Gaming machine

The gaming machine enhances player engagement by introducing control mechanisms for generating advantageous states and special games, addressing the decline in interest through dynamic gameplay elements.

JP2026007355APending Publication Date: 2026-01-16SANYO BUSSAN KK
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Patent Information

Application Number
JP2024107083
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-03
Publication Date
2026-01-16

AI Technical Summary

Technical Problem

Existing gaming machines face a decline in player interest due to lack of engaging game mechanics.

Method used

Implementing a gaming machine with a control mechanism that generates advantageous states based on specific conditions, including winning areas and special games, to enhance player engagement.

Benefits of technology

Prevents a decline in interest by providing exciting game variations and increased opportunities for prizes, thereby maintaining player engagement.

✦ Generated by Eureka AI based on patent content.

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Abstract

To prevent a decrease in interest in a game.SOLUTION: The game machine capable of generating an advantageous state when specific conditions are satisfied on the basis of the establishment of start conditions is provided with a winning area where a game ball can enter and a control means capable of executing the control of a game. Control means can execute a first performance on the basis of establishment of a first condition.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

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

[0002] BACKGROUND ART Gaming machines are known that execute a game based on the establishment of a starting condition, and can award a bonus to a player when a specific result is derived (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2023-81223 Summary of the Invention [Problem to be solved by the invention]

[0004] In such games, it is necessary to prevent a decline in interest in the game. An object of the present invention is to prevent a decline in interest in the game. [Means for solving the problem]

[0005] In order to solve the above problems, the invention described in claim 1 is as follows: In a gaming machine capable of generating an advantageous state when a specific condition is satisfied based on the establishment of a starting condition, A winning area in which the game ball can win a prize; A control means is provided for controlling the game, The control means The first performance can be executed when the first condition is met. [Effects of the Invention]

[0006] According to the present invention, it is possible to prevent a decline in interest in games. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. [Figure 2] FIG. 2 is an oblique view of the gaming machine as seen from the front side. [Figure 3] FIG. [Figure 4] This is an oblique view of the inner frame of the gaming machine from the back side. [Figure 5] FIG. 2 is an oblique view of the gaming machine as seen from the back side. [Figure 6] FIG. 2 is an oblique view of the gaming machine as seen from the front side. [Figure 7] FIG. 2 is an oblique view of the gaming machine as seen from the back side. [Figure 8] FIG. [Figure 9] 1 is a block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 10] FIG. 10 is a diagram explaining the allocation rates for special games and regular games. [Figure 11] FIG. 10 is a diagram illustrating the transition of game states. [Figure 12] 10 is a flowchart illustrating a main process. [Figure 13] 10 is a flowchart illustrating a timer interrupt process. [Figure 14] 10 is a flowchart illustrating a ball-going detection process. [Figure 15] 10 is a flowchart illustrating special drawing special call processing. [Figure 16] 10 is a flowchart explaining the special chart reservation generation process. [Figure 17] 10 is a flowchart illustrating the special chart change start process. [Figure 18] 10 is a flowchart illustrating processing during special chart change. [Figure 19] This is a flowchart explaining the processing during special chart determination. [Figure 20] 10 is a flowchart illustrating a time-saving state counter update process. [Figure 21] 10 is a flowchart illustrating a high-probability counter update process. [Figure 22]10 is a flowchart illustrating a special call start process. [Figure 23] 10 is a flowchart illustrating a special call open process. [Figure 24] 10 is a flowchart illustrating an interval period setting process. [Figure 25] 10 is a flowchart illustrating an ending period setting process. [Figure 26] 10 is a flowchart illustrating a special line closed process. [Figure 27] 10 is a flowchart illustrating a special call termination process. [Figure 28] 10 is a flowchart illustrating a general map and general transmission process. [Figure 29] 10 is a flowchart illustrating the process of starting normal map fluctuations. [Figure 30] This is a flowchart explaining the processing during general map confirmation. [Figure 31] 10 is a flowchart illustrating a normal power control process. [Figure 32] 10 is a flowchart illustrating a main performance process. [Figure 33] 10 is a flowchart illustrating a received command process. [Figure 34] FIG. 10 is a diagram illustrating an example of a presentation on a display device. [Figure 35] FIG. 10 is a diagram illustrating an example of a presentation on a display device. [Figure 36] A diagram explaining the relationship between the operation of the special variable winning device and the presentation. [Figure 37] 10A and 10B are diagrams illustrating an example of a rendering in a display device according to a second embodiment. [Figure 38] 10 is a flowchart illustrating an interval period setting process in the third embodiment. [Figure 39] 11 is a flowchart illustrating an ending period setting process in the third embodiment. [Figure 40] 10 is a flowchart illustrating the special line closed processing in the fourth embodiment. [Figure 41]10 is a flowchart illustrating special call termination processing in the fourth embodiment. [Figure 42] 10 is a flowchart illustrating the special call open processing in the fifth embodiment. [Figure 43] 13 is a flowchart illustrating an interval period setting process in the fifth embodiment. [Figure 44] 13 is a flowchart illustrating an ending period setting process in the fifth embodiment. [Figure 45] FIG. 13 is a diagram illustrating allocation of interval time or ending time in the fifth embodiment. [Figure 46] 13 is a flowchart illustrating the special call open processing in the sixth embodiment. [Figure 47] 13 is a flowchart illustrating the special line closed processing in the sixth embodiment. [Figure 48] 13 is a flowchart illustrating an interval period setting process in the sixth embodiment. [Figure 49] 13 is a flowchart illustrating a normal power control process in the seventh embodiment. [Figure 50] 13 is a flowchart illustrating the general ending period setting process in the seventh embodiment. [Figure 51] FIG. 13 is a front view of the gaming machine according to the eighth embodiment. [Figure 52] FIG. 13 is an oblique view of the gaming machine of the eighth embodiment as seen from the front side. [Figure 53] FIG. 13 is a rear view of the gaming machine in the eighth embodiment. [Figure 54] 13 is an oblique view of the inner frame of the gaming machine of the eighth embodiment, seen from the back side. FIG. [Figure 55] FIG. 13 is an oblique view of the gaming machine of the eighth embodiment as seen from the rear side. [Figure 56] FIG. 13 is an oblique view of the gaming machine of the eighth embodiment as seen from the front side. [Figure 57] FIG. 13 is an oblique view of the gaming machine of the eighth embodiment as seen from the rear side. [Figure 58] FIG. 13 is a front view of the game board in the eighth embodiment. [Figure 59]13A to 13C are diagrams illustrating the operation of the ball stopping member in the eighth embodiment. [Figure 60] FIG. 13 is a block diagram showing an example of the configuration of a control system of a gaming machine in the eighth embodiment. [Figure 61] A figure explaining the allocation rates for special games and regular games in the eighth embodiment. [Figure 62] A figure explaining the transition of game states in the eighth embodiment. [Figure 63] 13 is a flowchart illustrating a main process in the eighth embodiment. [Figure 64] 13 is a flowchart illustrating a timer interrupt process in the eighth embodiment. [Figure 65] 13 is a flowchart illustrating the ball scoring detection process in the eighth embodiment. [Figure 66] 13 is a flowchart illustrating special diagram special call processing in the eighth embodiment. [Figure 67] 13 is a flowchart explaining the special chart reservation generation processing in the eighth embodiment. [Figure 68] 13 is a flowchart illustrating the special chart change start processing in the eighth embodiment. [Figure 69] 13 is a flowchart illustrating processing during special chart change in the eighth embodiment. [Figure 70] This is a flowchart explaining the processing during special drawing determination in the eighth embodiment. [Figure 71] 13 is a flowchart illustrating a time-shortening state counter update process in the eighth embodiment. [Figure 72] 13 is a flowchart illustrating high-probability counter update processing in the eighth embodiment. [Figure 73] 13 is a flowchart illustrating the ball stopping member operation processing in the eighth embodiment. [Figure 74] 13 is a flowchart illustrating the special call start processing in the eighth embodiment. [Figure 75] 13 is a flowchart illustrating the special call open processing in the eighth embodiment. [Figure 76]13 is a flowchart illustrating an interval period setting process in the eighth embodiment. [Figure 77] 13 is a flowchart illustrating an ending period setting process in the eighth embodiment. [Figure 78] 13 is a flowchart illustrating the special line closed processing in the eighth embodiment. [Figure 79] 13 is a flowchart illustrating special call termination processing in the eighth embodiment. [Figure 80] 13 is a flowchart illustrating the normal map and normal transmission processing in the eighth embodiment. [Figure 81] 13 is a flowchart illustrating the general map change start processing in the eighth embodiment. [Figure 82] This is a flowchart explaining the processing during general map confirmation in the eighth embodiment. [Figure 83] 13 is a flowchart illustrating a normal power control process in the eighth embodiment. [Figure 84] 13 is a flowchart illustrating a main rendering process in the eighth embodiment. [Figure 85] 13 is a flowchart illustrating a received command process in the eighth embodiment. [Figure 86] FIG. 13 is a diagram illustrating an example of a rendering in a display device according to the eighth embodiment. [Figure 87] FIG. 13 is a diagram illustrating an example of a rendering in a display device according to the eighth embodiment. [Figure 88] A diagram explaining the relationship between the operation of the special variable winning device and the presentation in the eighth embodiment. [Figure 89] 13A to 13C are diagrams illustrating the operation of the ball stopping member in the ninth embodiment. [Figure 90] FIG. 13 is a diagram illustrating a modified example of the ninth embodiment. [Figure 91] A figure explaining the operation of the ball stopping member and the notification effect in the 10th embodiment. [Figure 92] A figure explaining the operation of the ball stopping member and the notification effect in the 10th embodiment. [Figure 93] 19 is a flowchart illustrating the ball stopping member operation processing in the eleventh embodiment. [Figure 94] 11 is a flowchart explaining the normal map and normal transmission processing in the 11th embodiment. [Figure 95] 12 is a flowchart explaining the normal map and normal power processing in the 12th embodiment. [Figure 96] 22 is a flowchart illustrating the ball stopping member operation processing in the 13th embodiment. [Figure 97] 23 is a flowchart illustrating a launch control process in the thirteenth embodiment. [Figure 98] 23A to 23C are diagrams illustrating the operation of the ball stopping member in the fourteenth embodiment. [Figure 99] 23A to 23C are diagrams illustrating the operation of the ball stopping member in the fifteenth embodiment. [Figure 100] FIG. 20 is a front view of the game board in the 16th embodiment. [Figure 101] FIG. 22 is a front view of the gaming machine according to the seventeenth embodiment. [Figure 102] FIG. 22 is an oblique view of the gaming machine of the seventeenth embodiment as seen from the front side. [Figure 103] FIG. 22 is a rear view of the gaming machine according to the seventeenth embodiment. [Figure 104] This is an oblique view of the inner frame of the gaming machine in the 17th embodiment, viewed from the back side. [Figure 105] FIG. 22 is an oblique view of the gaming machine of the seventeenth embodiment as seen from the rear side. [Figure 106] FIG. 22 is an oblique view of the gaming machine of the seventeenth embodiment as seen from the front side. [Figure 107] FIG. 22 is an oblique view of the gaming machine of the seventeenth embodiment as seen from the rear side. [Figure 108] FIG. 22 is a front view of the game board in the 17th embodiment. [Figure 109] FIG. 22 is a block diagram showing an example of the configuration of a control system of a gaming machine in the seventeenth embodiment. [Figure 110] A figure explaining the allocation rates for special games and regular games in the 17th embodiment. [Figure 111] A figure explaining the transition of game states in the 17th embodiment. [Figure 112]23 is a flowchart illustrating a main process in the seventeenth embodiment. [Figure 113] 23 is a flowchart illustrating a timer interrupt process in the seventeenth embodiment. [Figure 114] 20 is a flowchart illustrating the ball scoring detection process in the 17th embodiment. [Figure 115] 17 is a flowchart explaining special diagram special call processing in the 17th embodiment. [Figure 116] This is a flowchart explaining the special chart reservation generation processing in the 17th embodiment. [Figure 117] 17 is a flowchart explaining the special chart change start processing in the 17th embodiment. [Figure 118] This is a flowchart explaining the processing during special chart change in the 17th embodiment. [Figure 119] This is a flowchart explaining the processing during special drawing confirmation in the 17th embodiment. [Figure 120] 22 is a flowchart illustrating the time-shortening state counter update process in the seventeenth embodiment. [Figure 121] 23 is a flowchart illustrating high-probability counter update processing in the seventeenth embodiment. [Figure 122] 17 is a flowchart illustrating the special call start processing in the 17th embodiment. [Figure 123] 17 is a flowchart illustrating the processing during special call opening in the seventeenth embodiment. [Figure 124] 23 is a flowchart illustrating an interval period setting process in the seventeenth embodiment. [Figure 125] 23 is a flowchart illustrating an ending period setting process in the seventeenth embodiment. [Figure 126] 17 is a flowchart illustrating the special line closed processing in the 17th embodiment. [Figure 127] 20 is a flowchart illustrating the special call termination process in the seventeenth embodiment. [Figure 128] 17 is a flowchart explaining the normal map and normal power processing in the 17th embodiment. [Figure 129]A flowchart explaining the general map change start processing in the 17th embodiment. [Figure 130] This is a flowchart explaining the processing during general map confirmation in the 17th embodiment. [Figure 131] 22 is a flowchart illustrating a normal power control process in the seventeenth embodiment. [Figure 132] 22 is a flowchart illustrating the main rendering process in the seventeenth embodiment. [Figure 133] 23 is a flowchart illustrating a received command process in the seventeenth embodiment. [Figure 134] FIG. 22 is a diagram illustrating an example of a presentation on a display device in the seventeenth embodiment. [Figure 135] FIG. 22 is a diagram illustrating an example of a presentation on a display device in the seventeenth embodiment. [Figure 136] A diagram explaining the relationship between the operation of the special variable winning device and the presentation in the 17th embodiment. [Figure 137] A figure explaining the target effects in the 17th embodiment. [Figure 138] A figure explaining the pattern of the occurrence notice performance in the 17th embodiment. [Figure 139] A figure explaining the pattern of the occurrence notice performance in the 17th embodiment. [Figure 140] 17 is a flowchart illustrating the occurrence notice performance control processing in the 17th embodiment. [Figure 141] A flowchart explaining another example of the occurrence notice performance control processing in the 17th embodiment. [Figure 142] A figure explaining another example of target presentation in the 17th embodiment. [Figure 143] A figure explaining another example of the update mode of the target effect in the 17th embodiment. [Figure 144] A figure explaining another example of the occurrence notice performance in the 17th embodiment. [Figure 145] A figure explaining another example of the occurrence notice performance in the 17th embodiment. [Figure 146] A figure explaining another example of the occurrence notice performance in the 17th embodiment. [Figure 147] A figure explaining an example of an occurrence notice performance in the 18th embodiment. [Figure 148] A figure explaining the pattern of the occurrence notice performance in the 19th embodiment. [Figure 149] A figure explaining an example of an occurrence notice performance in the 19th embodiment. [Figure 150] A figure explaining an example of an occurrence notice performance in the 20th embodiment. [Figure 151] A figure explaining an example of an occurrence notice performance in the 20th embodiment. [Figure 152] A figure explaining an example of an occurrence notice performance in the 21st embodiment. [Figure 153] FIG. 22 is a front view of a gaming machine according to a 22nd embodiment. [Fig. 154] An oblique view of the gaming machine in the 22nd embodiment as seen from the front side. [Figure 155] FIG. 22 is a rear view of the gaming machine according to the 22nd embodiment. [Figure 156] An oblique view of the inner frame of the gaming machine in the 22nd embodiment, viewed from the back side. [Figure 157] An oblique view of the gaming machine in the 22nd embodiment as seen from the back side. [Figure 158] An oblique view of the gaming machine in the 22nd embodiment as seen from the front side. [Figure 159] An oblique view of the gaming machine in the 22nd embodiment as seen from the back side. [Figure 160] A front view of the game board in the 22nd embodiment. [Figure 161] A block diagram showing an example of the configuration of a control system of a gaming machine in the 22nd embodiment. [Figure 162] A figure explaining the allocation rates for special games and regular games in the 22nd embodiment. [Figure 163] A figure explaining the transition of the game state in the 22nd embodiment. [Fig. 164] 22 is a flowchart illustrating a main process in the twenty-second embodiment. [Figure 165]22 is a flowchart illustrating a timer interrupt process in the twenty-second embodiment. [Figure 166] 22 is a flowchart illustrating the ball scoring detection process in the 22nd embodiment. [Figure 167] A flowchart explaining special diagram special call processing in the 22nd embodiment. [Figure 168] A flowchart explaining the special chart reservation generation processing in the 22nd embodiment. [Figure 169] 22 is a flowchart explaining the special chart change start processing in the 22nd embodiment. [Figure 170] A flowchart explaining the processing during special chart change in the 22nd embodiment. [Figure 171] This is a flowchart explaining the processing during special drawing confirmation in the 22nd embodiment. [Fig. 172] 22 is a flowchart illustrating the time-shortening state counter update process in the 22nd embodiment. [Figure 173] 22 is a flowchart illustrating high-probability counter update processing in the 22nd embodiment. [Fig. 174] 22 is a flowchart illustrating the special call start processing in the 22nd embodiment. [Figure 175] 22 is a flowchart illustrating the processing during special call opening in the 22nd embodiment. [Figure 176] 22 is a flowchart illustrating an interval period setting process in the twenty-second embodiment. [Figure 177] 22 is a flowchart illustrating an ending period setting process in the 22nd embodiment. [Figure 178] 22 is a flowchart illustrating the special line closed processing in the 22nd embodiment. [Figure 179] 22 is a flowchart illustrating the special call termination process in the 22nd embodiment. [Figure 180] 22nd embodiment is a flowchart explaining the normal map normal transmission processing. [Figure 181] A flowchart explaining the general map change start processing in the 22nd embodiment. [Figure 182] This is a flowchart explaining the processing during general map confirmation in the 22nd embodiment. [Figure 183] 22 is a flowchart illustrating a normal power control process in the twenty-second embodiment. [Figure 184] 22 is a flowchart illustrating the main rendering process in the 22nd embodiment. [Figure 185] 22 is a flowchart illustrating a received command process in the twenty-second embodiment. [Figure 186] FIG. 22 is a diagram illustrating an example of a presentation on a display device according to the 22nd embodiment. [Figure 187] FIG. 22 is a diagram illustrating an example of a presentation on a display device according to the 22nd embodiment. [Figure 188] A diagram explaining the relationship between the operation of the special variable winning device and the presentation in the 22nd embodiment. [Figure 189] A figure explaining an example of a presentation in the 22nd embodiment. [Figure 190] A figure explaining an example of a presentation in the 22nd embodiment. [Figure 191] A figure explaining how the performance is performed in the 22nd embodiment. [Figure 192] A flowchart explaining the processing of a command to win a large prize in the 22nd embodiment. [Figure 193] A flowchart explaining the processing of a large prize entry command in the 23rd embodiment. [Figure 194] A figure explaining how the performance is performed in the 23rd embodiment. [Figure 195] A figure explaining how the performance is performed in the 23rd embodiment. [Figure 196] A figure explaining how the performance is performed in the 23rd embodiment. [Figure 197] A figure explaining how the performance is performed in the 23rd embodiment. [Figure 198] A figure explaining how the performance is performed in the 23rd embodiment. [Figure 199] A figure explaining how the performance is performed in the 24th embodiment. [Figure 200] A flowchart explaining the processing of a command to win a large prize in the 24th embodiment. [Figure 201] 24 is a flowchart illustrating the specific performance control processing in the 24th embodiment. [Figure 202] A figure explaining how the performance is performed in the 25th embodiment. [Figure 203] A flowchart explaining the processing of a command to win a large prize in the 25th embodiment. [Figure 204] A flowchart explaining the processing of a command to win a large prize in the 25th embodiment. [Figure 205] 26 is a flowchart illustrating the ball scoring detection process in the 26th embodiment. [Figure 206] 26 is a flowchart illustrating an interval period setting process in the 26th embodiment. [Figure 207] 26 is a flowchart illustrating the special line closed processing in the 26th embodiment. DETAILED DESCRIPTION OF THE INVENTION

