, and when the gaming balls land on a specific winning device, a predetermined number of gaming balls is awarded to the player based on the winning. The gaming machine 1 includes a gaming machine frame 50 and a gaming board 2, with the gaming board 2 attached to the inside of the gaming machine frame 50. The gaming machine frame 50 includes a front frame (front frame portion) 53, an outer frame (base frame portion) that forms the outer shell of the gaming machine, and an inner frame to which the gaming board 2 is attached inside the outer frame. The front frame (front frame portion) 53 is a vertically rectangular unit located on the front side of the outer and inner frames, and includes a handle 60, a gaming ball count display 61, a performance button 63, a sword member 64, a sword button 65, a frame lamp 66, a speaker 67, a select button 68, and a frame movable body 600. An opening is formed in the center of the front frame 53, and the playing area 3 of the playing board 2 can be seen through the opening.

[0013] The handle 60 is located at the lower right end of the front frame 53 and launches game balls with a launch strength corresponding to the rotation angle. The game ball count indicator 61 is located below the front frame 53 and is a 7-segment display that displays the number of game balls held (hereinafter also referred to as "held balls"). The effect button 63 is an operation unit located near the game ball count indicator 61 and is operated (pressed) by the player during effects that are executed as the game progresses. The sword member 64 is an operation unit shaped like a sword and can be pressed downward by the player during effects that are executed as the game progresses. The sword button 65 is an operation unit located at the upper end portion of the sword member 64, i.e., the end of the sword handle, and is operated (pressed) by the player during effects that are executed as the game progresses. The sword member 64 is configured to be able to perform two different operations: a first operation in which the entire sword member 64 is pressed downward, and a second operation in which the sword button 65 at the tip is pressed. The frame lamps 66 are arranged around the opening of the front frame 53 and produce light effects during play. The speakers 67 are arranged at the upper left and upper right of the front frame 53 and produce sound effects during play. The select button 68 is a so-called cross key, consisting of a left button, a right button, an up button, and a down button, and allows for various inputs. The frame movable body 600 is a movable gimmick located at the top of the front frame 53. The frame movable body 600 is configured to be displaceable from a stored state in which it is stored inside the front frame 53 to an exposed state in which it protrudes above the front frame 53.

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

[0015] The game area 3 is an area where game balls launched by operating the handle 60 flow down, and has a plurality of game nails protruding therefrom to guide the game balls. The rail member 4 is located at the left end of the game area 3, and guides the game balls launched by operating the handle 60 toward the top of the game area 3. The board lamp 5 is located on the rear side of the game area 3, and irradiates light from the rear side of the game area 3.

[0016] The image display device 7 is located near the center of the gaming area 3 and includes a display screen 7a. The image display device 7 may be a liquid crystal display device or other image display devices such as an organic electroluminescence (EL) display device, a plasma display, a projector, or a dot matrix display. The display screen 7a of the image display device 7 includes a display pattern display area in which display patterns (decorative patterns) 8L, 8C, and 8R are variably displayed (also referred to as variable display), a reserved image display area in which reserved images 9A and 9B are displayed, and a reserved digestion image display area in which reserved images 9C are displayed. The reserved images 9A and 9B are images representing a reserved game and are also referred to as reserved icons 9A and 9B. The reserved digestion image 9C is an image representing the reserved game and is also referred to as the reserved image 9C or the reserved icon 9C. Furthermore, the reserved digestion image 9C does not strictly speaking indicate a reserved game, and is therefore also referred to as the variable image 9C or the variable icon 9C.

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

[0018] For example, if a jackpot is won, a static display of a repeating number such as "777" is displayed. If a loss occurs, a random number such as "637" is displayed. This allows the player to easily grasp the progress of the game. The player can grasp the results of the jackpot lottery from the first special symbol display 41a, the second special symbol display 41b, and the image display device 7. The position of the symbol display area does not need to be fixed. The display of the variable symbols may be scrolled vertically or in other ways. The combination of symbols displayed statically according to each lottery result is not limited to the above and can be freely set. Hereinafter, the display of the symbols 8L, 8C, and 8R is referred to as a "variable symbol display," "decorative symbol display," or simply a "variable symbol display." The period from when the special symbol starts to change until it stops changing (also referred to as the special symbol change period) is counted as one variable symbol display. Therefore, even if the decorative pattern is temporarily stopped during the period from when the special pattern starts to change until when the special pattern stops, the effect of the temporary stop is included in the effect of the decorative pattern change.

[0019] The image display device 7 can display on the display screen 7a not only the effect symbol variation effect, but also a jackpot effect that is performed in parallel with a jackpot game (an example of a special game), a demo effect for waiting for customers, and the like. In the effect symbol variation effect, in addition to the effect symbol, effect images such as background images and character images may also be displayed. Furthermore, the image display device 7 can display on the display screen 7a, in addition to the effect symbol, an identification display (fourth symbol) 8f that can indicate that a special symbol is changing or the result of a lottery for the special symbol. Note that the identification display (fourth symbol) 8f may be displayed by a light-emitting device such as an LED provided in the play area 3.

[0020] The reserved image display area includes a first reserved display area that displays reserved image 9A according to the number of reserved first special symbols (described below), and a second reserved display area that displays reserved image 9B according to the number of reserved second special symbols (described below). By displaying reserved images 9A and 9B, the number of reserved first special symbols (displayed on the first special symbol reserve indicator 43a) and the number of reserved second special symbols (displayed on the second special symbol reserve indicator 43b) can be clearly displayed to the player. The reserved consumption image display area includes a reserved consumption display area that displays reserved consumption image 9C. The reserved consumption image 9C corresponds to the effect symbol (effect symbol 8L, 8C, 8R) currently changing on the display screen 7a, and by displaying reserved consumption image 9C, it can be clearly displayed to the player that the reserved first or reserved second special symbol is being consumed ("consumption of reserved special symbols" described below).

[0021] A movable board 15 (also called a movable prop 15), which is a movable gimmick, is provided above the image display device 7. The movable prop 15 is configured so that a rectangular member (decorative part) labeled "OARO" can move up and down. The movable prop 15 is normally stationary in a retracted position (FIG. 1) above the image display device 7, and can move (advance) downward from the retracted position toward the center of the display screen 7a and come to rest in an advanced position in front of the display screen 7a. The movable prop 15 covers a portion of the image display device 7 when stopped in the advanced position.

[0022] The center decorative body 10 is located near the center of the game area 3, in front of the image display device 7. A stage section 11 is formed at the bottom of the center decorative body 10. The stage section 11 has a shape that allows it to guide game balls rolling on the top surface of the stage section 11 to the first starting hole 20, which will be described later. A warp section 12 is provided at the bottom left of the center decorative body 10. The warp section 12 has an entrance section through which game balls flow in and an exit section through which game balls flow out, and causes game balls that flow in from the entrance section to flow out from the exit section to the stage section 11.

[0023] The fixed winning device (navel) 19 is disposed below the image display device 7 in the game area 3, and is provided with a first start opening (first start winning opening, first ball opening, fixed start opening) 20, which always has a constant ease of entry for game balls. The entry of a game ball into the first start opening 20 triggers a lottery for a first special symbol (jackpot lottery). In other words, the entry of a game ball into the first start opening 20 triggers the acquisition of a jackpot random number, etc., and the determination of a jackpot, etc.

[0024] The normal variable winning device (electric chute) 22 is disposed below the first start hole 20 in the game area 3 and includes a second start hole (second start winning hole, second ball hole, variable start hole) 21. The entry of a game ball into the second start hole 21 triggers a lottery for a second special symbol (a jackpot lottery). The electric chute 22 includes a movable member 23 in front of the second start hole 21, and the second start hole 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (Figure 3). A game ball can enter the second start hole 21 when the movable member 23 is in the open position. It is sufficient for the electric chute 22 to allow a ball to enter the second start hole 21 more easily when the movable member 23 is in the open position than when it is in the closed position, and it may be possible for a ball to enter the second start hole 21 when the movable member 23 is in the closed position.

[0025] The gate (through chucker) 28 is located above the big prize device (attacker) 31 in the gaming area 3 and is configured to allow gaming balls to pass through. The passage of a gaming ball through the gate 28 triggers a normal symbol lottery that determines whether or not to open the electric chute 22. In other words, the passage of a gaming ball through the gate 28 triggers the acquisition of a normal symbol random number (winning random number) and a win determination, etc.

[0026] Here, the "lottery for special symbols" refers to the process of obtaining a random number for determining a special symbol when a gaming ball enters the first starting slot 20 or the second starting slot 21, and comparing this obtained random number with a value corresponding to a predetermined "jackpot" to determine whether or not a jackpot has been won. The result of the "jackpot" lottery is not immediately notified to the player; rather, the first special symbol display 41a or the second special symbol display 41b (described below) displays a variable special symbol. After a predetermined period of time has elapsed, the special symbol corresponding to the lottery result is displayed as a static (determined) symbol, and the player is notified of the lottery result. The image display device 7 plays a symbol matching game in which a dynamic display of a special symbol is synchronized with the dynamic display of the special symbol. This symbol matching game more effectively notifies the player of the jackpot lottery result. When counting the repeated variable display of special symbols, the terms "rotation" and "variation" are sometimes used. For example, it can be expressed as "3 spins after a jackpot" or "3 changes after a jackpot." The number of times the special symbols change is specifically managed as the "number of games."

[0027] Furthermore, "drawing a normal symbol" refers to the process of obtaining a random number for determining a normal symbol when a gaming ball passes through gate 28, and comparing this obtained random number with a value corresponding to a predetermined "win" to determine whether or not there is a win. The result of the normal symbol drawing is also not immediately announced when the gaming ball passes through gate 28; rather, a fluctuating display of the normal symbol is performed on normal symbol display 42, which will be described later, and after a predetermined fluctuating time has passed, the normal symbol corresponding to the lottery result is confirmed and displayed (lit or extinguished), and the player is notified of the lottery result.

[0028] The big prize device (attacker, special variable prize device) 31 is located above and to the right of the first starting hole 20 in the game area 3, and is equipped with a big prize hole (special prize hole) 30. The big prize hole 30 is equipped with an opening / closing member (first special prize hole opening / closing member) 32 that allows or prevents the reception of game balls by swinging open and closed. The opening / closing member 32 is driven by a big prize hole solenoid 33 (Figure 3). Game balls can enter the big prize hole 30 when the opening / closing member 32 is in the open position.

[0029] The large prize device 31 is equipped internally with a V area (specific area) 39, a V area sensor 39a (Figure 5), a non-V area (non-specific area) 70, a non-V area sensor 70a (Figure 5), a large prize opening sensor 30a (Figure 5), a V opening / closing member 71, and a V opening / closing member solenoid 71a (Figure 5).

[0030] The V area (specific area) 39 and the non-V area (non-specific area) 70 are configured as areas within the large prize device 31 through which a gaming ball that has passed through the large prize opening 30 can pass. The large prize opening sensor 30a is arranged upstream of the V area 39 and the non-V area 70, and detects the entry of a gaming ball into the large prize opening 30. The V area sensor 39a is arranged in the V area 39, and detects the passage of a gaming ball into the V area 39. The non-V area sensor 70a is arranged in the non-V area 70, and detects the passage of a gaming ball into the non-V area 70.

[0031] The V-opening / closing member 71 distributes gaming balls that have passed through the large prize opening 30 to either the V region 39 or the non-V region 70. The V-opening / closing member solenoid 71a drives the V-opening / closing member 71. The V-opening / closing member 71 is configured to rotate (clockwise and counterclockwise relative to the gaming board 2), and when the V-opening / closing member solenoid 71a is energized, it rotates counterclockwise from the origin position to distribute gaming balls to the V region 39, entering a first state (rotating state). When the V-opening / closing member solenoid 71a is not energized, it is positioned at the origin and enters a second state (stopped state) to distribute gaming balls to the non-V region 70. Note that the V-opening / closing member 71 is not limited to rotational movement, and may be configured to move forward and backward relative to the gaming board 2 as long as it has the function of distributing gaming balls that have passed through the large prize opening 30 to either the V region 39 or the non-V region 70. In other words, when the V-opening / closing member solenoid 71a is energized, it enters a retracted state (first state) in which the game balls are distributed to the V region 39, and when the V-opening / closing member solenoid 71a is not energized, it enters an advanced state (second state) in which the game balls are distributed to the non-V region 70.

[0032] The special prize device 31 of this embodiment further includes a special prize device discharge sensor 31a (FIG. 5) that counts the number of game balls discharged from the special prize device 31. The special prize device discharge sensor 31a is provided at the point where the V area 39 and the non-V area 70 join downstream, and counts the number of game balls that have passed through the V area sensor 39a or the non-V area sensor 70a.

[0033] The general winning opening 27 is provided at the bottom of the game area 3. The outlet 16 is provided at the bottom of the game area 3 and discharges game balls that do not win in any of the winning openings out of the game area 3. The indicators 40 are located near the center on the right side of the game board 2. Details of the indicators 40 will be described later.

[0034] The gaming area 3 has a left gaming area 3A on the left side of the center in the horizontal direction, and a right gaming area 3B on the right side. A hitting style in which a gaming ball is shot so that it flows down through the left gaming area 3A is called a "left hit." On the other hand, a hitting style in which a gaming ball is shot so that it flows down through the right gaming area 3B is called a "right hit." The gaming machine 1 is configured so that a left hit can aim for a win at the first starting gate 20. On the other hand, a right hit can aim for passing through the gate 28 and winning at the second starting gate 21 and the big winning gate 30.

[0035] FIG. 2(A) is an enlarged view of the displays 40. The displays 40 include a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reserve display 43a, a second special symbol reserve display 43b, and a normal symbol reserve display 44. The first special symbol display 41a variably displays the first special symbol. The second special symbol display 41b variably displays the second special symbol. The normal symbol display 42 variably displays the normal symbol. The first special symbol reserve display 43a displays the number of activation reserves (first special symbol reserves) stored in the first special symbol display 41a. The second special symbol reserve display 43b displays the number of activation reserves (second special symbol reserves) stored in the second special symbol display 41b. The normal symbol reserve indicator 44 displays the number of activation reserves (normal symbol reserves) stored in the normal symbol indicator 42. The variable display of the first special symbol is triggered by the entry of a gaming ball into the first starting hole 20. The variable display of the second special symbol is triggered by the entry of a gaming ball into the second starting hole 21. Hereinafter, the first special symbol and the second special symbol are collectively referred to as "special symbols." Furthermore, the first special symbol indicator 41a and the second special symbol indicator 41b are collectively referred to as "special symbol indicator 41." Furthermore, the first special symbol reserve indicator 43a and the second special symbol reserve indicator 43b are collectively referred to as "special symbol reserve indicator 43."

[0036] The special symbol display 41 variably displays (changes in display) a special symbol (identification information), and then displays it in a stopped state to notify the result of a lottery (special symbol winning lottery, jackpot lottery) based on a win at the first start slot 20 or the second start slot 21. The special symbol (stopped symbol, special symbol derived and displayed as a display result of the variable display) that is stopped is one special symbol selected from multiple types of special symbols by the special symbol lottery. If the stopped symbol is a special symbol (jackpot symbol) with a predetermined jackpot stopping pattern, a special game (jackpot game) is played in which the jackpot opening slot 30 is opened in an opening pattern corresponding to the type of jackpot symbol that is stopped and displayed (the type of jackpot that is won). The opening pattern of the jackpot opening slot 30 in the special game will be described later.

[0037] The special symbol display 41 is composed of eight horizontally arranged LEDs, whose illumination patterns indicate special symbols corresponding to the results of a special symbol lottery. For example, in the event of a jackpot (one of the multiple types of jackpots described below), the display shows a jackpot symbol with the first, second, fifth, and sixth LEDs from the left lit, such as "○○●●○○●●" (○: lit, ●: unlit). In the event of a loss, the display shows a losing symbol with only the rightmost LED lit, such as "●●●●●●●○." A losing symbol may also be displayed with all LEDs turned off. Before the special symbol is statically displayed, a variable display (variable display) of the special symbol is displayed for a predetermined period of time. The variable display pattern may be, for example, such that each LED lights up in a repeated flow of light from left to right. The variable display pattern is not limited to the above pattern and can be any illumination pattern as long as each LED is not statically displayed (illuminated in a specific pattern). For example, the variable display pattern may be such that all LEDs flash simultaneously.

[0038] In the gaming machine 1, when a gaming ball enters the first starting hole 20 or the second starting hole 21, the values ​​(numerical information) of various random numbers, such as the jackpot random number, acquired for that entry are temporarily stored in the special symbol reserve memory area 84e (FIG. 6). Specifically, if the game ball enters the first starting hole 20, it is stored in the first special symbol reserve memory area as a first special symbol reserve, and if the game ball enters the second starting hole 21, it is stored in the second special symbol reserve memory area as a second special symbol reserve. There is an upper limit to the number of special symbol reserves that can be stored in each special symbol reserve memory area 84e, and in this embodiment, the upper limit is four for both the first special symbol reserve memory area and the second special symbol reserve memory area. The special symbol reserves stored in the special symbol reserve memory area 84e are consumed when variable display of special symbols based on those special symbol reserves becomes possible. "Consuming a reserved special symbol" refers to determining the jackpot random number or other value corresponding to that reserved special symbol and then displaying a variable special symbol to indicate the result of that determination. Therefore, even if the gaming machine 1 cannot immediately display a variable special symbol based on a winning ball entering the first or second starting slot 20 or 21, i.e., even if a winning ball occurs during the variable display of the special symbol or during a special game, it can reserve the right to a jackpot lottery for that winning ball, up to a predetermined number of times. The number of reserved special symbols is displayed on the reserved special symbol indicator 43. The first reserved special symbol indicator 43a and the second reserved special symbol indicator 43b each consist of, for example, four LEDs. Each reserved special symbol indicator 43 displays the number of reserved special symbols by lighting up the LEDs corresponding to the number of reserved special symbols.

