Game machine

The gaming machine improves player enjoyment by using dynamic display effects and synchronized symbol displays during jackpot games, enhancing the gaming experience through engaging visual interactions.

JP2025148080APending Publication Date: 2025-10-07SANSEI R&D KK
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Patent Information

Application Number
JP2024048669
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-03-25
Publication Date
2025-10-07

AI Technical Summary

Technical Problem

Existing gaming machines lack enhancements to increase player enjoyment through more engaging display effects during jackpot games.

Method used

A gaming machine that incorporates a display device capable of displaying multiple types of images, including decorative patterns, with effects such as new pattern display, erasure, and execution during jackpot games, and synchronized dynamic displays of special symbols to enhance player interaction.

Benefits of technology

Enhances player enjoyment by providing visually engaging and interactive display effects during jackpot games, increasing the excitement and immersion of the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To increase interest of a game.SOLUTION: In a game machine having display means capable of displaying multiple types of images, one of the multiple types of images is a decorative symbol. A first performance can be executed in which a decorative symbol is newly displayed from a state in which no decorative symbol is displayed on the display means, and the first performance is executed while a big winning game is executed.SELECTED DRAWING: Figure 25
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, gaming machines are known that can execute a display effect using a display device when a gaming ball enters a starting hole (see, for example, Patent Documents 1 to 3).

[0003] In such gaming machines, display effects can be produced using character images, patterns, and the like. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-202930 [Patent Document 2] Japanese Patent Application Laid-Open No. 2016-198339 [Patent Document 3] Japanese Patent Application Laid-Open No. 2016-182376 Summary of the Invention [Problem to be solved by the invention]

[0005] However, even with the gaming machines described above, there is still room for improvement in terms of technology for increasing the enjoyment of the game.

[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 some of the above-mentioned problems, and can be realized as the following application examples. Note that the reference symbols and supplementary explanations in this section indicate the correspondence with the embodiments described later to help understand the present invention, and do not limit the present invention in any way.

[0008] [Application example 1] A gaming machine having a display means capable of displaying a plurality of types of images, one of the plurality of types of images is a decorative design; A first effect can be executed in which the decorative pattern is newly displayed on the display means from a state in which the decorative pattern is not displayed on the display means, The first effect is executed during execution of a jackpot game. A gaming machine characterized by: [Application example 2] The gaming machine according to Application Example 1, After the first effect, a second effect can be executed in which the decorative pattern is erased, The second effect is executed during the execution of the jackpot game. A gaming machine characterized by: [Application example 3] The gaming machine according to Application Example 1 or Application Example 2, The first effect is executed in the ending effect of the jackpot game. A gaming machine characterized by: [Effects of the Invention]

[0009] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]

[0010] [Figure 1] FIG. [Figure 2] FIG. [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] FIG. 2 is a diagram for explaining a main ROM, a main RAM, a sub ROM, and a sub RAM. [Figure 6] FIG. 10 is a diagram for explaining a jackpot determination table. [Figure 7] A diagram for explaining the jackpot type determination table. [Figure 8] A figure to explain the fluctuation pattern determination table when in a non-time-saving state. [Figure 9] A figure to explain the fluctuation pattern determination table during time-saving mode. [Figure 10] 10 is a flowchart of a main control process. [Figure 11] 10 is a flowchart of a main-side timer interrupt process. [Figure 12] 10 is a flowchart of a special action process. [Figure 13] 10 is a flowchart of a special symbol waiting process. [Figure 14] 10 is a flowchart of a special symbol determination process. [Figure 15] 10 is a flowchart of a game status management process. [Figure 16] 10 is a flowchart of special electric device processing. [Figure 17] 10 is a flowchart of a game status setting process. [Figure 18] 10 is a flowchart of a sub-control main process. [Figure 19] 10 is a flowchart of a sub-side timer interrupt process. [Figure 20] 10 is a flowchart of a received command analysis process. [Figure 21] 10 is a flowchart of the variable effect start processing. [Figure 22] A diagram for explaining a jackpot ending type allocation table. [Figure 23] This is a jackpot ending time chart. [Figure 24] This is a diagram to explain examples 1 and 2 of the jackpot ending presentation. [Figure 25] This is a diagram to explain examples 3 and 4 of the jackpot ending presentation. [Figure 26] A diagram for explaining a jackpot opening type allocation table. [Figure 27] This is a jackpot opening time chart. [Figure 28] This is a diagram to explain examples 1, 2, 3, and 4 of the jackpot opening performance. [Figure 29] This is a launch promotion image display time chart 1. [Figure 30] This is a launch promotion image display time chart 2. [Figure 31] 10A and 10B are diagrams for explaining examples 1 and 2 of the launch promotion image display performance. [Figure 32] 10A and 10B are diagrams for explaining examples 3 and 4 of the launch promotion image display performance. [Figure 33] A diagram to explain launch promotion image display examples 5 and 6. [Figure 34] FIG. 10 is a diagram illustrating launch promotion image display performance example 7. [Figure 35] 10 is a flowchart of a timing start process. [Figure 36] 10 is a flowchart of an elapsed time determination process. [Figure 37] 10 is a flowchart of an elapsed time reset process. [Figure 38] FIG. 10 is a diagram showing a time chart A. [Figure 39] FIG. 10 is a diagram showing a time chart B. [Figure 40] FIG. 10 is a diagram showing a time chart C. [Figure 41] FIG. 10 is a diagram showing a time chart D. [Figure 42] 10 is a flowchart of another example of the elapsed time determination process. [Figure 43] FIG. 10 is a diagram showing a time chart E. [Figure 44] FIG. 10 is a diagram showing an example of a notification effect. [Figure 45] 10A and 10B are diagrams illustrating display examples A and B when the presentation mode is changed. [Figure 46] 10A and 10B are diagrams illustrating display examples of mode change effects A and B. [Figure 47] 10A and 10B are diagrams illustrating display examples of mode change effects C and D. [Figure 48] 10A and 10B are diagrams illustrating display examples of mode change effects E and F. [Figure 49] 10A and 10B are diagrams illustrating display examples of mode change effects G and H. [Figure 50] FIG. 10 is a diagram illustrating a display example of mode change presentation I. [Figure 51] 10A and 10B are diagrams illustrating a display example of a mode change effect J. [Figure 52] 10A and 10B are diagrams illustrating a display example of a mode change effect K. [Figure 53] 10 is a diagram illustrating a display example of a mode change effect L. FIG. [Figure 54] 10 is a diagram illustrating a display example of a mode change effect M. FIG. [Figure 55] 10A and 10B are diagrams illustrating display examples of mode change effects N and O. [Figure 56] 10 is a diagram illustrating a display example of a mode change effect P. FIG. [Figure 57] 10 is a flowchart of sub-side timer interrupt processing for executing praise effects. [Figure 58] 10 is a flowchart of an overcount determination process. [Figure 59] 10 is a flowchart of a first modified example of the overcount determination process. [Figure 60] 10 is a flowchart of a second modified example of the overcount determination process. [Figure 61] 10 is a flowchart of a twist shot determination process. [Figure 62] 10 is a flowchart of a first modified example of the twist shot determination process. [Figure 63] 10 is a flowchart of a second modified example of the twist shot determination process. [Figure 64] FIG. 10 is a diagram for explaining praise performance A. [Figure 65] FIG. 65 is a diagram for explaining the continuation of the praise performance A in FIG. 64. [Figure 66] FIG. 10 is a diagram for explaining praise performance B. [Figure 67] FIG. 67 is a diagram for explaining the continuation of praise performance B in FIG. 66. [Figure 68] FIG. 10 is a diagram for explaining praise performance C. [Figure 69] This is a diagram for explaining the continuation of praise performance C in Figure 68. 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 shoots gaming balls based on the player's shooting operation, and when the gaming balls land on a specific winning device, a predetermined number of gaming balls are paid out to the player based on the winning. The gaming machine 1 comprises 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. In addition to a front frame (front frame portion) 53, the gaming machine frame 50 comprises an outer frame (base frame portion) that forms the outer shell of the gaming machine, and an inner frame inside the outer frame to which the gaming board 2 is attached. The front frame (front frame portion) 53 is a vertically rectangular unit located on the front side of the outer frame and inner frame, and includes a handle 60, a ball supply tray (upper tray) 61, a surplus ball receiving tray (lower tray) 62, an effect button 63, a sword member 64, a sword button 65, a frame lamp 66, a speaker 67, a select button 68, and a frame movable body 600. An opening is formed 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 that corresponds to the rotation angle. The ball supply tray (upper tray) 61 is located below the front frame 53 and stores game balls. The surplus ball receiving tray (lower tray) 62 is located below the ball supply tray (upper tray) 61 and stores game balls that cannot be accommodated in the ball supply tray (upper tray) 61. The effect button 63 is an operating unit located near the ball supply tray (upper tray) 61 and is operated (pressed) by the player during effects that are executed as the game progresses. The sword member 64 is an operating 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 operating 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 capable of two different operations: a first operation in which the entire sword member 64 is pushed downward, and a second operation in which the sword button 65 at the tip is pressed. The frame lamp 66 is provided at the bottom of the front frame 53 and is positioned lower than the ball supply tray (upper tray) 61. The frame lamp 66 has a light-emitting portion 66a on the front side, which provides light effects during play. The speakers 67 are located at the upper left and upper right of the front frame 53 and provide 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, which enables various inputs. The frame movable body 600 is a movable gimmick provided 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 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 symbols, effect images such as background images and character images may also be displayed. Furthermore, the image display device 7 may display on the display screen 7a, in addition to the effect symbols, an identification display (fourth symbol, not shown) 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) 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] 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.

[0022] 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.

[0023] 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.

[0024] 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.

[0025] 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."

[0026] 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.

[0027] The special 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 includes a special prize hole (special prize hole) 30. The special prize hole 30 includes an opening / closing member (first special prize hole opening / closing member) 32 that swings open and close to allow or block the reception of game balls. The opening / closing member 32 is driven by a special prize hole solenoid 33 (Figure 3). When the opening / closing member 32 is in the open position, game balls can enter the special prize hole 30 (easy entry), whereas when the opening / closing member 32 is in the closed position, game balls cannot enter the special prize hole 30.

[0028] The special prize opening sensor 30a (FIG. 3) detects the entry of a game ball into the special prize opening 30. The special prize device 31 of this embodiment further includes a special prize device discharge sensor (not shown) that counts the number of game balls discharged from the special prize device 31.

[0029] 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.

[0030] 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.

[0031] 2 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 reserved activations (first special symbol reserves) stored in the first special symbol display 41a. The second special symbol reserve display 43b displays the number of reserved activations (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."

[0032] 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.

[0033] 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.

[0034] In the gaming machine 1, when a gaming ball enters the first start hole 20 or the second start 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. 5). Specifically, if the game ball enters the first start 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 start 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.

[0035] 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.

[0036] 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.

[0037] 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 5). 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 normal symbols 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.

[0038] 2. Electrical configuration of gaming machine The electrical configuration of the gaming machine 1 will be described with reference to Figures 3 and 4. Figure 3 is a block diagram showing the electrical configuration of the main control board of the gaming machine 1. Figure 4 is a block diagram showing the electrical configuration of the sub-control board of the gaming machine 1. The gaming machine 1 includes a main control board 80 (Figure 3), a sub-control board 90 (Figure 4), an image control board 100 (Figure 4), a lamp control board 107 (Figure 4), a sound control board 106 (Figure 4), and a payout control board 110 (Figure 3). The main control board 80 is a game control board that controls game profits such as jackpot lottery draws and game state transitions, and constitutes the main control unit. The sub-control board 90 is an effect control board that controls effects executed as the game progresses, and constitutes the sub-control unit together with the image control board 100, the lamp control board 107, and the sound control board 106. Note that the sub-control unit can be configured by including at least the sub-control board 90.

[0039] 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.

[0040] Various sensors and solenoids are connected to the main control board 80 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 hole sensor 20a, the second start hole sensor 21a, the gate sensor 28a, the special prize hole sensor 30a, the general prize hole sensor 27a, and the out counter 25. Examples of solenoids connected via the relay board 88 include the electric chute solenoid 24 and the special prize hole solenoid 33. The first start hole sensor 20a is provided inside the first start hole 20 and detects a game ball that has entered the first start hole 20. The second start hole sensor 21a is provided inside the second start hole 21 and detects a game ball that has entered the second start hole 21. Gate sensor 28a is provided inside gate 28 and detects gaming balls that have passed through gate 28. Special prize opening sensor 30a is provided inside special prize opening 30 and detects gaming balls that have entered special prize opening 30. General prize opening sensor 27a is provided inside general prize opening 27 and detects gaming balls that have entered general prize opening 27. Out counter 25 is provided at the most downstream side of game board 2 and detects all gaming balls that have been shot into game area 3. Electric chute solenoid 24 drives movable member 23 of electric chute 22. Special prize opening solenoid 33 drives opening / closing member 32 of special prize device 31.

[0041] 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.

[0042] The main control board 80 is connected to the external terminal board 70 via an input / output circuit 87. The main control board 80 outputs to the external terminal board 70 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.

[0043] A payout control board 110 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 to monitor payouts. The payout control board 110 is connected to a prize ball payout device 120, a loan ball payout device 130, and a card unit 135, and is also connected to a launching device 112 via a launch control circuit 111. The prize ball payout device 120 pays out prize balls. The payout control board 110 drives a prize ball motor 121 of the prize ball payout device 120 based on a signal from the game control microcomputer 81 to pay out prize balls. The paid out prize balls are detected by a prize ball sensor 122 for counting. The loan ball payout device 130 pays out loan balls. The payout control board 110 drives the ball dispensing motor 131 of the ball dispensing device 130 to dispense balls based on a signal from a card unit 135 connected to the gaming machine 1. Dispensed balls are detected by a ball dispensing sensor 132 for counting. The card unit 135 is located adjacent to the gaming machine 1 and outputs information about ball dispensing based on information from an inserted prepaid card, etc. The launching device 112 includes a handle 60 (FIG. 1), a launching motor 113, a touch switch 114, and a launching volume 115. When a player operates the handle 60, the launching device 112 detects contact with the handle 60 using the touch switch 114 and detects the amount of rotation of the handle 60 using the launching volume 115. The launching motor 113 is then driven to launch game balls with a strength corresponding to the magnitude of the detection signal from the launching volume 115.

[0044] 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.

[0045] 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.

[0046] 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.

[0047] 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.

[0048] The lamp control board 107 is connected to and controls the frame lamp 66 and the panel lamp 5. The performance control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the panel 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 lighting pattern data (data determining the on / off state, light color, etc., also referred to as lamp data) that determines the lighting mode of lamps such as the frame lamp 66 and the panel lamp 5, and controls the lighting of lamps such as the frame lamp 66 and the panel lamp 5 according to the lighting pattern data. The lighting pattern data is created using data stored in the sub-ROM 93 of the sub-control board 90. The lamp control board 107 may be equipped with a CPU, and the CPU may be caused to control the lighting of the lamps based on commands. In this case, the lamp control board 107 may be equipped with a ROM, and data regarding lighting patterns and operation patterns may be stored in the ROM.

[0049] 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.

[0050] 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.

[0051] 3. Data structure of gaming machines The data configuration of the gaming machine 1 will be described with reference to Figure 5. Figure 5(A) is a diagram for explaining the main ROM 83. Figure 5(B) is a diagram for explaining the storage areas provided in the main RAM 84. Figure 5(C) is a diagram for explaining the sub ROM 93. Figure 5(D) is a diagram for explaining the storage areas provided in the sub RAM 94.

[0052] The main ROM 83 (FIG. 5(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.

[0053] The main RAM 84 (Figure 5(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 map reserved memory area 84e, and a normal map reserved memory area 84f.

[0054] 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, jackpot type commands, big prize commands, big prize opening open state transition commands, big prize opening closed state transition commands, opening commands, round designation commands, ending commands, game state designation commands, customer waiting commands, and crash commands.

[0055] 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 processing (described later), and a jackpot flag, a jackpot end flag, a probability change flag, a time-saving flag, etc. are set.

[0056] 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 probability variable counter, a time-saving counter, and a game counter.

[0057] 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.

[0058] 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.

[0059] The sub-ROM 93 (FIG. 5(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.

[0060] The sub-RAM 94 (FIG. 5(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.

[0061] The command memory area 94a is an area (input buffer) where commands input from the main control unit side are stored during the sub-control main processing (described later), and stores commands such as pre-determination commands, reserved ball number commands, fluctuation start commands, fluctuation stop commands, jackpot type commands, big prize commands, big prize opening open state transition commands, big prize opening closed state transition commands, opening commands, round designation commands, ending commands, game state designation commands, and customer waiting commands.

[0062] 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 are set during the sub-control main processing (described later), 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, ending performance start command, and praise performance start command are set.

[0063] 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 symbol hold effect counter, a second special symbol hold effect counter, a normal symbol hold effect counter, a special symbol effect counter, a time-saving effect counter, a game counter, an over counter, etc. are set. The information storage area 94d is used as a storage area for various effect processes.

[0064] 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.

[0065] 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.

[0066] Next, various random numbers acquired by the performance control microcomputer 91 in the gaming machine 1 will be explained. The performance control microcomputer 91 is configured to acquire a "pre-read performance random number" and a "chance-up random number." Both 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.

[0067] 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.

[0068] 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.

[0069] 4. Explanation of various tables FIG. 6 is a diagram for explaining the big win determination table. The jackpot determination table is a table that the gaming control microcomputer 81 refers to in the main control main processing (described later) to determine whether an acquired jackpot random number value (any value between 0 and 65535) corresponds to a "jackpot" or a "miss." The jackpot determination in the jackpot determination table is made based on the gaming state of the gaming machine 1. For example, in a "low probability state," if the jackpot random number value is "0 to 204," it is determined to be a "jackpot," and in other cases it is determined to be a "miss." Also, for example, in a "high probability state," if the jackpot random number value is "0 to 1366," it is determined to be a "jackpot," and in other cases it is determined to be a "miss."

[0070] 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."

[0071] 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."

[0072] 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".

[0073] 7 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).

[0074] In Figure 7, when the first special pattern (Special Pattern 1) is selected, if the random number value for the jackpot type is "0 to 31", the jackpot type is determined to be a "10R special jackpot", if the random number value for the jackpot type is "32 to 63", the jackpot type is determined to be a "10R normal jackpot (100 times time reduction)", if the random number value for the jackpot type is "64 to 95", the jackpot type is determined to be a "7R normal jackpot (100 times time reduction)", if the random number value for the jackpot type is "96 to 111", the jackpot type is determined to be a "4R normal jackpot (100 times time reduction)", and if the random number value for the jackpot type is "112 to 127", the jackpot type is determined to be a "4R normal jackpot (0 times time reduction)". If the second special symbol (special symbol 2) is selected, if the jackpot type random number is "0-31", the jackpot type is determined to be a "10R variable jackpot", if the jackpot type random number is "32-63", the jackpot type is determined to be a "10R normal jackpot (100 times time reduction)", if the jackpot type random number is "64-95", the jackpot type is determined to be a "7R normal jackpot (100 times time reduction)", if the jackpot type random number is "96-111", the jackpot type is determined to be a "4R normal jackpot (100 times time reduction)", if the jackpot type random number is "112-127", the jackpot type is determined to be a "4R normal jackpot (0 times time reduction)". In addition, the jackpot type determination table may also specify the "opening (OP) command", "round designation command", and "ending (ED) command" of the special game.

[0075] Fig. 8 is a diagram for explaining the fluctuation pattern determination table in the non-time-saving state. Fig. 9 is a diagram for explaining the fluctuation pattern determination table in the time-saving state. In Figure 8, for example, when a prize is won at the first starting slot 20 in a non-time-saving state, the jackpot determination table determines it as a "miss" and the reach determination table determines it as a "reach", and if the fluctuation pattern random number value is "0 to 20", the fluctuation pattern is determined to be "P4".

[0076] In Figure 9, for example, when the ball enters the second starting hole 21 in the time-saving state, the jackpot is determined to be a "jackpot" in the jackpot determination table, and the fluctuation pattern random number value is "0 to 63", the fluctuation pattern is determined to be "P31".

[0077] As shown in Figures 8 and 9, 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 that has a longer fluctuation time after the reach than 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.

[0078] The electric chute opening pattern determination table is a table that the game control microcomputer 81 references during the main control main processing (described below) to determine the opening pattern of the electric chute 22 depending on the game state (non-time-saving state or 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," and in the "time-saving state," the opening pattern is determined to be "opening pattern 12." In opening pattern 11, 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. If a predetermined number of game balls have won (the specified number of winning balls: 10), the electric chute 22 is closed even if the opening time remains.

[0079] 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 for an opening time of 29.5 seconds (long opening) in the first through fourth rounds. In the case of a "7R jackpot," "opening pattern 22" is determined. In "opening pattern 22," the large prize opening 30 is opened once for an opening time of 29.5 seconds (long opening) in the first through seventh rounds. In the case of a "10R jackpot," "opening pattern 23" is determined. In "opening pattern 23," the large prize opening 30 is opened once for an opening time of 29.5 seconds (long opening) in the first through tenth rounds. The big winning opening 30 is closed when a predetermined number of game balls have entered (the specified number of winning balls is 10) even if there is still time left for the opening.

[0080] 5. Explanation of jackpots etc. In the gaming machine 1, there are "jackpots" and "losses" as the results of the jackpot lottery (special symbol lottery). In the case of a "jackpot," a "jackpot symbol" is displayed frozen on the special symbol display 41. In the case of a "loss," a "loss symbol" is displayed frozen on the special symbol display 41. When a jackpot is won, a "jackpot game" is executed in which the large prize opening (large prize opening 30) is opened in an opening pattern according to the type of jackpot. The jackpot game is an example of a special game. The jackpot game includes multiple round games (unit opening games) (multiple round periods), an opening (OP) before the start of the first round game (first round period), and an ending (ED) after the end of the final round game (final round period). Each round of play (each round period) begins with the end of the opening or the end of the previous round of play (previous round period), and ends with the start of the next round of play (next round period). The time (interval time) for the closure of the big prize gate between rounds of play (the time between round periods) is included in the round of play before that closure (round period before closure).

[0081] There are multiple types of jackpots. There are five types of jackpots: "10R probability jackpot," "10R normal jackpot (100 times time reduction)," "7R normal jackpot (100 times time reduction)," "4R normal jackpot (100 times time reduction)," and "4R normal jackpot (0 times time reduction)." After a "probability jackpot," the game enters a high-probability time-saving state (high-probability, high-base state). On the other hand, after a "normal jackpot (100 times time reduction)," the game enters a low-probability time-saving state (low-probability, high-base state). This low-probability time-saving state continues for 100 times. Furthermore, after a "normal jackpot (0 times time reduction)," the game enters a low-probability, non-time-saving state (low-probability, low-base state).