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

[0009] [Gaming machine structure] The structure of the gaming machine will be explained using Figures 1 to 8. Figure 1 is a front view of the gaming machine 1, and Figure 2 is a perspective view of the gaming machine 1 as seen from the front side. Figure 3 is a rear view of the gaming machine 1, and Figure 4 is a perspective view of the gaming machine 1 as seen from the rear side of the inner frame 20. Figures 5 to 7 are perspective views of the gaming machine 1 as seen from the front side, showing the respective parts rotated.

[0010] The gaming machine 1 comprises an outer frame 10, an inner frame 20 rotatably attached to the outer frame 10, a front frame 30 rotatably attached to the front side of the inner frame 20, and a back unit 50 rotatably attached to the back side of the inner frame 20. The outer frame 10 forms the outer periphery of the gaming machine 1 and is fixed to the island equipment when the gaming machine 1 is installed in the island equipment of an amusement parlor. As shown in Figure 5, the outer frame 10 has a rectangular frame shape that penetrates from front to back, and a decorative member 11 is provided on the lower front side.

[0011] The inner frame 20 is attached to the outer frame 10 so that its left end, as viewed from the front, can rotate about an axis extending in the vertical direction. The inner frame 20 can be switched between a closed state, in which it covers the front portion of the outer frame 10 excluding the decorative member 11, as shown in Fig. 1, and an open state, in which it rotates forward like a door relative to the outer frame 10, as shown in Fig. 5. As shown in Fig. 6, the inner frame 20 is formed with a storage section 21 that penetrates from front to back and is capable of storing the game board 70. The game board 70 is detachably attached to this storage section 21 so that a game area 73, through which game balls can flow down, is on the front side. In addition, below the storage section 21 on the front surface of the inner frame 20, a launching device 22 capable of launching game balls toward the game area 73 of the game board 70 is provided.

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

[0013] The front frame 30 is attached to the inner frame 20 so that its left end, as viewed from the front side, can rotate about an axis that runs in the vertical direction. The front frame 30 can be switched between a closed state in which it covers the front portion of the inner frame 20, as shown in Figure 1, and an open state in which it rotates forward like a door relative to the inner frame 20, as shown in Figure 6. A through-hole 31 that penetrates from front to back is formed in the portion of the front frame 30 that faces the storage section 21 of the inner frame 20, and a transparent member 32 made of a transparent material such as glass or resin is provided to cover this through-hole 31. The transparent member 32 covers the front of the playing area 73 of the playing board 70, and allows the playing area 73 to be seen from the front of the gaming machine 1 through the transparent member 32. 1, light-emitting means 33 such as lamps or LEDs and a speaker 34 are provided on the front of the front frame 30 around the through-hole 31. It is also possible to provide an operable decorative device.