[0039] The variable display of the normal symbol is triggered by the passage of a gaming ball through gate 28. After variably displaying (variably displaying) the normal symbol, normal symbol display device 42 displays the normal symbol in a static state, thereby announcing the result of the normal symbol lottery based on the passage of the gaming ball through gate 28. The statically displayed normal symbol (normal symbol stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from multiple types of normal symbols by the normal symbol lottery. If the normal symbol stop symbol is a predetermined specific normal symbol (a normal symbol with a predetermined stop mode, i.e., a normal winning symbol), an auxiliary game is played in which second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of second start hole 21 will be described later.

[0040] The normal symbol display 42 is composed of two LEDs, and displays the normal symbol corresponding to the result of the normal symbol lottery according to the lighting pattern of the LEDs. For example, if the lottery result is a win, both LEDs are lit, displaying a normal winning symbol, such as "○○" (○: lit, ●: off). If the lottery result is a loss, only the right LED is lit, displaying a normal losing symbol, such as "●○". A mode in which all LEDs are turned off may be adopted as a normal losing symbol. Before the normal symbol is displayed as a static symbol, the normal symbol is displayed as a variable symbol for a predetermined variable time. The variable display mode may be, for example, both LEDs are lit alternately. The variable display mode is not limited to the above mode and can be any lighting mode as long as each LED is not displayed as a static symbol (a lit symbol in a specific mode). For example, the variable display mode may be all LEDs flashing simultaneously.

[0041] In the gaming machine 1, when a gaming ball passes through gate 28, the value of the normal symbol random number (winning random number) acquired for that passage is temporarily stored as a normal symbol reserve in the normal symbol reserve memory area 84f (Figure 6). There is a limit to the number of normal symbol reserves that can be stored in the normal symbol reserve memory area 84f, and in this embodiment, the limit is four. The normal symbol reserves stored in the normal symbol reserve memory area 84f are consumed when variable display of normal symbols based on the normal symbol reserve becomes possible. Consumption of a normal symbol reserve refers to determining the normal symbol random number (winning random number) corresponding to the normal symbol reserve and executing variable display of the normal symbol to indicate the determination result. Therefore, in the gaming machine 1, even if variable display of normal symbols based on the passage of a gaming ball through gate 28 cannot be performed immediately after the passage, i.e., even if a prize is won while variable display of normal symbols is being executed or an auxiliary game is being executed, the right to draw a normal symbol for that passage can be reserved up to a predetermined number. The number of reserved general maps is displayed on the reserved general map display 44. The reserved general map display 44 is composed of, for example, four LEDs, and displays the number of reserved general maps by lighting up the LEDs corresponding to the number of reserved general maps.

[0042] FIG. 2(B) is an enlarged view of the game ball count display 61. The game ball count display 61 displays the number of balls held (hereinafter also referred to as "held ball count"). The game ball count display 61 is made up of a 7-segment LED and can display numbers up to six digits. Here, it displays "125."

[0043] 2. Electrical configuration of gaming machine The electrical configuration of the gaming machine 1 will be described with reference to Figures 3 to 5. Figure 3 is a block diagram showing the electrical configuration of the main control board side of the gaming machine 1. Figure 4 is a block diagram showing the electrical configuration of the sub-control board side of the gaming machine 1. Figure 5 is a block diagram illustrating the sensor solenoid 44.

[0044] The gaming machine 1 is equipped with a main control board 80 (Fig. 3), a sub-control board 90 (Fig. 4), an image control board 100 (Fig. 4), a lamp control board 107 (Fig. 4), and a sound control board 106 (Fig. 4). The main control board 80 is a game control board that controls game benefits such as jackpot lottery draws and transitions in game states, and constitutes the main control unit. The sub-control board 90 is a performance control board that controls performances executed as the game progresses, and constitutes the sub-control unit together with the image control board 100, the lamp control board 107, and the sound control board 106. The sub-control unit can be configured by at least including the sub-control board 90.

[0045] The main control board 80 includes a game control microcomputer 81 and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80, and controls the progress of the game on the gaming machine 1 according to a program. The game control microcomputer 81 includes a main ROM 83 that stores programs for controlling the progress of the game, a main RAM 84 used as a work memory, and a main CPU 82 that executes the programs stored in the main ROM 83. Details of the data stored in the main ROM 83 and the storage areas provided in the main RAM 84 will be described later. The main ROM 83 may be configured as an external ROM. The game control microcomputer 81 transmits and receives data to and from other boards, etc., via an input / output circuit (I / O port unit) 87. The input / output circuit 87 may be built into the game control microcomputer 81.

[0046] The main control board 80 is connected to the sensor solenoid 44 via an input / output circuit 87 and a relay board 88. The main control board 80 inputs signals output from each sensor and outputs signals to each solenoid. Examples of sensors connected via the relay board 88 include the first start opening sensor 20a, the second start opening sensor 21a, the gate sensor 28a, the special prize opening sensor 30a, the V-area sensor 39a, the non-V-area sensor 70a, the normal prize opening sensor 27a, and the special prize device discharge sensor 31a. Examples of solenoids connected via the relay board 88 include the electric chute solenoid 24, the special prize opening solenoid 33, and the V-opening / closing member solenoid 71a (FIG. 5).

[0047] The first start opening sensor 20a is provided inside the first start opening 20 and detects game balls that have entered the first start opening 20. The second start opening sensor 21a is provided inside the second start opening 21 and detects game balls that have entered the second start opening 21. The gate sensor 28a is provided inside the gate 28 and detects game balls that have passed through the gate 28. The special prize opening sensor 30a is provided inside the special prize opening 30 and detects game balls that have entered the special prize opening 30. The V-area sensor 39a detects game balls that have passed through the V-area 39. The non-V-area sensor 70a detects game balls that have passed through the non-V-area 70. The normal prize opening sensor 27a is provided inside the normal prize opening 27 and detects game balls that have entered the normal prize opening 27.

[0048] The electric chute solenoid 24 drives the movable member 23 of the electric chute 22. The special prize opening solenoid 33 drives the opening / closing member 32 of the special prize device 31. The V opening / closing member solenoid 71a drives the V opening / closing member 71.

[0049] The main control board 80 is connected to the displays 40 via an input / output circuit 87. The game control microcomputer 81 controls the display of the first special symbol display 41a, the second special symbol display 41b, the normal symbol display 42, the first special symbol reserve display 43a, the second special symbol reserve display 43b, and the normal symbol reserve display 44.

[0050] A game ball count display 61 is connected to the main control board 80 via an input / output circuit 87. The game ball count display 61 displays the number of balls possessed. The number of balls possessed is stored in a game ball count memory area 84g of the main RAM 84 (FIG. 6), and the number of balls possessed stored in the game ball count memory area 84g is displayed on the game ball count display 61.

[0051] The main control board 80 is connected to the external terminal board 73 via an input / output circuit 87. The main control board 80 outputs to the external terminal board 73 winning ball information, door or frame opening information, the number of times the first special symbol or second special symbol has changed, the entry of game balls into the first start hole 20 or the second start hole 21, whether or not a jackpot is occurring, and security signals.

[0052] The main control board 80 is connected to a firing control circuit 111 and a card unit 135 via an input / output circuit 87. The firing control circuit 111 is connected to a firing device 112.

[0053] The launching device 112 includes a handle 60 (FIG. 1), a launching motor 113, a touch switch 114, and a launch volume 115. When a player operates the handle 60, the launching device 112 detects contact of the handle 60 with the touch switch 114 and detects the amount of rotation of the handle 60 with the launch volume 115. When a launch permission signal is output from the main control board 80, the launch control circuit 111 issues a launch permission to the launching device 112, and the launching device 112 drives the launching motor 113 so that the gaming ball is launched with a strength corresponding to the magnitude of the detection signal from the launch volume 115. When a gaming ball is launched, the launch control circuit 111 sends a launch signal to the main control board 80. As a result, the game control microcomputer 81 decrements the number of balls held stored in the gaming ball number storage area 84g (FIG. 6) of the main RAM 84. When the number of balls stored in the game ball number memory area 84g becomes "0", the game control microcomputer 81 stops outputting the launch permission signal to the launch control circuit 111 and outputs a launch prohibition signal.

[0054] The card unit 135 is disposed adjacent to the gaming machine 1. A prepaid card for gaming is inserted into the card unit 135. Information on the remaining balance and the number of balls held is recorded on this prepaid card. The card unit 135 is provided with a ball lending button and a return button. Pressing the ball lending button lends game balls worth a predetermined amount. Specifically, when the ball lending button on the card unit 135 is pressed, a predetermined amount of game balls is deducted from the prepaid card, and a ball lending signal is sent to the main control board 80. As a result, the game control microcomputer 81 adds the predetermined amount of game balls to the number of balls held, and updates the number of balls held stored in the game ball number memory area 84g (Figure 6). On the other hand, when the return button on the card unit 135 is pressed, a return signal is sent to the main control board 80. As a result, the game control microcomputer 81 transmits the current number of balls held to the card unit 135, and resets the number of balls held stored in the game ball number memory area 84g to "0." The card unit 135 records the information on the number of balls held on a prepaid card and ejects the prepaid card.

[0055] A sub-control board 90 (FIG. 4) is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that only allows signals to be transmitted from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.

[0056] The sub-control board 90 includes a performance control microcomputer 91 and an input / output circuit 96. The performance control microcomputer 91 is a one-chip microcomputer mounted on the sub-control board 90, and controls the performance of the game on the gaming machine 1 according to a program. The performance control microcomputer 91 includes a sub-ROM 93 that stores programs for controlling performance as the game progresses, a sub-RAM 94 used as work memory, and a sub-CPU 92 that executes the programs stored in the sub-ROM 93. Details of the data stored in the sub-ROM 93 and the storage area provided in the sub-RAM 94 will be described later. The sub-ROM 93 may be configured as an external ROM. The performance control microcomputer 91 transmits and receives data to and from other boards, etc., via an input / output circuit (I / O port unit) 96. The input / output circuit 96 may be built into the performance control microcomputer 91. The sub-control board 90 is connected to an image control board 100, an audio control board 106, a lamp control board 107, and a relay board 108 via an input / output circuit 96.

[0057] The image control board 100 includes an image control microcomputer 101, an input circuit 105a, and an output circuit 105b. The image control microcomputer 101 is a one-chip microcomputer mounted on the image control board 100 and controls the display of the image display device 7 according to a program. The image control microcomputer 101 includes a CPU 102, a ROM 103, and a RAM 104. The ROM 103 stores not only a program for controlling the display but also still image data and video data to be displayed on the image display device 7, specifically image data such as characters, items, figures, letters, numbers, symbols, etc. (including effect designs) and background images. The RAM 104 is used as a memory for expanding the image data. The CPU 102 executes the program stored in the ROM 103. The effect control microcomputer 91 causes the image control microcomputer 101 to control the display of the image display device 7 based on commands received from the main control board 80. The image control microcomputer 101 reads image data from the ROM 103 based on a command from the performance control microcomputer 91, and performs display control based on the read image data.

[0058] A speaker 67 is connected to the audio control board 106, and the performance control microcomputer 91 outputs audio, music, sound effects, etc. from the speaker 67 via the audio control board 106 based on commands received from the main control board 80. Audio data such as audio output from the speaker 67 is stored in a sub-ROM 93 of the sub-control board 90. The audio control board 106 may be equipped with a CPU, and the CPU may be caused to execute audio control based on commands. The audio control board 106 may also be equipped with a ROM, and audio data may be stored in the ROM. The speaker 67 may also be connected to the image control board 100, and the CPU 102 of the image control board 100 may be caused to execute audio control. The audio data may also be stored in the ROM 103 of the image control board 100.

[0059] The lamp control board 107 is connected to and controls the frame lamp 66, the board lamp 5, and the movable prop 15. The performance control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 via the lamp control board 107 based on commands received from the main control board 80. That is, the performance control microcomputer 91 creates light-emitting pattern data (data determining on / off status, light color, etc., also referred to as lamp data) that determines the light-emitting state of lamps such as the frame lamp 66 and the board lamp 5, and controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 according to the light-emitting pattern data. Data stored in the sub-ROM 93 of the sub-control board 90 is used to create the light-emitting pattern data. The performance control microcomputer 91 operates the movable prop 15 based on commands received from the main control board 80. The performance control microcomputer 91 creates operation pattern data (drive data) that determines the operation state of each movable prop 15, and controls the operation of the movable prop 15 according to the operation pattern data. The operation pattern data is created using data stored in sub-ROM 93. The lamp control board 107 may be equipped with a CPU, and the CPU may be made to control the lighting of the lamps and the operation of the movable prop 15 based on commands. In this case, the lamp control board 107 may be equipped with a ROM, and data related to the light emission patterns and operation patterns may be stored in the ROM.

[0060] The relay board 108 is connected to the effect button 63, the select button 68, and the movable frame body 600. When the effect button 63 is pressed by a player, it outputs a switch signal to the sub-control board 90 via the relay board 108. The effect control microcomputer 91 also operates the effect button 63 based on commands received from the main control board 80. The effect button 63 can be pressed and can also be moved between a normal position (recessed position) in which the upper surface of the button body protrudes slightly and a protruding position in which most of the button body protrudes. In other words, the effect button 63 rises as one of the effects. The effect control microcomputer 91 creates position change data (drive data) that changes the position of the effect button 63 and controls the operation of the effect button 63 according to the position change data. The position change data is created using data stored in the sub-ROM 93. When the select button 68 is pressed by a player, it outputs a switch signal to the sub-control board 90 via the relay board 108.

[0061] The performance control microcomputer 91 operates the frame movable body 600 based on commands received from the main control board 80. The frame movable body 600 is a movable gimmick provided on the top of the front frame 53 (Fig. 1). The performance control microcomputer 91 creates movement pattern data (drive data) that determines the movement mode of the frame movable body 600, and controls the movement of the frame movable body 600 in accordance with the movement pattern data. Data stored in the sub-ROM 93 is used to create the movement pattern data. Note that a touch sensor or the like provided on the front frame 53 that outputs a detection signal when touched by a human body may be connected to the relay board 108.

[0062] 3. Data structure of gaming machines The data configuration of the gaming machine 1 will be described with reference to Figure 6. Figure 6(A) is a diagram for explaining the main ROM 83. Figure 6(B) is a diagram for explaining the storage areas provided in the main RAM 84. Figure 6(C) is a diagram for explaining the sub ROM 93. Figure 6(D) is a diagram for explaining the storage areas provided in the sub RAM 94.

[0063] The main ROM 83 (FIG. 6(A)) is provided with a table storage area 83a. The table storage area 83a stores a jackpot determination table, a reach determination table, a normal symbol win determination table, a normal symbol variation pattern determination table, a jackpot type determination table, a variation pattern determination table, an electric chute opening pattern determination table, a large prize opening pattern determination table, etc. These determination tables are referenced by the game control microcomputer 81 in the main control main processing (described later) executed by the game control microcomputer 81.

[0064] The main RAM 84 (Figure 6(B)) has a command set area 84a, a flag set area 84b, a counter set area 84c, a special action status set area 84d, a special chart reserve memory area 84e, a regular chart reserve memory area 84f, and a game ball count memory area 84g.

[0065] The command set area 84a is an area (output buffer) where commands output from the main control unit to the sub-control unit are set during the main control main processing (described later), and includes pre-determination commands, reserved ball count commands, fluctuation start commands, fluctuation stop commands, opening commands, round designation commands, ending commands, game state designation commands, customer waiting commands, timer commands, etc.

[0066] The flag set area 84b is an area where flags indicating the state of the gaming machine and the game state are set in the main control main process (described later), and a big win flag, a big win end flag, a time-shortening flag, etc. are set.

[0067] The counter set area 84c is an area where counters used in the main control process (described later) are set, such as a random number counter, a round counter, a time-saving counter, and a game counter.

[0068] The special action status set area 84d is an area where a status in the special action processing described later is set. The special symbol reserved memory area 84e includes a first special symbol reserved memory area in which the first special symbol reserved is stored, and a second special symbol reserved memory area in which the second special symbol reserved is stored. The first special symbol reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as random numbers for winning special symbols corresponding to the first, second, third, and fourth symbols of the first special symbol reserved, respectively. The second special symbol reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) corresponding to the first, second, third, and fourth symbols of the second special symbol reserved, respectively.

[0069] The regular symbol reserved memory area 84f is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as regular symbol random numbers (winning random numbers) corresponding to the first, second, third, and fourth regular symbol reserved, respectively.

[0070] The game ball count storage area 84g is an area for storing the number of game balls held.

[0071] The sub-ROM 93 (FIG. 6(C)) is provided with a table storage area 93a. The table storage area 93a stores a look-ahead effect pattern determination table, a core effect pattern determination table, a chance-up effect pattern determination table, a stop symbol pattern determination table, etc. These determination tables are referenced by the effect control microcomputer 91 in the sub-control main processing (described later) executed by the effect control microcomputer 91.

[0072] The sub-RAM 94 (FIG. 6(D)) is provided with a command storage area 94a, a performance command set area 94b, a counter set area 94c, and an information storage area 94d.

[0073] The command memory area 94a is an area (input buffer) where commands input from the main control unit are stored during the sub-control main processing (described later), and stores commands such as pre-determination commands, reserved ball count commands, fluctuation start commands, fluctuation stop commands, opening commands, round designation commands, ending commands, game state designation commands, and customer waiting commands.

[0074] The performance command set area 94b is an area (output buffer) where commands output from the sub-control board 90 to the image control board 100, audio control board 106, lamp control board 107, and relay board 108 during the sub-control main processing (described later) are set, and commands such as the variable performance start command, pre-variation end command, variable performance end command, opening performance start command, round performance start command, and ending performance start command are set.

[0075] The counter set area 94c is an area where counters used in the sub-control main processing (described later) are set, and a random number counter, a first special chart hold effect counter, a second special chart hold effect counter, a normal chart hold effect counter, a time-saving effect counter, a game effect counter, etc. are set. The information storage area 94d is an area for storing various types of information.