[0082] 6. Explanation of game status The gaming states of the gaming machine 1 will now be described. The gaming control microcomputer 81 can execute "probability fluctuation control" and "variation time reduction control" for the special symbols displayed on the special symbol display 41 and the normal symbols displayed on the normal symbol display 42, respectively. Here, the state in which the gaming control microcomputer 81 is performing probability fluctuation control for the special symbols on the special symbol display 41 is referred to as the "high probability state," and the state in which the probability fluctuation control is not performed is simply referred to as the "normal probability state (non-high probability state, low probability state)." The gaming control microcomputer 81 achieves the high probability state by determining a jackpot using a jackpot determination table (Figure 7) in which the number of jackpot random number values ​​determined to be a jackpot is higher in the high probability state than in the normal probability state, as the probability fluctuation control for the special symbols. Therefore, the probability of a jackpot is higher in the high probability state than in the normal probability state. In other words, when the game control microcomputer 81 is executing probability fluctuation control on the special pattern of the special pattern display device 41, the probability that the display result (stopped pattern) of the variable display of the special pattern by the special pattern display device 41 will be a jackpot pattern is higher than when the probability fluctuation control is not being executed.

[0083] Furthermore, the state in which the game control microcomputer 81 is controlling the time-variation 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-variation reduction is not controlled is simply referred to as the "non-time-shortened state." In the time-shortened state, the special symbol's time of variation (the time from the start of the variation display to the derived display of the display result) is shorter than in the non-time-shortened state. The game control microcomputer 81 determines the variation pattern using a variation pattern determination table (Figures 8 and 9) that is determined so that a variation pattern with a shorter variation time is selected more frequently 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-variation reduction of the special symbol on the special symbol display 41, a shorter variation time is more likely to be selected as the variation time for the variable display of the special symbol compared to when the time-variation reduction control is not being performed. As a result, in the time-shortened state, the pace of consumption of reserved special symbols is accelerated, making it more likely that a valid win (a win that can be stored as a reserved special symbol) will occur in the starting slot. This allows players to aim for a big win while the game progresses smoothly. The game control microcomputer 81 may simultaneously execute probability fluctuation control and fluctuation time reduction control for the special symbols on the special symbol display 41, or may execute only one of them.

[0084] The game control microcomputer 81 executes probability fluctuation control and fluctuation time reduction control for the normal symbols of the normal symbol display device 42 in parallel with the fluctuation time reduction control for the special symbols of 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 not in the non-time-shortened state. For the probability fluctuation control of 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 ​​(winning random number values) determined to be a hit is higher in the time-shortened state than in the non-time-shortened state. Therefore, the probability of a hit is higher in the time-shortened state than in the normal probability state for the normal symbols. In other words, when the game control microcomputer 81 executes probability fluctuation control for the normal symbols of the normal symbol display device 42, the probability that the display result (stopped symbol) of the variable display of the normal symbol by the normal symbol display device 42 will be a winning symbol is higher than when the probability fluctuation control is not executed. In the time-saving mode, the normal symbol fluctuation time is shorter than in the non-time-saving mode. Here, the normal symbol fluctuation time is 30 seconds in the non-time-saving mode, but 1 second in the time-saving mode. Furthermore, in the time-saving mode, the electric chute 22 remains open for a longer period of time during auxiliary play than in the non-time-saving mode. That is, the game control microcomputer 81 controls the electric chute 22 to extend its open time. Additionally, in the time-saving mode, the electric chute 22 opens more frequently during auxiliary play than in the non-time-saving mode. That is, the game control microcomputer 81 controls the electric chute 22 to increase its number of openings. When the game control microcomputer 81 controls the probability fluctuation and fluctuation time reduction for the normal symbol on the normal symbol display 42, and controls the opening time extension and opening count increase for the electric chute 22, the electric chute 22 opens more frequently, and game balls land more frequently in the second starting slot 21 than when these controls are not being executed. As a result, the base value, 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 the “high base state,” and the state in which they are not executed is called the “low base state.” In the high base state, you can aim for a jackpot without significantly reducing the number of game balls you have.The high base state is a state in which so-called electric support control (control that supports winning at the second starting hole 21 by 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. In other words, 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-shortening state.

[0085] In the gaming machine 1, the game state after winning a 10R probability variable jackpot and playing a jackpot game is a high probability state and a time-saving state. This game state is particularly called a "high probability high base state," "high probability time-saving state," or "probability variable game state." The high probability high base state continues for 10,000 times, so it essentially ends when a jackpot is won and the jackpot game is played.

[0086] Furthermore, the game state after a jackpot game resulting from winning a 10R normal jackpot (100 times time reduction), a 7R normal jackpot (100 times time reduction), or a 4R normal jackpot (100 times time reduction) is a low probability state (normal probability state) and a time reduction state. This game state is particularly referred to as a "low probability high base state," "low probability time reduction state," or "time reduction game state." The low probability high base state ends when the variable display of special symbols is executed a predetermined number of times (here, 100 times), or when a jackpot is won and the jackpot game is executed.

[0087] When playing the gaming machine 1 for the first time, the gaming state after powering on and the gaming state after winning a 4R normal jackpot (0 time-saving cycles) are a low-probability state and a low-base state (non-electric support control state). This gaming state is particularly referred to as the "low-probability, low-base state." The low-probability, low-base state is sometimes referred to as the "normal gaming state" or the "low-probability, non-time-saving state (or simply, the non-time-saving state)." In addition, the state during which a special game (jackpot game) is being played will be referred to as the "special gaming state (jackpot gaming state)."

[0088] In a high-base state, such as a high-probability high-base state or a low-probability high-base state, hitting the ball from the right to enter the right play area 3B (Figure 1) can provide a more advantageous gameplay. 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 gate 21 than in the first start gate 20. Therefore, in a high-base state, a right-handed hit is performed to allow the ball to pass through gate 28, which triggers the normal symbol lottery, and enter the second start gate 21. This allows for more start wins (wins in the start gate) than a left-handed hit. In addition, in the gaming machine 1, play is performed with a right-handed hit even during a jackpot. On the other hand, in a low-base state, a left-handed hit to enter the left play area 3A (Figure 1) can provide a more advantageous gameplay. Because 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 player hits left to make the game ball win in the first start hole 20. This allows for more start wins than hitting right.

[0089] 7. Operation of the gaming control microcomputer 81 Next, we will explain the operation of the game control microcomputer 81 installed on the main control board 80 (Fig. 3). The counters, flags, status, buffers, etc. that appear in the explanation of the operation of the game control microcomputer 81 are installed in the main RAM 84 (Fig. 5).

[0090] [Main control main processing] FIG. 10 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 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.

[0091] 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.

[0092] 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.

[0093] [Main timer interrupt processing] FIG. 11 is a flowchart of the main timer interrupt processing (step S005 in FIG. 10). In the main timer interrupt processing, the game control microcomputer 81 first performs 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).

[0094] 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. The game control microcomputer 81 also sets payout data for paying out prize balls corresponding to the winning slots, i.e., the first start slot 20, the second start slot 21, the big winning slot 30, and the regular winning slot 27, in the output buffer of the main RAM 84.

[0095] 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.

[0096] The game control microcomputer 81 performs a preliminary determination of a jackpot in the start port sensor detection process. Based on the above-mentioned random number group, it determines whether or not a jackpot has occurred, and if so, the type of jackpot and the fluctuation pattern. Then, it creates a preliminary determination command from the preliminary determination result and sets it in the command set area 84a of the main RAM 84.

[0097] 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" or not, 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.

[0098] 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 reserved ball count processing (step S106). The game control microcomputer 81 first reads 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.

[0099] After processing the number of reserved balls, the game control microcomputer 81 performs output processing (step S107). 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 S108). 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 showing 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 showing that number.

[0100] [Special Action Processing] FIG. 12 is a flowchart of the special operation process (FIG. 11: step S105). Here, the process related to the special symbol display 41 and the big prize device (big prize device 31) is divided into four stages, and each stage is called "special operation status" "1," "2," "3," and "4." 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 and a variation pattern selection are performed. When the "special operation status" is "2" (step S1301: NO, step S1303: YES), a special symbol variation process is performed (step S1304). In the special symbol variation process, a variation stop command is output after the variation time has elapsed. Specifically, the game control microcomputer 81 first determines whether the special symbol variation time has elapsed and ended. If the variation time has elapsed, it sets a variation stop command and sets the special operation status to "3." If the "special operation status" is "3" (steps S1301, S1303: NO, step S1305: YES), it performs special symbol determination processing (step S1306). In the special symbol determination processing, an opening command is output when a jackpot occurs. Specifically, the game control microcomputer 81 first executes game state management processing. The game state management processing is processing for managing the number of STs (the number of variations controlled to the probability variable game state) and the number of time-saving game states (the number of variations controlled to the time-saving game state). Next, if the jackpot flag is OFF, the game control microcomputer 81 sets the special operation status to "1." On the other hand, if the jackpot flag is ON, the opening pattern of the jackpot opening is set according to the type of jackpot that has been won. After setting the opening pattern, the game control microcomputer 81 performs a game state reset process. The game state reset process is a process for resetting the probability variable flag and the time-saving flag. After the game state reset process, a jackpot opening command is set to start the jackpot game. Then, the special operation status is set to "4". When the "special operation status" is "4" (steps S1301, S1303, S1305: NO), a special electric device process is performed (step S1308).In the special electric accessory processing, a jackpot game is executed. Specifically, the opening of the jackpot opening 30 is controlled according to the 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, a time-saving counter and a probability change counter are set.

[0101] [Special pattern standby process] FIG. 13 is a flowchart of the special symbol standby process (FIG. 12: step S1302). In the special symbol standby process, the game control microcomputer 81 first determines whether the number of reserved balls for 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. Then, the game control microcomputer 81 determines whether or not there is a jackpot, and if it is determined that there is a jackpot, turns on the jackpot flag, determines the type of jackpot, and then ends the jackpot determination process.

[0102] 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. 8 and 9) is referenced, and a variation pattern is selected based on the game state of the gaming machine 1 (whether it is in a time-saving state or not), the determination result of the jackpot determination process (step S1402), the number of reserved balls, and the variation pattern random number. After the variation pattern selection process, the number of reserved balls for the special symbol 2 is decremented (step S1404). Next, the game control microcomputer 81 shifts the storage location of the reserved information (various random number values) stored in the first to fourth storage areas of the second special symbol reserved storage area by one from the current position to the side from which it is read, and clears the reserved information stored in the second special symbol reserved storage area in the location farthest from the side from which it is read (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; if reserved information is stored in the first to fourth storage areas, the reserved information stored in the fourth storage area is cleared. Through these steps, the reserved second special 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 9B (the leftmost reserved image 9B of the four reserved images 9B) corresponding to the first storage area of ​​the second special symbol reservation storage area is shifted toward the reserved consumption image display area and displayed as reserved consumption image 9C. Furthermore, the reserved images 9B (the second, third, and fourth reserved images 9B of the four reserved images 9B from the left) corresponding to the second to fourth storage areas of the second special symbol reservation storage area are each shifted one position to the left (Figure 1). This allows the player to recognize that one reserved second special symbol has been consumed. Next, the game control microcomputer 81 performs special symbol 2 variation start processing (step S1406). In the special symbol 2 variation start process, a variation start command and, in the case of a jackpot, a jackpot type command corresponding to the jackpot type are 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 process is set in the variation time timer. In addition, the game control microcomputer 81 sets the special operation status to "2."In addition, the fluctuation start command (special chart 2 fluctuation start command) set in the special chart 2 fluctuation start process includes information regarding the special chart stop pattern data set in the jackpot determination process (step S1402) and information regarding the fluctuation pattern set in the fluctuation pattern selection process (step S1403) (including information regarding the fluctuation time).

[0103] 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 process proceeds to step S1413. 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. Then, the game control microcomputer 81 determines whether or not a jackpot has occurred, and if it is determined to be a jackpot, turns on the jackpot flag, determines the type of jackpot, and then ends the jackpot determination process.

[0104] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1409). In the variation pattern selection process, a variation pattern is selected by referring to the variation pattern determination table (FIGS. 8 and 9) based on the game state of the gaming machine 1 (time-saving state or non-time-saving state), the determination result of the jackpot determination process (step S1408), the number of reserved balls, and the variation pattern random number. After the variation pattern selection process, the number of reserved balls for special symbol 1 is decremented (step S1410). Next, the game control microcomputer 81 shifts the storage location of the various random number values ​​stored in the first to fourth memory areas of the first special symbol reservation memory area by one from the current position toward the side where they are read, and clears the reserved information stored in the first special symbol reservation memory area in the location farthest from the side where they are read (step S1411). Through the above steps, the first special symbol reservations 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 storage area of ​​the first special symbol reserved storage area (the rightmost reserved image 9A of the four reserved images 9A) shifts toward the reserved symbol consumption image display area and is displayed as reserved symbol consumption image 9C. Also, the reserved images 9A corresponding to the second to fourth storage areas of the first special symbol reserved storage 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 (FIG. 1). This allows the player to recognize that one reserved first special symbol has been consumed. 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 and, if a jackpot is determined, a jackpot type command corresponding to the jackpot type are set in the command set area 84a of the main RAM 84, which starts the display of the first special symbol variation and sets the variation time timer. The variable time timer is set to a variable time determined according to the variable pattern selected in the variable pattern selection process. Also, the game control microcomputer 81 sets the special operation status to "2".In addition, the fluctuation start command (special chart 1 fluctuation start command) set in the special chart 1 fluctuation start process includes information regarding the special chart stop pattern data set in the jackpot determination process (step S1408) and information regarding the fluctuation pattern set in the fluctuation pattern selection process (step S1409) (including information regarding the fluctuation time).

[0105] In step S1413, the game control microcomputer 81 determines whether the game state is a customer waiting standby state. If the game state is a customer waiting standby state (step S1413: YES), the game control microcomputer 81 ends the special symbol standby process. If the game state is not a customer waiting standby state (step S1413: NO), the game control microcomputer 81 performs customer waiting standby process (step S1414). In the customer waiting standby process, the game control microcomputer 81 sets the game state to a customer waiting standby state, sets a customer waiting standby command in the command set area 84a of the main RAM 84, and performs a customer waiting demo effect on the display screen 7a. Thereafter, the special symbol standby process ends.

[0106] 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.

[0107] [Special design confirmation process] FIG. 14 is a flowchart of the special symbol determination process (step S1306 in FIG. 12). In the special symbol determination process, first, the game control microcomputer 81 executes a game status management process (step S1501). The game status management process will be described later. Next, the game control microcomputer 81 determines whether the jackpot flag is ON (step S1502). The jackpot flag is stored in the flag set area 84b of the main RAM 84. If it is determined that the jackpot flag is ON (step S1502: YES), the process proceeds to step S1503. On the other hand, if it is determined that the jackpot flag is not ON (step S1502: NO), that is, if the jackpot flag is OFF, the special operation status is set to "1" (step S1507), and the special symbol determination process is terminated.

[0108] In step S1503, the game control microcomputer 81 sets the opening pattern. The opening pattern is as described above, and if it is a 4R jackpot, the opening pattern 21 is set, if it is a 7R jackpot, the opening pattern 22 is set, and if it is a 10R jackpot, the opening pattern 23 is set. Next, the game control microcomputer 81 executes a game state reset process (step S1504). This process is a process for resetting the probability variable flag and the time-shortening flag. Next, the game control microcomputer 81 sets an opening command (step S1505), sets the special operation status to "4" (step S1506), and ends the special symbol determination process.

[0109] [Game status management processing] FIG. 15 is a flowchart of the game status management process (FIG. 14: step S1501). In the game state management process, first, the game control microcomputer 81 determines whether the probability variable flag is ON (step S1601). If it is determined that the probability variable flag is ON (step S1601: YES), the probability variable counter is decremented (step S1602) and the process proceeds to step S1603. On the other hand, if it is determined that the probability variable flag is not ON (step S1601: NO), that is, if the probability variable flag is OFF, the process proceeds to step S1605.

[0110] In step S1603, the game control microcomputer 81 determines whether the probability variable counter is "0." If it is determined that the probability variable counter is "0" (step S1603: YES), the probability variable flag is turned OFF (step S1604), and the process proceeds to step S1605. On the other hand, if it is determined that the probability variable counter is not "0" (step S1603: NO), the process of step S1604 is not executed, and the process proceeds to step S1605. If the probability variable flag is ON, processing is performed as a high probability state, and if the probability variable flag is OFF, processing is performed as a non-high probability state (low probability state).

[0111] In step S1605, the game control microcomputer 81 determines whether the time-shortening flag is ON. If it is determined that the time-shortening flag is ON (step S1605: YES), the time-shortening counter is decremented (step S1606) and the process proceeds to step S1607. On the other hand, if it is determined that the time-shortening counter is not ON (step S1605: NO), that is, if the time-shortening counter is OFF, the process proceeds to step S1609.

[0112] In step S1607, the game control microcomputer 81 determines whether the time-shortening counter is "0." If it is determined that the time-shortening counter is "0" (step S1607: YES), the time-shortening flag is turned OFF (step S1608), and the process proceeds to step S1609. On the other hand, if it is determined that the time-shortening counter is not "0" (step S1607: NO), the process proceeds to step S1609 without executing the process of step S1608. If the time-shortening flag is ON, the process is performed as if the time-shortening state was active, and if the time-shortening flag is OFF, the process is performed as if the time-shortening state was not active.

[0113] In step S1609, the game control microcomputer 81 sets a game status designation command and ends the game status management process.

[0114] [Special electric accessory processing] FIG. 16 is a flowchart of the special electric accessory process (step S1308 in FIG. 12). In the special electric device processing, first, the game control microcomputer 81 executes the opening processing of the jackpot (step S1701). In the opening processing, the game control microcomputer 81 determines whether or not it is the opening period, and sets the opening command at the timing when it is first determined that it is the opening period.

[0115] Next, the game control microcomputer 81 executes a special prize opening opening process (step S1702). In the special prize opening 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 and the special prize opening 30 is currently closed, the special prize opening 30 is opened (the opening / closing member 32 is set to the open state), and a special prize opening open state transition command and a special prize round designation command are set. If it is determined that the special prize opening 30 is currently open and the special prize opening 30 is currently open, the special prize opening 30 is maintained in its open state.

[0116] Next, the game control microcomputer 81 determines whether or not a prize has been won at the special prize opening 30 (step S1703). 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 S1703: YES), a special prize command is set (step S1704) and the process proceeds to step S1705. On the other hand, if it is determined that no prize has been won (step S1703: NO), the process of step S1704 is not executed and the process proceeds to step S1705.

[0117] In step S1705, 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, sets a special prize opening closed state transition command and closes the special prize opening 30 (sets the opening / closing member 32 to the closed state). Furthermore, if the special prize opening 30 is closed, a round process is executed. In the round process, the round counter is decremented.

[0118] Next, the game control microcomputer 81 determines whether the jackpot has ended (step S1706). This process is a process for determining whether the round counter is "0". If it is determined that the jackpot has ended (step S1706: YES), the process proceeds to step S1707. On the other hand, if it is determined that the jackpot has not ended (step S1706: NO), the subsequent processes are not executed and the special electric device process is terminated.

[0119] In step S1707, the game control microcomputer 81 executes the ending process for the jackpot. In the ending process for the jackpot, an ending command is set, and it is determined whether the ending time has elapsed. If the ending time has elapsed, the jackpot flag is turned OFF, and the game status setting process is executed (step S1708).

[0120] [Game status setting process] FIG. 17 is a flowchart of the game status setting process (step S1708 in FIG. 16). In the game state setting process, first, the game control microcomputer 81 determines whether or not a probability variable jackpot has occurred (step S1801). If it is determined to be a probability variable jackpot (step S1801: YES), the probability variable flag and the time-saving flag are turned ON (step S1802), the probability variable counter and the time-saving counter are set to 10000 (step S1803), and the process proceeds to step S1804. On the other hand, if it is determined not to be a probability variable jackpot (step S1801: NO), the processes of steps S1802 and S1803 are not executed, and the process proceeds to step S1804.

[0121] In step S1804, the game control microcomputer 81 determines whether or not a normal jackpot has occurred. If it is determined that the jackpot has not occurred (step S1804: NO), the process proceeds to step S1807. On the other hand, if it is determined that the jackpot has occurred (step S1804: YES), the game control microcomputer 81 determines whether or not the time reduction has occurred 0 times. If it is determined that the time reduction has occurred 0 times (step S1808: YES), the process proceeds to step S1807. On the other hand, if it is determined that the time reduction has not occurred 0 times (step S1808: NO), the time reduction flag is turned ON (step S1805), the time reduction counter is set to 100 (step S1806), and the process proceeds to step S1807. In step S1807, the game control microcomputer 81 sets the game state designation command (step S1806), and then ends the game state setting process.

[0122] 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.

[0123] [Sub-control main processing] FIG. 18 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.

[0124] 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 adding 1. When each random number counter value reaches a set upper limit value, 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.

[0125] 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.

[0126] [Sub-side timer interrupt processing] FIG. 19 is a flowchart of the sub-side timer interrupt processing (step S4004 in FIG. 18). 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.

[0127] 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 light-emitting performance by controlling the light emission 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. Other processes include random number update processing.

[0128] [Received command analysis process] FIG. 20 is a flowchart of the received command analysis process (step S4101 in FIG. 19). 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 look-ahead performance determination process is performed (step S4202). The "look-ahead performance determination process" is a process for determining whether or not a look-ahead performance will be executed and, if so, the look-ahead performance pattern. Specifically, the performance control microcomputer 91 acquires the value of the look-ahead performance random number counter and, by referring to the acquired random number value and a look-ahead performance pattern determination table stored in the sub-ROM 93, determines whether or not to execute a look-ahead performance and, if so, the look-ahead performance pattern. On the other hand, if a pre-determination command has not been received (step S4201: NO), the above-mentioned look-ahead performance determination process is skipped. The pre-reading effect is an effect that suggests that there is a high possibility that the reserved information newly stored in the special chart reserved memory area 84e contains a jackpot, and is executed during the variable effect.

[0129] 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, which are included in the reserved ball count command. This allows information on the number of reserved balls to be stored 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 the reserved ball number command has not been received (step S4203: NO), the reserved display process described above is skipped.

[0130] 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 the variation performance pattern (contents) 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.

[0131] 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 that is 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 to end the variation performance. As a result, the performance 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.

[0132] Next, the effect control microcomputer 91 determines whether a win-related command has been received from the main control board 80 (step S4209). 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 S4104), 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.

[0133] 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.

[0134] [Variable performance start processing] FIG. 21 is a flowchart of the variable effect start process (step S4206 in FIG. 20). The performance control microcomputer 91 first analyzes the variation start command (step S4301). Here, the performance control microcomputer 91 sets information about the special symbol stop symbol data included in the variation start command and information about the variation 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 information acquired here can be referenced by the performance control microcomputer 91 as appropriate.

[0135] Next, the performance control microcomputer 91 performs a core performance pattern determination process (step S4302). The core performance pattern determination process is a process for determining the basic configuration of the variable performance using a core performance pattern determination 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.

[0136] Next, the effect control microcomputer 91 performs a chance-up effect pattern determination process (step S4303). The chance-up effect pattern determination process is a process for determining an additional effect to be superimposed on the variable effect. The effect control microcomputer 91 acquires the value of the chance-up random number counter, and determines a chance-up effect pattern by referring to the acquired random number value and a chance-up effect pattern determination table stored in the sub-ROM 93. After determining the chance-up effect pattern, the effect control microcomputer 91 may further refer to the random number value and the stop symbol pattern determination table to determine a combination of effect symbols 8L, 8C, 8R, etc. to be stopped and displayed.

[0137] 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 S4301 to S4303 is realized (step S4304). 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, 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.