[0014] An operation unit 35 is provided below the through-hole 31 on the front surface of the front frame 30, allowing the player to perform operations related to the game. 1 and 2, an upper tray 36, which is a recessed portion that opens upward and can store game balls, is provided in the upper left portion of the operation unit 35. Game balls paid out from the payout device 55 can flow into this upper tray 36, and game balls can be supplied to the launching device 22. In addition, a discharge button 37 is provided near the upper tray 36 to cause the game balls in the upper tray 36 to flow down to the lower tray 38. Below the upper tray 36, there is provided a lower tray 38, which is a recessed portion that opens upward and can store game balls. Game balls that could not be stored in the upper tray 36 can flow into this lower tray 38. Foul balls that have been launched but have returned to the launching device 22 can also flow into this lower tray 38. A discharge lever 39 is provided at the bottom of the lower tray 38 to discharge game balls stored in the lower tray 38 downward.

[0015] A handle 40 for adjusting the launch force of the game balls is provided on the lower right of the operation unit 35. This handle 40 is also provided with a touch sensor 40a that can detect contact with a human body, and a launch stop switch 40b that temporarily stops the launch of game balls based on a pressing operation input from the player. An effect button 41 that can receive pressing input from the player is provided at the top center of the operation unit 35. This effect button 41 makes it possible to perform effects that involve the player's operation during the game. The effect button 41 may also be equipped with a vibration means that vibrates the effect button 41, a light emitting means that makes the effect button 41 emit light in a predetermined light color, an operating means that can convert the effect button 41 from its initial position to a protruding state where the top surface of the effect button 41 is higher than the initial position, and the like.

[0016] A cross key 42 that can receive input from the player is provided to the right of the effect button 41. This cross key 42 can be used for effects that involve player input during the game, as well as for adjusting the volume and brightness, making selections on the menu screen, and the like. To the right of the cross key 42 are a ball lending button 43 which the player operates when borrowing balls from an adjacent ball lending machine, and a return button 44 which is operated to eject the card from the card unit of the ball lending machine. A balance indicator which displays the remaining balance on the card may also be provided. In addition to the effect buttons 41 and the cross key 42, an input means for receiving operation inputs from the player may be provided on the front frame 30. The input method may be a method other than pressing operation input, such as operating a lever or rotating a rotating body.

[0017] The rear unit 50 is provided to cover the rear surface of the inner frame 20, as shown in Fig. 3. The rear unit 50 is attached to the inner frame 20 so that its right end, as viewed from the rear side, is rotatable about an axis extending in the up-down direction. The rear unit 50 can be switched between a closed state in which it covers the rear portion of the inner frame 20, as shown in Fig. 5, and an open state in which it is rotated rearward like a door relative to the inner frame 20, as shown in Fig. 7. As shown in Fig. 7, a cover portion 51 having a recess that opens forward is provided on the front side of the back unit 50, and in the closed state as shown in Fig. 3, it covers the back surface of the game board 70. In addition, the portion of the cover portion 51 facing the game control device 100 provided on the back surface of the game board 70 is a through-hole portion 52 that penetrates from front to back so as not to cover the game control device 100. This makes it possible to see the game control device 100 from the back surface of the gaming machine 1 even when the back unit 50 is in the closed state. At the bottom of the rear side of the rear unit 50, there are provided a power supply device 250 for supplying power to each part of the gaming machine 1, a payout control device 200 for controlling the launch device 22 and the payout device 55, and the like.

[0018] In addition, a storage tank 53 capable of receiving and storing game balls supplied from the island equipment is provided above the back unit 50. The game balls stored in the storage tank 53 pass through a supply flow path 54 that descends to the right side as viewed from the back side as shown in Figure 3, and are guided to a payout device 55 provided on the right side of the back unit 50 as viewed from the back side. The game balls dispensed from the dispensing device 55 are guided downward by the guide flow path 56 and guided to the upper tray 36 through a through passage formed in the inner frame 20 and the front frame 30 that runs from front to back. The back unit 50 is also provided with an overflow sensor 57 that detects when the upper tray 36 and the lower tray 38 are full and payout is delayed, and a ball shortage sensor 58 that detects when there are not enough game balls to payout.

[0019] [Game board structure] Next, we will explain an example of the game board 70. Figure 8 is a front view of the game board 70 in the gaming machine 1 of this embodiment. The game board 70 comprises a board-shaped game board body 71 made of wood or synthetic resin, and various components are attached to the game board body 71. A game area 73 surrounded by rails 72 capable of guiding game balls is provided on the front of the game board body 71. Game balls launched from the launching device 22 are guided to the upper part of the game area 73 through a guide section 72a formed by the rails 72, and flow down the game area 73. The game area 73 is provided with a windmill 74, obstacle nails 75, and the like, which serve as variable means capable of changing the flow direction of the game balls.

[0020] A variable display unit 80 is provided approximately in the center of the gaming area 73. A display device 81 capable of displaying information related to the game is provided in the center of this variable display unit 80. The display device 81 may be, for example, a device capable of displaying images, such as a liquid crystal display, an EL display, a dot matrix LED, or a cathode ray tube. The display area of ​​the display device 81 can display various effects, such as moving images and still images. In addition, in response to a special symbol game executed on the gaming machine 1 in which multiple identification information is displayed in a variable manner and the result is displayed in a static manner, a decorative special symbol game in which multiple identification information is displayed in a variable manner and the result is displayed in a static manner can be displayed. Note that a reel with multiple identification information drawn around it can also be used as the display device 81 for displaying the decorative special symbol game.

[0021] A movable presentation device 82 is provided on the top of the variable display unit 80. This movable presentation device 82 is rotatable around an axis along the front-to-rear direction. It is also possible to display an image in the central portion. The movable presentation device 82 may have any structure or operating mode as long as it is operable. The movable presentation device 82 may also be provided in other portions of the variable display unit 80 or in various locations on the game board 70. Furthermore, the movable presentation device 82 may be provided on the front frame 30. A plurality of light-emitting means 33, such as lamps or LEDs, are provided in various locations on the game board 70, including the variable display unit 80.

[0022] The variable display unit 80 is designed so that gaming balls cannot enter the interior from the top and sides, but a warp flow path 83 is provided on the side that allows gaming balls to flow into the interior of the variable display unit 80. Gaming balls that flow into the warp flow path 83 are guided to a stage 84 provided below the variable display unit 80. Note that gaming balls that bounce off the bottom of the variable display unit 80 can also flow into the stage 84. The game balls on the stage 84 mainly flow downward from the center of the stage toward the front, and then flow downward into the game area 73 below. At the end of the downward flow, a start winning device 90 is provided, and there is a high possibility that the game balls will flow into the start winning device 90.

[0023] The start winning device 90 provided below the variable display unit 80 has an inlet 91 at the top through which game balls can flow in. Directly below the inlet 91 is provided a distribution member 92 that alternately distributes the game balls that have flowed in to the first start opening 76 and the second start opening 77 below. A gaming ball flowing into the first start port 76 is detected by the first start port switch 76a, and based on this, a right to start the special game 1 among the special games can be generated and one prize ball is paid out. Also, a gaming ball flowing into the second start port 77 is detected by the second start port switch 77a, and based on this, a right to start the special game 2 among the special games can be generated and one prize ball is paid out.

[0024] The sorting member 92 is rotatable about an axis along the front-to-rear direction, and includes a left holding portion 92a and a right holding portion 92b that can temporarily hold game balls that have flowed in from the inlet 91. As shown in Fig. 8, the sorting member 92 is rotatable between a state in which the left holding portion 92a faces upward and is ready to receive game balls, and a state in which the sorting member 92 has rotated counterclockwise from this state and the right holding portion 92b faces upward and is ready to receive game balls.

[0025] 8, when a game ball flows in from the inlet 91 and is held by the left holding portion 92a with the left holding portion 92a facing upward and ready to receive the game ball, the weight of the game ball causes the sorting member 92 to rotate counterclockwise, and the right holding portion 92b faces upward and is ready to receive the game ball. As a result, the game ball held by the left holding portion 92a falls toward the first starting port 76 and flows into the first starting port 76. At this time, the sorting member 92 is stopped with the right holding portion 92b facing upward and ready to receive a game ball, and the next game ball that flows in from the inlet 91 is held by the right holding portion 92b. Then, the weight of the game ball causes the sorting member 92 to rotate clockwise, and the left holding portion 92a faces upward and becomes ready to receive a game ball. As a result, the game ball that was held by the right holding portion 92b falls toward the second start port 77 and flows into the second start port 77. Thereafter, by repeating this process, game balls flow alternately into the first start opening 76 and the second start opening 77.

[0026] A through gate 78 is provided in the game area 73 to the right of the variable display unit 80. A game ball passing through the through gate 78 is detected by a gate switch 78a, and based on this, a right to start a normal game can be generated. Note that the game ball detection unit that generates the right to start a normal game is configured as the through gate 78, which allows the game ball to flow down the game area 73 after detection and continue playing, but it may also be a winning hole, which ends the game without allowing the game ball to flow down the game area 73 after detection. In this case, a prize ball may be paid out upon winning, for example, one prize ball may be paid out.

[0027] A normal variable winning device 79 is provided below the variable display unit 80 and to the right of the start winning device 90. The normal variable winning device 79 is equipped with a movable member 79b and can be switched between a closed state (first state) that prevents game balls from entering and an open state (second state) that allows game balls to enter. It is also possible to allow game balls to enter even when the movable member 79b is in the closed state, making it more difficult for game balls to enter in the closed state than in the open state. The normal variable winning device 79 is normally in the closed state and can be switched to the open state when the normal game results in a predetermined outcome. Game balls that enter the normal variable winning device 79 are detected by a normal power switch 79a, and based on this, a right to start the special game 2 of the special games can be generated and one prize ball is paid out.

[0028] The normal variable winning device 79 of this embodiment is provided with an inlet that opens to the right side, through which game balls can flow, and in the closed state shown in Figure 8, the movable member 79b is approximately vertical, closing the inlet. The movable member 79b is converted from this closed state to an open state by rotating so as to tilt to the right around the lower part. In the open state, the inlet is opened and the movable member 79b guides game balls to the inlet, allowing game balls to easily flow in.

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

[0030] The special variable winning device 94 of this embodiment is provided with an inlet that opens forward, through which game balls can flow, and in the closed state shown in Figure 8, the plate-shaped movable member 94b is approximately vertical, closing the inlet. The movable member 94b is converted from this closed state to an open state by pivoting so that it falls forward around its lower part. In the open state, the inlet is opened, and the movable member 94b guides game balls to the inlet, allowing game balls to easily flow in.

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

[0032] That is, the movable member 94b of the special variable winning device 94 and the movable member 79b of the normal variable winning device 79 constitute a predetermined operating means that can be operated in a first state (closed state or non-inducing state) and a second state (open state or inducing state) different from the first state. Also, the second state (open state or inducing state) is more advantageous to the player than the first state (closed state or non-inducing state).