[0076] Here, various random numbers acquired by the game control microcomputer 81 in the gaming machine 1 will be explained. The game control microcomputer 81 is configured to acquire a "jackpot random number," a "jackpot type random number," a "reach random number," a "variation pattern random number," and a "normal symbol random number (winning random number)" at the timings described below. All of these are acquired as values ​​of the random number counter in the counter set area 84c of the main RAM 84. Multiple random number counters are provided corresponding to each of these. The "jackpot random number" is a random number used in the lottery to determine whether or not a jackpot has been won (jackpot determination), and takes a value in the range of 0 to 65535. The "jackpot type random number" is a random number used to determine the type of jackpot won (judging the type of jackpot), and takes a value in the range of 0 to 127. The "reach random number" is a random number used to determine whether or not a reach occurs in the effect pattern variation effect that indicates a result when the jackpot determination is a miss, and takes a value in the range of 0 to 127. A reach is a state in which there is only one effect pattern remaining among multiple effect patterns (decorative patterns) that are being displayed in a variable manner, and depending on which of the effect patterns that are displayed in a variable manner stop, a combination of effect patterns that indicates a jackpot win (for example, a "7↓7" state) may be formed. Note that the effect pattern that is displayed in a stopped state in a reach state may be displayed as if it is swaying on the display screen 7a.

[0077] The "fluctuation pattern random number" is a random number used to determine a fluctuation pattern including a fluctuation time, and takes a value in the range of 0 to 127. The "normal symbol random number (winning random number)" is used in the lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens the electric chute 22. The normal symbol random number takes a value in the range of 0 to 255. The "jackpot random number," "jackpot type random number," "reach random number," and "variation pattern random number" are obtained based on the ball entering the start port (first start port 20 or second start port 21). The random number group obtained based on the ball entering the first start port 20 is stored in the first special symbol reserve memory area, and the random number group obtained based on the ball entering the second start port 21 is stored in the second special symbol reserve memory area. The "normal symbol random number (winning random number)" is obtained based on passing through gate 28. The obtained normal symbol random number value is stored in the normal symbol reserve memory area 84f.

[0078] Next, various random numbers acquired by the performance control microcomputer 91 in the gaming machine 1 will be explained. The effect control microcomputer 91 is configured to acquire a "pre-read effect random number," a "chance-up random number," and a "effect determination random number." All of these are acquired as values ​​of the random number counter in the counter set area 94c of the sub-RAM 94. Multiple random number counters are provided to correspond to each of these.

[0079] The "pre-reading effect random number" is a random number used to determine the pre-reading effect during variable effects, and takes a value in the range of 0 to 127. The "pre-reading effect random number" is acquired based on a pre-determination command being output from the main control unit to the sub-control unit. The acquired random number group is stored in the sub-RAM 94.

[0080] The "chance up random number" is a random number used to determine the chance up effect during the variable effect, and takes a value in the range of 0 to 127. The "chance up random number" is acquired based on the output of a variable start command from the main control unit to the sub-control unit. The acquired random number value is stored in the sub-RAM 94.

[0081] The "random number for effect determination" is a random number used to determine the effect pattern during variable effects, and takes a value in the range of 0 to 100. The "random number for effect determination" is acquired based on the output of a variable start command from the main control unit to the sub-control unit. The acquired random number value is stored in the sub-RAM 94.

[0082] 4. Explanation of various tables FIG. 7 is a diagram for explaining the hit determination table. The winning determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired winning random number value (any of 0 to 65535) corresponds to a "big win", a "small win", or a "loss". Note that "loss" may include "c time reduction 1" and "c time reduction 2".

[0083] For the first special symbol (Special Symbol 1), when the time-saving mode is not active, a winning random number between 0 and 204 is determined as a "jackpot," a winning random number between 1000 and 1654 is determined as a "miss (c Time-saving Symbol 1)," a winning random number between 2000 and 4183 is determined as a "miss (c Time-saving Symbol 2)," and all other wins are determined as "misses." The probability of a jackpot is approximately 1 in 319.6, the probability of winning c Time-saving Symbol 1 is approximately 1 in 100.1, and the probability of winning c Time-saving Symbol 2 is approximately 1 in 30.0. When the time-saving mode is not active, the probability of winning c Time-saving Symbol 1 and c Time-saving Symbol 2 is higher on Special Symbol 1. This state is also referred to as "C Chance."

[0084] In the time-saving mode for the first special symbol (special symbol 1), if the winning random number is between 0 and 204, it is determined to be a "jackpot," if the winning random number is between 1000 and 1204, it is determined to be a "miss (c time-saving symbol 1)," if the winning random number is between 2000 and 2204, it is determined to be a "miss (c time-saving symbol 2)," and in all other cases, it is determined to be a "miss." The probability of a jackpot, the probability of winning c time-saving symbol 1, and the probability of winning c time-saving symbol 2 are all approximately 1 / 319.6. In the time-saving mode (a time-saving symbol) after a jackpot, the player usually hits the right, so the lottery for the second special symbol (special symbol 2) is the main focus. However, in this embodiment, winning c time-saving symbol 2 may result in a slight time-saving mode that appears to be the same as the normal game mode, in which case the lottery for special symbol 1 is the main focus.

[0085] In the second special pattern (Special Pattern 2), when in the non-time-saving state or the time-saving state, if the winning random number value is "0 to 204", it is judged as a "big win", if the winning random number value is "300 to 954", it is judged as a "small win", and in all other cases it is judged as a "miss".

[0086] In addition, c Time Reduction 1 has a time reduction count of 100 times, and c Time Reduction 2 has a time reduction count of 1200 times. c Time Reduction 2 is a slight time reduction state that is the same game state as the normal state, as described below. In c Time Reduction 2, if the 1200 time fluctuations end without winning the jackpot or c Time Reduction 1, it will return to the normal state.

[0087] The reach determination table is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine whether the acquired reach random number value (any of 0 to 127) corresponds to "reach" or "not reach." The reach determination in the reach determination table is made based on the gaming state of the gaming machine 1. In this embodiment, in the "non-time-shortened state," if the reach random number value is "0 to 13," it is determined to be "reach," and if the reach random number value is "a number other than 0 to 13 (14 to 127)," it is determined to be "not reach." Also, in the "time-shortened state," if the reach random number value is "0 to 5," it is determined to be "reach," and if the reach random number value is "a number other than 0 to 5 (6 to 127)," it is determined to be "not reach."

[0088] The normal symbol win determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired normal symbol random number value (any of 0 to 255) corresponds to a "win" or a "lose." The determination in the normal symbol win determination table is made based on the gaming state of the gaming machine 1. In this embodiment, in the "non-time-saving state," if the normal symbol random number value is "0 to 2," it is determined to be a "win," and if the normal symbol random number value is "a number other than 0 to 2 (3 to 255)," it is determined to be a "lose." Also, in the "time-saving state," if the normal symbol random number value is "0 to 254," it is determined to be a "win," and if the normal symbol random number value is "a number other than 0 to 254 (255)," it is determined to be a "lose."

[0089] The normal symbol variation pattern determination table is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine how many seconds the normal symbol variation time is depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state", the normal symbol variation time is determined to be "30 seconds", and in the "time-saving state", the normal symbol variation time is determined to be "1 second".

[0090] 8 is a diagram for explaining the jackpot type determination table. The jackpot type determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the "jackpot type" according to the acquired jackpot type random number value (any of 0 to 127).

[0091] In Figure 8, when the first special symbol (Special Symbol 1) is selected, if the random number value of the jackpot type is "0-2," the jackpot type is determined to be a "10R jackpot (1000 times reduced time)," if the random number value of the jackpot type is "3-28," the jackpot type is determined to be a "4R jackpot (100 times reduced time)," and if the random number value of the jackpot type is "29-127," the jackpot type is determined to be a "4R jackpot (20 times reduced time)." The distribution rate in Special Symbol 1 is approximately 2% for a 10R jackpot (1000 times reduced time), approximately 21% for a 4R jackpot (100 times reduced time), and approximately 77% for a 4R jackpot (20 times reduced time).

[0092] When the second special symbol (Special Symbol 2) is selected, if the random number value is between 0 and 12, the jackpot type is determined to be a 10R jackpot (1000 times reduced time), if the random number value is between 13 and 64, the jackpot type is determined to be a 10R jackpot (1000 or 100 times reduced time), and if the random number value is between 65 and 127, the jackpot type is determined to be a 4R jackpot (20 times reduced time). The distribution rate for Special Symbol 2 is approximately 10% for a 10R jackpot (1000 times reduced time), approximately 41% for a 10R jackpot (1000 or 100 times reduced time), and approximately 49% for a 4R jackpot (20 times reduced time).

[0093] [Super Mode] Here, the transcendent mode will be explained. In the gaming machine 1 of this embodiment, when a 10R jackpot (1000 times of time reduction) is won, it enters the super mode. The 10R jackpot (1000 times of time reduction) has an allocation rate of about 2% in special chart 1 and about 10% in special chart 2.

[0094] In the lottery for the second special symbol (Special Symbol 2), there is a probability of approximately 1 in 319.6 for a jackpot (Type 1 jackpot, direct hit jackpot), and a probability of approximately 1 in 100.1 for a small jackpot. In the case of a small jackpot, the large prize entry port 30 opens, and the game ball passes through the V area 39, resulting in a jackpot (Type 2 jackpot). In the case of a "10R jackpot (1000 or 100 times of time reduction)" in Special Symbol 2, if the jackpot is reached via a small jackpot, if the game ball is in the "time reduction state" when it passes through the V area 39, it will be "1000 times of time reduction," and if it is not in the "time reduction state," it will be "100 times of time reduction."

[0095] In the jackpot type determination table in Figure 8, for "4R jackpot (time reduction 100 times)," "4R jackpot (time reduction 20 times)," and "10R jackpot (time reduction 100 times)," the time reduction state ends even if a small jackpot results. Therefore, if a jackpot results via a small jackpot, the game ball is in a "non-time reduction state" when it passes through the V area. Therefore, if you win a "10R jackpot (time reduction 1000 or 100 times)" in Special Chart 2, the time reduction state will be "100 times."

[0096] With this configuration, until you have won the "10R jackpot (1000 times of time reduction)" with an allocation rate of approximately 2% on Special Chart 1 and approximately 10% on Special Chart 2, a 10R jackpot with an allocation rate of approximately 41% on Special Chart 2 will result in 100 times of time reduction. On the other hand, after you have won the "10R jackpot (1000 times of time reduction)" with an allocation rate of approximately 2% on Special Chart 1 and approximately 10% on Special Chart 2, a 10R jackpot with an allocation rate of approximately 41% on Special Chart 2 will result in 1000 times of time reduction. In other words, as long as you continue to win the 10R jackpot on Special Chart 2 with a probability of approximately 51%, the 10R jackpot will loop, creating a very advantageous state for the player. In this embodiment, this state is called "Super Mode."

[0097] In addition, the big win type determination table may also specify the "opening (OP) command," "round designation command," and "ending (ED) command" of special games.

[0098] Fig. 9 is a diagram for explaining the fluctuation pattern determination table in the non-time-saving state and the slight time-saving state. Fig. 10 is a diagram for explaining the fluctuation pattern determination table in the time-saving state. In Figure 9, for example, when a prize is won at the first starting hole 20 in a non-time-saving state (slight time-saving state), the jackpot is judged as a "miss" in the jackpot judgment table, and as a "reach" in the reach judgment table, and the fluctuation pattern random number value is "0 to 20", the fluctuation pattern is judged as "P4".

[0099] Figure 9 shows that special fluctuation patterns are selected as fluctuation patterns for the first to eighth spins after transitioning from the time-saving state to the normal state. This is related to the remaining reserves in the time-saving state. Fluctuation patterns P9-1 and P19-1 are selected for the first spin after the time-saving state ends. Fluctuation patterns P9-1 and P19-1 correspond to the revival or non-revival effects, and have a fluctuation time of 30 seconds. On the other hand, fluctuation patterns P9-2 and P19-2 are selected for the second to eighth spins after the time-saving state ends. Fluctuation patterns P9-2 and P19-2 perform high-speed consumption, and have a fluctuation time of 1 second.

[0100] In Figure 10, for example, when a prize is won at the second starting hole 21 in the time-saving state, a "jackpot" is determined in the jackpot determination table, and the fluctuation pattern random number value is "0 to 63", the fluctuation pattern is determined to be "P31".

[0101] As shown in Figures 9 and 10, once the fluctuation pattern is determined, the fluctuation time is also determined. In addition, if a reach occurs, it is also determined whether the reach will be a normal reach or a super reach (SP reach). A super reach is a reach effect in which the fluctuation time after the reach is longer than that of a normal reach, and is a reach effect that is executed in an advanced manner after a normal reach. Here, three types of super reaches (SP1, SP2, SP3) with different fluctuation times are set.

[0102] The electric chute opening pattern determination table is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine the opening pattern of the electric chute 22 depending on the game state (non-time-saving state, time-saving state, or slight time-saving state). In this embodiment, in the "non-time-saving state," the opening pattern of the electric chute 22 is determined to be "opening pattern 11." In the "time-saving state," the opening pattern is determined to be "opening pattern 12." In the "slight time-saving state," the opening pattern is determined to be "opening pattern 13." In opening patterns 11 and 13, the electric chute 22 is opened once, with an opening time of 0.2 seconds. In opening pattern 12, the electric chute 22 is opened three times, with an opening time of 2.0 seconds per opening, and an interval (opening interval) of 1.0 seconds. However, if a predetermined number of game balls have entered the chute (a predetermined number of game balls, up to 10), the electric chute 22 is closed even if there is still time left for the chute to open.

[0103] The large prize opening pattern determination table is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine the opening pattern of the large prize opening 30. In this embodiment, in the case of a "4R jackpot", "opening pattern 21" is determined. In "opening pattern 21", the large prize opening 30 is opened once in the first to fourth rounds for an opening time of 29.5 seconds (long opening). In the case of a "10R jackpot", "opening pattern 22" is determined. In "opening pattern 22", the large prize opening 30 is opened once in the first to tenth rounds for an opening time of 29.5 seconds (long opening). In the case of a "small jackpot", "opening pattern 23" is determined. In "opening pattern 23", the large prize opening 30 is opened twice in the first to tenth rounds for an opening time of 2 seconds (short opening). At this time, the V-shaped opening / closing member solenoid 71a is energized, and the V-shaped opening / closing member 71 enters a retracted state in which it distributes game balls to the V-region 39. As a result, when the game ball that has entered the big prize opening 30 passes through the V-region 39, it becomes a big win (type 2 big win).

[0104] 5. Explanation of jackpots etc. In the gaming machine 1, the results of the jackpot lottery (special symbol lottery) include a "jackpot," a "small jackpot," and a "miss." "Miss" includes "c time reduction 1" and "c time reduction 2." In the case of a "jackpot," a "jackpot symbol" is displayed on the special symbol display 41. In the case of a "small jackpot," a "small jackpot symbol" is displayed on the special symbol display 41. In the case of a "miss," a "miss symbol" is displayed on the special symbol display 41. Some of the "miss symbols" include symbols corresponding to "c time reduction 1" and "c time reduction 2." When a jackpot is won, a "jackpot game" is executed in which the large prize opening 30 is opened in an opening pattern corresponding to the type of jackpot. The jackpot game is an example of a special game. A jackpot game includes multiple rounds of play (unit open play), an opening (OP) before the first round of play begins, and an ending (ED) after the final round of play ends. Each round of play begins with the end of the opening or the end of the previous round of play, and ends with the start of the next round of play. The time (interval time) for the jackpot opening to close between rounds of play is included in the open round of play before that closure.

[0105] 6. Explanation of game status The gaming state of the gaming machine 1 will be explained. The gaming control microcomputer 81 can execute "variation time reduction control" for the special symbols displayed on the special symbol display device 41. The gaming control microcomputer 81 can execute "probability variation control" and "variation time reduction control" for the normal symbols displayed on the normal symbol display device 42.

[0106] The state in which the game control microcomputer 81 is controlling the time reduction of the special symbol on the special symbol display 41 is referred to as the "time-shortened state," while the state in which the time reduction control is not being performed is simply referred to as the "non-time-shortened state." In the time-shortened state, the time of the special symbol change (the time from the start of the change display to the time the display result is derived and displayed) is shorter than in the non-time-shortened state. The game control microcomputer 81 determines the change pattern using a change pattern determination table ( FIG. 10 ) that is set so that a change pattern with a short change time is selected more often in the time-shortened state than in the non-time-shortened state. In other words, when the game control microcomputer 81 is controlling the time reduction of the special symbol on the special symbol display 41, a short change time is more likely to be selected as the change time for the variable display of the special symbol compared to when the time reduction control is not being performed.

[0107] The game control microcomputer 81 executes probability fluctuation control and fluctuation time reduction control for the normal symbols on the normal symbol display device 42 in parallel with fluctuation time reduction control for the special symbols on the special symbol display device 41. That is, the game control microcomputer 81 executes probability fluctuation control and fluctuation time reduction control for the normal symbols in the time-shortened state, but does not execute them in the non-time-shortened state. As the probability fluctuation control for the normal symbols, the game control microcomputer 81 performs hit determination (determination of the normal symbol) using a normal symbol hit determination table in which the number of normal symbol random number values ​​(win random number values) determined to be a hit is higher in the time-shortened state than in the non-time-shortened state. Therefore, in the time-shortened state, the probability of a hit is higher than in the normal symbol normal probability state.

[0108] In other words, when the game control microcomputer 81 is executing probability fluctuation control on the normal symbols on the normal symbol display device 42, the probability that the display result (stopped symbol) of the variable normal symbol display by the normal symbol display device 42 will be a winning symbol is higher than when probability fluctuation control is not being executed. In the time-shortened state, the normal symbol fluctuation time is shorter than in the non-time-shortened state. Here, the normal symbol fluctuation time is 30 seconds in the non-time-shortened state, but 1 second in the time-shortened state. Furthermore, in the time-shortened state, the open time of the electric chute 22 in the auxiliary game is longer than in the non-time-shortened state. In other words, the game control microcomputer 81 is executing open time extension control on the electric chute 22.