[0138] Next, the performance control microcomputer 91 sets the variable performance timer (step S4305) 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.

[0139] [Revival of the jackpot game] The revival effect for a jackpot game will be described below with reference to Figures 22 to 28. This revival effect for a jackpot game is executed during the jackpot game, etc. That is, the image control microcomputer 101 analyzes the command received from the sub-control board 90, and if the command includes an instruction to execute a revival effect executed during the execution of a jackpot game, it reads corresponding image data from the ROM 103 and displays the image on the display screen 7a of the image display device 7. The revival effect for a jackpot ending will be described with reference to Figures 22 to 25. Furthermore, the revival effect for a jackpot opening will be described with reference to Figures 26 to 28. Note that in this embodiment, only either the revival effect for a jackpot ending or the revival effect for a jackpot opening is executed.

[0140] In this embodiment, the revival effect is an effect that makes the player believe that they will transition to a time-saving state after a jackpot game, and if the effect is successful, they will transition to a special state after a jackpot game, and if the effect is unsuccessful, they will transition to a time-saving state after a jackpot game (or it is not determined that they will transition to a special state).

[0141] [Jackpot Ending Type Distribution Table] FIG. 22 is a diagram illustrating a jackpot ending type allocation table. Here, we explain how the presentation control microcomputer 91 determines which jackpot ending presentation to perform when the jackpot type command received from the game control microcomputer 81 during a jackpot game is a "10R variable probability jackpot" or a "10R normal jackpot (100 times time reduction)." FIG. 22(A) explains how the presentation control microcomputer 91 determines which jackpot ending presentation to perform when it receives a "10R variable probability jackpot" command from the game control microcomputer 81. Also, FIG. 22(B) explains how the presentation control microcomputer 91 determines which jackpot ending presentation to perform when it receives a "10R normal jackpot (100 times time reduction)" command from the game control microcomputer 81.

[0142] In the win-related effect pattern determination process (step S4210), the effect control microcomputer 91 determines the type of jackpot ending based on the received jackpot type command and random number. When the effect control microcomputer 91 receives a "10R probability variable jackpot" command from the game control microcomputer 81, it selects "probability variable jackpot" at a 60% allocation rate and selects "revival successful jackpot" at a 40% allocation rate. When "probability variable jackpot" is selected, the effect control microcomputer 91 performs the "probability variable jackpot" effect in the jackpot ending. When "revival successful jackpot" is selected, the effect control microcomputer 91 performs the "revival successful jackpot" effect in the jackpot ending. The time charts and effects of the "probability variable jackpot" and "revival successful jackpot" will be described later.

[0143] Furthermore, when the presentation control microcomputer 91 receives a command for a "10R normal jackpot (100 times time reduction)" from the game control microcomputer 81, it selects a "normal jackpot" with a 30% allocation rate and a "revival failure jackpot" with a 70% allocation rate. If a "normal jackpot" is selected, the presentation control microcomputer 91 will produce the presentation of a "normal jackpot" at the jackpot ending. Furthermore, if a "revival failure jackpot" is selected, the presentation control microcomputer 91 will produce the presentation of a "revival failure jackpot" at the jackpot ending. The time charts and presentations for a "normal jackpot" and a "revival failure jackpot" will be described later.

[0144] In this embodiment, the selection of either a "probable jackpot" or a "successful revival jackpot", and the selection of either a "normal jackpot" or a "failed revival jackpot" are performed by the presentation control microcomputer 91, but the selection of either a "probable jackpot" or a "successful revival jackpot", and the selection of either a "normal jackpot" or a "failed revival jackpot" may be performed by the game control microcomputer 81, which then sends a command for the jackpot type that indicates the selection result, which the presentation control microcomputer 91 receives, and which then performs the presentation in accordance with the command received by the presentation control microcomputer 91.

[0145] [Jackpot Ending Time Chart] Figure 23 is a jackpot ending time chart. The effects that occur at the jackpot ending will be explained. Figure 23(A) is a time chart for a "probable jackpot," Figure 23(B) is a time chart for a "normal jackpot," Figure 23(C) is a time chart for a "revival success jackpot," and Figure 23(D) is a time chart for a "revival failure jackpot."

[0146] FIG. 23(A) shows a time chart of the effect when a "probable jackpot" effect is performed at the jackpot ending. From the start of the jackpot ending until T11, a display is displayed indicating that the jackpot game state will end and the game will transition to the probability variable mode. Then, from T11 to T12, a decorative symbol display is displayed. The decorative symbol displayed here is the decorative symbol that was fixed and stopped in the variation immediately before the jackpot game currently being played. After that, the game transitions from the jackpot game state to the probability variable state, and if there is a pending variation, the displayed decorative symbol begins to vary and the variation is performed.

[0147] FIG. 23(B) shows a time chart of the presentation when a "normal jackpot" presentation is performed in the jackpot ending. From the start of the jackpot ending until T21, a display is displayed indicating that the jackpot game state will end and the game will transition to time-saving mode. Then, from T21 to T22, a decorative symbol display is displayed. The decorative symbol displayed here is the decorative symbol that was fixed and stopped in the change immediately before the jackpot game in progress. After that, the game transitions from the jackpot game state to the time-saving mode, and if there is a change pending, the displayed decorative symbol begins to change and changes.

[0148] FIG. 23(C) shows a time chart of the presentation when a "revival successful jackpot" is presented in the jackpot ending. From the start of the jackpot ending until T31, a display is shown indicating that the jackpot game state will end and the game will transition to time-saving mode, and then from T31 to T32, a decorative symbol display is shown. The decorative symbol displayed here is the decorative symbol that was fixed and stopped in the fluctuation just before the jackpot game currently being played. Up to this point, the presentation is the same as that of a "normal jackpot." This makes the player think that it is a "normal jackpot."

[0149] Then, at T32, the decorative symbols are erased and the revival effect begins. From T32 to T34, the revival effect is performed. Here, the revival effect is successful. The success of this revival effect indicates that the jackpot game state will end and the game will transition to the probability variable mode. Then, from T34 to T35, the decorative symbols are displayed again, and then the game will transition from the jackpot game state to the probability variable state, and if there is a pending change, the displayed decorative symbols will begin to change and the change will be performed.

[0150] Figure 23(D) shows a time chart of the presentation when a "revival failed jackpot" is presented in the jackpot ending. From the start of the jackpot ending until T41, a display is shown indicating that the jackpot game state will end and the game will transition to time-saving mode, and then from T41 to T42, a decorative symbol display is shown. The decorative symbol displayed here is the decorative symbol that was fixed and stopped in the fluctuation just before the jackpot game currently being played. Up to this point, the presentation is the same as that of a "normal jackpot." This makes the player think that it is a "normal jackpot."

[0151] Then, at T42, the decorative symbols are erased and the revival effect begins. From T42 to T44, the revival effect is performed. Here, the revival effect fails. This failure of the revival effect indicates that the jackpot gaming state will end and the game will transition to time-saving mode. Then, from T44 to T45, the decorative symbols are displayed again, and then the game will transition from the jackpot gaming state to time-saving mode, and if there is a pending change, the displayed decorative symbols will begin to change and the change will be performed.

[0152] [Jackpot Ending Examples 1, 2, 3, 4] 24 and 25 are jackpot ending presentation examples 1, 2, 3, and 4. Presentation examples for a "variable jackpot" are explained in Fig. 24(A) to (D), presentation examples for a "normal jackpot" are explained in Fig. 24(E) to (H), presentation examples for a "successful revival jackpot" are explained in Fig. 25(A) to (H), and presentation examples for a "failed revival jackpot" are explained in Fig. 25(A) to (D) and (I) to (L). The presentation example for a "variable jackpot" corresponds to the time chart in Fig. 23(A), the presentation example for a "normal jackpot" corresponds to the time chart in Fig. 23(B), the presentation example for a "successful revival jackpot" corresponds to the time chart in Fig. 23(C), and the presentation example for a "failed revival jackpot" corresponds to the time chart in Fig. 23(D).

[0153] 24(A) shows the effect when the game transitions to the "probability variable jackpot" jackpot ending. On the display screen 7a, a text image MHA of "To Probability Variable Mode" is displayed, indicating that the game will transition to the probability variable mode after the jackpot game ends.

[0154] In Figure 24(B), during the jackpot ending of the "Probable Jackpot", the character image MHA disappears and the decorative symbols 8L, 8C, and 8R are displayed. The decorative symbols 8L, 8C, and 8R displayed here are the decorative symbols that were fixed and stopped in the fluctuation just before the jackpot game currently being played. "777" is displayed as the decorative symbols 8L, 8C, and 8R.

[0155] FIG. 24(C) shows the effect when the game transitions from the "probability variable jackpot" jackpot ending to the probability variable state. Because the game is in the probability variable state, a text image MHB of the "probability variable mode" caption is displayed in the upper left of the display screen 7a, indicating that the game is in the probability variable mode. Also, if there is a pending change, the reserved images 9A and 9B are also displayed at this time. In this embodiment, the reserved images 9A and 9B are displayed after the game transitions to the probability variable state, but the reserved images 9A and 9B may also be displayed when the decorative patterns 8L, 8C, and 8R are displayed during the jackpot ending.

[0156] Figure 24(D) shows the effect after the transition to the probability change state. A game ball enters the starting hole, and the decorative patterns 8L, 8C, and 8R begin to change. The reserved image 9C is displayed at the bottom center of the display screen 7a.

[0157] 24(E) shows the effect when the game transitions to the jackpot ending of a "normal jackpot." A text image MHA of the text "TO TIME-REDUCTION MODE" is displayed on the display screen 7a, indicating that the game will transition to the time-saving mode after the jackpot game ends.

[0158] In Figure 24(F), during the jackpot ending of a "normal jackpot," the character image MHA disappears and the decorative symbols 8L, 8C, and 8R are displayed. The decorative symbols 8L, 8C, and 8R displayed here are the decorative symbols that were fixed and stopped in the fluctuation just before the jackpot game currently being played. "111" is displayed as the decorative symbols 8L, 8C, and 8R.

[0159] FIG. 24(G) shows the effect when the game transitions from the "normal jackpot" jackpot ending to the time-saving mode. Because the game is in the time-saving mode, the text image MHB of the "Time-saving mode" caption is displayed in the upper left corner of the display screen 7a, indicating that the game is in the time-saving mode. Furthermore, if there is a pending change, the reserved images 9A and 9B are also displayed at this time. In this embodiment, the reserved images 9A and 9B are displayed after the game transitions to the time-saving mode, but the reserved images 9A and 9B may also be displayed when the decorative symbols 8L, 8C, and 8R are displayed during the jackpot ending.

[0160] Figure 24(H) shows the effect after the transition to the time-saving state. A game ball enters the starting hole, and the decorative symbols 8L, 8C, and 8R begin to change. The reserved image 9C is displayed at the bottom center of the display screen 7a.

[0161] 25(A) shows the effect when the game transitions to the jackpot ending of the "revival success jackpot." On the display screen 7a, a text image MHA of the text "TO TIME-REDUCTION MODE" is displayed, indicating that the game will transition to the time-saving mode after the jackpot game ends.

[0162] In Figure 25(B), during the jackpot ending of the "Revival Success Jackpot", the text image MHA is erased and the decorative symbols 8L, 8C, and 8R are displayed. The decorative symbols 8L, 8C, and 8R displayed here are the decorative symbols that were fixed and stopped in the fluctuation just before the jackpot game currently being played. "111" is displayed as the decorative symbols 8L, 8C, and 8R. Up to this point, the presentation is the same as that of a "normal jackpot". This makes the player think that it is a "normal jackpot".

[0163] In FIG. 25(C), the displayed decorative symbols 8L, 8C, and 8R are erased during the ending of the "Revival Successful Jackpot." After this, the revival performance is performed.

[0164] In Figure 25(D), a revival effect is performed during the jackpot ending of a "successful revival jackpot." In the revival effect, the ally character CRA and the enemy character CRB face off against each other, and then a battle ensues. If the ally character CRA wins, the revival is successful, and if the enemy character CRB wins (if the ally character CRA loses), the revival is unsuccessful. If the revival is successful, the game shifts to a probability variable state after the jackpot game ends, and if the revival is unsuccessful, the game shifts to a time-saving state after the jackpot game ends.

[0165] 25(E), an effect is shown in which the ally character CRA wins the revival battle during the jackpot ending of the "revival success jackpot." Here, the ally character CRA and the character image TR1 of the text "Victory" indicating that the ally character CRA has won are displayed.

[0166] In FIG. 25(F), during the jackpot ending of the "revival success jackpot", the ally character CRA and the character image TR1 are erased, and the decorative symbols 8L, 8C, and 8R are displayed.

[0167] FIG. 25(G) shows the effect when the game transitions from the "revival successful jackpot" jackpot ending to the probability variable state. Because the game is in the probability variable state, the text image MHB of the "Probability Variable Mode" caption is displayed in the upper left of the display screen 7a, indicating that the game is in the probability variable mode. Also, if there is a pending change, the reserved images 9A and 9B are also displayed at this time. In this embodiment, the reserved images 9A and 9B are displayed after the game transitions to the probability variable state, but the reserved images 9A and 9B may also be displayed when the decorative patterns 8L, 8C, and 8R are displayed during the jackpot ending.

[0168] Figure 25(H) shows the effect after the transition to the probability change state. A game ball enters the starting hole, and the decorative symbols 8L, 8C, and 8R begin to change. The reserved image 9C is displayed at the bottom center of the display screen 7a.

[0169] In Figure 25(I), an effect is performed in which the ally character CRA loses in the battle of the revival effect during the jackpot ending of the "revival failure jackpot." Here, a text image TR2 of the word "Defeat" is displayed, indicating that the enemy character CRB and the ally character CRA have lost. In the case of a "revival failure jackpot," as with a "revival success jackpot," the effects of Figures 25(A) to (D) are performed before the effect shown in Figure 25(I). Because the effects are the same, a description thereof will be omitted here.

[0170] In FIG. 25(J), during the jackpot ending of the "revival failure jackpot", the enemy character CRB and the character image TR2 are erased, and the decorative symbols 8L, 8C, and 8R are displayed.

[0171] FIG. 25(K) shows the effect when the game transitions from the "revival failure jackpot" jackpot ending to the time-saving mode. Because the game is in the time-saving mode, the text image MHB of the "Time-saving mode" caption is displayed in the upper left corner of the display screen 7a, indicating that the game is in the time-saving mode. Furthermore, if there is a pending change, the reserved images 9A and 9B are also displayed at this time. In this embodiment, the reserved images 9A and 9B are displayed after the game transitions to the time-saving mode, but the reserved images 9A and 9B may also be displayed when the decorative symbols 8L, 8C, and 8R are displayed during the jackpot ending.

[0172] Figure 25(L) shows the effect after the transition to the time-saving state. The game ball enters the starting hole, and the decorative patterns 8L, 8C, and 8R begin to change. The reserved image 9C is displayed at the bottom center of the display screen 7a.

[0173] [Jackpot Opening Type Distribution Table] FIG. 26 is a diagram illustrating a jackpot opening type allocation table. Here, we explain how the presentation control microcomputer 91 determines which jackpot opening effect to perform when the jackpot type command received from the game control microcomputer 81 during a jackpot game is a "10R variable probability jackpot" or a "10R normal jackpot (100 times time reduction)." FIG. 26(A) explains how the presentation control microcomputer 91 determines which jackpot opening effect to perform when it receives a "10R variable probability jackpot" command from the game control microcomputer 81. Also, FIG. 26(B) explains how the presentation control microcomputer 91 determines which jackpot opening effect to perform when it receives a "10R normal jackpot (100 times time reduction)" command from the game control microcomputer 81.

[0174] In the win-related effect pattern determination process (step S4210), the effect control microcomputer 91 determines the type of jackpot opening based on the received jackpot type command and random number. When the effect control microcomputer 91 receives a "10R probability variable jackpot" command from the game control microcomputer 81, it selects "probability variable jackpot" at a 60% allocation rate and selects "revival successful jackpot" at a 40% allocation rate. When "probability variable jackpot" is selected, the effect control microcomputer 91 performs the "probability variable jackpot" effect in the jackpot opening. When "revival successful jackpot" is selected, the effect control microcomputer 91 performs the "revival successful jackpot" effect in the jackpot opening. The time charts and effects of the "probability variable jackpot" and "revival successful jackpot" will be described later.

[0175] Furthermore, when the effect control microcomputer 91 receives a command for "10R normal jackpot (100 times time reduction)" from the game control microcomputer 81, it selects a "normal jackpot" with a 30% allocation rate and a "revival failure jackpot" with a 70% allocation rate. When a "normal jackpot" is selected, the effect control microcomputer 91 performs the effect of a "normal jackpot" in the jackpot opening. When a "revival failure jackpot" is selected, the effect control microcomputer 91 performs the effect of a "revival failure jackpot" in the jackpot opening. The time charts and effects for a "normal jackpot" and a "revival failure jackpot" will be described later.

[0176] In this embodiment, the selection of either a "probable jackpot" or a "successful revival jackpot", and the selection of either a "normal jackpot" or a "failed revival jackpot" are performed by the presentation control microcomputer 91, but the selection of either a "probable jackpot" or a "successful revival jackpot", and the selection of either a "normal jackpot" or a "failed revival jackpot" may be performed by the game control microcomputer 81, which then sends a command for the jackpot type that indicates the selection result, which the presentation control microcomputer 91 receives, and which then performs the presentation in accordance with the command received by the presentation control microcomputer 91.

[0177] [Jackpot Opening Time Chart] Figure 27 is a time chart for the jackpot opening. The effects performed during the jackpot opening will be explained below. Figure 27(A) is a time chart for a "probable jackpot," Figure 27(B) is a time chart for a "normal jackpot," Figure 27(C) is a time chart for a "successful revival jackpot," and Figure 27(D) is a time chart for a "failed revival jackpot."

[0178] FIG. 27(A) shows a time chart of the effects when a "probable jackpot" effect is performed during the jackpot opening. From the start of the jackpot opening until T11, a display indicating that the jackpot game is about to begin is displayed. Here, it is indicated that it is a probable jackpot and that the game will transition to a probable jackpot state after the jackpot game ends. After that, the game transitions to a round from T11, and the round effect is performed.

[0179] Figure 27(B) shows a time chart of the effects when a "normal jackpot" effect is performed during the jackpot opening. From the start of the jackpot opening until T21, a display indicating that the jackpot game is about to begin is displayed. Here, it is indicated that it is a normal jackpot and that the game will transition to a time-saving state after the jackpot game ends. After that, from T21, the game transitions to a round, and the round effect is performed.

[0180] Figure 27(C) shows a time chart of the presentation when a "Revival Success Jackpot" presentation is performed during the jackpot opening. From the start of the jackpot opening until T31, a display indicating that the jackpot game is about to begin is displayed. Up to this point, the presentation is the same as that of a "normal jackpot." This leads the player to believe that it is a "normal jackpot." After that, decorative symbols are displayed from T31.

[0181] The decorative pattern displayed here is the decorative pattern that was confirmed and stopped in the fluctuation immediately before the ongoing jackpot game, and is the same as the decorative pattern that results in a "normal jackpot." When the decorative pattern is displayed, a revival effect begins. If the displayed decorative pattern changes to a decorative pattern that results in a "probable jackpot," the revival effect is successful, and the game will transition to a probable jackpot state after the jackpot game ends. If the displayed decorative pattern does not change to a decorative pattern that results in a "probable jackpot," the revival effect fails, and the game will transition to a time-saving state after the jackpot game ends.

[0182] After that, from T32, a revival effect is performed to indicate that the revival effect is successful, and the decorative symbols change to decorative symbols that indicate a "probable jackpot." After that, at T34, the decorative symbols are erased, and from T34, a display is displayed indicating that the jackpot game has begun, suggesting that it is a probable jackpot and that the game will transition to a probable jackpot state after the jackpot game ends. After that, from T35, the game transitions to the round, and the round effect is performed.

[0183] Figure 27(D) shows a time chart of the presentation when a "revival failed jackpot" is presented during the jackpot opening. From the start of the jackpot opening until T41, a display indicating that the jackpot game is about to begin is shown. Up to this point, the presentation is the same as that of a "normal jackpot." This leads the player to believe that it is a "normal jackpot." After that, decorative symbols are displayed from T41.

[0184] The decorative symbols displayed here are the decorative symbols that were fixed and stopped in the fluctuations immediately before the current jackpot game, and are the same as the decorative symbols that result in a "normal jackpot." When the decorative symbols are displayed, a revival effect begins.

[0185] After that, the displayed decorative symbols do not change until T42, and the game state to which the game transitions after the jackpot game ends remains in the time-saving state. After that, at T42, the decorative symbols are erased, and the game transitions to the round from T42, and the round performance is performed.

[0186] [Examples of opening credits 1, 2, 3, 4] Figure 28 shows jackpot opening presentation examples 1, 2, 3, and 4. In Figures 28(A) and (B), a presentation example for a "variable jackpot" is explained, in Figures 28(C) and (D), a presentation example for a "normal jackpot" is explained, in Figures 28(E) to (J), a presentation example for a "successful revival jackpot" is explained, and in Figures 28(E), (F), (K), and (L), a presentation example for a "failed revival jackpot" is explained. Note that the presentation example for a "variable jackpot" corresponds to the time chart in Figure 27(A), the presentation example for a "normal jackpot" corresponds to the time chart in Figure 27(B), the presentation example for a "successful revival jackpot" corresponds to the time chart in Figure 27(C), and the presentation example for a "failed revival jackpot" corresponds to the time chart in Figure 27(D).

[0187] 28(A) shows the effect when the game shifts to the jackpot opening of the "variable jackpot." After the jackpot game ends, a character image TRO of the telop "Super jackpot!" is displayed on the display screen 7a, indicating that the game will shift to the variable jackpot mode.

[0188] 28(B) shows the round effect when the game transitions from the opening of the "probable jackpot" to the round. A telop RT indicating the number of rounds is displayed in the upper left of the display screen 7a, and a character CRA performing the round effect is displayed in the center of the display screen 7a.

[0189] 28(C) shows the effect when the game shifts to the jackpot opening for a "normal jackpot." A text image TRO of the telop "Jackpot!" is displayed on the display screen 7a, indicating that the game will shift to the time-saving mode after the jackpot game ends.

[0190] 28(D) shows the round effect when the game transitions from the jackpot opening to the round in a "normal jackpot." A caption RT indicating the number of rounds is displayed in the upper left of the display screen 7a, and a character CRA performing the round effect is displayed in the center of the display screen 7a.

[0191] FIG. 28(E) shows the effect when the game transitions to the jackpot opening for a "revival success jackpot." On the display screen 7a, a text image TRO of the telop "Jackpot!" is displayed, indicating that the game will transition to the time-saving mode after the jackpot game ends. This is the same as the effect for a "normal jackpot." This makes the player think that it is a "normal jackpot."