[0033] A plurality of general winning openings 96 are provided below the gaming area 73. A gaming ball that flows into a general winning opening 96 is detected by a general winning opening switch 96a, and one prize ball is paid out based on this. Note that the number of prize balls for each winning port described above is an example and is not limited to the above numerical values. For example, the number of prize balls for the first starting port 76 and the second starting port 77 may be three, and the number of prize balls for the normal variable winning device 79 may be two, so that the number of prize balls for the normal variable winning device 79 is greater than the number of prize balls for the first starting port 76 and the second starting port 77. Of course, the number of prize balls for the normal variable winning device 79 may be less than the number of prize balls for the first starting port 76 and the second starting port 77. Also, although the number of prize balls for the multiple general winning ports 96 is the same, they may be different.

[0034] In addition, an outlet 97 is provided at the bottom of the play area 73 to collect game balls that do not enter the winning holes, etc. Out balls, which are game balls that flow out from the outlet 97, and safe balls that flow into each winning hole are detected by an out ball detection switch 97a. This makes it possible to count the number of all game balls that have been shot into the play area 73 and have finished playing.

[0035] A general display device 60 is provided outside the play area 73, in the lower left corner of the game board main body 71. The general display device 60 includes a special display unit 61 that displays the special game 1, a special display unit 62 that displays the special game 2, and a regular display unit 63 that displays the regular game. It also includes a special display unit 64 that displays the number of special game 1 reserves, which are the right to play the special game 1, a special display unit 65 that displays the number of special game 2 reserves, which are the right to play the special game 2, and a regular display unit 66 that displays the number of regular game reserves, which are the right to play the regular game. Additionally, the general display device 60 includes a round number display unit 67 that displays the number of rounds in the special game state, and a game status display unit 68 that displays the game status. The game status display unit 68 can display, for example, whether right-handed or left-handed play is appropriate for the game state, or indicate that the time-saving mode is active.

[0036] The special chart 1 display unit 61, the special chart 2 display unit 62, and the regular chart display unit 63 can display multiple types of identification information configured by LED lighting patterns. When the corresponding game starts, a variable display that sequentially displays multiple types of identification information begins, and after a predetermined time has passed, one identification information is displayed as the result mode. Note that the special chart 1 display unit 61, the special chart 2 display unit 62, and the regular chart display unit 63 may be configured with one or more LEDs, or may be configured with a so-called 7-segment LED.

[0037] In the gaming board 70 described above, a player can aim to win a prize in the start winning device 90 or the general winning port 96 by adjusting the launch force and firing a gaming ball into the gaming area 73 on the left side of the variable display unit 80 (so-called left shot). Also, by firing a gaming ball into the gaming area 73 on the right side of the variable display unit 80 (so-called right shot), a player can aim to win a prize in the through gate 78, the special variable winning device 94, the normal variable winning device 79, or the general winning port 96. Note that a through gate 78 may also be provided in the left gaming area 73, and an inlet and a movable member 79b may also be provided on the left side of the normal variable winning device 79, so that even left-handed players can aim to win a prize in the normal variable winning device 79.

[0038] [Control system configuration] FIG. 9 is a block diagram of the control system of the gaming machine 1 of this embodiment. The gaming machine 1 includes a gaming control device 100 equipped with a main board that performs overall control of games. The gaming control device 100 includes an MPU 101 (Micro-Processing Unit) that performs arithmetic processing, etc. The MPU 101 includes a ROM 102 that stores various control programs and fixed value data executed by the MPU 101, and a RAM 103 that can be used as a working area and a storage area for various signals and random numbers. An input port 105 is connected to the MPU 101 via a bus 104, allowing it to accept input from various devices. If necessary, input is made via the input interface. In addition, an output port 106 is connected to the MPU 101 via the bus 104, allowing it to output to various devices. If necessary, output is made via a driver.

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

[0040] For example, by inserting and turning the setting key into the setting key operation unit and turning on the gaming machine while operating (pressing) the RAM initialization switch 107, it is possible to enter a probability change mode in which the probability setting value can be changed. Also, by inserting and turning the setting key into the setting key operation unit and turning on the gaming machine without operating the RAM initialization switch 107, it is possible to enter a probability confirmation mode in which the current probability setting value can be confirmed. The gaming control device 100 is provided with a performance display monitor 109. The performance display monitor 109 is a 7-segment display that can display the calculated base value and the ratio of the winning combination. In addition, the performance display monitor 109 may be configured to display the probability setting value in the probability change mode or the probability confirmation mode.

[0041] Although not shown, the gaming control device 100 also includes a random number generation circuit for generating random numbers, such as special winning numbers used in the lottery for winning jackpots in special games, and a clock generator that generates a clock based on a clock signal from an oscillator circuit to generate a timer interrupt signal for the MPU 101 at a predetermined period (e.g., 4 milliseconds) and an update timing for the random number generation circuit. The random number generation method involves incrementing a random number counter by +1 at the update timing and changing the start value using a random number initial value that is updated as the number in a predetermined random number range cycles through. Note that the random number generation method is not limited to this; it can simply be incremented by +1 or -1, or all values ​​within the predetermined random number range can be randomly generated without duplication until the number in the predetermined random number range cycles through. The generation method may also vary depending on the type of random number.

[0042] The input port 105 of the game control device 100 is connected to a gate switch 78a that detects game balls that have flowed into the through gate 78, a general prize opening switch 96a that detects game balls that have flowed into the general prize opening 96, a large prize opening switch 94a that detects game balls that have flowed into the special variable prize opening device 94, a first start opening switch 76a that detects game balls that have flowed into the first start opening 76, a second start opening switch 77a that detects game balls that have flowed into the second start opening 77, and a normal power switch 79a that detects game balls that have flowed into the normal variable prize opening device 79, and signals from these are input. In addition, the input port 105 of the game control device 100 is connected to an out ball detection switch 97a that detects all game balls (safe balls and out balls) that have been shot into the game area 73 and have finished playing, an inner frame open detection sensor 20a that detects the open state of the inner frame 20, a front frame open detection sensor 30a that detects the open state of the front frame 30, and a fraud detection sensor 98 that can detect possible fraudulent activity, and signals from these sensors are input. Examples of the fraud detection sensor 98 include a radio wave sensor that detects radio waves, a vibration sensor that detects vibrations, and a magnetic sensor that detects magnetism. The game control device 100 controls the game based on input signals from these various sensors and switches. When necessary, input from these switches and sensors is made via an input interface.

[0043] The output port of the game control device 100 is connected to a large prize opening solenoid 94c that operates the movable member 94b of the special variable prize winning device 94, and a normal power solenoid 79c that operates the movable member 79b of the normal variable prize winning device 79, so that their operation can be controlled. Also connected are an integrated display device 60 that displays special games, etc., and a performance display monitor 109, so that the displays on these devices can be controlled. Furthermore, an external information terminal 99 that outputs external information signals to external devices such as hall computers is connected. When necessary, output to each of these devices is performed via a driver.

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

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

[0046] The input / output port 204 of the payout control device 200 is connected to the payout device 55 that pays out game balls and the launch device 22 that launches game balls, and controls their operations. When necessary, output to each of these devices is performed via a driver. In addition, the input / output port 204 of the payout control device 200 is connected to an overflow sensor 57 that detects when the upper tray 36 and lower tray 38 are full and payout is stalled, a ball shortage sensor 58 that detects when there are not enough game balls to be paid out, a touch sensor 40a that can detect human contact with the handle 40, a launch stop switch 40b that temporarily stops the launch of game balls based on a pressing operation input from the player, and a rotation amount detector 40c that detects the amount of rotation of the handle 40, and payout and launch are controlled based on input signals from these sensors and switches. When necessary, input from these switches and sensors is made via an input interface.

[0047] The payout control device 200 controls the payout of game balls by driving the payout device 55 to pay out loaned balls based on prize ball information (commands and data) from the game control device 100 and loaned ball information from the card unit. The payout control device 200 also controls the stop of payout when the overflow sensor 57 detects an abnormality in which the upper tray 36 and the lower tray 38 are full and payout is delayed, or when the out-of-ball sensor 58 detects an abnormality in which there are not enough game balls to be paid out. Furthermore, the payout control device 200 transmits information regarding the occurrence of an abnormality to the game control device 100, enabling the game control device 100 to execute processing to respond to the abnormality. For example, the game control device 100 transmits information indicating the occurrence of an abnormality to the performance control device 300, and the performance control device 300 can execute processing to notify the occurrence of the abnormality using the display device 81, light-emitting means 33, speaker 34, etc. based on this information. The transmission of information from the game control device 100 to the presentation control device 300 indicating that an abnormality has occurred may be by transmitting information generated by the game control device 100 based on information from the payout control device 200, or by transmitting the information from the payout control device 200 as is.

[0048] Furthermore, the payout control device 200 controls the firing of game balls by detecting contact with a human body with the touch sensor 40a, driving the firing device 22 to fire game balls when the firing stop switch 40b is not operated and the rotation amount detector 40c detects the rotation of the handle 40. Also, the payout control device 200 controls the firing force according to the rotation amount detected by the rotation amount detector 40c.

[0049] Note that input signals from the overflow sensor 57 and the out-of-ball sensor 58 may be input to the game control device 100, and if an abnormality is detected, the game control device 100 may stop the payout by not sending a payout instruction to the payout control device 200. Also, an input signal from the touch sensor 40a may be input to the game control device 100, and if the touch sensor 40a does not detect contact with a human body, the game control device 100 may stop the payout by not sending permission for the payout to the payout control device 200.

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

[0051] The input / output ports of the performance control device 300 are connected to the display device 81 provided in the variable display unit 80, the movable performance device 82, the light emitting means 33 provided in various places in the gaming machine 1, and the speaker 34, so that the operation of these devices can be controlled. When necessary, output to each of these devices is performed via a driver. Furthermore, the input / output ports of the performance control device 300 are connected to a performance button switch 41a that detects the operation input of the performance button 41, a cross key switch 42a that detects the operation input of the cross key 42, and a movable performance device switch 82a that detects the operating state of the movable performance device, and the performance is controlled based on the input signals from these switches. When necessary, input from these switches and sensors is made via an input interface.

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

[0053] Although the performance control device 300 is described as a single control device, it may be configured with multiple control devices. For example, it may be divided into a display control device that controls the display on the display device 81 and an audio and light emitting control device that performs other controls. In this case, information from the game control device 100 may be received by the audio and light emitting control device, and the audio and light emitting control device may send instructions regarding the display content on the display device 81 to the display control device.

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

[0055] The power outage detection circuit 253 monitors the output voltage from the normal power supply 251, and when it falls below a predetermined voltage, transmits power outage information to the gaming control device 100 and the payout control device 200. The gaming control device 100 and the payout control device 200 are configured to perform processing when a power outage occurs based on the received power outage information. The power outage information may also be transmitted to the performance control device 300. In this embodiment of the gaming machine, the maximum voltage output from the normal power supply 251, which is a stable DC voltage of 24 volts, is monitored, and when this voltage falls below 22 volts, power outage information is transmitted. The voltage used to determine that a power outage has occurred can be set arbitrarily. However, the configuration is such that the output of the drive voltage (e.g., 5 V) of the control system can be maintained at a normal value for a sufficient period of time from when a power outage is detected until processing when a power outage has occurred is completed.

[0056] [Game Overview] In the gaming machine 1 of this embodiment, a game is played by launching a gaming ball from the launching device 22 toward the gaming area 73. The launched gaming ball flows down the gaming area 73 while changing its flow direction due to the windmills 74, obstacle nails 75, etc., which are arranged in various locations within the gaming area 73 and serve as variable means capable of changing the flow direction of the gaming ball, and flows into any of the first start opening 76, the second start opening 77, the general winning opening 96, the normal variable winning device 79, the special variable winning device 94, or the outlet opening 97, and is discharged from the gaming area 73.