[0109] Additionally, in the time-shortened state, the number of times the electric chute 22 opens during auxiliary play is greater than in the non-time-shortened state. In other words, the game control microcomputer 81 executes control to increase the number of times the electric chute 22 opens. When the game control microcomputer 81 executes probability fluctuation control and fluctuation time reduction control for the normal symbols on the normal symbol display 42, as well as control to extend the opening time and increase the number of times the electric chute 22 opens, the electric chute 22 opens more frequently, and game balls land more frequently in the second starting hole 21, compared to when these controls are not executed. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, the state in which these controls are executed is called a "high base state," and the state in which they are not executed is called a "low base state."

[0110] In the high base state, a player can aim for a jackpot without significantly reducing the number of game balls in hand. The high base state is a state in which so-called electric support control (control that supports winning through the second starting hole 21 using the electric chute 22) is being executed. The high base state (electric support control state) does not have to execute all of the above controls. That is, by executing one or more of the following controls, it is sufficient if the electric chute 22 is more likely to open than when the control is not being executed: probability fluctuation control for the normal symbol on the normal symbol display 42, fluctuation time reduction control for the normal symbol on the normal symbol display 42, opening time extension control for the electric chute 22, and opening count increase control for the electric chute 22. The high base state (electric support control state) may also be controlled independently of the time-saving state.

[0111] The gaming machine 1 of this embodiment has a special state (called the "micro-time-shortened state") in which the gaming state is the time-shortened state, although it has the same base as the non-time-shortened state. Next, the micro-time-shortened state will be explained. The micro-time-shortened state of this embodiment is consumed by hitting left, and appears the same as the non-time-shortened state (normal gaming state). In the micro-time-shortened state, even if you hit right, electric support control is not performed. In the micro-time-shortened state, the gaming control microcomputer 81 does not perform control to extend the opening time of the electric chute 22 or control to increase the number of times the electric chute 22 opens. In other words, the micro-time-shortened state is a "low base state." Note that the gaming control microcomputer 81 may not perform probability fluctuation control and fluctuation time shortening control for the normal symbols on the normal symbol display 42, or may perform probability fluctuation control and fluctuation time shortening control in the micro-time-shortened state.

[0112] In this embodiment, the game state after winning a jackpot is a time-shortened state. The time-shortened state of 20 or 100 times ends when the 20 or 100 spin fluctuations are completed without winning a jackpot (small jackpot). Alternatively, it ends when a small jackpot is won. On the other hand, the time-shortened state of 1000 times ends when the 1000 spin fluctuations are completed, or when a jackpot is won and the jackpot game is executed. It does not end when a small jackpot is won.

[0113] When playing the gaming machine 1 for the first time, the gaming state after powering on is a low base state (non-electric support control state). This gaming state is sometimes referred to as a "normal state," "normal gaming state," or "low probability non-time-saving state (or simply referred to as a non-time-saving state)." In addition, the state during which a special game (jackpot game) is being played will be referred to as a "special gaming state (jackpot gaming state)."

[0114] In a high base state, hitting the ball to the right to enter the right game area 3B (Figure 1) can provide an advantageous game progression. This is because the electric support control makes the electric chute 22 more likely to open than in a low base state, making it easier to win in the second start hole 21 than in the first start hole 20. For this reason, in a high base state, a right-handed hit is performed to have the ball enter the second start hole 21 while passing through the gate 28, which triggers the normal symbol lottery. This allows for more start wins (wins in the start hole) than a left-handed hit. In the gaming machine 1, right-handed hits are used even during jackpot play.

[0115] In the low base state, it is more advantageous to hit the ball from the left to make the ball enter the left game area 3A (Fig. 1) in order to progress the game. Because the electric support control is not being executed, the electric chute 22 is less likely to open than in the high base state, making it easier to win in the first start hole 20 than in the second start hole 21. For this reason, in the low base state, the ball is hit from the left to make the ball enter the first start hole 20. This allows for more start wins than when hitting from the right.

[0116] 7. Operation of the gaming control microcomputer 81 Next, we will explain the operation of the game control microcomputer 81 provided on the main control board 80 (Figure 3). Counters, flags, status, buffers, etc. that appear in the explanation of the operation of the game control microcomputer 81 are provided in the main RAM 84.

[0117] [Main control main processing] FIG. 11 is a flowchart of the main control processing. When the power of the gaming machine 1 is turned on, the gaming control microcomputer 81 reads out a program for executing the main control processing from the main ROM 83. In the main control processing, the gaming control microcomputer 81 first performs an initialization processing (step S001). In the initialization processing, for example, the main CPU 82 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" (i.e., "OFF"), the initial value of the status is "1", and the initial value of the counter is "0". Note that the initialization processing is executed only once after the power is turned on, and is not executed thereafter.

[0118] After the initialization process, the game control microcomputer 81 disables interrupts from the interrupt process (step S002) and performs a normal / special symbol main random number update process (step S003). In this normal / special symbol main random number update process, the game control microcomputer 81 updates various random number counter values ​​(jackpot random number value, jackpot type random number value, reach random number value, variable pattern random number value, and normal symbol random number value) by incrementing them by 1. When each random number counter value reaches a set upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.

[0119] After the normal and special symbol main random number update process, the game control microcomputer 81 permits interruption of the interrupt process (step S004). While the interrupt is permitted, the main timer interrupt process (step S005) can be executed. The main timer interrupt process is executed based on an interrupt pulse repeatedly input to the main CPU 82 at a predetermined cycle (e.g., every 4 msec). That is, the main timer interrupt process is executed at predetermined cycles (e.g., every 4 msec). Then, from the end of the main timer interrupt process to the start of the next main timer interrupt process, the update process of various counter values ​​by the normal and special symbol main random number update process is repeatedly executed. Note that if an interrupt pulse is input to the main CPU 82 when the interrupt is prohibited, the main timer interrupt process does not start immediately, but starts after the interrupt is permitted.

[0120] [Main timer interrupt processing] FIG. 12 is a flowchart of the main timer interrupt processing (step S005 in FIG. 11). In the main timer interrupt processing, the game control microcomputer 81 first performs a random number update processing (step S101). Specifically, the game control microcomputer 81 updates various random number counter values. This random number update processing is the same as the normal symbol / special symbol main random number update processing performed in the main control main processing (FIG. 11) described above. In other words, the update processing of various random number counter values ​​is performed both during the execution period of the main timer interrupt processing and during other periods (the period from the end of the main timer interrupt processing to the start of the next main timer interrupt processing).

[0121] After the random number update process, the game control microcomputer 81 performs input processing (step S102). In the input processing, the game control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1. In the input processing, the game control microcomputer 81 also processes the number of balls held, etc.

[0122] After the input process, the game control microcomputer 81 performs a start gate sensor detection process (step S103). In the start gate sensor detection process, the game control microcomputer 81 determines whether a game ball has passed through the gate 28, acquires the value of the normal symbol random number counter, and stores the acquired random number value in a memory area corresponding to the current number of normal symbol reserved balls among the first to fourth memory areas of the normal symbol reserved memory area 84f of the main RAM 84. The game control microcomputer 81 also determines whether a game ball has entered the first start gate 20, and acquires the value of the jackpot random number counter, the value of the jackpot type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the acquired random number group in a memory area corresponding to the current number of special symbol 1 reserved balls among the first to fourth memory areas of the first special symbol reserved memory area. Furthermore, the game control microcomputer 81 determines whether a game ball has entered the second starting hole 21, and acquires the value of the jackpot random number counter, the value of the jackpot type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the acquired random number group in a storage area corresponding to the current number of balls reserved for special symbol 2 among the first to fourth storage areas of the second special symbol reservation storage area.

[0123] Next, the game control microcomputer 81 performs normal operation processing (step S104). In the normal operation processing, the game control microcomputer 81 controls the operation of the electric chute 22. Specifically, the game control microcomputer 81 determines whether the number of reserved balls for the normal pattern is "0", and if the number of reserved balls is 1 or more, it refers to the normal pattern win determination table to determine whether there has been a win. Next, the game control microcomputer 81 refers to the normal pattern change pattern determination table to select a change pattern. The game control microcomputer 81 sets the selected normal pattern change pattern, thereby starting the change display of the normal pattern. Thereafter, it stops the change display, and in the case of a "win", it sets the electric chute opening pattern by referring to the electric chute opening pattern determination table, and activates the electric chute 22.

[0124] Next, the game control microcomputer 81 performs a special action process (step S105). This special action process will be described later. Next, the game control microcomputer 81 performs a V-area sensor detection process (step S106). In the V-area sensor detection process, the game control microcomputer 81 first determines whether or not a game ball has been detected by the V-area sensor 39a, and if detected, determines whether or not the V-effective period is in progress. If the V-effective period is in progress, the game control microcomputer 81 turns on the V flag and sets a V-pass command.

[0125] Next, the game control microcomputer 81 performs reserved ball count processing (step S107). The game control microcomputer 81 first reads out the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols stored in the main RAM 84. Next, the game control microcomputer 81 sets a reserved ball count command in the command set area (output buffer) 84a of the main RAM 84. The reserved ball count command is a command for notifying the sub-control board 90 of the reserved ball count, and includes information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols.

[0126] After processing the number of reserved balls, the game control microcomputer 81 performs output processing (step S108). In the output processing, the game control microcomputer 81 outputs the commands and the like set in the command set area 84a of the main RAM 84 in each of the above-mentioned processes to the sub-control board 90. After the output processing, the game control microcomputer 81 performs other processing (step S109). In other processing, for example, based on the number of reserved balls for special chart 2 described below, the second special chart reserved indicator 43b is controlled to a display mode that shows that number, and based on the number of reserved balls for special chart 1, the first special chart reserved indicator 43a is controlled to a display mode that shows that number.

[0127] [Special Action Processing] FIG. 13 is a flowchart of the special operation process (step S105 in FIG. 12). Here, the process related to the special symbol display 41 and the big prize device (big prize device 31) is divided into five stages, and each stage is called "special operation status" "1," "2," "3," "4," and "5," respectively. When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby process (step S1302). In the special symbol standby process, a big win determination, a variation pattern selection, etc. are performed.

[0128] When the "special operation status" is "2" (step S1301: NO, step S1303: YES), special symbol variation processing is performed (step S1304). In the special symbol variation processing, output of a variation stop command is executed after the variation time has elapsed. Specifically, the game control microcomputer 81 first determines whether the variation time of the special symbol has elapsed and ended, and if the variation time has elapsed, sets a variation stop command and sets the special operation status to "3".

[0129] When the "special operation status" is "3" (steps S1301, S1303: NO, step S1305: YES), a special symbol determination process is performed (step S1306). In the special symbol determination process, the game control microcomputer 81 executes a game state management process. The game state management process is a process for managing the number of time-shortening operations. In the time-shortening state, if the time-shortening flag in the flag set area 84b of the main RAM 84 is ON, the time-shortening counter in the counter set area 84c is decremented and updated, and a game state designation command is set. The game state designation command includes information such as the time-shortening flag, the slight time-shortening flag, and the time-shortening counter. At this time, if the time-shortening counter becomes "0," the state is set to the non-time-shortening state (the time-shortening flag and the slight time-shortening flag are OFF). Next, the game control microcomputer 81 determines whether the big win flag and small win flag in the flag set area 84b are ON, and if either flag is ON, sets the opening pattern of the big prize opening according to the type of big win that was won. After setting the opening pattern, it resets the time-saving flag. Then, if it is a big win, it sets the special operation status to "4" and sets an opening command. If it is a small win, it sets the special operation status to "5." On the other hand, if the big win flag and small win flag are OFF, it sets the special operation status to "1."

[0130] When the "special operation status" is "4" (steps S1301, S1303, S1305: NO, S1307: YES), special electric device processing (jackpot) is performed (step S1308). In the special electric device processing, a jackpot game is executed. Specifically, the opening of the big prize opening 30 is controlled according to an opening pattern based on the round counter, and a round designation command and an ending command are set. In addition, at the end of the jackpot, the time-saving counter is set.

[0131] When the "special operation status" is "5" (steps S1301, S1303, S1305: NO, S1307: NO), a special electric device process (small win) is performed (step S1309). In the special electric device process (small win), a small win game is executed. Specifically, the opening of the large prize opening 30 is controlled. Then, when the game ball passes through the V area 39 (when the V flag is ON), the special operation status is set to "4" and an opening command is set.

[0132] [Special pattern standby process] FIG. 14 is a flowchart of the special symbol standby process (FIG. 13: step S1302). In the special symbol standby process, the game control microcomputer 81 first determines whether the number of reserved balls for the special symbol 2 is "0" or not (step S1401). If the number of reserved balls for the special symbol 2 is "0" (step S1401: YES), that is, if the second special symbol reserve memory area does not store a random number group acquired as a result of winning in the second starting hole 21, the process proceeds to step S1407. If the number of reserved balls for the special symbol 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes a jackpot determination process (step S1402). In the jackpot determination process, a jackpot determination is performed. The jackpot determination is performed using a jackpot determination table.

[0133] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1403). In the variation pattern selection process, the variation pattern determination table (FIGS. 9 and 10) is referenced, and a variation pattern is selected based on the gaming state of the gaming machine 1 (non-time-saving state (including slight time-saving state) or time-saving state), the determination result of the jackpot determination process (step S1402), and the variation pattern random number. After the variation pattern selection process, the number of reserved balls for special chart 2 is decremented (step S1404).

[0134] Next, the game control microcomputer 81 shifts the storage location of reserved information (various random number values) stored in the first to fourth storage areas of the second special chart reserved storage area by one from the current position to the read side, and clears the reserved information stored in the farthest location from the read side in the second special chart reserved storage area (step S1405). For example, if reserved information is stored in the first to third storage areas, the reserved information stored in the third storage area is cleared, and if reserved information is stored in the first to fourth storage areas, the reserved information stored in the fourth storage area is cleared. By the above steps, the reserved second special charts are consumed in the order in which they were reserved.

[0135] In this case, on the display screen 7a of the image display device 7, the reserved image 9B (the leftmost reserved image 9B of the four reserved images 9B) corresponding to the first storage area of ​​the second special symbol reserved storage area is shifted toward the reserved image consumption display area and displayed as reserved image 9C. Also, the reserved images 9B (the second, third, and fourth reserved images 9B from the left of the four reserved images 9B) corresponding to the second to fourth storage areas of the second special symbol reserved storage area are each shifted one position to the left (Figure 1). This allows the player to recognize that one reserved second symbol has been consumed.

[0136] Next, the game control microcomputer 81 performs special symbol 2 variation start processing (step S1406). In the special symbol 2 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the variable display of the second special symbol is started, and a variation time timer is set. A variation time determined according to the variation pattern selected in the variation pattern selection processing is set in the variation time timer. In addition, the game control microcomputer 81 sets the special operation status to "2." Note that the variation start command set in the special symbol 2 variation start processing (special symbol 2 variation start command) includes information related to the special symbol stop pattern data set in the jackpot determination processing (step S1402) and information related to the variation pattern set in the variation pattern selection processing (step S1403) (including information related to the variation time).

[0137] In step S1401, if the number of reserved balls for special symbol 2 is "0" (step S1401: YES), the game control microcomputer 81 determines whether the number of reserved balls for special symbol 1 is "0" or not (step S1407). If the number of reserved balls for special symbol 1 is "0" (step S1407: YES), that is, if the first special symbol reserved memory area does not store a random number group acquired as a result of winning in the first starting hole 20, the game control microcomputer 81 ends the special symbol standby process. If the number of reserved balls for special symbol 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes a jackpot determination process (step S1408). In the jackpot determination process, a jackpot determination is performed. The jackpot determination is performed using a jackpot determination table.

[0138] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1409). In the variation pattern selection process, the variation pattern determination table (FIGS. 9 and 10) is referenced, and a variation pattern is selected based on the gaming state of the gaming machine 1 (non-time-saving state (including slight time-saving state) or time-saving state), the determination result of the jackpot determination process (step S1408), and the variation pattern random number. After the variation pattern selection process, the number of reserved balls for special chart 1 is decremented (step S1410).

[0139] Next, the game control microcomputer 81 shifts the storage locations of the various random number values ​​stored in the first to fourth memory areas of the first special symbol reservation memory area by one position from their current positions toward the read side, and clears the reserved information stored in the first special symbol reservation memory area in the location farthest from the read side (step S1411). Through these steps, the first reserved symbols are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A corresponding to the first memory area of ​​the first special symbol reservation memory area (the rightmost reserved image 9A of the four reserved images 9A) shifts toward the reserved consumption image display area and is displayed as reserved consumption image 9C. Furthermore, the reserved images 9A corresponding to the second to fourth memory areas of the first special symbol reservation memory area (the second, third, and fourth reserved images 9A from the right of the four reserved images 9A) each shift one position to the right (Figure 1). This allows the player to recognize that one reserved first symbol has been consumed.

[0140] Next, the game control microcomputer 81 performs special symbol 1 variation start processing (step S1412). In the special symbol 1 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the display of the first special symbol variation is started, and a variation time timer is set. A variation time determined according to the variation pattern selected in the variation pattern selection processing is set in the variation time timer. In addition, the game control microcomputer 81 sets the special operation status to "2." Note that the variation start command set in the special symbol 1 variation start processing (special symbol 1 variation start command) includes information regarding the special symbol stop pattern data set in the jackpot determination processing (step S1408) and information regarding the variation pattern set in the variation pattern selection processing (step S1409) (including information regarding the variation time).

[0141] As described above, according to the special symbol standby process of this embodiment, the variable display of the special symbol based on the first special symbol reservation is executed only when the second special symbol reservation is "0". In other words, the consumption of the second special symbol reservation is executed in priority to the consumption of the first special symbol reservation.

[0142] [Jackpot detection process] 15 is a flowchart of the jackpot determination process (steps S1402 and S1408 in FIG. 14). The jackpot determination process for special chart 2 (step S1402) and the jackpot determination process for special chart 1 (step S1408) have similar processing flows, so they will be explained together.