[0192] In Figure 28(F), during the jackpot opening for a "successful revival jackpot," the text image TRO moves to the top of the display screen 7a, and the decorative symbols 8L, 8C, and 8R are displayed. The decorative symbols 8L, 8C, and 8R displayed here are the decorative symbols that were confirmed and stopped in the fluctuations immediately prior to the ongoing jackpot game. "111" is displayed as the decorative symbols 8L, 8C, and 8R. The display of the decorative symbols initiates the revival effect. If the displayed decorative symbols change to a decorative symbol that results in a "probable jackpot," the revival effect is successful, and the game transitions to a probable jackpot state after the jackpot game ends. If the displayed decorative symbols do not change to a decorative symbol that results in a "probable jackpot," the revival effect fails, and the game transitions to a time-saving state after the jackpot game ends.

[0193] In FIG. 28(G), the jackpot opening of the "revival success jackpot" is an effect in which the displayed decorative symbols 8L, 8C, and 8R change, and the decorative symbols 8L, 8C, and 8R are covered with the image AOR. The display of the image AOR determines that the revival effect is successful. In this embodiment, the decorative symbols 8L, 8C, and 8R are covered by the image AOR, causing the decorative symbols 8L, 8C, and 8R to change. However, it is also possible to determine whether the decorative symbols 8L, 8C, and 8R change after the decorative symbols 8L, 8C, and 8R are covered by the image AOR and the image AOR is erased.

[0194] In Figure 28(H), the decorative symbols 8L, 8C, and 8R are displayed in the opening of the "Revival Success Jackpot." Here, the same "777" as in the "Probable Jackpot" is displayed. After that, the character image "Super" is added to the character image TRO of the text caption "Jackpot!", and it becomes "Super Jackpot!" This indicates that after the jackpot game ends, the game will move to the Probable Jackpot mode.

[0195] In FIG. 28(I), in the opening of the "Revival Success Jackpot", the decorative symbols are erased and the text image TRO that reads "Super Jackpot!" is displayed in the center of the display screen 7a.

[0196] 28(J) shows the round effect when the game transitions from the opening jackpot of the "revival success jackpot" to the round. A caption RT indicating the number of rounds is displayed in the upper left of the display screen 7a, and a character CRA performing the round effect is displayed in the center of the display screen 7a.

[0197] FIG. 28(K) shows that in the revival effect in the jackpot opening of a "revival failure jackpot," the displayed decorative pattern does not change to a decorative pattern that results in a "probable jackpot." In other words, the displayed decorative pattern "111" remains displayed. In the case of a "revival failure jackpot," as with a "revival success jackpot," the effects of FIGS. 28(E) and (F) are performed before the effect shown in FIG. 28(K). Since the effects are the same, a description will be omitted here.

[0198] 28(L) shows the round effect when the game transitions from the opening jackpot to the round of the "revival failure jackpot." A caption RT indicating the number of rounds is displayed in the upper left of the display screen 7a, and a character CRA performing the round effect is displayed in the center of the display screen 7a.

[0199] [Example of effect] Below are examples of the effects of the revival effects in jackpot games.

[0200] [Effect 1] As shown in the examples of "jackpot ending presentation examples 1, 2, 3, and 4," the gaming machine 1 of the above embodiment is provided with a display means (display screen 7a) capable of displaying a plurality of types of images, one of which is a decorative pattern (decorative patterns 8L, 8C, and 8R). A first presentation (FIG. 25(B)) in which a decorative pattern is newly displayed on the display means from a state in which no decorative pattern is displayed (FIG. 25(A)) can be executed, and the first presentation is executed during execution of a jackpot game. With this configuration, even if the jackpot pattern is a normal jackpot (a jackpot with a high probability of transitioning to a time-saving state after a jackpot game), the player can expect a transition to a probability variable state after the jackpot game, which can increase the player's interest.

[0201] [Effect 2] In the gaming machine 1 of the above embodiment, as shown in the examples of "jackpot ending presentation examples 1, 2, 3, and 4," after the first presentation (FIG. 25(B)), a second presentation (FIG. 25(C)) can be executed in which the decorative symbols (decorative symbols 8L, 8C, and 8R) are erased, and the second presentation is executed while the jackpot game is being played. With this configuration, even if the jackpot symbol is a normal jackpot (a jackpot with a high probability of transitioning to a time-shortened state after the jackpot game), the player can expect to transition to a probability variable state after the jackpot game, which can increase the player's interest.

[0202] [Effect 3] In the gaming machine 1 of the above embodiment, the first effect (FIG. 25(B)) is executed in the ending effect of the jackpot game, as shown in the examples of "jackpot ending effect examples 1, 2, 3, and 4." With this configuration, even if the jackpot symbol is a normal jackpot (a jackpot with a high probability of transitioning to a time-saving state after the jackpot game), the player can expect to transition to a probability variable state after the jackpot game, which can increase the player's interest.

[0203] [Variations] Below, modified examples of the revival effect of a jackpot game are shown.

[0204] [Variation 1] In the above embodiment, the revival effect in the jackpot ending is performed at the jackpot ending, but the revival effect in the jackpot ending may be performed during the jackpot round.

[0205] [Variation 2] In the above embodiment, the revival effect in the jackpot opening is performed during the jackpot opening, but the revival effect in the jackpot opening may also be performed during the jackpot round.

[0206] [Variation 3] In the above embodiment, the revival performance in the jackpot ending and the revival performance in the jackpot opening are such that three decorative patterns 8L, 8C, and 8R are displayed in the jackpot ending and the jackpot opening, but it is also possible to display one decorative pattern in the jackpot ending and the jackpot opening.

[0207] [Variation 4] In the above embodiment, in the revival effect at the jackpot ending (jackpot ending effect examples 3 and 4), after the revival effect (Figures 25(C) to (E), (I)), a decorative pattern is displayed (Figures 25(F), (J)), and while the decorative pattern remains displayed, the jackpot game state transitions to a special state or a time-saving state, and in the special state or time-saving state, the displayed decorative pattern changes; however, after the decorative pattern is displayed (Figures 25(F), (J)), the decorative pattern is erased at the jackpot ending, and the jackpot game state transitions to a special state or a time-saving state, and at the transition, a new decorative pattern is displayed, and in the special state or time-saving state, the displayed decorative pattern changes.

[0208] [Variation 5] In the above embodiment, the decorative symbols are displayed in the revival effect, but they may be displayed in other effects. For example, the decorative symbols may be displayed in the opening, round, or ending of the jackpot regardless of the revival effect.

[0209] [Example of situation] The gaming machine of this embodiment can achieve the following aspects. ◇[Aspect A-1] A gaming machine having a display means capable of displaying a plurality of types of images, one of the plurality of types of images is a decorative design; A first effect can be executed in which the decorative pattern is newly displayed on the display means from a state in which the decorative pattern is not displayed on the display means, The first effect is executed during execution of a jackpot game. A gaming machine characterized by: ◇[Aspect A-2] The gaming machine according to aspect A-1, After the first effect, a second effect can be executed in which the decorative pattern is erased, The second effect is executed during the execution of the jackpot game. A gaming machine characterized by: ◇[Aspect A-3] The gaming machine according to aspect A-1 or A-2, The first effect is executed in the ending effect of the jackpot game. A gaming machine characterized by:

[0210] [Launch promotion image display during fluctuations in time-saving mode] 29 to 34, the firing prompt image display effect during fluctuations in the time-saving state will be described below. This firing prompt image display effect during fluctuations in the time-saving state is executed while the time-saving state is fluctuating. That is, image control microcomputer 101 analyzes the command received from sub-control board 90, and if the command includes an instruction to execute the firing prompt image display effect, it reads corresponding image data from ROM 103 and displays the image on display screen 7a of image display device 7.

[0211] [Launch promotion image] In the "non-time-saving state," the probability that the lottery for a normal symbol will be determined to be a "win" is lower than in the "time-saving state." Also, in the "non-time-saving state," the opening time of the electric chute 22 is shorter than in the "time-saving state," and in the "non-time-saving state," even if the lottery for a normal symbol is a "win," it is difficult for the gaming ball to enter the second starting hole 21. In other words, in the "non-time-saving state," it is relatively difficult for the gaming ball to enter the starting hole, and in the "time-saving state," it is relatively easy for the gaming ball to enter the starting hole.

[0212] If a "4R normal jackpot (0 time-saving times)" is won in the "time-saving mode," the mode is in the "time-saving mode" before the jackpot play, but changes to the "non-time-saving mode" after the jackpot play. When the mode is in the "non-time-saving mode," it becomes relatively difficult for the game ball to enter the starting hole. During the jackpot fluctuation, the player may not fire the game ball, and when the jackpot fluctuation ends and the jackpot play transitions, the number of reserved special symbol fluctuations may not be the maximum of four. In this case, the player will be at a disadvantage when the jackpot play ends. To prevent this from happening, a "fire prompt image" is displayed to encourage the player to fire the game ball so that the number of reserved special symbol fluctuations reaches the maximum of four before the jackpot fluctuation ends.

[0213] In other words, to create an advantageous situation for the player, a "launch promotion image" is displayed before the big win game (before the big win variation ends), encouraging the player to put the game ball into the second starting hole 21 and keep the number of reserved special pattern variations at a maximum of four.

[0214] Furthermore, if the "launch prompt image" is always displayed in the "time-saving mode," it will interfere with the presentation. To allow players to play comfortably, the "launch prompt image" is displayed at an appropriate timing and for an appropriate period of time.

[0215] [Launch promotion image display time chart 1, 2] Figures 29 and 30 are launch prompt image display time charts 1 and 2. They show the timing and display period of the launch prompt image. These are time charts when the fluctuations that result in a "4R normal jackpot (0 time reductions)" jackpot occur during the time-saving state. Because the jackpot is a "4R normal jackpot (0 time reductions)" during the time-saving state, the state is in the time-saving state before the jackpot game, and in the non-time-saving state after the jackpot game. The time chart for launch prompt image displays 1 to 4 is explained in launch prompt image display time chart 1 of Figure 29, and the time chart for launch prompt image displays 5 to 7 is explained in launch prompt image display time chart 2 of Figure 30. Note that the presentation state in Figure 29(A) and the presentation state in Figure 30(A) show the same presentation state of fluctuations.

[0216] The state of the fluctuation before the big win game is shown by the presentation state of Figure 29 (A). This fluctuation before the big win game is a fluctuation that becomes a "4R normal big win (0 time reductions)" in the time-saving state, and this fluctuation is shown divided into "normal fluctuation" and "reach presentation".

[0217] FIG. 29(B) shows an example of the display of the launch prompt image of the launch prompt image display 1. The launch prompt image begins to be displayed at time T2 when the variable decorative symbols before the jackpot game line up and the jackpot is confirmed, and is displayed for a period of tH (for example, 10 seconds, and so on). This display prompts the player to launch the game ball from the time when the jackpot is confirmed. Note that in this embodiment, the time when the jackpot is confirmed is when the decorative symbols line up, but the time when the jackpot is confirmed may also be when the jackpot is confirmed by the reach effect or when the jackpot confirmation effect appears.

[0218] Figure 29(C) shows an example of the display of the launch prompt image of the launch prompt image display 2. The launch prompt image begins to be displayed after t4 (e.g., 5 seconds) has elapsed from the timing T2 when the variable decorative symbols before the jackpot game line up and the jackpot is confirmed, and the launch prompt image is displayed for a period of tH. This display prompts the player to launch the game ball after t4 has elapsed from the timing when the jackpot is confirmed. Note that, in this embodiment, the timing when the jackpot is confirmed is when the decorative symbols line up, but the timing when the jackpot is confirmed may also be when the jackpot is confirmed by the reach effect or when the jackpot confirmation effect appears.

[0219] Figure 29(D) shows an example of the display of the launch prompt image of the launch prompt image display 3. The launch prompt image begins to be displayed from time T3 to t5 (for example, 20 seconds) before the end of the fluctuation before the big win game, and is displayed for a period of tH. This display prompts the player to launch the game ball from time t5 before the end of the fluctuation. Note that in this embodiment, there is a possibility that the launch prompt image will be displayed before the result of the fluctuation lottery is known, so there is a possibility that the launch prompt image will be displayed and the player will know that they have won, but the effect of displaying the launch prompt image will be an effect that confirms the win, which adds a new element of gameplay and will be entertaining to the player.

[0220] FIG. 29(E) shows an example of the display of the launch prompt image of the launch prompt image display 4. The launch prompt image begins to be displayed at timing T1 when fluctuations before a jackpot game start, and is displayed for a period of tH. This display prompts the player to launch the game ball from the start of fluctuations before a jackpot game. Note that in this embodiment, the launch prompt image begins to be displayed from the start of fluctuations before a jackpot game, but the launch prompt image may also begin to be displayed a certain time after the start of fluctuations before a jackpot game (for example, 5 seconds). Furthermore, because the launch prompt image is displayed before the result of the fluctuation lottery is known, the launch prompt image is displayed to indicate a win, but the effect in which the launch prompt image is displayed serves as a win confirmation effect, adding a new element of gameplay to the game and entertaining the player.

[0221] Figure 30 (F) shows an example of the display of the launch prompt image of the launch prompt image display 5. When the launch prompt image is displayed due to the preview effect of the fluctuation before the jackpot game, the launch prompt image is displayed for a period of tYH (for example, 3 seconds) from T6. This display encourages the player to launch the game ball from the start of the fluctuation before the jackpot game. Note that the preview effect in which the launch prompt image is displayed here becomes a winning confirmation effect, which adds a new game element to the game and will be enjoyable for the player.

[0222] Figure 30(G) shows an example of the display of the launch prompt image of the launch prompt image display 6. When the launch prompt image is displayed due to the reach effect of the fluctuation before the jackpot game, the launch prompt image is displayed for a period of tRH (for example, 4 seconds) from T9. This display encourages the player to launch the game ball from the start of the fluctuation before the jackpot game.

[0223] FIG. 30(H) shows an example of the display of the launch prompt image of the launch prompt image display 7. The launch prompt image begins to be displayed at time T7 when the decorative symbols that fluctuate before the jackpot game line up and the jackpot is confirmed, and is displayed for tH1 until the fluctuation ends. This display prompts the player to launch the game ball from the time the jackpot is confirmed. Note that in this embodiment, the time when the jackpot is confirmed is when the decorative symbols line up, but the time when the jackpot is confirmed may also be when the jackpot is confirmed by the reach effect or when the jackpot confirmation effect appears. Also, in this embodiment, the launch prompt image is displayed until the fluctuation ends, but the launch prompt image may also be displayed for a certain time (e.g., 5 seconds) before the fluctuation ends.

[0224] Furthermore, the launch promotion image display 6 is a time chart in which the launch promotion image display for launch promotion image display 1 is displayed until the fluctuation ends or until a certain time before the fluctuation ends, but similarly, the launch promotion image displays for launch promotion image display 2 to launch promotion image display 6 may be displayed until the fluctuation ends or until a certain time before the fluctuation ends.

[0225] [Launch promotion image display examples 1 and 2] FIG. 31 is a diagram for explaining firing prompt image display performance examples 1 and 2. As firing prompt image display performance example 1, in FIGS. 31(A) to (F), a performance example will be described in which a firing prompt image begins to be displayed when the decorative symbols shown in firing prompt image display 1 (FIG. 29(B)) are aligned and a jackpot is confirmed, and the firing prompt image is displayed until a certain time has passed. As firing prompt image display performance example 2, in FIGS. 31(G) to (L), a performance example will be described in which a firing prompt image begins to be displayed a certain time after the decorative symbols shown in firing prompt image display 2 (FIG. 29(C)) are aligned and a jackpot is confirmed, and the firing prompt image is displayed until a certain time has passed. In this embodiment, when the left decorative symbol 8L, the center decorative symbol 8C, and the right decorative symbol 8R stop at "444," it is considered to be a "4R normal jackpot (0 time reduction)" jackpot.

[0226] In FIG. 31(A), a text image MHB of the text caption "Time-saving mode" indicating the time-saving mode is displayed in the upper left of the display screen 7a. A right-hit image MU consisting of a text image of "Right Hit" and a right arrow image is displayed in the upper right of the display screen 7a, indicating to the player that the right-hit mode is selected. Also, in the center of the display screen 7a, a left decorative symbol 8L "4," a center decorative symbol 8C "4," and a right decorative symbol 8R "4" are displayed. The left decorative symbol 8L "4" and the right decorative symbol 8R "4" are temporarily stopped (swaying and fluctuating), while the center decorative symbol 8C "4" is scrolling and is in a state immediately before the temporary stop. Also, a fluctuating icon (the reserved icon) 9C and a reserved icon 9B are displayed in the lower right of the display screen 7a. Here, one reserved item is displayed, and one reserved icon 9B is displayed.

[0227] In FIG. 31(B), the left decorative symbol 8L "4," the center decorative symbol 8C "4," and the right decorative symbol 8R "4" are displayed in the center of the display screen 7a, and the left decorative symbol 8L "4," the right decorative symbol 8R "4," and the center decorative symbol 8C "4" are all temporarily stopped (fluctuating). When the left decorative symbol 8L, the right decorative symbol 8R, and the center decorative symbol 8C are all temporarily stopped, this fluctuation confirms a jackpot. When this center decorative symbol 8C "4" is temporarily stopped, a launch promotion image HS with the text caption "Hit right!" is displayed in the lower left of the display screen 7a, encouraging the player to launch the game ball. This launch promotion image HS is displayed for 10 seconds. By displaying this launch promotion image HS, the player is prompted to launch game balls so that there are four reserved special pattern variations when the jackpot variation ends and the game shifts to the jackpot game, and a state where there are not four reserved special pattern variations when the jackpot game ends, that is, a state disadvantageous to the player, is prevented.

[0228] In Figure 31(C), the left decorative symbol 8L "5," the center decorative symbol 8C "5," and the right decorative symbol 8R "5" are scrolling in a aligned state. The effect is to see whether the decorative symbol that temporarily stopped at "444" will change. This is the so-called re-changing state. Again, a launch prompt image HS with a text caption "Hit right!" urging the player to launch the game ball is displayed in the lower left of the display screen 7a. In Figure 31(C), the launch prompt image HS is displayed because 10 seconds have not yet elapsed since the launch prompt image HS was displayed in Figure 31(B). Furthermore, one more ball is reserved compared to Figure 31(B), resulting in two reserved balls, and two reserved balls are displayed.

[0229] In Figure 31(D), the left decorative symbol 8L "7", the center decorative symbol 8C "7", and the right decorative symbol 8R "7" are scrolling in a aligned state. This is what is known as a re-changing state. Here, the firing prompt image HS is not displayed. In Figure 31(D), 10 seconds have passed since the firing prompt image HS was displayed in Figure 31(B), so the firing prompt image HS is erased 10 seconds after it was displayed. Also, one more ball is reserved than in Figure 31(C), resulting in a state of three balls reserved, and three reserved icons 9B are displayed.

[0230] In FIG. 31(E), the left decorative symbol 8L "4", the center decorative symbol 8C "4", and the right decorative symbol 8R "4" have been confirmed and stopped. The jackpot symbol did not change upon re-variation. One more reserved symbol has been added from FIG. 31(D), resulting in four reserved symbols, and four reserved icons 9B are displayed. In this embodiment, the jackpot symbol does not change upon re-variation, and remains "444" for the jackpot of a "4R normal jackpot (0 time reductions)", but the jackpot symbol may change upon re-variation and change to a jackpot with time reduction, such as a "4R normal jackpot (100 time reductions)".

[0231] In Figure 31 (F), the game has transitioned to a jackpot game state and the opening performance of the jackpot is being performed. The opening image TRO of the jackpot with the text caption "Jackpot!" is displayed. Since the game has transitioned to the jackpot game state with four reserved balls, when the jackpot game ends, there will be four reserved balls. This prevents a situation that is unfavorable to the player.

[0232] In Figure 31(G), a text image MHB of "Time-saving mode" is displayed in the upper left of the display screen 7a, indicating the time-saving mode. A right-hit image MU, consisting of a "Right Hit" text image and a right arrow image, is displayed in the upper right of the display screen 7a, indicating to the player that the right-hit mode is active. The left decorative symbol 8L "5," the center decorative symbol 8C "5," and the right decorative symbol 8R "5" are scrolling in a lined up state. This is the so-called re-variation state. Before this re-variation occurs, the left decorative symbol 8L "4," the right decorative symbol 8R "4," and the center decorative symbol 8C "4" are temporarily stopped in a lined up state. A presentation is being made to see whether the temporarily stopped decorative symbol "444" will change. The change icon (the reserved icon) 9C and the reserved icon 9B are also displayed in the lower right of the display screen 7a. Here, one reserved item is displayed, and one reserved icon 9B is displayed.

[0233] In Figure 31(H), the left decorative symbol 8L "7," the center decorative symbol 8C "7," and the right decorative symbol 8R "7" are scrolling in a aligned state. This is what is known as a re-variation state. A launch prompt image HS with the text "Hit Right!" is displayed in the lower left corner of the display screen 7a, encouraging the player to launch the game ball. This launch prompt image HS is displayed for 10 seconds. Five seconds after the left decorative symbol 8L "4," the right decorative symbol 8R "4," and the center decorative symbol 8C "4" are aligned and temporarily stopped (a jackpot is confirmed), the launch prompt image HS is displayed. By displaying this launch prompt image HS, the player is prompted to launch game balls so that there will be four reserved special symbol variations when the jackpot variation ends and the game transitions to the jackpot game. This prevents a situation where there are not four reserved special symbol variations when the jackpot game ends, which would be disadvantageous to the player.

[0234] In FIG. 31(I), the left decorative symbol 8L "9," the center decorative symbol 8C "9," and the right decorative symbol 8R "9" are scrolling in a aligned state. This is what is known as a re-changing state. A launch prompt image HS with a text caption image "Hit right!" urging the player to launch the game ball is displayed in the lower left of the display screen 7a. In FIG. 31(I), the launch prompt image HS is displayed because 10 seconds have not yet elapsed since the launch prompt image HS was displayed in FIG. 31(H). In addition, one more ball has been reserved compared to FIG. 31(H), resulting in two reserved balls, and two reserved icons 9B are displayed.

[0235] In Figure 31(J), the left decorative pattern 8L "2", the center decorative pattern 8C "2", and the right decorative pattern 8R "2" are scrolling in a aligned state. This is what is known as a re-changing state. Here, the firing prompt image HS is not displayed. In Figure 31(J), 10 seconds have passed since the firing prompt image HS was displayed in Figure 31(H), so the firing prompt image HS is erased 10 seconds after it was displayed. Also, one more ball is reserved than in Figure 31(I), resulting in three reserved balls, and three reserved icons 9B are displayed.

[0236] In Figure 31 (K), the left decorative symbol 8L "4", the center decorative symbol 8C "4", and the right decorative symbol 8R "4" have been confirmed and stopped. The jackpot symbol did not change upon re-variation. One more reserved symbol has been added from Figure 31 (J), resulting in four reserved symbols, and four reserved icons 9B are displayed. In this embodiment, the jackpot symbol does not change upon re-variation, and remains "444" for the jackpot of a "4R normal jackpot (0 time reductions)", but the jackpot symbol may change upon re-variation and change to a jackpot with time reduction, such as a "4R normal jackpot (100 time reductions)".

[0237] In Figure 31(L), the game state is shifted to the jackpot game state and the opening performance of the jackpot is performed. The opening image TRO of the jackpot is displayed with the text caption image "Jackpot!" Since the game state is shifted to the jackpot game state with four reserved balls, when the jackpot game ends, there will be four reserved balls. This prevents a disadvantageous situation for the player.