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

[0058] The game control device 100 can store a regular ball reserve, which is the right to play a regular ball game, based on the input of a detection signal from the gate switch 78a that detects the flow of game balls into the through gate 78. Regular ball reserves can be stored up to a predetermined upper limit (for example, 4), and if the regular ball reserves are less than the upper limit, one regular ball reserve is stored. The number of regular ball reserves is displayed on the regular ball reserve display unit 66 of the general display device 60. A random number value extracted based on the input of the detection signal from the gate switch 78a is stored in the regular ball reserve. The random number value includes a regular ball per random number value, which is a random number value used to determine the outcome of the regular ball game.

[0059] When there is a reserved normal map and the normal map game is not in progress or the game is not in a winning state to which it will transition if the normal map game is a win, the game control device 100 starts the normal map game based on the oldest reserved normal map stored in memory order. When starting the normal map game, the result of the normal map game is determined based on the normal map winning random number value stored in the reserved normal map. The probability of winning may vary depending on the game state. In addition, the variable time of the normal map game is determined based on the game state when the normal map game is started.

[0060] In addition, there may be multiple types of winnings in the normal game, and the normal game reserve may store a normal game type random number value for determining the winning type of the normal game, in which case the type of result such as the winning type is determined based on the normal game type random number value. Also, the normal game reserve may store a normal game fluctuation time random number value for determining the fluctuation time of the normal game, in which case the fluctuation time of the normal game is determined based on the game status and the normal game fluctuation time random number value.

[0061] The game control device 100 displays the normal map game on the normal map display unit 63 of the general display device 60. The normal map game displayed here performs a variable display that sequentially displays multiple types of identification information over a determined variable time, and then displays identification information corresponding to the result as a result mode. If the result of the normal map game is a loss, the normal map display unit 63 displays a frozen result mode corresponding to a loss, and the normal map game ends. Also, if the result of the normal map game is a win, the normal map display unit 63 displays a frozen result mode corresponding to a win, and the normal map game ends and transitions to a normal map winning state. In the normal map winning state, the normal power solenoid 79c is operated, and control is performed to open the movable member 79b of the normal variable winning device 79 in a predetermined pattern. In the normal winning state, the normal variable winning device 79 is converted to a closed state based on the establishment of one of the following conditions: the maximum number of winning balls (for example, 10 balls) have been won since the normal variable winning device 79 was converted to an open state, or the time during which the normal variable winning device 79 has been in an open state has reached the maximum opening time (for example, 0.2 seconds, 0.5 seconds, or 2 seconds).

[0062] In the gaming machine 1 of this embodiment, there are three normal game states: no time-saving state, slight time-saving state, and time-saving state, and the state transitions based on the establishment of predetermined conditions. In a situation where a normal reserve is always present, the no-time-saving state has the shortest time per unit time that the normal variable prize winning device 79 is in an open state, the minute-time-saving state has the time per unit time that the normal variable prize winning device 79 is in an open state longer than the no-time-saving state, and the time-saving state has the time per unit time that the normal variable prize winning device 79 is in an open state longer than the minute-time-saving state. In other words, the no-time-saving state is the least likely to flow into the normal variable prize winning device 79, the minute-time-saving state is more likely to flow into the normal variable prize winning device 79 than the no-time-saving state, and the time-saving state is more likely to flow into the normal variable prize winning device 79 than the minute-time-saving state.

[0063] The differences in these normal game states are realized by varying any or all of the following: the winning probability of the normal game, the variable time of the normal game, the opening time or number of times of opening of the normal variable winning device 79 in a winning state, and the maximum number of winnings, which is the upper limit of the number of wins that can be won by the normal variable winning device 79 in a winning state of one normal game. Note that the normal game state may be limited to only two states: no time reduction state and time reduction state.

[0064] The game control device 100 can store a special chart 1 reserve, which is the right to play a special chart 1 game, as a special chart reserve, which is the right to play a special chart game, based on the input of a detection signal from the first start port switch 76a, which detects the flow of game balls into the first start port 76. In addition, the game control device 100 can store a special chart 2 reserve, which is the right to play a special chart 2 game, as a special chart reserve, which is the right to play a special chart game, based on the input of a detection signal from the second start port switch 77a, which detects the flow of game balls into the second start port 77. Furthermore, the game control device 100 can store a special chart 2 reserve, which is the right to play a special chart 2 game, as a special chart reserve, which is the right to play a special chart game, based on the input of a detection signal from the normal power switch 79a, which detects the inflow of game balls into the normal variable winning device 79. In the following explanation, special game means both special 1 game and special 2 game, and special reserve means both special 1 reserve and special 2 reserve.

[0065] The number of reserved special drawings 1 and 2 can be stored up to a predetermined upper limit (for example, 4) for each, and if the number of reserved special drawings to be stored is less than the upper limit, one reserved special drawing is stored. The number of reserved special drawings 1 is displayed in the reserved special drawing 1 display section 64 of the general display device 60, and the number of reserved special drawings 2 is displayed in the reserved special drawing 2 display section 65 of the general display device 60. The special symbol reserve stores various random number values ​​extracted based on the input of the detection signal from the first start port switch 76a, the second start port switch 77a, or the normal power switch 79a. The various random number values ​​include a special symbol per random number value, which is a random number value for determining the result of the special symbol game, a special symbol type random number value, which is a random number value for determining the type of result of the special symbol game, and a special symbol variation type random number value, which is a random number value for determining the variation type of the special symbol game.

[0066] When there is a special symbol reserved and the game control device 100 is not in a special game state to which it transitions when a special symbol game is being executed or when the special symbol game is won, it starts the special symbol game based on the oldest special symbol reserved in memory order among the special symbol reserved. In the gaming machine of this embodiment, the special chart 1 game and the special chart 2 game are not executed simultaneously. Also, the special chart reserves are consumed in the order of memory, regardless of whether they are the special chart 1 reserve or the special chart 2 reserve. Therefore, if the oldest special chart reserve in the order of memory among the special chart reserves is the special chart 1 reserve, the special chart 1 game is executed based on that special chart 1 reserve, and if the oldest special chart reserve in the order of memory among the special chart reserves is the special chart 2 reserve, the special chart 2 game is executed based on that special chart 2 reserve.

[0067] It is also possible to make it possible to play the Special Chart 1 game and the Special Chart 2 game simultaneously. Also, it is possible to have either the Special Chart 1 reserved or the Special Chart 2 reserved consumed first, and the other Special Chart reserved consumed if one of the Special Chart reserveds is not available. In this case, the Special Chart 1 reserved is consumed from the oldest Special Chart 1 reserved in memory order, and the Special Chart 2 reserved is consumed from the oldest Special Chart 2 reserved in memory order.

[0068] When starting a special game based on a reserved special symbol, the game control device 100 determines the content of the special symbol game based on various random number values ​​stored in the reserved special symbol, and executes the special symbol game according to the determined content. In other words, the outcome of the special symbol game, such as a jackpot, is determined based on the special symbol hit random number value. The probability state for a jackpot includes a low probability state and a high probability state higher than the low probability state, and one of these probability states is set. Note that a constant probability state may also be used. In addition, the type of result, such as the type of jackpot, is determined based on the special symbol type random number value, and the type of variation, such as the variation time of the special symbol game, whether or not there is a reach, and the type of reach, is determined based on the special symbol variation type random number value.

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

[0070] If the result of the special game is a miss, the miss result mode is displayed, the special game is ended, and the next special game can be played. If the result of the special game is a jackpot, the jackpot result mode is displayed, the special game is ended, and the special variable winning device 94 is converted to an open state, transitioning to a special game state that allows game balls to flow in. Note that the results of the special game may include results other than misses and jackpots. For example, they may include a time-saving win that transitions to a normal game state without going through the special game state, or a small win that transitions to a small win game state that can convert the special variable winning device 94 to an open state.

[0071] A jackpot is a special result (first special result) that accompanies the activation of a conditional device, while a small jackpot is a special result (second special result) that does not accompany the activation of a conditional device. The conditional device is activated when a special game results in a jackpot. The activation of the conditional device means, for example, that a special game state occurs and a specific flag is set to continuously activate the special variable prize winning device 94, a special electric device (the device continuous activation device is activated). The non-activation of the conditional device means that the aforementioned flag is not set, as in the case of a small jackpot. The "conditional device" may be a software means, such as a software-controlled flag, or a hardware means, such as an electrically controlled switch. The term "conditional device" is commonly used in the pachinko gaming machine field to refer to a device whose activation is a necessary condition for the continuous activation of an electric device, and is used in this specification with the same meaning.

[0072] In the special game state, a predetermined number of rounds can be executed with the special variable prize winning device 94 in the open state, with interval periods in between. At the start of a round, the special variable prize winning device 94 is converted to the open state, and the round ends when one of the following conditions is met: the maximum number of game balls (for example, 10) have won since the special variable prize winning device 94 was converted to the open state, or the time during which the special variable prize winning device 94 was in the open state reaches the maximum opening time (for example, 29 seconds).

[0073] In addition, the game control device 100 transmits information regarding the content of the special symbol game determined at the start of the special symbol game to the performance control device 300. The performance control device 300 determines and executes the execution mode and performance of the decorative special symbol game corresponding to the special symbol game based on the received information. The decorative special chart game involves a varying display on the display device 81 that sequentially displays multiple types of identification information (numbers, symbols, character patterns, etc.) over the varying time of the special chart game, and then displays the identification information corresponding to the result of the special chart game as a result form.

[0074] When reach is selected as the variation type of the special chart game, the performance control device 300 executes reach performance corresponding to the reach type in the decorative special chart game. For example, in a decorative special game in which identification information is displayed variably in each of three variable display areas and then stopped, and a result pattern is displayed by combining the stop patterns of the identification information in each variable display area, the reach effect is an effect in which the condition is met that the pattern of the identification information provisionally stopped in at least two variable display areas becomes a result pattern corresponding to a jackpot result. Also included in the reach effect is the so-called full rotation reach effect in which a variable display is performed in multiple variable display areas while maintaining a result pattern corresponding to a jackpot result. The game control device 100 can select the occurrence of a reach regardless of the result of the special game, but selects the occurrence of a reach at least if the result of the special game is a jackpot. Therefore, when a reach is selected, the possibility of a jackpot is higher than when a reach is not selected, and the execution of the reach effect has the effect of increasing the player's expectations.

[0075] [Machine specifications] FIG. 10 shows the specifications of the gaming machine 1 of this embodiment. As shown in Figure 10(a), the probability of the special game resulting in a jackpot is the same for both the special game 1 and the special game 2, and there are a low probability state and a high probability state in which the probability of a jackpot is higher than the low probability state. Note that the jackpot probability may be set to differ depending on the probability setting value. In addition, a time-saving win that transitions to the normal game state without going through the special game state can only be derived in the non-time-saving state and low probability state. Therefore, in the non-time-saving state, either a jackpot or a time-saving win can be derived.

[0076] As shown in Figure 10(b), the winning probability of the normal game, the fluctuation time of the normal game, and the opening time of the normal variable winning device 79 in the normal winning state differ depending on the game state, and the time per unit time that the normal variable winning device 79 is in the open state is shortest in the no time-saving state, longer than the no time-saving state in the slight time-saving state, and longer than the time-saving state in the slight time-saving state.