[0143] In the big win determination process, first, the game control microcomputer 81 performs a win determination (step S1501). The win determination is performed by referring to the big win determination table (FIG. 7).

[0144] Next, the game control microcomputer 81 determines whether or not a jackpot has been reached (step S1502). If it is determined to be a jackpot (step S1502: YES), the game control microcomputer 81 turns on the jackpot flag, determines the type of jackpot, and then ends the jackpot determination process. On the other hand, if it is determined not to be a jackpot (step S1502: NO), the game control microcomputer 81 proceeds to step S1504.

[0145] In step S1504, the game control microcomputer 81 determines whether or not it is a small win. If it is determined to be a small win (step S1504: YES), the small win flag is turned ON, a big win type determination is made (step S1505), and then the big win determination process is terminated. On the other hand, if it is determined not to be a small win (step S1504: NO), the process proceeds to step S1506.

[0146] In step S1506, the game control microcomputer 81 determines whether or not the time reduction is c 1. This process is a process for determining whether or not the time reduction is c 1. If it is determined that the time reduction is c 1 (step S1506: YES), the c time reduction 1 flag is turned ON (step S1507), and the process proceeds to step S1508. On the other hand, if it is determined that the time reduction is not c 1 (step S1506: NO), the process of step S1507 is not executed, and the process proceeds to step S1508.

[0147] In step S1508, the game control microcomputer 81 determines whether or not it is c time reduction 2. This process is a process for determining whether or not c time reduction 2 has been won. If it is determined that it is c time reduction 2 (step S1508: YES), the c time reduction 2 flag is turned ON (step S1509), and the jackpot determination process is terminated. On the other hand, if it is determined that it is not c time reduction 2 (step S1508: NO), the process of step S1509 is not executed, and the jackpot determination process is terminated. In this embodiment, c time reduction 2 is a slight time reduction.

[0148] [Special design confirmation process] FIG. 16 is a flowchart of the special symbol determination process (step S1306 in FIG. 13). In the special symbol determination process, the game control microcomputer 81 first executes a game state management process (step S1601), and then proceeds to step S1602.

[0149] In step S1602, the game control microcomputer 81 determines whether the jackpot flag is ON. If it is determined that the jackpot flag is ON (step S1602: YES), the process proceeds to step S1603. On the other hand, if the jackpot flag is not ON (step S1602: NO), the process proceeds to step S1607.

[0150] In step S1603, the game control microcomputer 81 sets an opening pattern, which is set according to the type of big win. Next, the game control microcomputer 81 executes a game state reset process (step S1604). In the game state reset process, the time-shortening flag and the like are reset.

[0151] Next, the game control microcomputer 81 sets an opening command (step S1605), sets the special action status to "4" (step S1606), and ends the special symbol determination process.

[0152] In step S1608, the game control microcomputer 81 determines whether the small win flag is ON. If it is determined that the small win flag is ON (step S1607: YES), the process proceeds to step S1608. On the other hand, if the small win flag is not ON (step S1607: NO), the process proceeds to step S1611.

[0153] In step S1608, the game control microcomputer 81 sets an opening pattern. The opening pattern is set according to the type of big win. Next, the game control microcomputer 81 sets an opening command (step S1609), sets the special action status to "5" (step S1610), and ends the special symbol determination process.

[0154] In step S1611, the game control microcomputer 81 determines whether the c time-shortening 1 flag is ON. If it is determined that the c time-shortening 1 flag is ON (step S1611: YES), the process proceeds to step S1612. On the other hand, if it is determined that the c time-shortening 1 flag is not ON (step S1611: NO), the process proceeds to step S1615.

[0155] In step S1612, the game control microcomputer 81 determines whether the game is not in time-shortening mode or is in slight time-shortening mode. If the game is not in time-shortening mode or is in slight time-shortening mode (step S1612: YES), the time-shortening flag is turned ON, the time-shortening counter is set to 100, the slight time-shortening flag is turned OFF (step S1613), and the process proceeds to step S1614. On the other hand, if the game is not in time-shortening mode or is not in slight time-shortening mode (step S1612: NO), the subsequent processes are not executed, and the special symbol determination process is terminated.

[0156] In step S1615, the game control microcomputer 81 determines whether the c time-shortening 2 flag is ON. If the c time-shortening 2 flag is ON (step S1615: YES), the micro time-shortening flag is turned ON (step S1616), the time-shortening counter is set to 1200 (step S1617), and the process proceeds to step S1614.

[0157] In step S1614, the game control microcomputer 81 sets the operation status to "1", and then ends the special symbol determination process.

[0158] [Game status management processing] FIG. 17 is a flowchart of the game status management process (step S1601 in FIG. 16). In the game status management process, the game control microcomputer 81 first determines whether the time-shortening flag is ON (step S1701). If it is determined that the time-shortening flag is ON (step S1701: YES), the time-shortening counter is decremented (step S1702) and the process proceeds to step S1703. On the other hand, if it is determined that the time-shortening flag is not ON (step S1701: NO), the process proceeds to step S1706.

[0159] In step S1703, the game control microcomputer 81 determines whether the time-shortening counter is "0." If it is determined that the time-shortening counter is "0" (step S1703: YES), the game control microcomputer 81 turns off the time-shortening flag (step S1704), turns off the slight time-shortening flag (step S1705), and proceeds to step S1706. On the other hand, if it is determined that the time-shortening counter is not "0" (step S1703: NO), the game control microcomputer 81 does not execute the processes of steps S1704 and S1705, and proceeds to step S1706.

[0160] In step S1706, the game control microcomputer 81 sets a game status designation command, and then ends the game status management process.

[0161] [Special electric accessory processing] FIG. 18 is a flowchart of the special electric accessory process (jackpot) (step S1308 in FIG. 13). In the special electric accessory process (jackpot), first, the game control microcomputer 81 executes opening process for the jackpot (step S1801).

[0162] Next, the game control microcomputer 81 executes a special prize opening process (step S1802). In the special prize opening process, it is determined whether or not the special prize opening 30 is currently open, and if it is determined that the special prize opening 30 is currently open, the special prize opening 30 is opened and a special prize round designation command is set.

[0163] Next, the game control microcomputer 81 determines whether or not a prize has been won at the special prize opening 30 (step S1803). This process is a process for determining whether or not a prize has been won at the special prize opening 30 based on a signal from the special prize opening sensor 30a. If it is determined that a prize has been won (step S1803: YES), a special prize command is set (step S1804) and the process proceeds to step S1805. On the other hand, if it is determined that no prize has been won (step S1803: NO), the process of step S1804 is not executed and the process proceeds to step S1805.

[0164] In step S1805, the game control microcomputer 81 executes a special prize opening closing process. The special prize opening closing process determines whether or not the closing condition for the special prize opening 30 is met, and if met, closes the special prize opening 30. Furthermore, if the special prize opening 30 is closed, a round process is executed. In the round process, the round counter is decremented.

[0165] Next, the game control microcomputer 81 determines whether the jackpot has ended (step S1806). This process is a process for determining whether the round counter is "0". If it is determined that the jackpot has ended (step S1806: YES), the process proceeds to step S1807. On the other hand, if it is determined that the jackpot has not ended (step S1806: NO), the subsequent processes are not executed and the special electric device process is terminated.

[0166] In step S1807, the game control microcomputer 81 executes the ending process of the jackpot. In the ending process of the jackpot, it is determined whether the ending time has elapsed, and if so, the jackpot flag is turned OFF. In addition, a game status setting process is executed here (step S1808).

[0167] [Game status setting process] FIG. 19 is a flowchart of the game status setting process (step S1808 in FIG. 18). In the game state setting process, first, the game control microcomputer 81 sets a time-saving counter (step S1901). Specifically, the time-saving counter is set to 20, 100, or 1000 depending on the type of big win.

[0168] Next, the game control microcomputer 81 turns on the time-shortening flag (step S1902), sets the game state designation command (step S1903), and ends the game state setting process.

[0169] [Special electric accessory processing (small prize)] FIG. 20 is a flowchart of the special electric accessory process (small win) (step S1309 in FIG. 13).

[0170] In the special electric device processing (small win), first, the game control microcomputer 81 determines whether or not the closing condition for the large prize opening 30 has been met (step S2001). If it is determined that the closing condition for the large prize opening 30 has been met (step S2001: YES), the large prize opening 30 is closed (step S2002), the small win flag is turned OFF (step S2003), and the process proceeds to step S2005. On the other hand, if it is determined that the closing condition for the large prize opening 30 has not been met (step S2001: NO), the large prize opening 30 is opened, and if it is already opened, it is maintained in the open state (step S2004), and the special electric device processing (small win) ends.

[0171] In step S2005, the game control microcomputer 81 determines whether the gaming ball has passed through the V region 39. This determination is made by checking whether the V flag in the flag set area 84b of the main RAM 84 is ON. If it is determined that the gaming ball has passed through the V region (step S2005: YES), the V flag is turned OFF (step S2006), the jackpot flag is turned ON (step S2007), a V passage command and a jackpot opening command are set, the special operation status is set to "4" (step S2008), and the special electric device processing (small win) is terminated. On the other hand, if it is determined that the gaming ball has not passed through the V region (step S2005: NO), the process proceeds to step S2009.

[0172] In step S2009, the game control microcomputer 81 determines whether a predetermined time has passed since the closing of the large prize opening 30. If it is determined that the predetermined time has passed (step S2009: YES), the operation status is set to "1" (step S2010) and the special electric device processing (small win) is terminated. On the other hand, if the predetermined time has not passed (step S2009: NO), the processing of step S2010 is not executed and the special electric device processing (small win) is terminated.

[0173] [Input Processing] FIG. 21 is a flowchart of the input process (step S102 in FIG. 12). In the input process, the game control microcomputer 81 first reads the detection signal (step S2101). This process is a process of reading signals from various sensors connected to the main control board 80 via the relay board 88.

[0174] Next, the game control microcomputer 81 reads out the number of balls possessed (step S2102). The number of balls possessed is stored in the game ball number storage area 84g of the main RAM 84. Therefore, here, the number of balls possessed stored in the game ball number storage area 84g is read out.

[0175] Next, the game control microcomputer 81 determines whether the number of balls in possession is "0" (step S2103). If it is determined that the number of balls in possession is not "0" (step S2103: NO), that is, if there are balls in possession, it outputs a launch permission signal to the launch control circuit 111 (step S2104), and proceeds to step S2106. As a result, the launch control circuit 111 grants launch permission to the launch device 112, and the launch device 112 drives the launch motor 113 so that game balls are launched with a strength corresponding to the magnitude of the detection signal from the launch volume 115 (FIG. 3). On the other hand, if it is determined that the number of balls in possession is "0" (step S2103: YES), that is, if there are no balls in possession, it outputs a launch prohibition signal to the launch control circuit 111 (step S2105), and proceeds to step S2106. As a result, the launch control circuit 111 prohibits the launch device 112 from launching, and the launch device 112 stops driving the launch motor 113 (FIG. 3).

[0176] In step S2106, the game control microcomputer 81 determines whether or not a winning entry has occurred at a winning slot. Specifically, it determines whether or not a winning entry has occurred at the first starting slot 20 based on the first starting slot sensor 21a, the second starting slot 21 based on the second starting slot sensor 21a, the special winning slot 30 based on the special winning slot sensor 30a, or the general winning slot 27 based on the general winning slot sensor 27a. If it is determined that a winning entry has occurred at a winning slot (step S2106: YES), the number of prize balls corresponding to each winning slot is set (step S2107), the number of prize balls is added to the number of balls on hand (step S2108), and the process proceeds to step S2109. On the other hand, if it is determined that a winning entry has not occurred at a winning slot (step S2106: NO), the process proceeds to step S2109 without executing the processes of steps S2107 and S2108.

[0177] In step S2109, the game control microcomputer 81 determines whether or not a firing signal has been received. This process detects the firing signal output from the firing control circuit 111 in response to the firing of a gaming ball. If it is determined that a firing signal has been received (step S2109: YES), the number of balls held is decremented (step S2110), and the process proceeds to step S2111 in FIG. 19. On the other hand, if it is determined that a firing signal has not been received (step S2109: NO), the process proceeds to step S2201 in FIG. 22 without executing the process of step S2110.

[0178] In step S2201, the game control microcomputer 81 determines whether or not a ball dispensing signal has been received. When the ball dispensing button on the card unit 135 is pressed, a predetermined amount of points is deducted from the prepaid card, and a ball dispensing signal is sent to the main control board 80. This process is for determining whether or not this ball dispensing signal has been received. If it is determined that a ball dispensing signal has been received (step S2201: YES), the number of balls dispensed for the predetermined amount is added to the number of balls in possession (step S2202), and the process proceeds to step S2203. On the other hand, if it is determined that a ball dispensing signal has not been received (step S2201: NO), the process of step S2202 is not executed, and the process proceeds to step S2203.

[0179] In step S2203, the game control microcomputer 81 determines whether or not a return signal has been received. When the return button on the card unit 135 is pressed, a return signal is sent to the main control board 80. This process is for determining whether or not this return signal has been received. If it is determined that a return signal has been received (step S2203: YES), a return command including the number of balls held is sent to the card unit 135 (step S2204), the number of balls held is set to "0" (step S2205), and the process proceeds to step S2206. On the other hand, if it is determined that a return signal has not been received (step S2203: NO), the process proceeds to step S2206 without executing the processes of steps S2204 and S2205.

[0180] In step S2206, the game control microcomputer 81 writes the number of balls held, and then ends the input process. The number of balls held is written to the game ball number storage area 84g of the main RAM 84.

[0181] 8. Operation of the performance control microcomputer 91 Next, we will explain the operation of the performance control microcomputer 91 provided on the sub-control board 90 (Figure 4). Counters, flags, status, buffers, etc. that appear in the explanation of the operation of the performance control microcomputer 91 are provided in the sub-RAM 94.

[0182] [Sub-control main processing] FIG. 23 is a flowchart showing the sub-control main processing. When the power of the gaming machine 1 is turned on, the performance control microcomputer 91 reads out a program for executing the sub-control main processing from the sub ROM 93. In the sub-control main processing, the performance control microcomputer 91 first performs initialization processing (step S4000). In the initialization processing, for example, the sub-CPU 92 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" (i.e., "OFF"), the initial value of the status is "1", and the initial value of the counter is "0". Note that the initialization processing is executed only once after the power is turned on, and is not executed thereafter.

[0183] After the initialization process, the performance control microcomputer 91 prohibits interrupts from the interrupt process (step S4001) and performs a random number update process (step S4002). In this random number update process, the performance control microcomputer 91 updates the random number counter value by incrementing it by 1. When each random number counter value reaches a set upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, the random number value may be incremented by 2 or more instead of incrementing by 1. Each random number may be a so-called hardware random number.

[0184] After the random number update process, the performance control microcomputer 91 allows the interrupt process to be interrupted (step S4003). While the interrupt is allowed, the sub-side timer interrupt process (step S4004) can be executed. The sub-side timer interrupt process is executed based on an interrupt pulse repeatedly input to the sub-CPU 92 at a predetermined cycle. In other words, the sub-side timer interrupt process is executed at every predetermined cycle. Then, the random number update process is repeatedly executed between the end of the sub-side timer interrupt process and the start of the next sub-side timer interrupt process.

[0185] [Sub-side timer interrupt processing] FIG. 24 is a flowchart of the sub-side timer interrupt processing (step S4004 in FIG. 23). The performance control microcomputer 91 first performs received command analysis processing (step S4101). The received command analysis processing will be described in detail later. After the received command analysis processing, the performance control microcomputer 91 performs variable performance processing (step S4102). After the variable performance processing, the performance control microcomputer 91 performs switch processing (step S4103). In the switch processing, the performance control microcomputer 91 sets the display content of the display screen 7a based on the switch data (edge ​​data and level data) output from the performance button 63.

[0186] After the switch processing, the performance control microcomputer 91 performs a command transmission process (step S4104). In the command transmission process, the performance control microcomputer 91 transmits the various commands set in the performance command set area 94b (output buffer) of the sub-RAM 94 during the received command analysis process, etc., to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108. The image control board 100, which has received the various commands, uses the image display device 7 to execute a display performance according to the received commands. The audio control board 106, which has received the various commands, executes an audio performance by outputting audio from the speaker 67 according to the received commands. The lamp control board 107, which has received the various commands, executes a lamp performance by controlling the illumination of the panel lamp 5 and the frame lamp 66 according to the received commands. After the command transmission process, the performance control microcomputer 91 performs other processes (step S4105) and ends this process. These other processes include random number update processing, etc.

[0187] [Received command analysis process] FIG. 25 is a flowchart of the received command analysis process (step S4101 in FIG. 24). The performance control microcomputer 91 first determines whether or not a pre-determination command has been received from the main control board 80 (step S4201). If a pre-determination command has been received (step S4201: YES), a determination result storage process is performed (step S4202). In the determination result storage process, the performance control microcomputer 91 stores the result of the pre-determination in the information storage area 94d of the sub-RAM 94. This enables the performance control microcomputer 91 to perform pre-reading performances, etc.

[0188] Next, the effect control microcomputer 91 determines whether a reserved ball count command has been received from the main control board 80 (step S4203). If a reserved ball count command has been received (step S4203: YES), the reserved ball display process is performed (step S4204). In the reserved ball display process, the values ​​of the first special symbol reserved effect counter, the second special symbol reserved effect counter, and the normal symbol reserved effect counter provided in the counter set area 94c of the sub-RAM 94 are updated based on information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbol, included in the reserved ball count command. This allows information on the number of reserved balls to be maintained not only on the main control board 80 side but also on the sub-control board 90 side. In addition, the effect control microcomputer 91 updates the reserved images 9A and 9B displayed on the display screen 7a based on the values ​​of the first special symbol reserved effect counter, the second special symbol reserved effect counter, and the normal symbol reserved effect counter. On the other hand, if a reserved ball count command has not been received (step S4203: NO), the reserved ball display process described above is skipped.