[0238] [Launch promotion image display examples 3 and 4] FIG. 32 shows firing prompt image display performance examples 3 and 4. As firing prompt image display performance example 3, in FIGS. 32(A) to (F), a performance example will be described in which a firing prompt image begins to be displayed a certain time before the timing at which the fluctuation shown in firing prompt image display 3 (FIG. 29(D)) ends, and the firing prompt image is displayed until the certain time has passed. As firing prompt image display performance example 4, in FIGS. 32(G) to (L), a performance example will be described in which a firing prompt image begins to be displayed at the timing at which the fluctuation shown in firing prompt image display 4 (FIG. 29(E)) starts, and the firing prompt image is displayed until the certain time has passed. In this embodiment, when the left decorative pattern 8L, the center decorative pattern 8C, and the right decorative pattern 8R stop at "444," it is considered to be a "4R normal jackpot (0 time reductions)" jackpot.

[0239] In FIG. 32(A), a text image MHB of "Time-saving mode" is displayed in the upper left of the display screen 7a, indicating the time-saving mode. A right-hit image MU consisting of a text image of "Right Hit" and a right arrow image is displayed in the upper right of the display screen 7a, indicating to the player that the player is in the right-hit mode. Also, the left decorative symbol 8L, the center decorative symbol 8C, and the right decorative symbol 8R are scrolling at high speed. Also, a variable icon (the reserved icon) 9C and a reserved icon 9B are displayed in the lower right of the display screen 7a. Here, one reserved item is displayed, and one reserved icon 9B is displayed.

[0240] In Figure 32(B), the left decorative pattern 8L, the center decorative pattern 8C, and the right decorative pattern 8R are scrolling at high speed. A launch prompting image HS with the text "Hit right!" is displayed in the lower left of the display screen 7a, encouraging the player to launch the game ball. This launch prompting image HS is displayed for 10 seconds. This launch prompting image HS is displayed 20 seconds before the timing when the variation ends. By displaying this launch prompting image HS, the player is encouraged to launch the game ball so that there will be four reserved special symbol variations when the variation of the jackpot variation ends and the game transitions to the jackpot game, preventing a situation where there are not four reserved special symbol variations when the jackpot game ends, i.e., a situation that is disadvantageous to the player.

[0241] In FIG. 32(C), the left decorative symbol 8L "4" is scrolling and is in a state just before it temporarily stops. The center decorative symbol 8C and the right decorative symbol 8R are scrolling at high speed. Here too, a launch prompt image HS with a text caption image "Hit right!" urging the player to launch the game ball is displayed in the lower left of the display screen 7a. In FIG. 32(C), the launch prompt image HS is displayed because 10 seconds have not yet elapsed since the launch prompt image HS was displayed in FIG. 32(B). Also, one more ball has been reserved compared to FIG. 32(B), resulting in two reserved balls, and two reserved icons 9B are displayed.

[0242] In Figure 32(D), the left decorative pattern 8L "4" and the right decorative pattern 8R "4" are temporarily stopped (shaking and fluctuating). The center decorative pattern 8C is scrolling at high speed. Here, the firing prompt image HS is not displayed. In Figure 32(D), 10 seconds have passed since the firing prompt image HS was displayed in Figure 32(B), so the firing prompt image HS is erased 10 seconds after it was displayed. Also, one more ball is reserved than in Figure 32(C), resulting in three reserved balls, and three reserved icons 9B are displayed.

[0243] In Figure 32(E), the left decorative symbol 8L "4", the center decorative symbol 8C "4", and the right decorative symbol 8R "4" are fixed and stopped. One more reserved symbol has been added from Figure 32(D), resulting in four reserved symbols, and four reserved symbols 9B are displayed. In this embodiment, the number is "444" for a "4R normal jackpot (0 time reductions)" jackpot, but it may also be a jackpot with time reduction, such as a "4R normal jackpot (100 time reductions)".

[0244] In Figure 32 (F), the game state has shifted to the jackpot game state and the opening performance of the jackpot is being performed. The opening image TRO of the jackpot with the text caption image "Jackpot!" is displayed. Since the game state has shifted to the jackpot game state with four reserved balls, when the jackpot game ends, there will be four reserved balls. This prevents a situation that is unfavorable to the player.

[0245] In FIG. 32(G), a text image MHB of "Time-saving mode" is displayed in the upper left of the display screen 7a, indicating the time-saving mode. A right-hit image MU, consisting of a text image of "Right Hit" and a right arrow image, is displayed in the upper right of the display screen 7a, indicating to the player that the player is in the right-hit mode. The left decorative symbol 8L "1," the center decorative symbol 8C "2," and the right decorative symbol 8R "3" are fixed and stopped. A reserved icon 9B is displayed in the lower right of the display screen 7a. Because the fixed symbols have stopped, the variable icon (relevant reserved icon) 9C is not displayed. Here, two reserved symbols are displayed, and two reserved icons 9B are displayed.

[0246] In Figure 32(H), the left decorative symbol 8L "1," the center decorative symbol 8C "2," and the right decorative symbol 8R "3" are beginning to scroll. This is the start of the change. A launch prompt image HS is displayed in the lower left of the display screen 7a, urging the player to launch the game ball with a text caption "Hit right!" This launch prompt image HS is displayed for 10 seconds. The launch prompt image HS is displayed when the change begins. By displaying this launch prompt image HS, the player is prompted to launch the game ball so that there are four reserved special symbol changes when the jackpot change ends and the game transitions to the jackpot game. This prevents a situation where there are not four reserved special symbol changes when the jackpot game ends, which would be disadvantageous to the player. Also, a change icon (reserved icon) 9C and a reserved icon 9B are displayed in the lower right of the display screen 7a. Here, since the fluctuation has started, one hold has been cleared from the state of Figure 32 (G), and there is now one hold, and one hold icon 9B is displayed.

[0247] In Figure 32(I), the left decorative symbol 8L, the center decorative symbol 8C, and the right decorative symbol 8R are scrolling at high speed. A launch prompting image HS with a text caption "Hit right!" urging the player to launch the game ball is displayed in the lower left of the display screen 7a. In Figure 32(I), the launch prompting image HS is displayed because 10 seconds have not yet elapsed since the launch prompting image HS was displayed in Figure 32(H). Furthermore, one more ball is reserved than in Figure 32(H), resulting in two reserved balls, and two reserved icons 9B are displayed.

[0248] In Figure 32(J), the left decorative pattern 8L, the center decorative pattern 8C, and the right decorative pattern 8R are scrolling at high speed. Here, the firing prompt image HS is not displayed. In Figure 32(J), 10 seconds have passed since the firing prompt image HS was displayed in Figure 32(H), so the firing prompt image HS is erased 10 seconds after it was displayed. Also, one more ball is reserved than in Figure 32(I), resulting in three reserved balls, and three reserved icons 9B are displayed.

[0249] In Figure 32 (K), the left decorative symbol 8L "4", the center decorative symbol 8C "4", and the right decorative symbol 8R "4" are fixed and stopped. One more reserved symbol has been added from Figure 32 (J), resulting in four reserved symbols, and four reserved symbols 9B are displayed. In this embodiment, the number is "444" for a "4R normal jackpot (0 time reductions)" jackpot, but it may also be a jackpot with time reductions such as a "4R normal jackpot (100 time reductions)".

[0250] In Figure 32(L), the game state is shifted to the jackpot game state and the opening performance of the jackpot is performed. The opening image TRO of the jackpot is displayed with the text caption image "Jackpot!" Since the game state is shifted to the jackpot game state with four reserved balls, when the jackpot game ends, there will be four reserved balls. This prevents a situation that is unfavorable to the player.

[0251] [Launch promotion image display examples 5 and 6] FIG. 33 shows firing prompt image display performance examples 5 and 6. As firing prompt image display performance example 5, in FIGS. 33(A) to (F), a performance example will be described in which a firing prompt image is displayed until a certain time has passed from when a firing prompt image is displayed due to the preview performance of the variation shown in firing prompt image display 5 (FIG. 30(F)). As firing prompt image display performance example 6, in FIGS. 33(G) to (L), a performance example will be described in which a firing prompt image is displayed until a certain time has passed from when a firing prompt image is displayed due to the reach performance of the variation shown in firing prompt image display 6 (FIG. 30(G)). In this embodiment, when the left decorative pattern 8L, the center decorative pattern 8C, and the right decorative pattern 8R are fixed and stopped at "444," it is considered to be a "4R normal jackpot (0 time reductions)" jackpot.

[0252] In FIG. 33(A), the upper left of the display screen 7a displays a text image MHB of "Time-saving mode," indicating the time-saving state, and the upper right of the display screen 7a displays a right-hit image MU consisting of a text image of "Right Hit" and a right arrow image, indicating to the player that the game is in the right-hit state. Also, the left decorative symbol 8L, the center decorative symbol 8C, and the right decorative symbol 8R are scrolling at high speed. Also, the lower right of the display screen 7a displays a variable icon (the reserved icon) 9C and a reserved icon 9B. Here, one reserved item is in the state, and one reserved icon 9B is displayed.

[0253] In Figure 33 (B), the left decorative pattern 8L, the center decorative pattern 8C, and the right decorative pattern 8R are reduced in size, and the left decorative pattern 8L, the center decorative pattern 8C, and the right decorative pattern 8R are scrolling at high speed at the bottom left of the display screen 7a. The character CRA is displayed at the center left of the display screen 7a. The character CRA is displayed, and a dialogue preview is generated in which a dialogue caption of the character CRA is displayed. In the dialogue preview, various dialogue captions are displayed.

[0254] In FIG. 33(C), a caption image YTR with the character CRA's line "Hit it right!" is displayed at the center right of the display screen 7a. The caption image YTR with the character CRA's line "Hit it right!" is displayed for three seconds. In this embodiment, the caption image YTR urges the player to fire the game balls, including the game area where the game balls will flow, with "Hit it right!". However, the caption image YTR may also urge the player to fire the game balls without including the game area where the game balls will flow, such as "Fire!" or "Save the reserved balls!". By displaying this caption image YTR, the player is urged to fire the game balls so that there are four reserved special symbol balls when the jackpot fluctuation ends and the game transitions to the jackpot game. This prevents a situation where there are not four reserved special symbol balls when the jackpot game ends, i.e., a situation that is disadvantageous to the player. Furthermore, by displaying the caption image YTR encouraging the player to shoot the game ball, the player knows that he or she will hit the jackpot, which adds a new element to the game and makes it more enjoyable for the player.

[0255] In Figure 33(D), the character CRA and the telop image YTR have been erased. Three seconds after the telop image YTR was displayed in Figure 33(C), the character CRA and the telop image YTR were erased. Also, in the center of the display screen 7a, the left decorative pattern 8L, the center decorative pattern 8C, and the right decorative pattern 8R are scrolling at high speed. Also, one more hold has been added compared to Figure 33(C), resulting in two holds, and two hold icons 9B are displayed.

[0256] In Figure 33(E), the left decorative symbol 8L "4", the center decorative symbol 8C "4", and the right decorative symbol 8R "4" are fixed and stopped. Two more reserved symbols have been added than in Figure 33(D), resulting in four reserved symbols, and four reserved symbols 9B are displayed. In this embodiment, the number is "444" for a "4R normal jackpot (0 time reductions)" jackpot, but it may also be a jackpot with time reduction, such as a "4R normal jackpot (100 time reductions)".

[0257] In Figure 33(F), the game state is switched to the jackpot game state and the opening performance of the jackpot is performed. The opening image TRO of the jackpot is displayed with the text caption image "Jackpot!" Since the game state is switched to the jackpot game state with four reserved balls, when the jackpot game ends, there will be four reserved balls. This prevents a disadvantageous situation for the player.

[0258] In FIG. 33(G), a text image MHB of the text caption "Time-saving mode" is displayed in the upper left of the display screen 7a, indicating the time-saving mode. A right-hit image MU, consisting of a text image of "Right Hit" and a right arrow image, is displayed in the upper right of the display screen 7a, indicating to the player that the right-hit mode is active. The left decorative symbol 8L, the center decorative symbol 8C, and the right decorative symbol 8R are scaled down. The left decorative symbol 8L "4" and the right decorative symbol 8R "4" are temporarily stopped (shaking and fluctuating) in the lower left of the display screen 7a, while the center decorative symbol 8C is scrolling rapidly. A reach effect is being performed in the center of the display screen 7a. As a reach effect, a battle is taking place between the ally character CRA and the enemy character CRB. A variable icon (the reserved icon) 9C and a reserved icon 9B are displayed in the lower right of the display screen 7a. Here, one reserved item is displayed, and one reserved icon 9B is displayed.

[0259] 33(H) shows a state in which the ally character CRA has won the battle which is a reach effect. The ally character CRA and a "Victory" character image SRG indicating victory are displayed.

[0260] In Figure 33(I), a telop image RTR is displayed in which the ally character CRA says, "You're winning, hit right." The telop image RTR is displayed for four seconds. In this embodiment, the telop image RTR urges the player to launch the game ball by including the game area where the game ball flows, saying, "You're winning, hit right." However, the telop image RTR may also urge the player to launch the game ball without including the game area where the game ball flows, such as "You're winning, launch it" or "You're winning, save up your reserves." By displaying this telop image RTR, the player is urged to launch the game ball so that there are four reserved special symbol changes when the jackpot fluctuation ends and the game transitions to the jackpot game. This prevents a situation where there are not four reserved special symbol changes when the jackpot game ends, i.e., a disadvantageous situation for the player. Furthermore, by displaying the telop image RTR urging the player to launch the game ball, the player knows that they will win the jackpot, which adds a new element of gameplay enjoyment to the player.

[0261] In Figure 33(J), the dialogue caption image RTR has been erased. It was erased four seconds after it was displayed in Figure 33(I). Also, one more hold has been added compared to Figure 33(I), resulting in two hold messages, and two hold icons 9B are displayed.

[0262] In Figure 33(K), the left decorative symbol 8L "4", the center decorative symbol 8C "4", and the right decorative symbol 8R "4" are fixed and stopped. Two more reserved symbols have been added compared to Figure 33(J), resulting in four reserved symbols, and four reserved symbols 9B are displayed. In this embodiment, the number is "444" for a "4R normal jackpot (0 time reductions)" jackpot, but it may also be a jackpot with time reductions such as a "4R normal jackpot (100 time reductions)".

[0263] In Figure 33(L), ​​the game state is shifted to the jackpot game state and the opening performance of the jackpot is performed. The opening image TRO of the jackpot with the text image "Jackpot!" is displayed. Since the game state is shifted to the jackpot game state with four reserved balls, when the jackpot game ends, there will be four reserved balls. This prevents a disadvantageous situation for the player.

[0264] [Launch promotion image display example 7] Figure 34 is a firing prompt image display performance example 7. As firing prompt image display performance example 7, Figures 34(A) to (E) will explain a performance example in which the firing prompt image begins to be displayed when the fluctuating decorative patterns shown in firing prompt image display 7 (Figure 30(H)) line up and a jackpot is confirmed, and the firing prompt image is displayed until the fluctuation ends. In this embodiment, if the left decorative pattern 8L, the center decorative pattern 8C, and the right decorative pattern 8R stop at "444," it is considered to be a "4R normal jackpot (0 time reductions)" jackpot.

[0265] In FIG. 34(A), a text image MHB of the text caption "Time-saving mode" indicating the time-saving mode is displayed in the upper left of the display screen 7a. A right-hit image MU consisting of a text image of "Right Hit" and a right arrow image is displayed in the upper right of the display screen 7a, indicating to the player that the right-hit mode is selected. Also, in the center of the display screen 7a, a left decorative symbol 8L "4," a center decorative symbol 8C "4," and a right decorative symbol 8R "4" are displayed. The left decorative symbol 8L "4" and the right decorative symbol 8R "4" are temporarily stopped (swaying and fluctuating), while the center decorative symbol 8C "4" is scrolling and is in a state immediately before the temporary stop. Also, a fluctuating icon (the reserved icon) 9C and a reserved icon 9B are displayed in the lower right of the display screen 7a. Here, one reserved item is displayed, and one reserved icon 9B is displayed.

[0266] In FIG. 34(B), the left decorative symbol 8L "4," the center decorative symbol 8C "4," and the right decorative symbol 8R "4" are displayed in the center of the display screen 7a, and the left decorative symbol 8L "4," the right decorative symbol 8R "4," and the center decorative symbol 8C "4" are all temporarily stopped (swinging and fluctuating). When the left decorative symbol 8L, the right decorative symbol 8R, and the center decorative symbol 8C are all temporarily stopped, this fluctuation confirms a jackpot. When this center decorative symbol 8C "4" is temporarily stopped, a launch promotion image HS with a text caption "Hit right!" is displayed in the lower left of the display screen 7a, encouraging the player to launch the game ball. This launch promotion image HS is displayed until the current fluctuation ends. By displaying this launch promotion image HS, the player is prompted to launch game balls so that there are four reserved special pattern variations when the jackpot variation ends and the game shifts to the jackpot game, and a state where there are not four reserved special pattern variations when the jackpot game ends, that is, a state disadvantageous to the player, is prevented.

[0267] In Figure 34(C), the left decorative symbol 8L "5", the center decorative symbol 8C "5", and the right decorative symbol 8R "5" are scrolling in a aligned state. The effect is to see whether the decorative symbol that temporarily stopped at "444" will change. This is the so-called re-changing state. Here, too, a launch promotion image HS with a text caption "Hit right!" is displayed in the lower left of the display screen 7a to encourage the player to launch the game ball. Also, one more ball is reserved than in Figure 34(B), resulting in two reserved balls, and two reserved ball icons 9B are displayed.

[0268] In Figure 34(D), The left decorative symbol 8L "4", the center decorative symbol 8C "4", and the right decorative symbol 8R "4" have been confirmed and stopped. The jackpot symbol did not change upon re-variation. The number of reserved symbols has increased by two from that in Figure 34(C), resulting in a state of four reserved symbols, and four reserved icons 9B are displayed. In this embodiment, the jackpot symbol does not change upon re-variation and remains "444" for the jackpot of a "4R normal jackpot (0 time reductions)", but the jackpot symbol may change upon re-variation and change to a jackpot with time reduction such as a "4R normal jackpot (100 time reductions)".

[0269] In FIG. 34(E), the game state is shifted to the jackpot game state and the opening performance of the jackpot is performed. The opening image TRO of the jackpot is displayed with the text caption image "Jackpot!" Since the game state is shifted to the jackpot game state with four reserved balls, when the jackpot game ends, there will be four reserved balls. This prevents a disadvantageous situation for the player.

[0270] [Example of effect] Below is an example of the effect of the launch promotion image display during fluctuations in the time-saving state.

[0271] [Effect 1] As shown in the examples of "Fire Prompt Image Display Presentation Examples 1, 2, 3, 4, 5, 6, and 7," the gaming machine 1 of the above embodiment is equipped with a display means (display screen 7a) capable of displaying multiple types of images. One of the multiple types of images is a specific fire prompt image (fire prompt image HS, caption image YTR, or dialogue caption image RTR) that prompts the player to fire the game ball in a specific direction (to the right). In a specific game state (time-saving state) other than the jackpot game state, a presentation (e.g., Figures 31(A) and (B)) can be executed in which the specific fire prompt image is not displayed but is newly displayed. This configuration prompts the player to fire the game ball so that there are four reserved special symbol variations when the jackpot variation ends and the game transitions to the jackpot game. This prevents a situation where there are not four reserved special symbol variations when the jackpot game ends, which is an unfavorable situation for the player, and increases the player's interest.

[0272] [Effect 2] In the gaming machine 1 of the above embodiment, as shown in the examples of "Firing Promotion Image Display Performance Examples 1, 2, 3, 4, 5, 6, and 7," the performance is executed in the time-saving state (FIGS. 31 to 33). With this configuration, the player is prompted to fire the game ball so that there are four reserved special symbol fluctuations when the jackpot fluctuation ends and the game shifts to the jackpot game, and it is possible to prevent a situation where there are not four reserved special symbol fluctuations when the jackpot game ends, that is, a state that is disadvantageous to the player, and it is possible to improve the interest.

[0273] [Effect 3] In the gaming machine 1 of the above embodiment, as shown in the examples of "Fire Promotion Image Display Performance Examples 1, 2, 3, 4, 5, 6, and 7," the performance is executed a predetermined time (5 seconds) after the performance that notifies the player that the lottery result of the variation during the variation is a win (the left decorative pattern 8L "4," the right decorative pattern 8R "4," and the center decorative pattern 8C "4" all line up and temporarily stop (the jackpot is confirmed)) is performed (FIG. 31(H)). With this configuration, the player is prompted to fire the game ball so that there are four reserved special symbol variations when the variation of the jackpot variation ends and the game transitions to the jackpot game, and a situation where there are not four reserved special symbol variations when the jackpot game ends, that is, a situation that is disadvantageous to the player, can be prevented, and the excitement can be improved.

[0274] [Variations] Below, a modified example of the launch promotion image display effect during fluctuations in the time-saving state is shown.

[0275] [Variation 1] In the above embodiment, the image encouraging the player to fire the game ball includes the game area where the game ball will flow down, saying "Hit to the right!", but it is also possible to encourage the player to fire the game ball without including the game area where the game ball will flow down, such as "Fire!" or "Save up the reserve!".

[0276] [Variation 2] In the above embodiment, the firing prompt image (firing prompt image HS, caption image YTR, dialogue caption image RTR) is displayed when a "4R normal jackpot (0 time reduction)" is won, but the firing prompt image may be displayed when a different jackpot is won. For example, the firing prompt image may be displayed when a "10R probability jackpot" or a "10R normal jackpot (100 time reduction)" is won.

[0277] [Variation 3] In the above embodiment, the firing prompting images (firing prompting image HS, telop image YTR, and dialogue telop image RTR) are displayed for a certain period of time and then erased, but the firing prompting images may also be displayed in a flashing manner for a certain period of time.

[0278] [Variation 4] In the above embodiment, the firing promotion images (firing promotion image HS, caption image YTR, dialogue caption image RTR) are displayed in a position that does not overlap the decorative pattern, but the firing promotion images may also be displayed in a position that overlaps the decorative pattern.

[0279] [Variation 5] In the above embodiment, the firing prompting images (firing prompting image HS, telop image YTR, and dialogue telop image RTR) are displayed for a certain period of time and then erased, but the firing prompting images may also be displayed semi-transparently for a certain period of time.

[0280] [Variation 6] In the above embodiment, the launch prompting images (launch prompting image HS, telop image YTR, and dialogue telop image RTR) are displayed in the time-saving state, but the launch prompting images may also be displayed in the non-time-saving state or the probability variable state. Also, the launch prompting image may be displayed when the player hits left in the right-hitting state or when the player hits right in the left-hitting state. Also, the telop image YTR that prompts the player to launch the game ball is displayed in the dialogue preview, but it may be a preview other than a dialogue preview. For example, it may be a step-up preview, a window preview, an information preview, etc.