[0077] As shown in FIG. 10(c), the types of jackpots in the special game include a 10R special jackpot and a 10R normal jackpot. A 10R special jackpot is a special game state in which the number of rounds is 10, and after the special game state ends, the game enters a high probability and time-saving state until the next jackpot occurs. A 10R normal jackpot is a special game state with 10 rounds, and after the special game state ends, a low probability state and a time-saving state will occur. The time-saving state set here ends when 100 special games are played without a jackpot occurring, and the game transitions to a no-time-saving state.

[0078] As shown in FIG. 10(d), there are five types of time-saving wins in the special game, namely, time-saving wins A to E. Time-saving hit A transitions to a time-saving state, and the time-saving state set here ends when 100 special games are played without a jackpot occurring, and the game transitions to a no-time-saving state. Time-saving hit B transitions to a time-saving state, and the time-saving state set here ends when 20 special games are played without a jackpot occurring, and the game transitions to a no-time-saving state. Time-saving hit C transitions to a time-saving state, and the time-saving state set here ends when 50 special games are played without a jackpot occurring, and the game transitions to a no-time-saving state. Time-saving hit D transitions to a time-saving state, and the time-saving state set here ends when 1,324 special games are played without a jackpot occurring, and the game transitions to a no-time-saving state. Time-saving hit E transitions to a slight time-saving state, and the slight time-saving state set here ends when 1,324 special games are played without a jackpot occurring, and the state transitions to no time-saving state.

[0079] In addition, the machine may be equipped with a ceiling function that transitions to a time-saving state when a predetermined number of special games have been played without a jackpot occurring in a low probability state. Furthermore, the number of games to be placed in the time-saving state or the minute time-saving state is not limited to the above. Furthermore, while the number of games to be placed in the time-saving state or the minute time-saving state is determined based solely on the type of jackpot or time-saving hit, it may also be determined by taking into consideration the game state when the jackpot or time-saving hit occurs, in addition to the type of jackpot or time-saving hit. In this case, it is sufficient to predetermine the correspondence between the type of jackpot or time-saving hit, the game state when the jackpot or time-saving hit occurs, and the number of games to be placed in the time-saving state or the minute time-saving state. For example, even if the same result is obtained, the number of games to be placed in the time-saving state or the minute time-saving state may differ depending on the game state when the result occurs. Examples of game states include whether the game is in a low-probability state or a high-probability state, or whether the game is in a no-time-saving state, a minute time-saving state, or a time-saving state. In addition, whether the time-shortened state or the minute-time-shortened state will be set may be determined based on the type of jackpot or time-shortened state and the game state when the jackpot or time-shortened state occurs. For example, even if the same result occurs, there may be cases where the time-shortened state or the minute-time-shortened state will be set depending on the game state when the result occurs.

[0080] [Game state transition diagram] 11 shows a game state transition diagram illustrating the transition of game states in the gaming machine 1 of this embodiment. There are first to fourth game states and a special game state, and the player stays in one of these game states.

[0081] The first gaming state ST1 is a low-probability state with no time-saving feature, and is a gaming state in which the player is required to play by hitting the ball with the left hand, aiming for the starting winning device 90. In this first gaming state ST1, either a jackpot or a time-saving feature is determined. If a time-saving feature A, B, C, or D is determined in this first gaming state ST1, the game state transitions to the third gaming state ST3. If a time-saving feature E is determined in the first gaming state ST1, the game state transitions to the second gaming state ST2. If a jackpot is determined in the first gaming state ST1, the game state transitions to the special gaming state ST5.

[0082] The second gaming state ST2 is a low probability state and a slight time-saving state, and is a gaming state determined to be played by hitting the left side to aim at the starting winning device 90. If a jackpot is derived in this second gaming state ST2, the game state transitions to the special gaming state ST5. Also, if no jackpot occurs in the second gaming state ST2 and 1,324 special game rounds are played, the game state transitions to the first gaming state ST1.

[0083] The third gaming state ST3 is a low-probability state and a time-saving state, and is a gaming state in which the player is required to play by hitting the right hand to aim for the normal variable winning device 79. If a jackpot is derived in this third gaming state ST3, the game transitions to the special gaming state ST5. Also, if a jackpot does not occur in the third gaming state ST3 and the specified number of special games is played, the game transitions to the first gaming state ST1. This specified number varies depending on the type of time-saving hit that triggered the transition to the third gaming state ST3: 100 times for time-saving hit A, 20 times for time-saving hit B, 50 times for time-saving hit C, 1324 times for time-saving hit D, and 100 times for a 10R normal jackpot.

[0084] The fourth gaming state ST4 is a high probability state and a time-saving state, and is a gaming state determined to be played by hitting the right side so as to aim at the normal variable winning device 79. If a jackpot is derived in this fourth gaming state ST4, the game transitions to the special gaming state ST5. This fourth gaming state ST4 is a gaming state to which the game transitions when the special gaming state ST5 based on a 10R probability jackpot ends, and it remains in this state until the next jackpot occurs.

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

[0086] [Main processing] The main processing is started when the gaming machine 1 is powered on. In this main processing, first, a power-on initialization processing (step S1) is performed. In this processing, permission to access the RAM 103, setting an initial value for the stack pointer, setting a serial port used for communication with the payout control device 200, the performance control device 300, etc. are performed. In addition, by setting a predetermined wait time to wait for the transition to the next processing, a time is set to wait for the start of other control devices such as the payout control device 200 and the performance control device 300, preventing malfunctions such as missing commands.

[0087] Next, an internal function register setting process (step S2) is performed. In this process, the interrupt period of the timer interrupt process is set to a predetermined period (for example, 4 milliseconds). In addition, the random number generation circuit provided in the MPU 101 is started, and the random number range, which is the numerical range of various random number counters, is set. After that, an initialization processing in progress flag is set (step S3). In the initialization processing (steps S1 to S19) associated with power-on, timer interrupt processing, which will be described later, is generally not performed, but interrupts may be permitted in some processing. By setting the initialization processing in progress flag, it is possible to prevent game-related processing other than power outage monitoring, updating of various random number counters, and fraud monitoring from being performed in the timer interrupt processing during the execution of the initialization processing associated with power-on (steps S1 to S19).

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

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

[0090] Furthermore, if the power outage occurrence flag is not normal (step S4; N), if the checksums do not match (step S5; N), or if the probability setting value is not normal (step S6; N), the information stored in RAM 103 is deemed abnormal and a game stop flag is set (step S12). By setting the game stop flag, the timer interrupt process described below will not perform any game-related processing other than monitoring for power outages, updating various random number counters, and monitoring for fraud.

[0091] Then, it is determined whether the RAM initialization switch 107 is on (step S13), and if it is not on (step S13; N), that is, if the RAM initialization switch 107 has not been operated, RAM abnormality processing (step S18) is performed, and the process proceeds to step S19. In the RAM abnormality processing (step S18), for example, a command indicating a RAM abnormality to be sent to the performance control device 300 is set, and information for notifying an external device such as a hall computer of the occurrence of the abnormality is set. Upon receiving the command indicating a RAM abnormality, the performance control device 300 uses the display device 81, light-emitting means 33, and speaker 34 to notify the abnormality.

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

[0093] In the setting change process (step S15), various processes related to changing the probability setting value are performed. First, an interrupt is permitted to enable execution of the timer interrupt process. Also, a setting change in progress flag is set, indicating that the setting change process is being performed. This allows the setting change process to be performed again if the power is turned off and then turned back on during the setting change process. Furthermore, the game stop flag is cleared. This allows any abnormality in the information stored in RAM 103 to be resolved by going through the setting change process.

[0094] Then, the probability setting value is sequentially changed in response to the operation of the RAM initialization switch 107, and the probability setting value at that time is set based on the setting key switch 108 being turned off. The selected probability setting value is displayed on the performance display monitor 109. After that, interrupts are prohibited, and the areas of RAM 103 except for the probability setting value area that stores the probability setting value are initialized, and the setting change process is terminated. In addition, if the device has a ceiling function that puts the device into a time-saving state when a specified number of special games are played without a jackpot occurring, a ceiling counter area that manages the number of games played until the ceiling is reached is provided in RAM 103, but the ceiling counter area may or may not be initialized.

[0095] Returning to step S14, if the setting key switch 108 is not on (step S14; N), it is determined whether there is a game stop flag (step S16), and if there is a game stop flag (step S16; Y), RAM abnormality processing (step S18) is performed. In other words, if the game stop flag is set because the information stored in RAM 103 is abnormal, the setting change processing (step S15) must be performed, which makes it possible to prevent business from starting with an unintended probability setting value set.

[0096] Also, if there is no game stop flag (step S16; N), RAM initialization processing (step S17) is performed, and the process proceeds to step S19. In this RAM initialization processing, the areas of RAM 103 are initialized except for the probability setting value area that stores the probability setting value and the performance display area that stores information for calculating the base value and the ratio of the role. This results in a low probability state and no time reduction state. Also, if a ceiling counter area is provided, initialization may or may not be performed.

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

[0098] If the setting key switch 108 is on (step S9; Y), a setting confirmation process (step S11) is performed to enable confirmation of the probability setting value. If the setting key switch 108 is not on (step S9; N), it is determined whether there is a setting confirmation flag (step S10), and if there is no setting confirmation flag (step S10; N), the process proceeds to step S19. If there is a setting confirmation flag (step S10; Y), the setting confirmation process (step S11) is performed.

[0099] In the setting confirmation process (step S11), various processes are performed to enable confirmation of the probability setting value. First, interrupts are permitted to allow execution of the timer interrupt process. In addition, a setting confirmation flag is set, indicating that the setting confirmation process is being performed. This allows the setting confirmation process to be performed again if the power is turned off and then turned back on during the setting confirmation process. Furthermore, a process is performed to display the current probability setting value on the performance display monitor 109, and when the setting key switch 108 is turned off, the setting confirmation flag is cleared, interrupts are prohibited, and the setting confirmation process is terminated.

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

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

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

[0103] Next, a random number update process (step S42) is performed to update the special type random numbers, normal type random numbers, and variable type random numbers, and a random number initial value update process (step S43) is performed to update the values ​​of various initial value random numbers to break the regularity of the random numbers. In these update processes, each random number counter is updated by +1, and when the values ​​in the predetermined random number range have cycled, the start value is changed using the random number initial value that is updated as needed. Note that the special type random numbers are updated in the random number generation circuit of the MPU 101, but they may also be updated in the random number update process.

[0104] Next, a fraud detection process (step S44) is performed. In the fraud detection process, the detection signal from the fraud detection sensor 98 is monitored, and when the input of the detection signal meets a predetermined condition, a fraud detection command for reporting an abnormality is sent to the performance control device 300, and a game stop flag is set to stop the game. Then, if there is a game stop flag (step S45; Y) or there is an initial processing in progress flag (step S46; Y), the timer interrupt process is terminated without performing any further processing. Also, if there is no game stop flag (step S45; N) or there is no initial processing in progress flag (step S46; N), output process (step S47) is performed. In the output process (step S47), drive control of the special prize opening solenoid 94c, the normal power solenoid 79c, etc. is performed based on the output data set in various processes.

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

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

[0107] [Goal entry detection processing] 14 shows the ball entry detection process (step S49) in the timer interrupt process described above. In this process, first, it is determined whether there is an input to the large prize entry port switch 94a (step S61), and if there is no input (step S61; N), it proceeds to step S65. Also, if there is an input (step S61; Y), it is determined whether the special variable prize entry device 94 is in a prize entry permitted state (step S62).