[0189] Next, the performance control microcomputer 91 determines whether or not a variation start command has been received from the main control board 80 (step S4205). If a variation start command has been received (step S4205: YES), a variation performance start process is performed (step S4206). The "variation performance start process" is a process for selecting a variation performance pattern (content) to be executed during the special symbol variation. On the other hand, if a variation start command has not been received (step S4205: NO), the above-mentioned variation performance start process is skipped.

[0190] Next, the performance control microcomputer 91 determines whether or not a variation stop command has been received from the main control board 80 (step S4207). If it has been received (step S4207: YES), it performs a variation performance end process (step S4208). The "variation performance end process" is a process for stopping the variation performance executed while the special symbol is varying. In the variation performance end process, the performance control microcomputer 91 sets a counter based on the analysis result of the variation stop command, and sets a variation performance end command for ending the variation performance. As a result, the performance symbol (including the fourth symbol) corresponding to the currently varying special symbol 1 or special symbol 2 is stopped and displayed. Note that if the variation stop command has not been received (step S4207: NO), the above-mentioned variation performance end process is skipped.

[0191] Next, the effect control microcomputer 91 determines whether a win-related command has been received from the main control board 80 (step S4209). The win-related commands include a jackpot opening command, a round designation command, an ending command, a minor win opening command, a round designation command, and an ending command. If a win-related command has been received (step S4209: YES), the microcomputer 91 performs a win-related effect pattern determination process corresponding to each command (step S4210). For example, if a jackpot opening command has been received, the microcomputer 91 selects a preset opening effect pattern corresponding to the type of jackpot, and sets an opening effect start command for starting the selected opening effect in the effect command set area 94b of the sub-RAM 94. When the opening effect start command set in the effect command set area 94b is sent to the image control board 100 in the command sending process (step S4105), the image control board 100 reads out a predetermined opening effect image and displays it on the display screen 7a of the image display device 7. The same applies to other commands. On the other hand, if no signal has been received (step S4209: NO), the above-described winning-related effect pattern determination process is skipped.

[0192] In step S4211, the performance control microcomputer 91 executes a customer waiting standby process. Next, the performance control microcomputer 91 executes other processes (step S4212) and ends the received command analysis process.

[0193] [Variable performance start processing] FIG. 26 is a flowchart of the variable effect start process (step S4230 in FIG. 25). The effect control microcomputer 91 first analyzes the variable effect start command (step S4401). Here, the effect control microcomputer 91 sets information about the special symbol stop symbol data included in the variable effect start command and information about the variable pattern in the sub-RAM 94. The set information includes game status information indicating the current game status, symbol information indicating the symbol as the determination result of the hit determination process for special symbol 1 or special symbol 2, and the like. The game status information and symbol information acquired here can be referenced by the effect control microcomputer 91 as appropriate.

[0194] Next, the performance control microcomputer 91 performs a core performance pattern determination process (step S4402). The core performance pattern determination process is a process for determining the basic configuration of the variable performance using a performance pattern table. The basic configuration of the variable performance includes, for example, the display and switching of background images on the image display device 7, the display and movement of predetermined characters, the output of melodies and sound effects using the speaker 67, and the lighting control of lamps. The variable performance is completed by superimposing additional performances such as chance-up performances on this core performance. Note that multiple core performance patterns are prepared for the same variable pattern, and the performance control microcomputer 91 selectively determines one.

[0195] The effect control microcomputer 91 determines a core effect pattern by referring to the effect pattern table stored in the sub-ROM 93. After determining the core effect pattern, the effect control microcomputer 91 performs chance-up effect pattern determination processing (step S4403). The chance-up effect pattern determination processing is processing for determining additional effects to be superimposed on variable effects. The effect control microcomputer 91 acquires the value of the chance-up random number counter, and determines a chance-up effect pattern by referring to the acquired random number value and the chance-up effect pattern determination table stored in the sub-ROM 93.

[0196] Next, the effect control microcomputer 91 performs a process for determining the symbols to be stopped. In the process for determining the symbols to be stopped, the combination of the symbols 8L, 8C, and 8R to be displayed is determined. The effect control microcomputer 91 also determines the fourth symbol 8F to be displayed by referring to a fourth symbol determination table using a random number for determining the effect. The fourth symbol determination table will be described later. The effect control microcomputer 91 also determines the reduced symbol 4S.

[0197] The performance control microcomputer 91 sets a variable performance start command in the performance command set area 94b (output buffer) of the sub-RAM 94 so that a variable performance based on the variable performance pattern determined in steps S4401 to S4404 above is realized (step S4405). When the variable performance start command set in the performance command set area 94b of the sub-RAM 94 is sent to the image control board 100 in the command sending process (step S4104 in FIG. 24), the image control board 100 reads out the variable performance image and displays it on the display screen 7a of the image display device 7.

[0198] Next, the performance control microcomputer 91 sets the variable performance timer (step S4406) and ends this process. The variable performance timer is set with a variable time according to the variable pattern included in the variable start command.

[0199] [4th design determination table] FIG. 27 is a diagram illustrating a fourth symbol determination table. The fourth symbol determination table is a table for determining the display color when the fourth symbol stops. The fourth symbol determination table is referenced when the game is played by hitting from the left (non-time-saving state, slight time-saving state). The display color when the fourth symbol stops is always red in the case of a jackpot.

[0200] 27(A) is a fourth symbol determination table other than the specific number of spins. The specific number of spins is 25 spins and 50 spins and onwards. Therefore, the table in FIG. 27(A) is referenced for 1 to 24 spins and 26 to 49 spins.

[0201] In FIG. 27(A), in the C chance (non-time-saving state), the ratio of misses and C time-saving is blue 94, purple 5, white 1. On the other hand, in the slight time-saving state, the ratio of misses and C time-saving is blue 99, purple 1. Therefore, when the effect symbol stops in a miss mode, if the fourth symbol is white, the C chance (non-time-saving state) is confirmed. Also, when the effect symbol stops in a miss mode, if the fourth symbol is purple, the possibility of C chance (non-time-saving state) increases.

[0202] FIG. 27(B) is the fourth symbol determination table for the 25th spin of left-handed play. In FIG. 27(B), in the C chance (non-time-saving state), the ratios for misses and C time-saving are blue 45, purple 5, and white 50. On the other hand, in the slight time-saving state, the ratios for misses and C time-saving are blue 99 and purple 1. Therefore, when the effect symbol stops in a miss mode, there is a 50% chance that the fourth symbol will be white, and if the fourth symbol is white, the C chance (non-time-saving state) is confirmed. Also, when the effect symbol stops in a miss mode, if the fourth symbol is purple, there is a high chance that it is a C chance (non-time-saving state).

[0203] FIG. 27(C) is a fourth symbol determination table for the 50th spin or later of left-handed play. In FIG. 27(C), in the C chance (non-time-saving state), the ratios for misses and C time-saving are blue 0, purple 0, and white 100. On the other hand, in the slight time-saving state, the ratios for misses and C time-saving are blue 99 and purple 1. Therefore, when the effect symbol stops in a miss mode, there is a 100% chance that the fourth symbol will be white, and if the fourth symbol is white, the C chance (non-time-saving state) is confirmed. Also, when the effect symbol stops in a miss mode, if the fourth symbol is blue or purple, the possibility of a C chance (non-time-saving state) is denied.

[0204] 9. Example of stop symbol display in this embodiment 28 to 30, stop symbol display examples A to C of this embodiment will be described below. The stop symbols are determined in the stop symbol determination process (step S4404) of FIG.

[0205] [Stop pattern display example A] Stopping pattern display example A is an example of the stopping pattern display when the lottery for special chart 1 results in a miss (c time reduction 2) and a simple miss (other than c time reduction 1 or 2). There is no distinction between a miss (c time reduction 2) and a simple miss, and in either case, the stopping pattern is displayed in a miss mode. Miss modes include an assortment miss mode in which the identification information of the decorative patterns in each of multiple columns is different, and a miss mode in which the identification information of the decorative patterns in any two of the multiple columns is the same and the identification information of the decorative pattern in the remaining column is different. In the latter case, when the identification information of the decorative patterns on the left and right are the same, it is usually called a reach miss mode.

[0206] Figure 28(A1) corresponds to a miss (c time reduction 2), and the decorative symbols 8L, 8C, and 8R on the left, center, and right are stopped at "259", the reduced symbol 8S is stopped at "259", and the fourth symbol 8F is stopped in white. Figure 28(A2) corresponds to a simple miss, and the decorative symbols 8L, 8C, and 8R on the left, center, and right are stopped at "259", the reduced symbol 8S is stopped at "259", and the fourth symbol 8F is stopped in white. In other words, Figure 28(A1) and Figure 28(A2) are the same.

[0207] Figure 28(B1) corresponds to a miss (c time reduction 2), where the decorative symbols 8L, 8C, and 8R on the left, center, and right stop at "259," the reduced symbol 8S stops at "259," and the fourth symbol 8F stops in white. Figure 28(B2) corresponds to a simple miss, where the decorative symbols 8L, 8C, and 8R on the left, center, and right stop at "259," the reduced symbol 8S stops at "259," and the fourth symbol 8F stops in blue (shown hatched). In other words, Figure 28(B1) and Figure 28(B2) differ only in the display color of the fourth symbol.

[0208] Figure 28(C1) corresponds to a miss (c time reduction 2), where the decorative symbols 8L, 8C, and 8R on the left, center, and right stop at "259," the reduced symbol 8S stops at "246," and the fourth symbol 8F stops in white. Figure 28(C2) corresponds to a simple miss, where the decorative symbols 8L, 8C, and 8R on the left, center, and right stop at "259," the reduced symbol 8S stops at "259," and the fourth symbol 8F stops in white. In other words, Figure 28(C1) and Figure 28(C2) have different combinations of reduced symbols 8S.

[0209] In this way, by making the combination of at least the decorative symbols 8L, 8C, and 8R the same, it is possible to make it difficult to tell whether you have won c Time Reduction 2. Of course, both the combination of reduced symbols 8S and the display color of the fourth symbol 8F may be different for c Time Reduction 2 and a loss.

[0210] [Stop pattern display example B] Stopping pattern display example B is an example of the stopping pattern displayed when the lottery for special chart 1 results in a miss (including c time reduction 1 and c time reduction 2). In either case, the stopping pattern is displayed in a miss mode. Miss modes include an uneven miss mode in which the identification information of the decorative patterns in each of the multiple columns is different, and a miss mode in which the identification information of the decorative patterns in any two of the multiple columns is the same, and the identification information of the decorative patterns in the remaining column is different. In the latter case, when the identification information of the decorative patterns on the left and right are the same, it is usually called a reach miss mode.

[0211] In Figure 29(A), the decorative symbols 8L, 8C, and 8R on the left, center, and right have stopped at "259," the reduced symbol 8S has stopped at "259," and the fourth symbol 8F has stopped in blue (shown with hatching). In Figure 29(B), the decorative symbols 8L, 8C, and 8R on the left, center, and right have stopped at "259," the reduced symbol 8S has stopped at "259," and the fourth symbol 8F has stopped in purple (shown with hatching). In Figure 29(C), the decorative symbols 8L, 8C, and 8R on the left, center, and right have stopped at "259," the reduced symbol 8S has stopped at "259," and the fourth symbol 8F has stopped in white.

[0212] In this way, multiple display colors for the 4th symbol 8F are prepared, and the stop symbol is displayed according to the 4th symbol determination table shown in Figure 27. This makes it possible to guess whether it is a C chance (non-time shortening state) or a slight time shortening state.

[0213] In Figure 29(D), the decorative symbols 8L, 8C, and 8R on the left, center, and right have stopped at "259," the reduced symbol 8S has stopped at "246," and the fourth symbol 8F has stopped in white. In this way, when the combination of the decorative symbols 8L, 8C, and 8R and the combination of the reduced symbol 8S are different, it may be determined that a "C chance" has occurred, or that there is a high possibility of a "C chance."

[0214] In Figure 29(E), the decorative symbols 8L, 8C, and 8R on the left, center, and right have stopped at "223," the reduced symbol 8S has stopped at "223," and the fourth symbol 8F has stopped in white. "223," "334," and the like may be considered chance symbols, and when a chance symbol appears, a "C chance" is confirmed, or there is a high possibility of a "C chance."

[0215] [Stop pattern display example C] Stopping pattern display example C is an example of the display of the stopping pattern when a winning (big win, small win) occurs in the lottery of special chart 1 or special chart 2. In either case, the stopping pattern is displayed in a winning mode. A winning mode is a mode in which the decorative patterns in each of multiple columns are all the same. In particular, a mode in which the identification information (numbers) constituting the decorative patterns are the same (double numbers) is common. However, in this embodiment, when a specific winning is notified, a dedicated pattern different from the decorative pattern used during normal times is displayed as the stopping pattern.

[0216] In Figure 30(A), the decorative symbols 8L, 8C, and 8R on the left, center, and right have stopped at the "Super" symbol, the reduced symbol 8S has stopped at "777," and the fourth symbol 8F has stopped at red (shown by filling in the interior). The symbols used during normal play are "1," "2," "3," "4," "5," "6," and "7," and the "Super" symbol is a special symbol that is different from the symbols used during normal play. This stopped symbol is displayed when a "10R jackpot (1000 times time reduction)" is won. A "10R jackpot (1000 times time reduction)" is a jackpot that triggers a transition to the "Super Mode" mentioned above.

[0217] In Figure 30(B), the decorative symbols 8L, 8C, and 8R on the left, center, and right are stopped at the "7" symbol, the reduced symbol 8S is stopped at "777", and the fourth symbol 8F is stopped in red (shown by filling in the inside). This stopped symbol is displayed when you win either a "4R jackpot (100 times time reduction)" or a "10R jackpot (100 times time reduction)".

[0218] In Figure 30(C), the decorative symbols 8L, 8C, and 8R on the left, center, and right have stopped at a framed "7" symbol, the reduced symbol 8S has stopped at "777," and the fourth symbol 8F has stopped at a red symbol (shown by filling in the interior). The symbols used during normal play are "1," "2," "3," "4," "5," "6," and "7," and the framed "7" symbol is a special symbol separate from the symbols used during normal play. This symbol is another example of the symbol shown in Figure 30(A), and is displayed when a "10R jackpot (1000 times reduced time)" is won.

[0219] In Figure 30(D), the decorative symbols 8L, 8C, and 8R on the left, center, and right are stopped at "123", the reduced symbol 8S is stopped at "123", and the fourth symbol 8F is stopped in red (shown by filling in the inside). This stopped symbol is displayed when you win the "4R jackpot (20 times time reduction)".

[0220] In addition to or instead of using a special symbol as the stopping symbol in the case of a jackpot that triggers a transition to the "Super Mode," a special effect may be used to stop a decorative symbol. For example, in the case of a jackpot that triggers a transition to "Super Mode," the decorative symbols may be stopped at the full rotation reach.

[0221] (1) It is conceivable that all the decorative designs in each of the multiple rows could be replaced with "transcendent" designs or framed "7" designs and rotated completely. (2) A full rotation may be performed with a mixture of rows with the "7" symbol and rows with the "Super" symbol (or a framed "7" symbol), and if the machine stops on the "Super" symbol, the transition to the "Super Mode" may be confirmed. In this case, if there are more rows with the "Super" symbol (or a framed "7" symbol) than rows with the "7" symbol, it may be determined that there is a chance.

[0222] (3) A full rotation may be performed with a mixture of rows with matching even-numbered symbols (non-variable symbols), rows with matching odd-numbered symbols (variable symbols), and rows with matching "Cho-Zetsu" symbols (or framed "7" symbols), and specific rows may be eliminated during the full rotation to narrow down the possible rows, and if the row stops on the "Cho-Zetsu" symbol, transition to "Cho-Zetsu Mode" may be confirmed. The even-numbered symbols and odd-numbered symbols may be determined in accordance with the type of jackpot. Also, as long as there are multiple rows with matching symbols, the number of rows is not limited to even-numbered symbols and odd-numbered symbols.

[0223] (4) When the normal number symbols are lined up (such as "111," "222," "333," etc., or when all rows are lined up with "7" symbols to form "777"), during one rotation, a specific row may be changed to a state where a "transcendent" symbol (or a framed "7" symbol) is lined up, and the more rows that are changed, the more promising the result. (5) In the case of a jackpot that triggers a transition to the “Super Mode” without using the “Super” symbol (or a framed “7” symbol), a full rotation reach may be performed when all rows are “7” symbols lining up to form “777.”

[0224] The machine may be configured so that the jackpot that triggers the transition to "Super Mode" is won only when the game state is C Chance (non-time-saving mode, or low-probability non-time-saving mode for probability-changing machines). In this case, it is possible to change the symbol arrangement (a pseudo-symbol arrangement different from the normal symbol arrangement) that includes a special symbol such as a "Super" symbol (or a framed "7" symbol) during C Chance. This configuration can also be applied to gaming machines that grant C Chance for only one spin at a specific timing (i.e., gaming machines that always win either C Time Saving 1 or C Time Saving 2 during C Chance). The specific timing is the first spin after startup with RAM clearing, or the first spin after the end of an advantageous gaming state (probability-changing mode, time-saving mode).

[0225] Next, the post-time-saving revival effects A to D of this embodiment will be explained using Figures 31 and 32. The post-time-saving revival effects are effects that are executed in conjunction with the consumption of the remaining reserved amounts after the time-saving ends for special symbol 1 (first special symbol) and special symbol 2 (second special symbol). When the variable patterns P9-1, P9-2, P19-1, and P19-2 are transmitted from the main control board 80, the effect control microcomputer 91 executes these effects.

[0226] [Time-saving revival effect A] 31(A) to (F) are diagrams for explaining the time-saving revival performance A. The time-saving revival performance A is when a miss (c time-saving 1) is included in the remaining reserves of special chart 1 and special chart 2.