[0281] [Example of situation] The gaming machine of this embodiment can achieve the following aspects. ◇[Mode B-1] A gaming machine having a display means capable of displaying a plurality of types of images, One of the plurality of types of images is a specific launch promotion image that encourages the player to launch the game ball in a specific direction, In a specific game state other than a jackpot game state, a newly displayed effect can be executed from a state in which the specific launch promotion image is not displayed. A gaming machine characterized by: ◇[Mode B-2] The gaming machine according to aspect B-1, The effect is executed in a time-saving state. A gaming machine characterized by: ◇[Mode B-3] The gaming machine according to aspect B-1 or B-2, The effect is executed after a predetermined time has elapsed since the effect of informing that the lottery result of the variation during the variation is a win is performed. A gaming machine characterized by:

[0282] The characteristic processing of the gaming machine 1 will be explained below with reference to Figs. 35 to 44. This processing is processing for making notifications related to the gaming machine 1. This processing is executed in other processing (step S4105) in the sub-side timer interrupt processing of Fig. 19. This processing includes timing start processing (Fig. 35), elapsed time determination processing (Fig. 36), and elapsed time reset processing (Fig. 37), which will be described later. These processing will be explained in order.

[0283] [Time count start process] FIG. 35 is a flowchart of the timing start process. In the timing start process, the effect control microcomputer 91 first acquires the game status (step S7001). The game status includes a normal status (low probability low base status), a probability variable status (high probability high base status), a time-saving status (low probability high base status), a jackpot game status, and a customer waiting status. The game status is specified by a command sent from the main control board 80. The effect control microcomputer 91 specifies the game status based on the command from the main control board 80 and stores the specified game status in the information storage area 94d of the sub-RAM 94. Therefore, here, the game status is acquired by reading out the game status stored in the information storage area of ​​the sub-RAM 94.

[0284] Next, the performance control microcomputer 91 determines whether the timing flag is OFF (step S7002). If the timing flag is ON, the performance control microcomputer 91 increments the elapsed time. Since the sub-side timer interrupt process (FIG. 19) is executed at predetermined intervals, each increment increases the elapsed time by the predetermined period. This timing flag and elapsed time are stored in the information storage area 94d of the sub-RAM 94. If it is determined here that the timing flag is OFF (step S7002: YES), the process proceeds to step S7003. On the other hand, if it is determined that the timing flag is not OFF (step S7002: NO), that is, if the timing flag is ON, the process proceeds to step S7005.

[0285] In step S7003, the performance control microcomputer 91 determines whether the game has returned from the customer waiting state. Here, a positive determination is made if the previous game state was the "customer waiting state" and the current game state is either the "normal state," the "probable variable state," or the "time-shortened state." The previous game state is stored separately as described below (step S7005). Here, if it is determined that the game has returned from the customer waiting state (step S7003: YES), the timing flag is turned ON (step S7004), and the process proceeds to step S7005. On the other hand, if it is determined that the game has not returned from the customer waiting state (step S7003: NO), the process proceeds to step S7005 without executing the process of step S7004.

[0286] In step S7005, the performance control microcomputer 91 stores the current game status. This allows the previous game status to be referenced when the next timing start process is executed. The current game status is stored in the information storage area 94d of the sub-RAM 94.

[0287] [Elapsed time determination process] FIG. 36 is a flowchart of the elapsed time determination process. In the elapsed time determination process, the performance control microcomputer 91 first determines whether the timing flag is ON or not (step S7101). If it is determined that the timing flag is ON (step S7101: YES), the process proceeds to step S7102. On the other hand, if it is determined that the timing flag is not ON (step S7101: NO), that is, if the timing flag is OFF, the process ends without executing the subsequent processes.

[0288] In step S7102, the performance control microcomputer 91 determines whether or not it is a specific period in which no time is being measured. In this embodiment, the period of the jackpot gaming state is the specific period in which no time is being measured. If it is determined that it is a specific period in which no time is being measured (step S7102: YES), the subsequent processing is not executed, and the elapsed time determination processing is terminated. On the other hand, if it is determined that it is not a specific period in which no time is being measured (step S7102: NO), the elapsed time is incremented (step S7103), and the process proceeds to step S7104. Since the elapsed time determination processing is executed at predetermined intervals, the elapsed time increases by the predetermined number of intervals.

[0289] In step S7104, the performance control microcomputer 91 determines whether the elapsed time has reached a predetermined time. The predetermined time is a time set to encourage a player who has been playing continuously to take a break. For example, the predetermined time is set to two hours. If it is determined that the elapsed time has reached the predetermined time (step S7104: YES), a notification process is executed (step S7105), and the elapsed time determination process is terminated. On the other hand, if it is determined that the elapsed time has not reached the predetermined time (step S7104: NO), the process of step S7105 is not executed, and the elapsed time determination process is terminated. The notification process, as will be described later, is considered to encourage the player to take a break.

[0290] [Elapsed time reset process] FIG. 37 is a flowchart of the elapsed time reset process. In the elapsed time reset process, the performance control microcomputer 91 first acquires the game status. This process is the same as step S7001 in Figure 35. Here, the game status is acquired by reading out the game status stored in the information storage area of ​​the sub-RAM 94.

[0291] Next, the performance control microcomputer 91 determines whether the timing flag is ON (step S7202). If it is determined that the timing flag is ON (step S7202: YES), the process proceeds to step S7203. On the other hand, if it is determined that the timing flag is not ON (step S7202: NO), that is, if the timing flag is OFF, the subsequent processes are not executed and the elapsed time reset process is terminated.

[0292] In step S7203, the performance control microcomputer 91 determines whether the gaming state is a customer waiting state. If it is determined that the gaming state is a customer waiting state (step S7203: YES), the timing flag is turned OFF (step S7204), the elapsed time is reset to "0" (step S7205), and the elapsed time reset process is terminated. On the other hand, if it is determined that the gaming state is not a customer waiting state (step S7203: NO), the subsequent processes are not executed and the elapsed time reset process is terminated.

[0293] [Time Chart A] FIG. 38 is a diagram showing a time chart A. Here, at time t0, the state is either normal, variable, or time-saving, and at time t1, it enters a waiting state for customers, and at time t2, it returns to normal, variable, or time-saving. If it was in normal state until time t1, it will remain normal from time t2 onwards, if it was in variable state until time t1, it will remain in variable state from time t2 onwards, and if it was in time-saving state until time t1, it will remain in time-saving state from time t2 onwards.

[0294] At time t1, when the machine enters a waiting state for customers (step S7202: YES, step S7203: YES in FIG. 37), the timing flag is turned OFF (step S7204), and the elapsed time is reset to "0" (step S7205). Since the timing flag is OFF from time t1 to time t2, the increment of the elapsed time is stopped.

[0295] At time t2, when the game returns from the waiting state to the normal state, the probability variable state, or the time-saving state (step S7002: YES, step S7003: YES in FIG. 35), the timing flag is turned ON (step S7004). This causes the elapsed time to be incremented from time t2.

[0296] [Time Chart B] FIG. 39 is a diagram showing a time chart B. Here, at time t3, the state is either normal, special, or time-saving, and at time t5, the state is waiting for customers.

[0297] At time t5, when the machine enters a waiting state (step S7202: YES, step S7203: YES in FIG. 37), the timing flag is turned OFF (step S7204), and the elapsed time is reset to "0" (step S7205). Since the timing flag is OFF from time t2 onwards, the increment of the elapsed time is stopped.

[0298] During the period from time t3 to time t5, the timing flag is ON. Therefore, the elapsed time is incremented (step S7101: YES, step S7103 in FIG. 36). Then, at time t4, the elapsed time is assumed to have reached a predetermined time. As a result, notification processing is performed from time t4 (step S7104: YES, step S7105). The notification processing is executed continuously until time t2, when the elapsed time is reset to "0." As will be described later, the notification processing may be intended to encourage the player to take a break.

[0299] [Time Chart C] FIG. 40 is a diagram showing a time chart C. Here, at time t6, the game is in either the normal state, the probability variable state, or the time-saving state, and at time t7, the game enters the jackpot game state, and at time t8, the game enters either the normal state, the probability variable state, or the time-saving state.Whether the game is in the normal state, the probability variable state, or the time-saving state depends on the type of jackpot (Figure 7).

[0300] At time t7, when the jackpot gaming state is reached, the timing flag is ON, but it is determined that this is a specific period during which timing is not performed (step S7101: YES, step S7102: NO in FIG. 36), and the increment of the elapsed time is stopped from time t7 to time t8. If the increment is not stopped, the elapsed time will reach the predetermined time at time t9, a certain time after time t7. Then, the increment is resumed at time t10, a certain time after time t8, and the elapsed time will reach the predetermined time. As a result, notification processing is performed from time t10 (step S7104: YES, step S7105). As will be described later, the notification processing may be intended to encourage the player to take a break.

[0301] [Time Chart D] FIG. 41 is a diagram showing a time chart D. Here, as in time chart C, at time t6, the game is in either the normal state, the probability variable state, or the time-saving state, and at time t7, the game enters the jackpot game state, and at time t8, the game enters either the normal state, the probability variable state, or the time-saving state.Whether the game is in the normal state, the probability variable state, or the time-saving state is determined by the type of jackpot (Figure 7).

[0302] At time t7, when the jackpot game state is reached, the timing flag is ON, but it is determined that this is a specific period in which timing is not performed (step S7101: YES, step S7102: NO in Figure 36), and the increment of elapsed time is stopped during the period from time t7 to time t8.

[0303] Here, if it is assumed that the predetermined time has arrived at time t11, a certain time before time t7, notification processing will be performed from time t11 (step S7104: YES, step S7105). The notification processing may be intended to encourage the player to take a break, as will be described later.

[0304] [Elapsed time determination process] 42 is a flowchart of the elapsed time determination process, which is another example of the elapsed time determination process described with reference to FIG. In the elapsed time determination process, the performance control microcomputer 91 first determines whether the timing flag is ON or not (step S7301). If it is determined that the timing flag is ON (step S7301: YES), the process proceeds to step S7302. On the other hand, if it is determined that the timing flag is not ON (step S7301: NO), that is, if the timing flag is OFF, the process ends without executing the subsequent processes.

[0305] In step S7302, the performance control microcomputer 91 increments the elapsed time (step S7302), and proceeds to step S7303. Since the elapsed time determination process is executed at every predetermined cycle, the elapsed time increases by the predetermined cycle.

[0306] In step S7303, the performance control microcomputer 91 determines whether the elapsed time has reached a predetermined time. The predetermined time is a time set to encourage a player who has been playing continuously to take a break. For example, the predetermined time is set to two hours. If it is determined that the elapsed time has reached the predetermined time (step S7303: YES), the process proceeds to step S7304. On the other hand, if it is determined that the elapsed time has not reached the predetermined time (step S7303: NO), the subsequent processing is not executed and the elapsed time determination process is terminated.

[0307] In step S7304, the presentation control microcomputer 91 determines whether or not it is a specific period during which no notification is made. In this embodiment, the period during which a jackpot gaming state is in effect is the specific period during which no notification is made. If it is determined that it is a specific period during which no notification is made (step S7304: YES), step S7305 is not executed, and the elapsed time determination process is terminated. On the other hand, if it is determined that it is not a specific period during which no notification is made (step S7304: NO), the notification process is executed (step S7305), and the elapsed time determination process is terminated. The notification process, as will be described later, is considered to be intended to encourage the player to take a break.

[0308] [Time Chart E] FIG. 43 is a diagram showing a time chart E. Here, as in time charts C and D, at time t6, the game is in either the normal state, the probability variable state, or the time-saving state, and at time t7, the game enters the jackpot game state, and at time t8, the game enters either the normal state, the probability variable state, or the time-saving state.Whether the game is in the normal state, the probability variable state, or the time-saving state is determined by the type of jackpot (Figure 7).

[0309] During the period from time t7 to time t8, i.e., during the jackpot gaming state, the elapsed time is incremented (step S7301: YES, step S7302 in FIG. 42). Then, at time t9, a certain time after time t7, the elapsed time reaches a predetermined time. At this time, it is determined that it is a specific period during which notification is not performed (step S7303: YES, step S7304 in FIG. 8), and notification processing is not performed. Thereafter, at time t8, it is determined that it is not a specific period during which notification is not performed (step S7303: YES, step S7304: NO in FIG. 8), and notification processing is performed (step S7305).

[0310] [Example of annunciation effect] Next, an example of a notification effect by the notification process will be described. Fig. 44 is an explanatory diagram showing an example of a notification effect. As shown in FIG. 44(A), it is conceivable to provide a notification while the decorative symbols are fluctuating. Here, the left, center, and right decorative symbols 8L, 8C, and 8R are fluctuating at high speed. At this time, a message image MSG saying "It's time to take a break" is displayed at the bottom of the display screen 7a. The message image MSG may also be moved as indicated by arrow Y. In this case, the message image MSG may frame out from the left edge of the display screen 7a and frame in from the right edge. The message image MSG may also bounce back at the left edge of the display screen 7a, reversing its movement direction. By configuring the message image MSG to move in this way, the message image MSG stands out, thereby increasing the effectiveness of the display of the message image MSG.

[0311] As shown in Figure 44(B), it is possible to make a notification while the decorative symbols are stopped. Here, the left, center, and right decorative symbols 8L, 8C, and 8R are stopped at "5," "2," and "8," respectively. At this time, a message image MSG saying "It's time to take a break" is displayed at the bottom of the display screen 7a.

[0312] As shown in Figures 10(A) and 10(B), a configuration is conceivable in which the message image MSG is always displayed both while the decorative patterns 8L, 8C, and 8R are changing and while they are stopped. Alternatively, a configuration may be adopted in which the message image MSG is displayed only while the decorative patterns 8L, 8C, and 8R are changing, and the message image MSG is not displayed when the decorative patterns 8L, 8C, and 8R are stopped. In the latter configuration, a configuration may be adopted in which the message image is not displayed when at least one of the left, center, and right decorative patterns 8L, 8C, and 8R is stopped. Alternatively, a configuration may be adopted in which the message image MSG is not displayed while the decorative patterns 8L, 8C, and 8R are changing, and the message image MSG is displayed when the decorative patterns 8L, 8C, and 8R are stopped. In the latter configuration, a configuration may be adopted in which the message image is displayed when at least one of the left, center, and right decorative patterns 8L, 8C, and 8R is stopped.

[0313] As shown in Fig. 10(C), instead of a message image encouraging a break, a display may be made that simply indicates the operating time of the gaming machine 1. Here, a message image MSG saying "Continuous operating time: 2 hours 15 minutes" is displayed at the bottom of the display screen 7a. Note that the same configuration as that described above can be adopted for the timing of displaying the message image MSG for decorative symbols that repeatedly change and stop.

[0314] As shown in FIG. 10(D), in addition to or instead of the above-described configuration, a message image may be displayed during a reach effect. Here, an ally character CRA is displayed in the center of the display screen 7a, and a title image reading "It's a Battle Reach" is displayed above the ally character CRA. Furthermore, the left and right decorative symbols 8L and 8R forming the reach effect with the "5" symbol are displayed in a smaller size than usual in the upper left and right corners of the display screen. At this time, a message image MSG reading "It's time to take a break" is displayed at the bottom of the display screen 7a. The message image MSG may be displayed continuously throughout the reach effect, or may be displayed only for a predetermined period during the reach effect. While a battle reach effect (SP reach) has been used as an example here, a normal reach effect may also be used.

[0315] However, some players may find notifications during reach effects annoying. Therefore, as shown in FIG. 10(E), a message image MSG may be displayed that is smaller than those shown in FIG. 10(A), (B), and (D). Alternatively, as shown in FIG. 10(F), the message image may be hidden during reach effects. In the latter case, the reach effects may be included in the "specific period without timing" in step S7102 of FIG. 36 and the "specific period without notifications" in step S7304 of FIG. 42. The reach effects may be normal reach effects, SP reach effects, or both. Furthermore, the message image MSG may be hidden for a predetermined period during reach effects.

[0316] As shown in FIG. 10(G), when a notification is made while the decorative pattern is changing, the decorative pattern may be reduced in size. Alternatively, the message image may be enlarged. Here, the decorative patterns 8L, 8C, and 8R are reduced in size and displayed in the corners of the display screen 7a, and a message image MSG saying "It's time to take a break" is displayed in the center of the display screen 7a, enlarged compared to FIGS. 44(A), (B), and (D). By reducing the decorative pattern and enlarging the message image MSG in this way, the message image MSG stands out, enhancing the effectiveness of the message image MSG display.

[0317] As shown in FIG. 10(H), the notification may be made without displaying the decorative pattern. Here, the decorative pattern is hidden, and a message image MSG saying "It's time to take a break" is displayed in the center of the display screen 7a, enlarged compared to FIGS. 44(A), (B), and (D). For example, this may be done after the decorative pattern is definitively displayed and before the next fluctuation begins. By configuring the decorative pattern to be hidden in this way, the message image MSG stands out, increasing the effectiveness of the display of the message image MSG.

[0318] [Example of effect] Examples of effects are shown below. [Effect 1] In the gaming machine 1 of the above embodiment, when the machine returns from the waiting state for customers, it starts timing (step S7003: YES, step S7004 in FIG. 35, step S7101: YES, step S7103 in FIG. 36), determines that the elapsed time has reached a predetermined time (for example, two hours) (step 7104: YES in FIG. 36), and issues a notification related to the gaming machine (step S7105). According to this configuration, for example, by notifying the continuous operating time, it is possible to encourage the player to take a break, which increases the likelihood that the player will be able to relieve fatigue and, ultimately, increase the player's interest in the game.

[0319] [Effect 2] In the gaming machine 1 of the above embodiment, a message image MSG saying "It's time to take a break" is displayed to notify the player (FIG. 44). This configuration can encourage the player to take a break, which increases the likelihood that the player will be able to relieve fatigue and, in turn, increase the player's interest in the game.

[0320] [Effect 3] In the gaming machine 1 of the above embodiment, when a jackpot game state is reached, the increment of the elapsed time is stopped (step S7102: YES in FIG. 36). Also, in another example, when a jackpot game state is reached, no notification is executed even if the elapsed time reaches a predetermined time (step S7303: YES, step S7304: YES in FIG. 42). With this configuration, notification is not started in the middle of a jackpot game, increasing the possibility that the jackpot game can be fully enjoyed, and the enjoyment of the game can be improved.

[0321] [Effect 4] In the gaming machine 1 of the above embodiment, when play on the gaming machine 1 is stopped and the machine enters a waiting state for customers, the elapsed time is reset to 0. This configuration allows the elapsed time, which is the continuous operating time of the gaming machine 1, to be properly managed, encouraging players to take appropriate breaks and increasing the likelihood that players will be able to relieve fatigue, thereby increasing the enjoyment of the game.

[0322] [Variations] The following are modified examples. [Variation 1] In the above embodiment, when the waiting state is entered (step S7203: YES in FIG. 37), the timing flag is turned OFF and the elapsed time is reset to "0" (steps S7204 and S7205). In addition to or instead of this, when the jackpot state is entered, the timing flag may be turned OFF and the elapsed time may be reset to "0". In this way, as shown by the dashed line in FIG. 41, even if a predetermined time has elapsed before the jackpot gaming state is entered, it is possible to prevent the notification effect from being performed in the jackpot gaming state. In this case, it is sufficient to determine a return from the jackpot state and turn the timing flag ON.

[0323] [Variation 2] In the above embodiment, when it is determined that the machine has returned from the waiting state for customers, the timing flag is turned ON and timing is started (step S7003: YES, step S7004 in FIG. 35, step S7101: YES, step S7103 in FIG. 36, step S7301: YES, step S7302 in FIG. 42). In contrast to this, it may be configured to determine that a game is being played when the pattern fluctuations continue for a predetermined time (for example, 2 or 3 minutes) and start timing.

[0324] [Variation 3] In the above embodiment, notification is performed in a manner in which the message image MSG is displayed, but notification may also be performed in a manner in which voice or sound effects are output in addition to or instead of the message image MSG.

[0325] [Variation 4] In the above embodiment, a configuration was also described in which a notification is given while the decorative pattern is changing (Fig. 44(A)(D)(E)(G)). However, it is considered that players will often focus on the decorative pattern while it is changing. Therefore, a notification may be given on the condition that the decorative pattern is stopped (Fig. 44(B)(C)(H)).

[0326] [Variation 5] In the above embodiment, a message image MSG consisting of text is displayed. In addition to or instead of such a message image MSG, an image (e.g., an illustrated image) related to the message image MSG may be displayed. For example, an image of a coffee cup that evokes the image of a break may be displayed.

[0327] [Example of situation] The gaming machine of this embodiment can achieve the following aspects. [Aspect C-1] A gaming machine, an elapsed time determination means for starting time measurement when a specific condition is met and determining whether the elapsed time from the start of the time measurement has reached a predetermined time; and a notification means for issuing a notification related to the gaming machine when the elapsed time determination means determines that the elapsed time has reached the predetermined time. A gaming machine characterized by:

[0328] In the above embodiment, returning from the customer waiting state corresponds to "when a specific condition is met," and the performance control microcomputer 91 corresponds to "elapsed time determination means" and "notification means." The phrase "notification related to the gaming machine" is intended to include the case where the status of the gaming machine (for example, the continuous operating time of the gaming machine) is simply notified. "The duration reaches the predetermined time" may be changed to "The duration exceeds the predetermined time."

[0329] [Aspect C-2] The gaming machine according to aspect C-1, The notification by the notification means is a notification for calling attention to the continuation of the game. A gaming machine characterized by: In the above embodiment, the display of the message image MSG saying "It's about time to take a break" corresponds to "notification for calling attention to the continuation of play." In addition, a message image including the time period during which play has continued, such as "Two hours have passed since the start of play, so please take a break," may be displayed.

[0330] [Aspect C-3] A gaming machine according to aspect C-1 or C-2, The notification by the notification means is not executed at least during a round of play in a jackpot game to which a transition is made when a jackpot lottery is won. A gaming machine characterized by:

[0331] [Aspect C-4] A gaming machine according to aspect C-1 or C-2, the elapsed time determining means sets the elapsed time to "0" when the gaming machine stops playing and enters a waiting state for customers; A gaming machine characterized by:

[0332] The mode change effects A to P will be explained below with reference to Figures 45 to 56. These mode change effects are executed in the variation effect, the big win game, the opening effect, the ending effect, etc. That is, the image control microcomputer 101 analyzes the command received from the sub-control board 90, and if an instruction to execute the mode change effect is included, the image control microcomputer 101 reads the corresponding image data from the ROM 103 and displays the image on the display screen 7a of the image display device 7 or the sub-display screen 64.

[0333] To execute mode change effects A to P, the gaming machine 1 selects and executes one of multiple presentation modes when the game is in the normal state. When the presentation mode is switched, only the display format, such as the content of the images displayed in the presentation, changes. Note that switching presentation modes does not change parameters such as the probability of a jackpot, the core presentation pattern, or the change time. This gaming machine 1 allows players to arbitrarily select one of three presentation modes: "Steel Mode," "River Mode," or "Thunder Mode." It also includes a "Fierce Mode," which can be selected only if the result of the special drawing that triggered the currently executing or pending change presentation is a "win." Although the "Steel Mode," "River Mode," "Thunder Mode," and "Fierce Mode" differ in display format, similar patterns of presentation are selected and executed.

[0334] Furthermore, when the game state is a winning game state, one of the three presentation modes, "SUPER BONUS," "HYPER BONUS," and "ULTRA BONUS," is selected and executed. Basically, when the winning type is a "4R normal jackpot," the presentation is performed in "SUPER BONUS" mode, when it is a "7R normal jackpot," the presentation is performed in "HYPER BONUS" mode, and when it is a "10R special jackpot" or "10R normal jackpot," the presentation is performed in "ULTRA BONUS" mode. However, there are exceptional cases where a presentation mode different from the above is used.