[0108] If the special variable winning device 94 is not in a winning permission state (step S62; N), the process proceeds to step S65. Also, if the special variable winning device 94 is in a winning permission state (step S62; Y), the corresponding payout counter is incremented by 1 (step S63). This sets the payout of prize balls associated with a win in the special variable winning device 94. After that, a large prize winning command is sent to the performance control device 300 (step S64), and the process proceeds to step S65. Upon receiving the large prize winning command, the performance control device 300 can execute a performance such as updating the display showing the cumulative number of prize balls won.

[0109] The special variable winning device 94 is structured so that winning is not possible when in the closed state (first state) but is possible when in the open state (second state), so that during the period when winning is possible in the special variable winning device 94, the winning is permitted and prize balls are paid out in connection with winning, and during the period when winning is not possible in the special variable winning device 94, the winning is not permitted and prize balls are not paid out even if a prize is won. A period in which it is possible to win the special variable winning device 94 is a period in which the special game state is active, and a period in which it is not possible to win the special variable winning device 94 is a period in which the special game state is not active. Even in a special game state, there may be periods in which winning is permitted and periods in which winning is not permitted, and for example, the opening period, interval period, and ending period in which the special variable winning device 94 is closed may be in a winning-prohibited state, and the winning is permitted during the round.

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

[0111] The normal variable winning device 79 is structured so that it is not possible to win a prize when it is in the closed state (first state) but is possible to win a prize when it is in the open state (second state), so that during the period when it is possible to win a prize in the normal variable winning device 79, it is in the winning permitted state and prize balls are paid out in connection with a win, and during the period when it is not possible to win in the normal variable winning device 79, it is in the winning prohibited state and prize balls are not paid out even if a prize is won. An example of a period during which it is possible to win the normal variable prize winning device 79 is a period during which the normal prize winning device is in a winning state, and an example of a period during which it is not possible to win the normal variable prize winning device 79 is a period during which the normal prize winning device is not in a winning state. Even in a normal prize winning state, there may be periods during which winning is permitted and periods during which winning is not permitted. For example, the period during which the normal variable prize winning device 79 is in a closed state may be a winning-prohibited state, and the winning-prohibited state may be only permitted during the period during which the normal variable prize winning device 79 is in an open state. Note that even if a prize is won in a winning-prohibited state, a special prize 2 reservation can occur, but this may also be invalidated.

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

[0113] [Special Drawing Special Electric Processing] 15 shows the special symbol special power processing (step S54) in the timer interrupt processing described above. In this special symbol special power processing, the occurrence of a special symbol reservation and the overall processing related to the special symbol game are controlled. First, a special symbol reservation generation process (step S81) is performed. In this process, various random numbers are extracted based on winning the first starting port 76, the second starting port 77, and the normal variable winning device 79, and a process is performed to store the extracted numbers as a special symbol reservation, which is the right to play the special symbol game.

[0114] Next, the value of the special symbol special power counter is acquired (step S82), a special symbol special power address table is set (step S83), and the start address of the process corresponding to the value of the special symbol special power counter is acquired using the special symbol special power address table (step S84). Then, the process proceeds to the process indicated by the start address (step S85). This allows branching to the process according to the current game state.

[0115] If the value of the special chart special power counter is 0, a special chart change start process (step S86) is performed to set the start of the special chart game, and the special chart special power process is terminated. If the value of the special chart special power counter is 1, a special chart change in progress process (step S87) is performed to set the stop time of the special chart game, and the special chart special power process is terminated. If the value of the special chart special power counter is 2, a special chart confirmation in progress process (step S88) is performed to perform processing at the end of the special chart game depending on the result of the special chart game, and the special chart special power process is terminated.

[0116] If the value of the special symbol special power counter is 3, a special power start process (step S89) is performed to set up the start of the special game state, and the special symbol special power process is terminated. If the value of the special symbol special power counter is 4, a special power open process (step S90) is performed to process the end of the round in the special game state, and the special symbol special power process is terminated. If the value of the special symbol special power counter is 5, a special power closed process (step S91) is performed to process the start of the round in the special game state, and the special symbol special power process is terminated. If the value of the special symbol special power counter is 6, a special power end process (step S92) is performed to process the end of the special game state, and the special symbol special power process is terminated.

[0117] [Special drawing reservation generation processing] 16 shows the special drawing reserve generation process (step S81) in the special drawing special line process. In this process, first, it is determined whether there is a target winning (step S101). The target winning is a winning in the first starting port 76, the second starting port 77, and the normal variable winning device 79. If there is no target winning (step S101; N), the special drawing reservation generation process is terminated. Also, if there is a target winning (step S101; Y), it is determined whether the target special drawing reservation number is less than the upper limit value (step S102). In the case of winning at the first starting port 76, a special drawing 1 reservation can be generated, so the target special drawing reservation number is the number of special drawing 1 reservations, which is the number of special drawing 1 reservations. In the case of winning at the second starting port 77 and the normal variable winning device 79, a special drawing 2 reservation can be generated, so the target special drawing reservation number is the number of special drawing 2 reservations, which is the number of special drawing 2 reservations.

[0118] If the number of reserved special drawings of the target is not less than the upper limit (step S102; N), the target special drawing reservation cannot be stored any more, so the special drawing reservation generation process is terminated. Also, if the number of reserved special drawings of the target is less than the upper limit (step S102; Y), the number of reserved special drawings of the target is updated by +1 (step S103), and various random numbers are obtained and stored in the special drawing reservation storage area of ​​RAM 103 (step S104).

[0119] The various random numbers to be acquired include a random number per special symbol, a random number for special symbol type, and a random number for variable type, which are stored for each special symbol reservation. In addition, in the gaming machine 1 of this embodiment, since the special symbol 1 reservation and the special symbol 2 reservation are consumed in the order in which they occur, information regarding the order of occurrence is also stored. In addition, when a special symbol reservation occurs, the display of the corresponding reservation display section of the special symbol 1 reservation display section 64 and the special symbol 2 reservation display section 65 of the general display device 60 is updated.

[0120] The special drawing reserve storage area of ​​RAM 103 is provided with a special drawing 1 reserve storage area for storing special drawing 1 reserve, and a special drawing 2 reserve storage area for storing special drawing 2 reserve. The special drawing 1 reserve storage area and the special drawing 2 reserve storage area are provided with a number of storage areas corresponding to the upper limit of the number of reserves, and information on one special drawing reserve is stored in one storage area. In addition, a ranking is set for the storage areas in each of the special drawing 1 reserve storage area and the special drawing 2 reserve storage area, and the oldest special drawing reserve is stored in the storage area with the highest ranking. When a special drawing reserve is consumed, the oldest special drawing reserve stored in the storage area with the highest ranking is consumed, and information on other special drawing reserves is shifted to a storage area with the next highest ranking.

[0121] After storing the information on the reserved special symbol, a pre-determination process (step S105) is performed. In this process, information on the special symbol game based on the reserved special symbol is determined before the start of the special symbol game based on the reserved special symbol. The information on the special symbol game includes the result of the special symbol game and the type of variation. Note that, depending on the progress of the game, the determination result at the time of the pre-determination process may differ from the determination result when the special symbol game actually starts, so it is preferable to perform the pre-determination taking this into consideration. The result of this pre-determination process is sent to the performance control device 300 as a pre-determination command, and the performance control device 300 can execute a performance based on the pre-determination result.

[0122] Thereafter, the target special chart hold command is sent to the performance control device 300 (step S106), and the special chart hold generation process is terminated. The target special chart hold command becomes a special chart 1 hold command when a special chart 1 hold occurs, and becomes a special chart 2 hold command when a special chart 2 hold occurs. This special chart hold command is sent to the performance control device 300, and the performance control device 300 can execute a performance such as displaying the number of special charts held on the display device 81.

[0123] [Special chart change start processing] FIG. 17 shows the special chart change start process (step S86) in the special chart special power processing. In this process, first, it is determined whether the number of reserved special charts 1 and 2 are both 0 (step S121), and if either or both of the number of reserved special charts 1 and 2 are not 0 (step S121; N), it is determined whether the change of special chart 1 has started (step S122). In the gaming machine 1 of this embodiment, special chart reserves are consumed in the order in which they are generated, and it is determined whether the type of special chart reserve to be consumed this time is a special chart 1 reserve. Note that it is also possible to preferentially consume one type of special chart reserve.

[0124] If it is the start of the change of special drawing 1 (step S122; Y), the information of the earliest special drawing 1 reservation, which is the oldest special drawing 1 reservation in the order of storage, is prepared (step S123), and a special drawing 1 reservation command indicating that the special drawing 1 reservation has been reduced is sent (step S124). Also, if it is not the start of the change of special drawing 1 (step S122; N), the information of the earliest special drawing 2 reservation, which is the oldest special drawing 2 reservation in the order of storage, is prepared (step S125), and a special drawing 2 reservation command indicating that the special drawing 2 reservation has been reduced is sent (step S126). Also, as the special drawing reservation is consumed, the display of the corresponding reservation display unit of the special drawing 1 reservation display unit 64 and the special drawing 2 reservation display unit 65 of the overall display device 60 is updated.

[0125] Then, a judgment is made using various random numbers contained in the prepared information on reserved special symbols. First, a judgment table for judging the results of the special symbol game is set (step S127). In this process, a judgment table is selected based on the currently set probability setting value, the type of special symbol that starts the fluctuation (special symbol 1 or special symbol 2), the probability state of the special symbol (high probability state or low probability state), the state of the normal symbol (no time-saving state, slight time-saving state, time-saving state), etc.

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

[0127] In addition, if the result of the result determination process is not a jackpot (step S129; N), but a time-saving hit (step S132; Y), a time-saving hit type determination process is performed (step S133). In the time-saving hit type determination process, the time-saving hit type is determined by referring to the special chart type random number in the set time-saving hit type determination table. Next, it is determined whether the gaming state is the first gaming state ST1, which is a low probability state and a state without time reduction (step S134). If the gaming state is the first gaming state (step S134; Y), a time reduction win flag is set (step S135), and a stop symbol corresponding to the result is set (step S137). If the gaming state is not the first gaming state (step S134; N), a loss flag is set (step S136), and a stop symbol corresponding to the result is set (step S137). In other words, a time reduction win can occur only in the first gaming state ST1, and the result is treated as a loss in any gaming state other than the first gaming state ST1. Note that the processing of step S134 may be omitted by not including a judgment value for determining a time reduction win in any gaming state other than the jackpot judgment table used in the first gaming state ST1.

[0128] Also, if the result of the result determination process is not a jackpot (step S129; N) or a time-saving win (step S132; N), a miss flag is set (step S136), and a stopping symbol corresponding to the result is set (step S137). In the process of setting the stop symbols corresponding to the result (step S137), the result mode to be displayed on the general display device 60 is set. The stop symbols set here differ depending on at least the type of result, and there are eight types: 10R probability jackpot, 10R normal jackpot, time-saving jackpot A to E, and miss. Note that multiple stop symbols may be assigned to one type of result, and selected by special symbol type random number.

[0129] Next, a fluctuation type setting process is performed (step S138). In the fluctuation type setting process, a fluctuation type is selected by referring to a fluctuation type random number in a fluctuation type selection table. The fluctuation type selection table is selected according to the type of special symbol that starts the fluctuation (special symbol 1 or special symbol 2), the probability state of the special symbol (high probability state or low probability state), the state of the normal symbol (no time-saving state, slight time-saving state, time-saving state), the result of the special symbol game, the current number of reserved special symbols, etc., making it possible to select a variety of fluctuation types according to the game situation. The contents of the variation type include the variation time, the mode of presentation, the presence or absence of a reach, the type of reach, etc. For example, regarding the types of reaches, those with different probabilities of hitting the jackpot (different expected values) include Normal Reach (N-Reach), Special 1 Reach (SP1-Reach), Special 2 Reach (SP2-Reach), and Special 3 Reach (SP3-Reach). The expected values increase in the order of no reach < N-Reach < SP1-Reach < SP2-Reach < SP3-Reach.