[0227] In the time-saving revival effect A, first, as shown in FIG. 31(A), a change start effect is executed. The change start effect is an effect in which decorative symbols and other symbols start changing. Here, the decorative symbols 8L, 8C, and 8R start changing and change rapidly. The reduced symbol 8S starts changing and changes rapidly, and the fourth symbol 8F starts changing and changes rapidly. The rapidly changing decorative symbols 8L, 8C, and 8R and the reduced symbol 8S are displayed transparently or semi-transparently. The rapidly changing fourth symbol 8F is displayed in a flashing white color. In other words, a white circular icon repeatedly appears and disappears (the same applies below). A message image reading "Time-saving: Last" is displayed in the upper right corner of the display screen 7a. The message image indicates that this is the final change in the time-saving mode. To indicate that the time-saving mode is in effect, the background image (shown with hatching) is different from normal.

[0228] Next, as shown in FIG. 31(B), a fixed stop effect is executed. The fixed stop effect is an effect in which decorative symbols and other symbols are fixed and stopped. Here, the decorative symbols 8L, 8C, and 8R on the left, center, and right are fixed and stopped at "259." The reduced symbol 8S is fixed and stopped at "259." The fourth symbol 8F is displayed in white and fixed and stopped. A message image saying "Time Reduction: Last" is displayed in the upper right corner of the display screen 7a. The message image indicates that this is the final time-reduction change. To indicate that the time-reduction state is in effect, the background image (shown with hatching) is different from normal.

[0229] Next, as shown in Figure 31 (C), a time-saving end notification effect is executed. The time-saving end notification effect is an effect that notifies the end of the time-saving. Here, a message image MSG saying "Time-saving end" is displayed in the center of the display screen 7a. Here, too, the background image (shown with hatching) is different from the usual one.

[0230] Next, as shown in Figures 31(D) to (F), a revival notification effect is executed. The revival notification effect is a pre-reading effect that is executed when there are remaining reserves of special chart 1 and special chart 2 and the remaining reserves include a miss (c time reduction 1). The judgment information is output as a pre-judgment command from the main control board 80. When the performance control microcomputer 91 receives the pre-judgment command (step S4201: YES in Figure 25), it executes a judgment result storage process (step S4202) and stores the judgment result in the information storage area 94d of the sub-RAM 94. Therefore, the performance control microcomputer 91 can determine whether or not there is a miss (c time reduction 1) in the remaining reserves by referring to the information storage area 94d.

[0231] In Figure 31 (D), a revival symbol stop effect is executed. The revival symbol stop effect is an effect that displays symbols with a combination of symbols that suggest revival. The combination of symbols that suggest revival is a combination of symbols that indicates a specific jackpot ("4R jackpot (20 times time reduction)"). The revival symbol stop effect is executed on the first spin after the time reduction ends. In other words, it is executed when the variation patterns P9-1 and P19-1 are sent. Here, the decorative symbols 8L, 8C, and 8R on the left, center, and right are stopped at "123". The reduced symbol 8S is rapidly varying at "246", and the fourth symbol 8F is flashing white. This indicates that the symbol is currently varying.

[0232] In Figure 31(E), a "miss" confirmation stop effect is executed. The "miss" confirmation stop effect is an effect that consumes remaining reserves that do not correspond to a miss (c Time Reduction 1). The "miss" confirmation stop effect is executed until the remaining reserve just before the remaining reserve that corresponds to a miss (c Time Reduction 1). First, on the first spin after the time reduction ends, the decorative symbols 8L, 8C, and 8R are "123" (Figure 31(D)), and a message image MSG saying "RUSH has begun" is displayed. Then, the reduced symbol 8S stops at "246," and the fourth symbol 8F lights up in white, indicating a confirmed stop. After that, from the second spin corresponding to the variation patterns P9-2 and P19-2 until the variation just before the miss (c Time Reduction 1), the reduced symbol 8S and the fourth symbol are displayed in a changing state, with the message image "RUSH has begun." After one second of variation time has elapsed, a confirmed stop is displayed. In this confirmed stop display, the reduced symbol 8S becomes "246" and the fourth symbol 8F becomes a white light display. If the first remaining reserved is a miss (c time reduction 1), the miss confirmed stop effect is not executed and the next winning symbol display effect is executed.

[0233] In Figure 31 (F), a winning symbol display effect is executed. The winning symbol display effect is an effect that consumes the remaining reserved amount that corresponds to a miss (c time reduction 1). Here, the message image "RUSH has begun" is displayed, and the reduced symbol 8S and the fourth symbol are displayed in a fluctuating manner, and after 1 second of fluctuating time has passed, a fixed stop display is displayed. In this fixed stop display, the reduced symbol 8S becomes "123", and the fourth symbol 8F is displayed in a red light.

[0234] [Time-saving revival effect B] Figures 31(G) to (L) are diagrams for explaining the time-saving revival performance B. The time-saving revival performance B is when the remaining reserves of special chart 1 and special chart 2 include a jackpot or small win that becomes a "4R jackpot (20 times time-saving)". Hereinafter, the jackpot or small win that becomes a "4R jackpot (20 times time-saving)" will also be simply referred to as a "win".

[0235] In the time-saving revival effect B, first, as shown in FIG. 31(G), a change start effect is executed. The change start effect is an effect in which the decorative symbols and other symbols start changing. Here, the decorative symbols 8L, 8C, and 8R start changing and change rapidly. The reduced symbol 8S starts changing and changes rapidly, and the fourth symbol 8F starts changing and changes rapidly. The rapidly changing decorative symbols 8L, 8C, and 8R and the reduced symbol 8S are displayed transparently or semi-transparently. The rapidly changing fourth symbol 8F is displayed in a flashing white color. In other words, a white circular icon repeatedly appears and disappears (the same applies below). A message image reading "Time-saving: Last" is displayed in the upper right corner of the display screen 7a. The message image indicates that this is the final change in the time-saving mode. To indicate that the time-saving mode is in effect, the background image (shown with hatching) is different from normal.

[0236] Next, as shown in FIG. 31(H), a fixed stop effect is executed. The fixed stop effect is an effect in which decorative symbols and other symbols are fixed and stopped. Here, the decorative symbols 8L, 8C, and 8R on the left, center, and right are fixed and stopped at "259." The reduced symbol 8S is fixed and stopped at "259." The fourth symbol 8F is displayed lit in white and fixed and stopped. A message image saying "Time Reduction: Last" is displayed in the upper right corner of the display screen 7a. The message image indicates that this is the final change in the time reduction. To indicate that the time reduction is in effect, the background image (shown with hatching) is different from normal.

[0237] Next, as shown in Figure 31 (I), a time-saving end notification effect is executed. The time-saving end notification effect is an effect that notifies the end of the time-saving. Here, a message image MSG saying "Time-saving end" is displayed in the center of the display screen 7a. Here, too, the background image (shown with hatching) is different from the usual one.

[0238] Next, as shown in Figure 31 (J) to (L), a revival notification effect is executed. The revival notification effect is a pre-reading effect that is executed when there are remaining reserves of special chart 1 and special chart 2 and the remaining reserves contain a "win". The judgment information is output as a pre-judgment command from the main control board 80. When the performance control microcomputer 91 receives the pre-judgment command (step S4201: YES in Figure 25), it executes a judgment result storage process (step S4202) and stores the judgment result in the information storage area 94d of the sub-RAM 94. Therefore, the performance control microcomputer 91 can determine whether or not there is a "win" in the remaining reserves by referring to the information storage area 94d.

[0239] In Figure 31 (J), a revival symbol stop effect is executed. The revival symbol stop effect is an effect that displays symbols with a combination of symbols that suggest revival. The combination of symbols that suggest revival is a combination of symbols that indicates a specific jackpot ("4R jackpot (20 times time reduction)"). The revival symbol stop effect is executed on the first spin after the time reduction ends. In other words, it is executed when the variation patterns P9-1 and P19-1 are sent. Here, the decorative symbols 8L, 8C, and 8R on the left, center, and right are stopped at "123". The reduced symbol 8S is rapidly varying at "246", and the fourth symbol 8F is flashing white. This indicates that the symbol is currently varying.

[0240] In Figure 31(K), a confirmed miss effect is executed. The confirmed miss effect is an effect that consumes remaining reserves that do not correspond to a "win." The confirmed miss effect is executed until the remaining reserve just before the remaining reserve that corresponds to a "win." First, on the first spin after the time-saving feature ends, the decorative symbols 8L, 8C, and 8R are "123" (Figure 31(J)), and a message image MSG saying "Congratulations" is displayed. Then, the reduced symbol 8S stops at "246," and the fourth symbol 8F lights up in white, indicating a confirmed stop. After that, from the second spin corresponding to the variation patterns P9-2 and P19-2 until the variation just before the "win," the message image "RUSH has begun" is displayed, and the reduced symbol 8S and the fourth symbol are displayed in a changing state. After one second of variation time has elapsed, a confirmed stop is displayed. In this confirmed stop display, the reduced symbol 8S becomes "246," and the fourth symbol 8F lights up in white. If the first remaining reserved symbol is a "win", the miss confirmation stop effect is not executed, and the next winning symbol display effect is executed.

[0241] In Figure 31 (L), a winning symbol display effect is executed. The winning symbol display effect is an effect that consumes the remaining reserved amount that corresponds to a "win". Here, the message image MSG of "Enter the RUSH" changes to the message image MSG of "Aim for V", and the reduced symbol 8S and the fourth symbol are displayed in a fluctuating manner, and after one second of fluctuating time has passed, a fixed stop is displayed. In this fixed stop display, the reduced symbol 8S becomes "123", and the fourth symbol 8F is displayed in a red light.

[0242] [Time-saving revival effect C] 32(A) to (F) are diagrams for explaining the time-saving revival effect C. The time-saving revival effect C is a case where a miss (c time-saving 1) is included in the remaining reserves of special chart 1 and special chart 2, and is another example of the time-saving revival effect A.

[0243] In the time-saving revival effect C, first, as shown in FIG. 32(A), a change start effect is executed. The change start effect is an effect in which the decorative symbols and other symbols start changing. Here, the decorative symbols 8L, 8C, and 8R start changing and change rapidly. The reduced symbol 8S starts changing and changes rapidly, and the fourth symbol 8F starts changing and changes rapidly. The rapidly changing decorative symbols 8L, 8C, 8R, and the reduced symbol 8S are displayed transparently or semi-transparently. The rapidly changing fourth symbol 8F is displayed in a flashing white color. In other words, a white circular icon is repeatedly displayed and hidden (the same applies below). A message image reading "Time-saving: Last" is displayed in the upper right corner of the display screen 7a. The message image indicates that this is the final change in the time-saving mode. To indicate that the time-saving mode is in effect, the background image (shown with hatching) is different from normal.

[0244] Next, as shown in FIG. 32(B), a fixed stop effect is executed. The fixed stop effect is an effect in which decorative symbols and other symbols are fixed and stopped. Here, the decorative symbols 8L, 8C, and 8R on the left, center, and right are fixed and stopped at "259." The reduced symbol 8S is fixed and stopped at "259." The fourth symbol 8F is displayed lit in white and fixed and stopped. A message image saying "Time Reduction: Last" is displayed in the upper right corner of the display screen 7a. The message image indicates that this is the final change in the time reduction. To indicate that the time reduction is in effect, the background image (shown with hatching) is different from normal.

[0245] Next, as shown in Figure 32 (C), a time-saving end notification effect is executed. The time-saving end notification effect is an effect that notifies the end of the time-saving. Here, a message image MSG saying "Time-saving end" is displayed in the center of the display screen 7a. Here, too, the background image (shown with hatching) is different from the usual one.

[0246] Next, as shown in Figures 32(D) to (F), a revival notification effect is executed. The revival notification effect is a pre-reading effect that is executed when there are remaining reserves of special chart 1 and special chart 2 and the remaining reserves include a miss (c time reduction 1). The judgment information is output as a pre-judgment command from the main control board 80. When the performance control microcomputer 91 receives the pre-judgment command (step S4201: YES in Figure 25), it executes a judgment result storage process (step S4202) and stores the judgment result in the information storage area 94d of the sub-RAM 94. Therefore, the performance control microcomputer 91 can determine whether or not there is a miss (c time reduction 1) in the remaining reserves by referring to the information storage area 94d.

[0247] In Figure 32(D), a revival symbol stop effect is executed. The revival symbol stop effect is an effect that displays a combination of symbols that suggest revival. The combination of symbols that suggest revival is a combination of symbols that indicates a specific jackpot ("4R jackpot (20-time time reduction)"). Here, the identification information (numbers) 8La, 8Ca, and 8Ra that make up the left, center, and right decorative symbols 8L, 8C, and 8R are "123." The combination of the picture information (character images) 8Lb, 8Cb, and 8Rb is such that only the picture information 8Cb that makes up the "2" symbol is different from the picture information 8Lb and 8Rb that make up the "1" symbol. The revival symbol stop effect is executed on the first spin after the time reduction ends. In other words, it is executed when the variation patterns P9-1 and P19-1 are transmitted. Here, the left, center, and right decorative symbols 8L, 8C, and 8R stop at "123." The reduced symbol 8S is rapidly changing at "246", and the fourth symbol 8F is flashing in white. This indicates that it is changing.

[0248] In Figure 32(E), a "miss" confirmation stop effect is executed. The "miss" confirmation stop effect is an effect that consumes remaining reserves that do not correspond to a miss (c Time Reduction 1). The "miss" confirmation stop effect is executed until the remaining reserve just before the remaining reserve that corresponds to a miss (c Time Reduction 1). First, on the first spin after the time reduction ends, the identification information 8La, 8Ca, and 8Ra of the decorative symbols 8L, 8C, and 8R are "123" (Figure 32(D)), and a message image MSG saying "RUSH has begun" is displayed. Then, the reduced symbol 8S stops at "246," and the fourth symbol 8F lights up in white, indicating a confirmed stop. After that, from the second spin corresponding to the variation patterns P9-2 and P19-2 until the variation just before the miss (c Time Reduction 1), the reduced symbol 8S and the fourth symbol are displayed in a changing state, with the message image "RUSH has begun." After one second of variation time has elapsed, a confirmed stop is displayed. In this confirmed stop display, the reduced symbol 8S becomes "246" and the fourth symbol 8F becomes a white light display. If the first remaining reserved is a miss (c time reduction 1), the miss confirmed stop effect is not executed and the next winning symbol display effect is executed.

[0249] In Figure 32 (F), a winning symbol display effect is executed. The winning symbol display effect is an effect that consumes the remaining reserved amount that corresponds to a miss (c time reduction 1). Here, the message image "RUSH has begun" is displayed, and the reduced symbol 8S and the fourth symbol are displayed in a fluctuating manner, and after 1 second of fluctuating time has passed, a fixed stop display is displayed. In this fixed stop display, the reduced symbol 8S becomes "123", and the fourth symbol 8F is displayed in a red light.

[0250] [Time-saving revival effect D] 32(G) to (L) are diagrams for explaining the time-saving revival effect D. The time-saving revival effect D is a case where the remaining reserved numbers of special chart 1 and special chart 2 include a jackpot and a small jackpot that become a "4R jackpot (time-saving 20 times)", and is another example of the time-saving revival effect B. Hereinafter, the jackpot and small jackpot that become a "4R jackpot (time-saving 20 times)" are also simply referred to as "wins".

[0251] In the time-saving revival effect D, first, as shown in FIG. 32(G), a change start effect is executed. The change start effect is an effect in which the decorative symbols and other symbols start changing. Here, the decorative symbols 8L, 8C, and 8R start changing and change rapidly. The reduced symbol 8S starts changing and changes rapidly, and the fourth symbol 8F starts changing and changes rapidly. The rapidly changing decorative symbols 8L, 8C, and 8R and the reduced symbol 8S are displayed transparently or semi-transparently. The rapidly changing fourth symbol 8F is displayed in a flashing white color. In other words, a white circular icon is repeatedly displayed and hidden (the same applies below). A message image reading "Time-saving: Last" is displayed in the upper right corner of the display screen 7a. The message image indicates that this is the final change in the time-saving mode. To indicate that the time-saving mode is in effect, the background image (shown with hatching) is different from normal.

[0252] Next, as shown in FIG. 32(H), a fixed stop effect is executed. The fixed stop effect is an effect in which decorative symbols and other symbols are fixed and stopped. Here, the decorative symbols 8L, 8C, and 8R on the left, center, and right are fixed and stopped at "259." The reduced symbol 8S is fixed and stopped at "259." The fourth symbol 8F is displayed in white and fixed and stopped. A message image saying "Time Reduction: Last" is displayed in the upper right corner of the display screen 7a. The message image indicates that this is the final time-reduction change. To indicate that the time-reduction state is in effect, the background image (shown with hatching) is different from normal.

[0253] Next, as shown in Figure 32 (I), a time-saving end notification effect is executed. The time-saving end notification effect is an effect that notifies the end of the time-saving. Here, a message image MSG saying "Time-saving end" is displayed in the center of the display screen 7a. Here, too, the background image (shown with hatching) is different from the usual one.

[0254] Next, as shown in Figure 32 (J) to (L), a revival notification effect is executed. The revival notification effect is a pre-reading effect that is executed when there are remaining reserves of special chart 1 and special chart 2 and the remaining reserves contain a "win". The judgment information is output as a pre-judgment command from the main control board 80. When the performance control microcomputer 91 receives the pre-judgment command (step S4201: YES in Figure 25), it executes a judgment result storage process (step S4202) and stores the judgment result in the information storage area 94d of the sub-RAM 94. Therefore, the performance control microcomputer 91 can determine whether or not there is a "win" in the remaining reserves by referring to the information storage area 94d.

[0255] In Figure 32(J), a revival symbol stop effect is executed. The revival symbol stop effect is an effect that displays a combination of symbols that suggest revival. The combination of symbols that suggest revival is a combination of symbols that indicates a specific jackpot ("4R jackpot (20 times time reduction)"). In this case, the identification information (numbers) 8La, 8Ca, and 8Ra that make up the decorative symbols 8L, 8C, and 8R on the left, center, and right are "123," and the combination of the picture information (character images) 8Lb, 8Cb, and 8Rb is the same. The revival symbol stop effect is executed on the first spin after the time reduction ends. In other words, it is executed when the variation patterns P9-1 and P19-1 are transmitted. In this case, the decorative symbols 8L, 8C, and 8R on the left, center, and right are stopped at "123." The reduced symbol 8S is rapidly varying at "246," and the fourth symbol 8F is flashing white. This indicates that the symbol is currently varying.