[0335] Furthermore, when the game state is in a time-saving state (non-probability variable time-saving state and probability variable time-saving state), one of the two presentation modes, "GOLD RUSH" or "PLATIUM RUSH", is selected and executed. Basically, when the game is in a non-probability variable time-saving state, the presentation is executed in "GOLD RUSH" mode, and when the game is in a probability variable time-saving state, the presentation is executed in "PLATIUM RUSH" mode. However, there are exceptional cases where a presentation mode different from the above is executed.

[0336] Next, there are two possible patterns for switching the presentation mode in the normal state. The first is a pattern in which the presentation mode changes in a predetermined order after a predetermined number of variable presentations have been performed or after a predetermined period of time has passed, regardless of the player's operation. An example of the display of the presentation mode change in this case will be explained using Figures 45(A) to (D).

[0337] Here, in explaining the display example of the variable performance, the decorative symbols will be explained. The decorative symbols 8L, 8C, and 8R are a set of symbols including a left decorative symbol 8L, a center decorative symbol 8C, and a right decorative symbol 8R. The variable display of the set of symbols represents the variable display of the special symbol (special symbol variation), and the static display of the set of symbols notifies the result of the special symbol lottery. The special symbol here may be either a first special symbol or a second special symbol. The left decorative symbol 8L, the center decorative symbol 8C, and the right decorative symbol 8R are each displayed from the top to the bottom of the display screen 7a, and during slow variable display, multiple number symbols are displayed vertically. Here, the arrangement of the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R are arranged from bottom to top on the display screen 7a in the order of "123456789" (or "Ichi Ni San Shi Go Roku Urushi Hakku"). The left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R move from top to bottom on the display screen 7a during variable display. Therefore, the three arrangements of the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R are arranged in the direction of variation (up and down) with the decorative patterns representing "123456789" (or "Ichi Ni San Shi Go Roku Urushi Hakku"). When the left decorative pattern 8L, the center decorative pattern 8C, and the right decorative pattern 8R are displayed at high speed, each pattern becomes difficult to see, and only vertical lines indicating high-speed movement become visible. On the other hand, when the display is slow, multiple number patterns are displayed vertically in each pattern array so that they can be seen, framing in from the top of the display screen 7a, moving downward, and framing out from the bottom of the display screen 7a. In addition, in a pattern row that is displayed in a static state, only one number pattern is displayed, and the other consecutive number patterns above and below disappear. Note that when the display is static, the other number patterns may remain displayed without disappearing.

[0338] In addition, when a jackpot is won in the variable effects in the normal state and the time-saving state (non-probability variable time-saving state and probability variable time-saving state) and when the promotion effect is not performed, the jackpot type and the fixed stop display of the decorative symbols 8L, 8C, and 8R are associated. Specifically, in the case of a "10R probability variable jackpot," the decorative symbols 8L, 8C, and 8R are all displayed as "7," in the case of a "10R normal jackpot," the decorative symbols 8L, 8C, and 8R are all displayed as "8," in the case of a "7R normal jackpot," the decorative symbols 8L, 8C, and 8R are all displayed as "4," in the case of a "4R normal jackpot (100 times time-saving)," the decorative symbols 8L, 8C, and 8R are all displayed as "6," and in the case of a "4R probability variable jackpot," the decorative symbols 8L, 8C, and 8R are all displayed as "2."

[0339] [Display example A when changing the performance mode] Figures 45(A) to (D) are diagrams for explaining display example A when the presentation mode is changed. In this case, as described above, it is a display example in which the presentation mode changes in a predetermined order after a predetermined number of variable presentations have been performed or after a predetermined period of time has passed, regardless of the player's operation. The order in which the presentation modes change is assumed to be "Steel mode," "River mode," "Thunder mode," "Steel mode," etc. The presentation mode is changed when 10 to 15 variable presentations have been performed.

[0340] First, as shown in FIG. 45(A), the explanation begins from the point when the variable effect in "steel mode" is being performed. Here, on the display screen 7a, the decorative symbols 8L, 8C, and 8R are displayed frozen, respectively representing "1," "6," and "7." Also, the variable icon 9C and the reserved icon 9A, as well as the mode display GM indicating the current effect mode, are displayed. At this time, the decorative symbols 8L, 8C, and 8R, the variable icon 9C and the reserved icon 9A, and the display mode of the background image during the variable effect are exclusive to "steel mode." After this, the explanation continues assuming that the variable effect has been performed 10 times.

[0341] Next, as shown in FIG. 45(B), the production mode changes from the "Steel Mode" to the "River Mode", and the variable production in the "River Mode" is performed. Note that, at the time of this change, a predetermined cut-in production, fade-out production, or the like may be performed. Here, the decorative patterns 8L, 8C, and 8R are stopped and displayed, representing "4", "3", and "6" respectively. Also, the variable icon 9C, the hold icon 9A, and the mode display GM indicating the current production mode are displayed. The display modes of the decorative patterns 8L, 8C, and 8R, the variable icon 9C, the hold icon 9A, and the background image during the variable production are specific to the "River Mode" and different from those specific to the "Steel Mode". Hereinafter, the explanation will continue assuming that the variable production has been performed 15 times.

[0342] Next, as shown in FIG. 45(C), the production mode changes from the "River Mode" to the "Thunder Mode", and the variable production in the "Thunder Mode" is performed. Note that, at the time of this change, a predetermined cut-in production, fade-out production, or the like may be performed. Here, the decorative patterns 8L, 8C, and 8R are stopped and displayed, representing "Two" (representing the same content as "2"), "Eight" (representing the same content as "8"), and "Five" (representing the same content as "5") respectively. Also, the variable icon 9C, the hold icon 9A, and the mode display GM indicating the current production mode are displayed. The display modes of the decorative patterns 8L, 8C, and 8R, the variable icon 9C, the hold icon 9A, and the background image during the variable production are specific to the "Thunder Mode" and different from those specific to the "Steel Mode" and the "River Mode". Hereinafter, the explanation will continue assuming that the variable production has been performed 13 times.

[0343] Next, as shown in FIG. 45(D), the presentation mode changes from "Lightning Mode" to "Steel Mode," and a variation presentation in "Steel Mode" is performed. During this change, a predetermined cut-in presentation or a blackout presentation may be performed. Here, the decorative symbols 8L, 8C, and 8R are displayed frozen, representing "6," "2," and "3," respectively. Also, the variation icon 9C and the reserved icon 9A, as well as a mode display GM indicating the current presentation mode, are displayed. The display modes of the decorative symbols 8L, 8C, and 8R, the variation icon 9C and the reserved icon 9A, and the background image during the variation presentation are exclusive to "Steel Mode." The above is display example A when the presentation mode is changed.

[0344] Another possible method of switching the presentation mode in the normal state is for the player to switch to any presentation mode by operating the select button 68. An example of the display for changing the presentation mode in this case will be described with reference to Figures 45(E) to (I).

[0345] [Display example B when changing the performance mode] 45(E)-(I) are diagrams for explaining display example B when the presentation mode is changed. In this case, as described above, the display example is one in which the player can switch to any presentation mode by operating the select button 68 or the like. Note that when a variable presentation in which the presentation mode is "steel mode" is being performed, pressing the "right" side of the select button 68 changes the presentation mode to "river mode," and pressing the "left" side of the select button 68 changes the presentation mode to "lightning mode." The change in presentation mode takes place three times after the select button 68 is pressed.

[0346] First, as shown in FIG. 45(E), the explanation begins from the point when the variable effect in "steel mode" is being performed. Here, the decorative symbols 8L, 8C, and 8R are displayed on the display screen 7a in a rapidly varying manner. Also, the variable icon 9C and the reserved icon 9A, as well as the mode display GM indicating the current effect mode, are displayed. At this time, the display mode of the decorative symbols 8L, 8C, and 8R, the variable icon 9C and the reserved icon 9A, and the background image during the variable effect are exclusive to "steel mode."

[0347] If the "right" of the select button 68 is pressed at the time shown in FIG. 45(E), as shown in FIG. 45(F), a new mode change notice display TM is displayed, indicating that the presentation mode will be changed after three games due to the "right" of the select button 68 being pressed. At this time, the decorative symbols 8L, 8C, and 8R are displayed as "1," "6," and "7," respectively. The variable icon 9C and the reserved icon 9A, along with the mode display GM indicating the current presentation mode, are also displayed. The following explanation will be continued assuming that three variable presentations have been performed.

[0348] Next, as shown in Figure 45 (G), the presentation mode changes from "Steel Mode" to "River Mode," and a variation presentation in "River Mode" is performed. Note that, at the time of this change, a predetermined cut-in presentation or a blackout presentation may be performed. Here, the decorative patterns 8L, 8C, and 8R are displayed in a rapid variation. Also, the variation icon 9C and the hold icon 9A, as well as the mode display GM indicating the current presentation mode, are displayed. The display mode of the decorative patterns 8L, 8C, and 8R, the variation icon 9C and the hold icon 9A, and the background image during the variation presentation are exclusive to "River Mode."

[0349] If the "left" of the select button 68 is pressed at the time shown in FIG. 45(E), as shown in FIG. 45(H), a new mode change notice display TM is displayed, indicating that the presentation mode will be changed after three games due to the "left" of the select button 68 being pressed. At this time, the decorative symbols 8L, 8C, and 8R are displayed as "1," "6," and "7," respectively. The variable icon 9C and the reserved icon 9A, along with the mode display GM indicating the current presentation mode, are also displayed. The following explanation will be continued assuming that three variable presentations have been performed.

[0350] Next, as shown in Figure 45(I), the presentation mode changes from "Steel Mode" to "Lightning Mode," and a change presentation in "Lightning Mode" is performed. Note that, at the time of this change, a predetermined cut-in presentation or a blackout presentation may be performed. Here, the decorative symbols 8L, 8C, and 8R are displayed changing at high speed. Also, the change icon 9C and the hold icon 9A, as well as the mode display GM indicating the current presentation mode, are displayed. The display mode of the decorative symbols 8L, 8C, and 8R, the change icon 9C and the hold icon 9A, and the background image during the change presentation are exclusive to "Lightning Mode." The above is display example B when the presentation mode is changed.

[0351] The gaming machine 1 is configured to be capable of changing the presentation mode using either of the two patterns of the presentation mode switching method described above. In the following example, unlike the two patterns of the presentation mode switching method described above, a mode change presentation in which the presentation mode changes at an unintended timing during play will be explained. For simplicity, in the following example, it is assumed that the mode change presentation in the normal state is performed when the presentation mode is "steel mode."

[0352] [Mode change effect A] 46(A) to (F) are diagrams for explaining a display example of the mode change performance A. In the mode change performance A, when a reserved icon having a higher jackpot expectation rate than a normal reserved icon is displayed during the change performance, the performance mode changes during the change performance that was being performed when the reserved icon was displayed.

[0353] First, as shown in FIG. 46(A), the explanation begins from the point when the variable effect in "steel mode" is being performed. Here, the decorative symbols 8L, 8C, and 8R are displayed on the display screen 7a in a rapidly varying manner. Also, the variable icon 9C and the reserved icon 9A, as well as the mode display GM indicating the current effect mode, are displayed. At this time, the decorative symbols 8L, 8C, and 8R, the variable icon 9C and the reserved icon 9A, and the display mode of the background image during the variable effect are exclusive to "steel mode." After this, the explanation continues assuming that one ball has landed in the center hole 19.

[0354] Next, as shown in FIG. 46(B), one ball enters the center hole 19 at the time shown in FIG. 46(A), and a new reserved icon 9A, which has a different color than the normal reserved icon, is displayed. Furthermore, this triggers the performance mode to change from "steel mode" to "lightning mode." Here, the decorative patterns 8L, 8C, and 8R, which are display modes exclusive to "lightning mode," the variable icon 9C, the reserved icon 9A, and the background image for the variable performance are switched, and a mode display GM indicating that the current performance mode is "lightning mode" is displayed.

[0355] Next, as shown in Figure 46(C), the variable effect shown in Figures 46(A) and (B) ends, and the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "Thunder Mode," are displayed as "Ichi," "Urushi," and "Riku," respectively. Similarly, the variable icon 9C and reserved icon 9A, which are display modes exclusive to "Thunder Mode," are also displayed, and the mode display GM is also displayed. After this, the variable effect corresponding to the first reserved icon 9A begins.

[0356] Next, as shown in Figure 46(D), the variable effect corresponding to the first reserved icon 9A at the time of Figure 46(C) ends, and the decorative patterns 8L, 8C, and 8R, which are display modes exclusive to "Thunder Mode," are stopped and displayed as "Three," "Nine," and "Two," respectively. Similarly, the variable icon 9C and reserved icon 9A, which are display modes exclusive to "Thunder Mode," are also displayed, and the mode display GM is also displayed. After this, the variable effect corresponding to the reserved based on the winning of the center hole 19 in Figure 46(A) begins.

[0357] Next, as shown in FIG. 46(E), a variation effect is initiated based on the winning of the center hole 19 in FIG. 46(A). The decorative symbols 8L, 8C, and 8R, which are display modes exclusive to the "lightning mode," are each displayed in a rapid variation manner. Similarly, the variation icon 9C and the reserved icon 9A, which are display modes exclusive to the "lightning mode," are also displayed, and the mode display GM is also displayed. Note that the explanation will continue assuming that the result of the special symbol lottery based on this variation effect was a "miss."

[0358] Next, as shown in FIG. 46(F), the variable effect started in FIG. 46(E) ends. In FIGS. 46(B) to 46(E), the change in the effect mode to "lightning mode" occurs when one ball enters the center hole 19 at the time shown in FIG. 46(A), and a new reserved icon 9A, whose color is different from the normal reserved icon, is displayed. The result of the special drawing based on this is a "miss," so before the variable effect ends, the effect mode that had changed to "lightning mode" returns to "steel mode." Therefore, the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "steel mode," are displayed as "6," "2," and "3," respectively. Similarly, the display mode changes to the variable icon 9C, which is display mode exclusive to "steel mode," and the mode display GM also displays "steel mode." The above is a display example of mode change effect A.

[0359] By performing mode change presentation A, when one game ball enters center hole 19 during the variation presentation and reserve icon 9A with a high probability of winning is displayed, the presentation mode of the variation presentation changes from "steel mode" to "lightning mode," and this change continues until the variation presentation based on the reserve icon with a high probability of winning is performed. This change is inconsistent with any of the presentation mode changes shown in Figure 45 (the presentation mode changes in a different order from display example A in Figures 45(A) to (D). Also, unlike Figures 45(E) to (I), the presentation mode changes without the player operating select button 68). This makes the player feel uneasy, and it is possible to stimulate expectations of a big win in response to this variation, thereby increasing the player's interest in the game.

[0360] In addition, in Figures 46(E) to (F), the timing at which the presentation mode returns to its original state may be before the variable presentation ends, after the decorative patterns 8L, 8C, and 8R have been temporarily stopped, or after they have been fixedly stopped.

[0361] [Mode change effect B] 46(G) to (L) are diagrams for explaining the mode change performance B. The mode change performance B is a performance in which, when a reserved icon with a higher jackpot expectation rate than a normal reserved icon is displayed during a change performance, the performance mode changes from the start of the next change performance of the change performance that was being performed when the reserved icon was displayed.

[0362] First, as shown in FIG. 46(G), the explanation begins from the point when the variable effect in "steel mode" is being performed. Here, the decorative symbols 8L, 8C, and 8R are displayed on the display screen 7a in a rapidly varying manner. Also, the variable icon 9C and the reserved icon 9A, as well as the mode display GM indicating the current effect mode, are displayed. At this time, the decorative symbols 8L, 8C, and 8R, the variable icon 9C and the reserved icon 9A, and the display mode of the background image during the variable effect are exclusive to "steel mode." After this, the explanation continues assuming that one ball has landed in the center hole 19.

[0363] Next, as shown in Figure 46(H), at the time shown in Figure 46(G), one ball enters the center hole 19, and a new reserved icon 9A, which has a different color than the normal reserved icon, is displayed. Also, the variable effect performed in Figure 46(G) ends, and the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to the "steel mode," are stopped and displayed as "8," "2," and "9," respectively. Similarly, the variable icon 9C and reserved icon 9A, which are display modes exclusive to the "steel mode," are also displayed, and the mode display GM is also displayed.

[0364] Next, as shown in Figure 46(I), the next change effect after the change effect performed in Figures 46(G) and (H) begins. The decorative symbols 8L, 8C, and 8R, which are display modes exclusive to the "Steel Mode," are displayed in a rapid change manner. Similarly, the change icon 9C and the reserved icon 9A, which are display modes exclusive to the "Steel Mode," are also displayed, and the mode display GM is also displayed.

[0365] Next, as shown in FIG. 46(J), the variable effect started in FIG. 46(I) ends. Furthermore, at the time shown in FIG. 46(G), one ball lands in the center hole 19, and a new reserved icon 9A, which has a different color than the normal reserved icon, is displayed. This triggers the display mode to change from "Steel Mode" to "Lightning Mode." Here, the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "Lightning Mode," the variable icon 9C, the reserved icon 9A, and the background image for the variable effect are displayed, and a mode display GM indicating that the current display mode is "Lightning Mode" is displayed. The decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "Lightning Mode," are stopped and displayed as "4," "5," and "1," respectively. Similarly, the variable icon 9C and the reserved icon 9A, which are display modes exclusive to "Lightning Mode," are also displayed, and the mode display GM is also displayed. After this, a variable effect corresponding to the reserved effect based on the winning of the center hole 19 begins in FIG. 46(G).

[0366] Next, as shown in FIG. 46(K), a variation effect based on the winning of the center hole 19 in FIG. 46(G) begins. The decorative symbols 8L, 8C, and 8R, which are display modes exclusive to the "lightning mode," are each displayed in a rapid variation manner. Similarly, the variation icon 9C and the hold icon 9A, which are display modes exclusive to the "lightning mode," are also displayed, and the mode display GM is also displayed. Note that the explanation will continue assuming that the result of the special symbol lottery based on this variation effect was a "miss."

[0367] Next, as shown in FIG. 46(L), the variable effect started in FIG. 46(K) ends. In FIGS. 46(J)-(K), the change in the effect mode to "Lightning Mode" occurs when one ball enters the center hole 19 at the time shown in FIG. 46(G), and a new reserved icon 9A, whose color is different from the normal reserved icon, is displayed. The result of the special drawing based on this is a "miss," so before the variable effect ends, the effect mode that had changed to "Lightning Mode" returns to "Steel Mode." Therefore, the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "Steel Mode," are displayed as "6," "2," and "3," respectively. Similarly, the display mode changes to the variable icon 9C, which is display mode exclusive to "Steel Mode," and the mode display GM also displays "Steel Mode." The above is a display example of mode change effect B.

[0368] By performing mode change presentation B, when one game ball enters center hole 19 during the variation presentation and reserve icon 9A, which indicates a high probability of winning, is displayed, the presentation mode changes from "steel mode" to "lightning mode" during the execution of the next variation presentation, and this change continues until the variation presentation based on the reserve icon, which indicates a high probability of winning, is performed. This change is inconsistent with any of the presentation mode changes shown in Figure 45 (the presentation mode changes in a different order from display example A in Figures 45(A) to (D). Also, unlike display example B in Figures 45(E) to (I), the presentation mode changes without the player operating select button 68). This makes the player feel uneasy, and it is possible to increase the player's expectations for a big win in response to this variation, thereby making it possible to increase the player's interest in the game.

[0369] In addition, the timing at which the presentation mode changes in Figures 46(I) to (J) may be simultaneous with the moment the variable presentation starts, or after the variable presentation starts, or after the decorative patterns 8L, 8C, and 8R have been temporarily stopped, or after they have been fixedly stopped. In addition, in Figures 46(K) to (L), the timing at which the presentation mode returns to its original state may be before the variable presentation ends, after the decorative patterns 8L, 8C, and 8R have been temporarily stopped, or after they have been fixedly stopped.

[0370] [Mode change effect C] 47(A) to (F) are diagrams for explaining a display example of the mode change performance C. In the mode change performance C, when a reserved icon with a higher jackpot expectation rate than a normal reserved icon is displayed during the change performance, the performance mode changes during the change performance corresponding to the reserved icon with a higher jackpot expectation rate.

[0371] First, as shown in FIG. 47(A), the explanation begins from the point when the variable effect in "steel mode" is being performed. Here, the decorative symbols 8L, 8C, and 8R are displayed on the display screen 7a in a rapidly varying manner. Also, the variable icon 9C and the reserved icon 9A, as well as the mode display GM indicating the current effect mode, are displayed. At this time, the decorative symbols 8L, 8C, and 8R, the variable icon 9C and the reserved icon 9A, and the display mode of the background image during the variable effect are exclusive to "steel mode." After this, the explanation continues assuming that one ball has landed in the center hole 19.

[0372] Next, as shown in Figure 47(B), one ball enters the center hole 19 at the time shown in Figure 47(A), and a new reserved icon 9A, which has a changed color unlike the normal reserved icon, is displayed. Also, the variable effect performed in Figure 47(A) ends, and the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to the "steel mode," are stopped and displayed at "8," "2," and "9," respectively. Similarly, the variable icon 9C and reserved icon 9A, which are display modes exclusive to the "steel mode," are also displayed, and the mode display GM is also displayed.

[0373] Next, as shown in Figure 47(C), the next change effect of the change effect performed in Figures 46(A) and (B) ends, and the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "Steel Mode," are displayed stopped at "9," "7," and "5," respectively. Similarly, the change icon 9C and the reserved icon 9A, which are display modes exclusive to "Steel Mode," are also displayed, and the mode display GM is also displayed. After this, the change effect corresponding to the reserved icon 9A, whose color has changed, begins.

[0374] Next, as shown in Figure 47(D), the variable effect corresponding to the first reserved icon 9A at the time of Figure 47(C) ends, and the decorative patterns 8L, 8C, and 8R, which are display modes exclusive to the "steel mode", are displayed at high speed. Similarly, the variable icon 9C and reserved icon 9A, which are display modes exclusive to the "steel mode", are also displayed, and the mode display GM is also displayed.

[0375] Next, as shown in FIG. 47(E), during the execution of the variable effect based on the winning of the center hole 19 in FIG. 47(A), the effect mode changes from "Steel Mode" to "Lightning Mode" as a result of the above. Here, the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "Lightning Mode," the variable icon 9C, the reserved icon 9A, and the background image for the variable effect are switched to, and the mode display GM indicating that the current effect mode is "Lightning Mode" are displayed. The decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "Lightning Mode," are each displayed with high-speed fluctuations. Similarly, the variable icon 9C and reserved icon 9A, which are display modes exclusive to "Lightning Mode," are also displayed, and the mode display GM is also displayed. Note that the explanation will continue assuming that the result of the special drawing based on this variable effect was a "lose."