[0256] In Figure 32(K), a confirmed miss effect is executed. The confirmed miss effect is an effect that consumes remaining reserves that do not correspond to a "win." The confirmed miss effect is executed up to the remaining reserve just before the remaining reserve that corresponds to a "win." First, on the first spin after the time-saving feature ends, the identification information 8La, 8Ca, and 8Ra of the decorative symbols 8L, 8C, and 8R are "123" (Figure 32(J)), and a message image MSG saying "Congratulations" is displayed. Then, the reduced symbol 8S stops at "246," and the fourth symbol 8F lights up in white, indicating a confirmed stop. After that, from the second spin corresponding to the variation patterns P9-2 and P19-2 until the variation just before the "win," the message image "Entering the RUSH" is displayed, and the reduced symbol 8S and the fourth symbol are displayed in a variable manner, and after one second of variation time has elapsed, a confirmed stop is displayed. In this confirmation stop display, the reduced pattern 8S becomes "246" and the fourth pattern 8F becomes a white lighting display. If the first remaining reserved is "win", the miss confirmation stop effect is not executed and the next winning pattern display effect is executed.

[0257] In Figure 32 (L), a winning symbol display effect is executed. The winning symbol display effect is an effect that consumes the remaining reserved balls that correspond to a "win". Here, the message image MSG of "Enter the RUSH" changes to the message image MSG of "Aim for V", and the reduced symbol 8S and the fourth symbol are displayed in a fluctuating manner, and after one second of fluctuating time has passed, a fixed stop display is displayed. In this fixed stop display, the reduced symbol 8S becomes "123", and the fourth symbol 8F is displayed in a red light.

[0258] As shown in Figures 32(D)(J), in the revival symbol stop effect, the symbol combination suggesting revival is a symbol combination indicating a specific jackpot ("4R jackpot (20 times time reduction)"), and there are two types of symbol combinations indicating this specific jackpot. The two combinations have the same combination of identification information 8La, 8Ca, and 8Ra, but different combinations of symbol information 8Lb, 8Cb, and 8Rb. Here, one combination (the combination in Figure 32(D)) is used to win a miss (c time reduction 1), and the other combination (the combination in Figure 32(J)) is used to win a jackpot or small jackpot that is a "4R jackpot (20 times time reduction)." This makes it possible to indicate whether the winning combination of the picture information 8Lb, 8Cb, and 8Rb that make up the decorative patterns 8L, 8C, and 8R will result in a miss (c time reduction 1), or a big win or small win that will result in a "4R big win (time reduction 20 times)."

[0259] 10. Examples of Effects, Modifications, and Aspects of the Present Embodiment

[0260] The following shows examples of the effects of this embodiment. First, examples of effects, modifications, and modes of the stop symbol displays shown in stop symbol display examples A to C in Figures 28 to 30 are shown, followed by examples of effects, modifications, and modes of the revival effects A and B after time reduction shown in Figures 31 and 32.

[0261] [Example of effect] An example of the effect of displaying stop symbols is shown below. [Effect 1] In the gaming machine 1 of the above embodiment, a winning of a losing (c time reduction 2) is indicated by displaying a pattern in the same manner as a simple losing (FIGS. 28(A1) to (A3)), so as to make it difficult to notice that a winning of a losing (c time reduction 2) has occurred. With this configuration, it is possible to make it difficult for a player to notice the transition to the slight time reduction state, and to create a sense of anticipation for a C chance, thereby increasing the enjoyment of the game.

[0262] [Effect 2] In the gaming machine 1 of the above embodiment, when a miss (c time reduction 1) is achieved, the system transitions to the time reduction state, and information that leads the player to guess that it is a C chance that is likely to win a miss (c time reduction 1) is displayed by displaying a pattern in a manner that indicates a miss (FIGS. 29(A) to (E)). This system can create a sense of expectation that it is a C chance, and can increase the interest in the game.

[0263] [Effect 3] In the gaming machine 1 of the above embodiment, the pattern indicating a loss includes the fourth symbol. This configuration allows for variation in the pattern indicating a loss, and a relatively simple configuration can create a sense of anticipation for a C chance, thereby increasing the enjoyment of the game.

[0264] In the gaming machine 1 of the above embodiment, when a jackpot type of "10R jackpot (1000 times time reduction)" or a small jackpot is won, the machine is configured to transition to the super mode, and the winning of a jackpot type of "10R jackpot (1000 times time reduction)" or a small jackpot is indicated by displaying a "super" symbol (or a framed "7" symbol) that is different from the symbols used in normal play (number symbols such as "1" symbol and "2" symbol) (Figure 30(A)(C)). This configuration can give the player a sense of superiority and increase the player's interest in the game.

[0265] [Variations] 10 shows a modified example of the stop symbol display. [Variation 1] In the above embodiment, as shown in Fig. 27, the allocation rate of the display color of the fourth symbol is the same for a miss and for the c time reduction (c time reduction 1, c time reduction 2). In contrast, the allocation rate of the display color of the fourth symbol may be different for a miss and for the c time reduction (c time reduction 1, c time reduction 2).

[0266] [Variation 2] The stop symbol display examples A and B of the above embodiment may be combined. Specifically, in the case of a C chance, a display like stop symbol display example B is displayed to make the player guess that it is a C chance, and in the case of a loss (c time reduction 2), a display like stop symbol display example A is displayed to make it difficult to distinguish from a loss. In this way, the player can be made to feel even more anticipation for a C chance, and the enjoyment of the game can be improved.

[0267] [Variation 3] In the above embodiment, a configuration was described in which the fourth symbol 8F is different as shown in Figures 28(B1)(B2), or the reduced symbol 8S is different as shown in Figures 28(C1)(C2). Even with such a configuration, the effect of making it difficult to tell whether you have won the miss (c time reduction 2) is achieved. However, as shown in Figures 28(A1)(A2), a configuration in which the decorative symbols 8L, 8C, 8R, reduced symbol 8S, and fourth symbol 8F are the same makes it even more difficult to tell whether you have won the miss (c time reduction 2), so it is desirable as a configuration to increase the operating rate based on the expectation that you may be staying in the C chance.

[0268] [Variation 4] In the above embodiment, the configuration was such that the "Super" symbol shown in Figure 30(A) and the framed "7" symbol shown in Figure 30(C) were displayed when a jackpot (or small jackpot) was won, which triggers a transition to the "Super Mode," which is the most advantageous for the player. However, the configuration may also be such that the "Super" symbol and the framed "7" symbol are displayed when a specific jackpot is won, regardless of the trigger for a transition to the "Super Mode."

[0269] [Example of situation] The gaming machine of this embodiment can achieve the following aspects. [Aspect A1] A gaming machine that transitions a gaming state when a specific condition is met in a predetermined lottery, a symbol display means for displaying a symbol indicating the result of the predetermined lottery on a display screen; the symbol display means displays a symbol in a manner indicating a loss similar to a case where the specific condition is not satisfied, so as to make it difficult to understand that the specific condition is satisfied. A gaming machine characterized by:

[0270] In the above embodiment, winning a losing prize (c time reduction 2) corresponds to "the fulfillment of a specific condition," the display screen 7a corresponds to the "display screen," the performance control microcomputer 91 corresponds to the "symbol display means," and Figures 28(A1), (B1), and (C1) correspond to "a state in which a losing prize is shown similar to that shown when the specific condition is not fulfilled." The term "similar" is intended to include the case in which at least one of the reduced symbol 8S and the fourth symbol 8F is different (Figures 28(B1) and (C1)). Of course, "similar" also includes the state in which both the reduced symbol 8S and the fourth symbol 8F are the same as the state in which a losing prize is shown (Figure 28(A1)).

[0271] [Aspect A2] A gaming machine that transitions a gaming state when a specific condition is met in a predetermined lottery, a symbol display means for displaying a symbol indicating the result of the predetermined lottery on a display screen; When the specific condition is met, the game state is shifted to an advantageous state for the player, the symbol display means displays information that allows the player to infer that the game is in a chance game state in which the specific condition is likely to be established by displaying symbols in a manner that indicates a loss, A gaming machine characterized by:

[0272] In the above embodiment, winning a loss (c time-saving 1) corresponds to "the fulfillment of a specific condition," the display screen 7a corresponds to the "display screen," the performance control microcomputer 91 corresponds to the "symbol display means," the time-saving state (time-saving game state) corresponds to the "advantageous game state," the C chance corresponds to the "chance game state," and Figures 29(A) to (E) correspond to the "mode indicating a loss." The reason why it is stated as "information that leads to the inference that the game is in a chance game state" is because the symbol display in the "mode indicating a loss" does not necessarily indicate that the game is in a chance game state.

[0273] [Aspect A3] The gaming machine according to aspect A1 or A2, The pattern indicating the loss is a pattern including the fourth symbol. A gaming machine characterized by:

[0274] [Aspect A4] A gaming machine that transitions a gaming state when a specific condition is met in a predetermined lottery, a symbol display means for displaying a symbol indicating the result of the predetermined lottery on a display screen; When the specific condition is met, the game state is shifted to an advantageous state for the player, the symbol display means indicates the establishment of the specific condition by displaying a dedicated symbol different from a symbol normally used; A gaming machine characterized by:

[0275] In the above embodiment, winning the jackpot or small jackpot, which is the "10R jackpot (1000 times time reduction)", corresponds to "the fulfillment of specific conditions", the display screen 7a corresponds to the "display screen", the performance control microcomputer 91 corresponds to the "pattern display means", the time-reduction state (time-reduction game state) corresponds to the "advantageous game state", and Figures 30(A) and (C) correspond to "exclusive patterns different from the patterns used during normal play".

[0276] [Example of effect] An example of the effect of the revival effect after the time-saving feature is shown below. [Effect 1] In the gaming machine 1 of the above embodiment, when the lottery for the first special symbol (special symbol 1) and the second special symbol (special symbol 2) is on hold, if there is a pending lottery that has won a losing (c time reduction 1) among the pending lotteries, the first of the pending lotteries is executed (in the first variation after the time reduction ends) and the symbols are displayed in a predetermined combination (Figure 31 (D)). With this configuration, since the winning of the remaining reserved c time reduction 1 is known in the first variation after the time reduction ends, there is a high possibility that the player will be surprised and the interest in the game can be increased.

[0277] [Effect 2] In the gaming machine 1 of the above embodiment, when there is a pending lottery that has been won as a losing result (c time reduction 1) among the pending lotteries, the first lottery among the pending lotteries is executed (in the first variation after the time reduction ends), and the combination of symbols that indicate a specific jackpot is displayed (Fig. 31(D)). According to this configuration, the remaining pending win in c time reduction 1 is shown as a combination of symbols that indicate a specific jackpot, so there is a high possibility that the player will be surprised, and the interest in the game can be increased.

[0278] [Effect 3] In the gaming machine 1 of the above embodiment, the symbol combination indicating a specific jackpot is the "123" combination of the decorative symbols 8L, 8C, and 8R on the left, center, and right. In other words, the identification information (numbers) of each of the decorative symbols 8L, 8C, and 8R are all different combinations. This configuration is likely to surprise the player and increase the interest in the game.

[0279] [Effect 4] In the gaming machine 1 of the above embodiment, there are two types of combinations of symbols that indicate a specific jackpot, and while the combination of identification information (numbers) is the same, "123," there is also a combination in which the combination of picture information (character images) is different (the character images corresponding to the "2" symbol are different) (Fig. 32(D)(J)). With this configuration, by using one of the two types of combinations when c time reduction 1 is won and the other when a specific jackpot is won, it is possible to suggest whether it is a jackpot or c time reduction 1, thereby increasing the enjoyment of the game.

[0280] [Variations] This shows a modified example of the revival effect after time reduction. [Variation 1] In the above embodiment, the symbol displayed when winning c Time Reduction 1 was a symbol indicating a "4R jackpot (20 times time reduction)." In this case, the gameplay involves determining whether the player has won a "4R jackpot (20 times time reduction)," in which game balls can be acquired but the time reduction is 20 times, or a "c Time Reduction 1," in which game balls cannot be acquired but the time reduction is 100 times. In contrast, in the case of a probability variable machine, a "2R jackpot," which is a sudden probability variable, may be considered a specific jackpot. In the case of a probability variable machine, the symbol indicating a "2R jackpot" is also displayed when winning c Time Reduction 1, creating a gameplay in which the player is wondering whether it is a probability variable or a time reduction, thereby enhancing the enjoyment of the game.

[0281] [Variation 2] In the above embodiment, the winning of C Time Reduction 1 is "predicted", but the "prediction" configuration is not necessarily provided. For example, the winning of C Time Reduction 1 in C Chance may be determined by displaying a combination of symbols that indicate a specific jackpot when each lottery is held.

[0282] [Variation 3] In the above embodiment, the specific jackpot was a "4R jackpot (20 times time reduction)", but there may be multiple types of specific jackpots. For example, a "4R jackpot (20 times time reduction)" and a "4R jackpot time reduction (100 times)" could be specific jackpots.

[0283] [Variation 4] In the above embodiment, the combination of the decorative symbols 8L, 8C, and 8R indicating a specific jackpot is "123," but it is not limited to "123" and may be any combination.

[0284] [Variation 5] In the above embodiment, in the revival symbol stop effect of Figure 32 (D) (J), the decorative symbols 8L, 8C, 8R on the left, center, and right are composed of identification information 8La, 8Ca, 8Ra and picture information 8Lb, 8Cb, 8Rb. In contrast, only the decorative symbols on specific columns of the left, center, and right may be composed of identification information and picture information, and the decorative symbols on the remaining columns may be composed of only identification information or only picture information.

[0285] [Variation 6] In the above embodiment, the revival symbol stop effect is performed in the first variation after the time-saving state ends. In contrast to this, the revival symbol stop effect may be performed at the end of the final variation in the time-saving state.

[0286] [Example of situation] The gaming machine of this embodiment can achieve the following aspects. [Aspect B1] A gaming machine that transitions a gaming state when a specific condition is met in a predetermined lottery, a result notification means for displaying a symbol indicating the result of the predetermined lottery on a display screen; When the predetermined lottery is on hold, if the specific condition is established in the held lottery, the result notification means displays and indicates a predetermined combination of symbols in association with the execution of a first lottery among the held lotteries. A gaming machine characterized by:

[0287] In the above embodiment, winning a losing ticket (c time reduction 1) corresponds to "the fulfillment of a specific condition," the display screen 7a corresponds to the "display screen," the effect control microcomputer 91 corresponds to the "result notification means," the case where there are remaining reserved tickets at the end of the time reduction corresponds to "the case where the specified lottery is on hold," the case where there is a reserved ticket that wins c time reduction 1 among the remaining reserved tickets corresponds to "the case where the specific condition is fulfilled in the reserved lottery," and the lottery on the first spin after the end of the time reduction corresponds to "the first lottery of the reserved lotteries." Note that, when a revival symbol stop effect is performed at the final change in the time reduction state, "in conjunction with the first lottery of the reserved lotteries" can be changed to "before the reserved lottery is executed."

[0288] [Aspect B2] The gaming machine according to aspect B1, The predetermined symbol combination is a symbol combination that indicates a specific jackpot. A gaming machine characterized by:

[0289] The symbol combinations in Figures 31(D) and 32(D) correspond to "symbol combinations that indicate a specific jackpot."

[0290] [Aspect B3] The gaming machine according to aspect B2, The combination of symbols indicating the specific jackpot is a combination in which the identification information of each symbol is all different. A gaming machine characterized by:

[0291] The symbol combination "123" in Figures 31(D) and 32(D) corresponds to "a combination in which the identification information of each symbol is all different."

[0292] [Aspect B4] A gaming machine according to aspect B2 or B3, There are two types of combinations of symbols that indicate the specific jackpot, and while the combination of identification information is the same, there is also a combination that has a different combination of symbol information. A gaming machine characterized by:

[0293] The combination of the patterns in Figure 32(D)(J) corresponds to the "two-type combination."

[0294] [Aspect B5] A gaming machine that transitions a gaming state when a specific condition is met in a predetermined lottery, a symbol display means for displaying a symbol indicating the result of the predetermined lottery on a display screen; the symbol display means displays a combination of symbols indicating a specific jackpot when the specific condition is met, A gaming machine characterized by:

[0295] The invention of aspect B5 may include the configurations of the above aspects B1, B3, and B4.

[0296] [Other variations] The various display effects described above may not include some of the effects, or may include effects other than those described above.

[0297] The gaming machine 1 of the above embodiment has been described using a pachinko gaming machine as an example, but is not limited to this. For example, instead of a pachinko gaming machine, the present invention may be applied to a reel-type gaming machine such as a slot machine, an arrange ball gaming machine, or a mahjong ball gaming machine. When the gaming machine 1 is a slot machine, the gaming medium may be changed from gaming balls to gaming medals. The rotary gaming machine may be a smart slot (sma-slot) that does not pay out gaming medals.

[0298] Furthermore, two or more of the above-described multiple effect examples and / or modified examples may be combined. Furthermore, the gaming machine 1 may be provided with a sub-display device in addition to the image display device 7. In this case, the above-described display effects may be executed on the sub-display device.

[0299] While the present aspect has been described above based on embodiments and modifications, the above-described embodiments are intended to facilitate understanding of the present aspect and are not intended to limit the present aspect. The present aspect may be modified or improved without departing from the spirit and scope of the claims, and equivalents thereof are also included in the present aspect. [Explanation of symbols]

[0300] 1...Amusement machines 7...Image display device 7a…Display screen 81...Game control microcomputer 91...Performance control microcomputer

Claims

[Claim 1] A gaming machine that transitions a gaming state when a specific condition is met in a predetermined lottery, a symbol display means for displaying a symbol indicating the result of the predetermined lottery on a display screen; the symbol display means displays a combination of symbols indicating a specific jackpot when the specific condition is met, A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2023154721A