[0376] Next, as shown in FIG. 47(F), the variable effect started in FIG. 47(D) ends. In FIG. 47(E), the effect mode changes to "Lightning Mode" when a ball lands in the center hole 19 at the time shown in FIG. 47(A), triggering the display of a new reserved icon 9A, which changes color from the normal reserved icon. Since the result of the special drawing based on this is a "miss," the effect mode that had changed to "Lightning Mode" returns to "Steel Mode" before the variable effect ends. Therefore, the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "Steel Mode," are displayed as "6," "2," and "3," respectively. Similarly, the display mode changes to the variable icon 9C, which is display mode exclusive to "Steel Mode," and the mode display GM also displays "Steel Mode." The above is a display example of mode change effect C.

[0377] By performing mode change presentation C, when one game ball enters center hole 19 during the variation presentation and reserve icon 9A with a high probability of winning is displayed, the presentation mode of the variation presentation based on the reserve icon with a high probability of winning changes from "steel mode" to "lightning mode." This change is inconsistent when compared with any of the presentation mode changes shown in Fig. 45 (the presentation mode changes in a different order from display example A in Figs. 45(A) to (D). Also, unlike Figs. 45(E) to (I), the presentation mode changes without depending on the player's operation of select button 68). This makes the player feel uneasy, and it is possible to stimulate expectations of a big win in response to this variation, thereby increasing the player's interest in the game.

[0378] In addition, the timing at which the presentation mode changes in Figure 47 (E) may be simultaneous with the moment the variable presentation starts, or after the variable presentation starts, or after the decorative patterns 8L, 8C, and 8R have been temporarily stopped, or after they have been fixedly stopped. Also, in Figures 47(E) to (F), the timing at which the presentation mode returns to its original state may be before the variable presentation ends, after the decorative patterns 8L, 8C, and 8R have been temporarily stopped, or after they have been firmly stopped.

[0379] [Mode change effect D] 47(G) to (L) are diagrams for explaining a display example of mode change performance D. In mode change performance D, when a reserved icon with a higher jackpot expectation rate than a normal reserved icon is displayed during a change performance, the performance mode changes during the change performance corresponding to the reserved icon with a higher jackpot expectation rate.

[0380] First, as shown in FIG. 47(G), the explanation begins with the point at which the "Steel Mode" variable effect is being performed. Here, the decorative symbols 8L, 8C, and 8R are displayed on the display screen 7a in a rapidly varying manner. Also displayed are the variable icon 9C, the reserved icon 9A, and the mode display GM indicating the current effect mode. The decorative symbols 8L, 8C, and 8R, the variable icon 9C, the reserved icon 9A, and the display mode of the background image during the variable effect are those exclusive to the "Steel Mode." The explanation continues assuming that two balls subsequently land in the center hole 19, and the reserved icon based on the first ball's winning has changed color.

[0381] Next, as shown in FIG. 47(H), at the time shown in FIG. 47(G), two balls land in the center hole 19, and the reserve icon 9A, which has a different color than the normal reserve icon, is displayed as the second reserve icon, and the normal reserve icon is displayed as the third reserve icon. The variable effect shown in FIG. 47(G) ends, and the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to the "steel mode," are displayed as "8," "2," and "9," respectively. Similarly, the variable icon 9C and the reserve icon 9A, which are display modes exclusive to the "steel mode," are also displayed, and the mode display GM is also displayed. After this, the explanation continues, assuming that the variable effect corresponding to the first reserve icon has also ended at this point.

[0382] Next, as shown in Figure 47(I), the next next change effect after the change effect performed in Figures 46(G) and (H) begins, and the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "Steel Mode," are displayed in a rapid change manner. Similarly, the change icon 9C and the reserved icon 9A, which are display modes exclusive to "Steel Mode," are also displayed, and the mode display GM is also displayed.

[0383] Next, as shown in FIG. 47(J), during the execution of the variable effect based on the first ball landing in the center hole 19 in FIG. 47(G), the effect mode changes from "Steel Mode" to "Lightning Mode" as a result of the above. Here, the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "Lightning Mode," the variable icon 9C, the reserved icon 9A, and the background image for the variable effect are switched to, and a mode display GM indicating that the current effect mode is "Lightning Mode" is displayed. The decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "Lightning Mode," are each displayed in a high-speed variable manner. Similarly, the variable icon 9C and reserved icon 9A, which are display modes exclusive to "Lightning Mode," are also displayed, and the mode display GM is also displayed. Note that the explanation will continue assuming that the result of the special drawing based on this variable effect was a "lose."

[0384] Next, as shown in Fig. 47(K), the variable effect that started in Fig. 47(I) ends. In Fig. 47(J), the effect mode has changed to "thunder mode" when the first of the two balls that entered the center hole 19 at the time shown in Fig. 47(G) is a new reserved icon 9A that has changed color from the normal reserved icon, and the result of the special drawing based on this is a "miss," so the decorative patterns 8L, 8C, and 8R, which are display modes exclusive to "thunder mode," are stopped and displayed as "third," "sixth," and "first," respectively.

[0385] Next, as shown in FIG. 47(L), the next change effect of the change effects shown in FIG. 47(I) to (K) begins. Just before this change effect begins, that is, after the change effect shown in FIG. 47(I) to (K) ends, the effect mode returns from "lightning mode" to "steel mode." The decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "steel mode," are each displayed in a rapid change mode. Similarly, the display mode changes to the change icon 9C, which is a display mode exclusive to "steel mode," and the content displayed by the mode display GM also becomes "steel mode." The above is a display example of the mode change effect D.

[0386] By performing mode change presentation D, when one game ball enters center hole 19 during the variation presentation and reserve icon 9A with a high probability of winning is displayed, the presentation mode of the variation presentation based on the reserve icon with a high probability of winning changes from "steel mode" to "lightning mode." This change is inconsistent when compared with any of the presentation mode changes shown in Fig. 45 (the presentation mode changes in a different order from display example A in Figs. 45(A) to (D). Also, unlike Figs. 45(E) to (I), the presentation mode changes without depending on the player's operation of select button 68). This makes the player feel uneasy, and it is possible to stimulate expectations of a big win in response to this variation, thereby increasing the player's interest in the game.

[0387] In addition, the timing at which the presentation mode changes in Figure 47 (I) may be simultaneous with the moment the variable presentation starts, or after the variable presentation starts, or after the decorative patterns 8L, 8C, and 8R have been temporarily stopped, or after they have been fixedly stopped. Also, the timing at which the presentation mode returns to the original state in FIG. 47(L) may be after the variable presentation has started.

[0388] [Mode change effect E] 48(A) to (F) are diagrams for explaining display examples of the mode change performance E. In the mode change performance E, when a reserved icon with a higher jackpot expectation rate than a normal reserved icon is displayed during a change performance, the performance mode changes during the change performance that was being performed when the reserved icon was displayed.

[0389] First, as shown in Figure 48(A), the explanation begins with the point at which the "Steel Mode" variable effect is being performed. Here, the display screen 7a displays decorative symbols 8L, 8C, and 8R in a rapidly varying manner. Also displayed are the variable icon 9C, the reserved icon 9A, and the mode display GM, which indicates the current effect mode. The decorative symbols 8L, 8C, and 8R, the variable icon 9C, the reserved icon 9A, and the display mode of the background image during the variable effect are exclusive to the "Steel Mode." After this, one ball lands in the center hole 19, and the reserved icon based on this win changes color, indicating a high probability of winning. The explanation continues assuming that the result of the special drawing based on this win is a winning one.

[0390] Next, as shown in FIG. 48(B), one ball lands in the center hole 19 at the time shown in FIG. 48(A), and a new reserved icon 9A, which has a different color than the normal reserved icon, is displayed. Furthermore, this triggers the display mode to change from "Steel Mode" to "Lightning Mode." Here, the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "Lightning Mode," the variable icon 9C, the reserved icon 9A, and the background image for the variable display are switched to, and a mode display GM indicating that the current display mode is "Lightning Mode" is displayed. After this change in display mode, the variable display performed in FIG. 48(A) ends, and the decorative symbols 8L, 8C, and 8R are stopped and displayed as "Ichi," "Urushi," and "Riku," respectively. After this, the variable display corresponding to the first reserved icon 9A begins.

[0391] Next, as shown in Figure 48(C), the effect of the change corresponding to the first reserved icon 9A at the time of Figure 48(B) is performed and then ends, and the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "Thunder Mode", are displayed as "3", "9", and "2", respectively. Similarly, the display modes exclusive to "Thunder Mode" such as the reserved icon 9C and reserved icon 9A are also displayed, and the mode display GM is also displayed. After this, the effect of the change corresponding to the reserved based on the winning of the center hole 19 in Figure 48(A) begins.

[0392] Next, as shown in Figure 48(D), a variable effect is initiated based on the winning of the center hole 19 in Figure 48(A). The decorative symbols 8L, 8C, and 8R, which are display modes exclusive to the "lightning mode," are each displayed in a high-speed variable manner. Similarly, the variable icon 9C and the reserved icon 9A, which are display modes exclusive to the "lightning mode," are also displayed, and the mode display GM is also displayed. The explanation will continue assuming that the result of the special symbol lottery based on this variable effect was a "4R normal jackpot."

[0393] Next, as shown in Figure 48(E), the variable effect started in Figure 48(D) ends. In Figure 48(B), the effect mode changed to "Thunder Mode" when one ball entered the center hole 19 at the time shown in Figure 48(A), and a new reserved icon 9A, which has a different color than the normal reserved icon, was displayed. The result of the special drawing based on this was a "4R normal jackpot," so the effect mode did not return to its original state (without returning from "Thunder Mode" to "Steel Mode"), and the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "Thunder Mode," all stopped and displayed as "Land." Similarly, the display mode changed to the variable icon 9C, which is a display mode exclusive to "Steel Mode," and the mode display GM also displayed "Steel Mode."

[0394] Next, as shown in Figure 48(F), when a jackpot is won, a jackpot notification effect is displayed. Here, a message image OH saying "Jackpot!!!" is displayed. Furthermore, a mode display GM is also displayed. The above is an example of the display of the mode change effect E.

[0395] By performing mode change effect E, when one game ball enters center hole 19 during the variation effect and reserve icon 9A with a high probability of winning is displayed, the presentation mode of the variation effect changes from "steel mode" to "lightning mode," and this change continues until the variation effect based on the reserve icon with a high probability of winning ends and it is confirmed that a jackpot has been won. This change is inconsistent with any of the presentation mode changes shown in Figure 45 (the presentation mode changes in a different order from display example A in Figures 45(A) to (D). Also, unlike Figures 45(E) to (I), the presentation mode changes without the player operating select button 68). This makes the player feel uneasy, and it is possible to increase the player's anticipation of a jackpot in response to this variation, thereby making it possible to increase the player's interest in the game.

[0396] In addition, up until Figure 48 (F), the presentation mode may return to its original state after the variable presentation has ended.

[0397] [Mode change effect F] 48(G) to (L) are diagrams for explaining a display example of the mode change performance F. In the mode change performance F, when a reserved icon with a higher jackpot expectation rate than a normal reserved icon is displayed during a change performance, the performance mode changes during the change performance that was being performed when the reserved icon was displayed, and the performance mode changes again during the change performance corresponding to the reserved icon.

[0398] First, as shown in Figure 48(G), the explanation begins with the point at which the "Steel Mode" variable effect is being performed. Here, the display screen 7a displays decorative symbols 8L, 8C, and 8R in a rapidly varying manner. Also displayed are the variable icon 9C, the reserved icon 9A, and the mode display GM, which indicates the current effect mode. The decorative symbols 8L, 8C, and 8R, the variable icon 9C, the reserved icon 9A, and the display mode of the background image during the variable effect are exclusive to the "Steel Mode." After this, one ball lands in the center hole 19, and the reserved icon based on this win changes color, indicating a high probability of winning. The explanation continues assuming that the result of the special drawing based on this win is a winning one.

[0399] Next, as shown in FIG. 48(H), at the time shown in FIG. 48(G), one ball enters the center hole 19, and a new reserved icon 9A, which has a different color than the normal reserved icon, is displayed. Furthermore, this triggers the display mode to change from "Steel Mode" to "Lightning Mode." Here, the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "Lightning Mode," the variable icon 9C, the reserved icon 9A, and the background image for the variable display are switched to, and a mode display GM indicating that the current display mode is "Lightning Mode" is displayed. After this change in display mode, the variable display performed in FIG. 48(G) ends, and the decorative symbols 8L, 8C, and 8R are stopped and displayed as "Ichi," "Urushi," and "Riku," respectively. After this, the variable display corresponding to the first reserved icon 9A begins.

[0400] Next, as shown in Figure 48(I), the effect corresponding to the first reserved icon 9A at the time of Figure 48(H) is performed and then ends, and the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "Thunder Mode", are displayed as "3", "9", and "2", respectively. Similarly, the reserved icon 9C and reserved icon 9A, which are display modes exclusive to "Thunder Mode", are also displayed, and the mode display GM is also displayed. After this, the effect corresponding to the reserved based on the winning of the center hole 19 in Figure 48(G) begins.

[0401] Next, as shown in Figure 48(J), a variable effect based on the winning of the center hole 19 in Figure 49(G) begins. The decorative symbols 8L, 8C, and 8R, which are display modes exclusive to the "lightning mode," are each displayed in a high-speed variable manner. Similarly, the variable icon 9C and the reserved icon 9A, which are display modes exclusive to the "lightning mode," are also displayed, and the mode display GM is also displayed. The explanation will continue assuming that the result of the special symbol lottery based on this variable effect was a "4R normal jackpot."

[0402] Next, as shown in Figure 48(K), the presentation mode changes again during the variation presentation that began in Figure 48(J). Specifically, it changes from "lightning mode" to "river mode." The decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "river mode," are each displayed in a rapid variation. Similarly, the variation icon 9C and the hold icon 9A, which are display modes exclusive to "river mode," are also displayed, and the mode display GM is also displayed.

[0403] Next, as shown in FIG. 48(L), the variable effect started in FIG. 48(J) ends. The change of the effect mode to "Thunder Mode" in FIG. 48(H) and the change from "Thunder Mode" to "River Mode" in FIG. 48(K) were triggered by the entry of one ball into the center hole 19 at the time shown in FIG. 48(G), resulting in the display of a new reserved icon 9A, whose color differs from that of a normal reserved icon. The result of the special symbol lottery based on this was a "4R normal jackpot." Therefore, the effect mode did not return to its original state (i.e., it did not revert from "Thunder Mode" or "River Mode" to "Steel Mode"), and the decorative symbols 8L, 8C, and 8R, which are the display mode exclusive to "River Mode," all stopped and displayed as "6." Similarly, the display mode of the variable icon 9C, which is the display mode exclusive to "River Mode," also changes to "River Mode." After this, a jackpot notification effect is performed, similar to the mode change effect E. The above is a display example of mode change effect F.

[0404] By performing mode change presentation F, when one game ball enters center hole 19 during the variation presentation and reserve icon 9A with a high probability of winning is displayed, the presentation mode of the variation presentation changes from "steel mode" to "lightning mode," and further, during the variation presentation corresponding to the reserve icon with a high probability of winning, it changes from "lightning mode" to "river mode." These changes are inconsistent with any of the presentation mode changes shown in Figure 45 (the presentation mode changes in a different order from display example A in Figures 45(A) to (D). Also, unlike Figures 45(E) to (I), the presentation mode changes without the player operating select button 68). This makes the player feel uneasy, and it is possible to stimulate expectations of a big win in response to this variation, thereby increasing the player's interest in the game.

[0405] In addition, the timing at which the presentation mode changes in Figures 48(H) and (K) may be simultaneous with the moment the variable presentation starts, or after the variable presentation starts, or after the decorative patterns 8L, 8C, and 8R have been temporarily stopped, or after they have been fixedly stopped.

[0406] [Mode change effect G] 49(A) to (F) are diagrams for explaining display examples of the mode change performance G. In the mode change performance G, when a reserved icon with a higher expectation of a jackpot than a normal reserved icon is displayed during a change performance, the performance mode changes to "Retsu mode" during the change performance that was being performed when the reserved icon was displayed.

[0407] First, as shown in Figure 49(A), the explanation begins with the point at which the "Steel Mode" variable effect is being performed. Here, the decorative symbols 8L, 8C, and 8R are displayed on the display screen 7a in a rapidly varying manner. Also displayed are the variable icon 9C, the reserved icon 9A, and the mode display GM, which indicates the current effect mode. The decorative symbols 8L, 8C, and 8R, the variable icon 9C, the reserved icon 9A, and the display mode of the background image during the variable effect are exclusive to the "Steel Mode." After this, one ball lands in the center hole 19, and the reserved icon based on this win changes color, indicating a high probability of winning. The explanation continues assuming that the result of the special drawing based on this win is a winning one.

[0408] Next, as shown in FIG. 49(B), at the time shown in FIG. 49(A), one ball lands in the center hole 19, and a new reserved icon 9A, which has a different color than the normal reserved icon, is displayed. Furthermore, this triggers the change of the display mode from "Steel Mode" to "Raging Mode." Here, the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "Raging Mode," the variable icon 9C, the reserved icon 9A, and the background image for the variable display are switched to, and a mode display GM indicating that the current display mode is "Thunder Mode" is displayed. After this change of display mode, the variable display performed in FIG. 49(A) ends, and the decorative symbols 8L, 8C, and 8R are stopped and displayed as "Ichi," "Urushi," and "Riku," respectively. After this, the variable display corresponding to the first reserved icon 9A begins.

[0409] Next, as shown in Figure 49(C), the effect of the change corresponding to the first reserved icon 9A at the time of Figure 49(B) is performed and then ends, and the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to the "Retsu Mode", are displayed as "3", "9", and "2", respectively. Similarly, the variable icon 9C and reserved icon 9A, which are display modes exclusive to the "Retsu Mode", are also displayed, and the mode display GM is also displayed. After this, the effect of the change corresponding to the reserved based on the winning of the center hole 19 in Figure 49(A) begins.

[0410] Next, as shown in Figure 49(D), a variation effect is initiated based on the winning of center hole 19 in Figure 49(A). The decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "Retsu Mode," are each displayed in a rapid variation manner. Similarly, the variation icon 9C and the reserved icon 9A, which are display modes exclusive to "Retsu Mode," are also displayed, and the mode display GM is also displayed. Note that the explanation will continue assuming that the result of the special symbol lottery based on this variation effect was a "4R normal jackpot."

[0411] Next, as shown in Figure 49(E), the variable effect started in Figure 49(D) ends. In Figure 49(B), the change in the effect mode to "Retsu Mode" is triggered by the fact that one ball lands in the center hole 19 at the time shown in Figure 49(A), and a new reserved icon 9A, which has a different color than the normal reserved icon, is displayed. The result of the special chart lottery based on this is a "4R normal jackpot," so the effect mode does not return to its original state (it does not return from "Retsu Mode" to "Steel Mode"), and the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "Retsu Mode," are all displayed as "land." Similarly, the display mode changes to the variable icon 9C, which is a display mode exclusive to "Steel Mode," and the content displayed by the mode display GM also becomes "Steel Mode."

[0412] Next, as shown in Figure 49(F), when a jackpot is won, a jackpot notification effect is displayed. Here, a message image OH saying "Jackpot!!!" is displayed. Furthermore, a mode display GM is also displayed. The above is an example of the display of the mode change effect G.

[0413] By performing mode change effect E, when one game ball enters center hole 19 during the variation effect and reserve icon 9A with a high probability of winning is displayed, the presentation mode of the variation effect changes from "Steel mode" to "Fierce mode," and this change continues until the variation effect based on the reserve icon with a high probability of winning ends and it is confirmed that a jackpot has been won. This change is inconsistent with any of the presentation mode changes shown in Figure 45 (the presentation mode changes in a different order from display example A in Figures 45(A) to (D). Also, unlike Figures 45(E) to (I), the presentation mode changes without the player operating select button 68). This makes the player feel uneasy, and it is possible to increase the player's anticipation of a jackpot in response to this variation, thereby making the game more enjoyable.

[0414] In addition, up until Figure 49 (F), the presentation mode may return to its original state after the variable presentation has ended.

[0415] [Mode change effect H] 49(G) to (L) are diagrams for explaining a display example of the mode change performance F. In the mode change performance F, when a reserved icon with a higher expectation of a jackpot than a normal reserved icon is displayed during a change performance, the performance mode changes during the change performance that was being performed when the reserved icon was displayed, and the performance mode further changes to "Retsu mode" during the change performance corresponding to the reserved icon.

[0416] First, as shown in Figure 49(G), the explanation begins with the point at which the "Steel Mode" variable effect is being performed. Here, the decorative symbols 8L, 8C, and 8R are displayed on the display screen 7a in a rapidly varying manner. Also displayed are the variable icon 9C, the reserved icon 9A, and the mode display GM, which indicates the current effect mode. The decorative symbols 8L, 8C, and 8R, the variable icon 9C, the reserved icon 9A, and the display mode of the background image during the variable effect are exclusive to the "Steel Mode." After this, one ball lands in the center hole 19, and the reserved icon based on this win changes color, indicating a high probability of winning. The explanation continues assuming that the result of the special drawing based on this win is a winning one.

[0417] Next, as shown in FIG. 49(H), at the time shown in FIG. 49(G), one ball lands in the center hole 19, and a new reserved icon 9A, which has a different color than the normal reserved icon, is displayed. Furthermore, this triggers the display mode to change from "Steel Mode" to "Lightning Mode." Here, the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "Lightning Mode," the variable icon 9C, the reserved icon 9A, and the background image for the variable display are switched to, and a mode display GM indicating that the current display mode is "Lightning Mode" is displayed. After this change in display mode, the variable display performed in FIG. 49(G) ends, and the decorative symbols 8L, 8C, and 8R are stopped and displayed as "Ichi," "Urushi," and "Riku," respectively. After this, the variable display corresponding to the first reserved icon 9A begins.

[0418] Next, as shown in Figure 49(I), the effect corresponding to the first reserved icon 9A at the time of Figure 49(H) is performed and then ends, and the decorative symbols 8L, 8C, and 8R, which are display modes exclusive to "Thunder Mode", are displayed as "3", "9", and "2", respectively. Similarly, the reserved icon 9C and reserved icon 9A, which are display modes exclusive to "Thunder Mode", are also displayed, and the mode display GM is also displayed. After this, the effect corresponding to the reserved position based on the winning of the center hole 19 in Figure 49(G) begins.

[0419] Next, as shown in Figure 49(J), a variable effect is initiated based on the winning of the center hole 19 in Figure 49(G). The decorative symbols 8L, 8C, and 8R, which are display modes exclusive to the "lightning mode," are each displayed in a high-speed variable manner. Similarly, the variable icon 9C and the reserved icon 9A, which are display modes exclusive to the "lightning mode," are also displayed, and the mode display GM is also displayed. Note that the explanation wi...

Claims

1. A gaming machine having a display means capable of displaying a plurality of types of images, one of the plurality of types of images is a decorative design; A first effect can be executed in which the decorative pattern is newly displayed on the display means from a state in which the decorative pattern is not displayed on the display means, The first effect is executed during execution of a jackpot game. A gaming machine characterized by:

2. 2. The gaming machine according to claim 1, After the first effect, a second effect can be executed in which the decorative pattern is erased. The second effect is executed during the execution of the jackpot game. A gaming machine characterized by:

3. 3. The gaming machine according to claim 1 or 2, The first effect is executed in the ending effect of the big win game. A gaming machine characterized by:

Citation Information

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