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

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

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

[0133] [Special chart change processing] 18 shows the special chart variable process (step S87) in the special chart special power process. In this process, first, it is determined whether the value of the special chart processing timer is 0 (step S161). The special chart processing timer here is set to a value equivalent to the remaining variable time of the special chart game, and when the value of the special chart processing timer becomes 0, the variable time ends.

[0134] If the value of the special chart processing timer is not 0 (step S161; N), the variation time has not ended, so the special chart variation processing is terminated. Also, if the value of the special chart processing timer is 0 (step S161; Y), the variation time has ended, so the variation display is stopped and the result is displayed (step S162). As a result, the variation display on the special chart 1 display unit 61 or special chart 2 display unit 62 that was being varied on the overall display device 60 ends, and the stop pattern corresponding to the result is displayed, and the result of the special chart game is confirmed and displayed. The stop pattern displayed here is the one set in the process of setting the stop pattern corresponding to the result in the special chart variation start processing (step S137).

[0135] Thereafter, a stop command is transmitted to the performance control device 300 (step S163). Upon receiving the stop command, the performance control device 300 stops the variable display of the decorative special symbol game and displays the result. Then, a value corresponding to the stop time according to the result is set in the special symbol processing timer (step S164), the value of the special symbol special power counter is incremented by 1 (step S165), and the special symbol variation processing is terminated. The stop time may be the same regardless of the result, or may vary depending on the result. For example, the stop time may be longer in the case of a jackpot or time-saving hit than in the case of a miss. Furthermore, the stop time (determined time) in the case of a miss is shorter than the time from the start of the stop time (determined time) in the case of a jackpot to the end of the special game state based on the jackpot.

[0136] [Special drawing confirmation processing] 19 shows the special chart confirmation process (step S88) in the special chart special call process. In this process, first, it is determined whether the value of the special chart processing timer is 0 (step S181). The special chart processing timer here is set to a value equivalent to the remaining stop time of the special chart game, and when the value of the special chart processing timer becomes 0, the stop time has ended. If the value of the special chart processing timer is not 0 (step S181; N), the stop time has not ended, so the special chart confirmation process is terminated. Also, if the value of the special chart processing timer is 0 (step S181; Y), the stop time has ended, so it is determined whether there is a jackpot flag in order to perform processing according to the result of the special chart game (step S182).

[0137] If there is a jackpot flag (step S182; Y), that is, if the result is a jackpot, a value equivalent to the time of the opening period set at the start of the special game state is set in the special symbol processing timer (step S183), and an opening command is sent to the performance control device 300 (step S184). Upon receiving the opening command, the performance control device 300 starts the special game state and performs an opening performance. After that, the value of the special symbol special power counter is incremented by 1 (step S185), and the special symbol determination processing is terminated. This ends the special symbol game and the special game state begins. The opening time may be the same regardless of the type of jackpot, or may be different depending on the type of jackpot. For example, the opening time may be longer for a probability jackpot than for a normal jackpot.

[0138] On the other hand, if there is no big hit flag (step S182; N), a time-saving state counter update process is performed to manage the period of time-saving state or slight time-saving state (step S186), and it is determined whether there is a time-saving hit flag (step S187). If there is no time-shortening win flag (step S187; N), that is, if the result is a loss, the process proceeds to step S191. Also, if there is a time-shortening win flag (step S187; Y), that is, if the result is a time-shortening win, a time-shortening flag corresponding to the time-shortening win type is set (step S188), a value corresponding to the time-shortening win type is set in the time-shortening state counter (step S189), a state designation command is sent to the performance control device 300 (step S190), and the process proceeds to step S191.

[0139] In the gaming machine 1 of this embodiment, there are three normal game states: no time-saving state, slight time-saving state, and time-saving state, and the state can be determined by the value of the time-saving flag. In the processing of step S188, if the time-saving hit type is time-saving hit A to D, which sets the time-saving state, the time-saving flag is set to a value corresponding to the time-saving state. Also, if the time-saving hit type is time-saving hit E, which sets the time-saving state to a slight time-saving state, the time-saving flag is set to a value corresponding to the slight time-saving state.

[0140] The time-saving state counter is a counter for managing the number of times a special game is executed in the time-saving state or the slight time-saving state, and is decremented by 1 in the time-saving state counter update process. When the value of this time-saving state counter becomes 0, the time-saving state or the slight time-saving state ends. In the process of step S189, the number of times a special game is executed in the time-saving state or the slight time-saving state is set, and in the case of time-saving A, 100 is set, in the case of time-saving B, 20 is set, in the case of time-saving C, 50 is set, and in the case of time-saving D or E, 1324 is set.

[0141] In the high probability counter update process (step S191), the high probability counter is decremented by 1, and when the value becomes 0, a process of transitioning to a low probability state is performed. After that, the special chart special power counter is set to a value of 0 (step S192), and the special chart change process is terminated. This ends the special chart game and makes it possible to start the next special chart game.

[0142] [Time-saving status counter update process] FIG. 20 shows the time-saving state counter update process (step S186) during the special chart confirmation process. In this process, first, it is determined whether or not there is a time-saving state (step S201). Whether or not there is a time-saving state can be determined by referring to the value of the time-saving flag. If there is a time-saving state (step S201; Y), the time-saving state counter update process is terminated. Also, if there is not a time-saving state (step S201; N), that is, if there is a time-saving state or a slight time-saving state, the time-saving state counter is decremented by 1 (step S202), and it is determined whether the value of the time-saving state counter is 0 (step S203).

[0143] If the value of the time-saving state counter is not 0 (step S203; N), the time-saving state counter update process is terminated. In this case, the time-saving state or slight time-saving state will continue in the next special game. Also, if the value of the time-saving state counter is 0 (step S203; Y), the time-saving flag is set to the value of the no-time-saving state (step S204), a state designation command is sent to the performance control device 300 (step S205), and the time-saving state counter update process is terminated. This ends the time-saving state or slight time-saving state, and the state becomes no-time-saving state.

[0144] [High-probability counter update process] 21 shows the high probability counter update process (step S191) during the special chart confirmation process. In this process, first, it is determined whether there is a high probability flag (step S211), and if there is no high probability flag (step S211; N), that is, if it is in a low probability state, the high probability counter update process is terminated. Also, if there is a high probability flag (step S211; Y), that is, if it is in a high probability state, the high probability counter that manages the number of games that can be played in the high probability state is decremented by 1 (step S212), and it is determined whether the value of the high probability counter is 0 (step S213).

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

[0146] [Special call start processing] 22 shows the special call start process (step S89) in the special call process. In this process, first, it is determined whether the value of the special call process timer is 0 (step S221). The special call process timer here is set to a value equivalent to the remaining time of the opening period of the special game state, and when the value of the special call process timer becomes 0, the opening period ends. If the value of the special picture processing timer is not 0 (step S221; N), the opening period has not ended, so the special call start process is terminated. Also, if the value of the special picture processing timer is 0 (step S221; Y), the opening period has ended, so the round counter is set to the initial value (step S222).

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

[0148] Then, the special variable winning device 94 is set to a winning permission state (step S225), and the special variable winning device 94 is opened (step S226). Furthermore, a special line opening command is sent to the performance control device 300 (step S227), the value of the special chart special line counter is incremented by 1 (step S228), and the special line start process is terminated. This starts the first round.

[0149] [Special Dispatch Open Processing] 23 shows the special line open process (step S90) in the special line processing. In this process, first, it is determined whether there is a win in the special variable winning device 94 (step S241), and if there is no win (step S241; N), it proceeds to step S243. Also, if there is a win (step S241; Y), the winning counter is decremented by 1 (step S242), and it is determined whether the value of the special line processing timer is 0 (step S243).

[0150] The special drawing processing timer here is set to a value equivalent to the remaining time for the maximum opening time of the round. If the value of this special drawing processing timer is 0 (step S243; Y), that is, if the maximum opening time is reached, a time-up flag is set as the end condition flag (step S247), and the process proceeds to the process of ending the round from step S248 onwards. In this case, the round ends when the maximum opening time, which constitutes the first condition, is reached.

[0151] Also, if the value of the special drawing processing timer is not 0 (step S243; N), that is, if the maximum opening time has not been reached, it is determined whether the value of the winning counter is 0 (step S244). If the value of the winning counter is not 0 (step S244; N), that is, if the maximum number of winnings has not been won, the special call start processing is terminated. In this case, the round is continued without ending. Also, if the value of the winning counter is 0 (step S244; Y), that is, if the maximum number of winnings has been won, the upper limit reached flag is set as the ending condition flag (step S245), the special chart processing timer is set to 0 (step S246), and the process proceeds to the process of ending the round from step S248 onwards. In this case, the round ends when the maximum number of winnings has been won, which constitutes the second condition.

[0152] In step S248, the special variable prize winning device 94 is set to a prize-disallowing state. This prevents prize balls from being paid out even if a game ball is detected by the large prize opening switch 94a after the maximum open time of the round has been reached or after the maximum number of prizes has been won. In other words, in the gaming machine 1 of this embodiment, the special variable prize winning device 94 is in a prize-allowing state from the start of a round in the special game state until the closing condition for ending the round is met. Therefore, for example, even if a game ball is detected by the large prize opening switch 94a during the process of converting the special variable prize winning device 94 to a closed state due to the maximum open time of the round having been reached or the maximum number of prizes having been won, prize balls will not be paid out.

[0153] In other words, payouts based on so-called over-winning are invalidated. In the gaming machine 1 of this embodiment, even when a win is not possible, the detection by the large prize opening switch 94a itself is valid, and processing related to the payout of prize balls based on this detection is not performed, thereby invalidating payouts based on over-winning. However, in a win is not possible state, the detection by the large prize opening switch 94a itself may be invalidated.

[0154] When a game ball is detected by the large prize opening switch 94a in a state where no prize is possible, information indicating that a prize has been awarded whose payout has been invalidated may be transmitted to the presentation control device 300, and the presentation control device 300 may perform presentations based on this information. Examples of such presentations include a presentation in which the number of prizes for which the payout has been invalidated is displayed on the display device 81, a presentation in which the number of prize balls that would have been obtained if the payout had been valid is displayed on the display device 81, a presentation in which a sound is output from the speaker 34 to notify that a prize has been awarded whose payout has been invalidated, and a presentation in which the light-emitting means 33 is illuminated in a light-emitting pattern to notify that a prize has been awarded whose payout has been invalidated. By performing such presentations, the player can be sure that a prize has been awarded whose payout has been invalidated, thereby enhancing the enjoyment of the game.

[0155] It is also possible to allow the payout of prize balls based on an over-winning. In this case, the winning-permitted state is maintained for a certain period of time from the start of the interval period or the ending period, or for the entire period. That is, the winning-permitted state and the winning-non-winnable state may be switched depending on the time from the start of the interval period or the ending period. For example, the winning-permitted state may be set for the time from the start of the interval period or the ending period until the special variable winning device 94 is completely closed, and the winning-non-winnable state may be set for the remaining time. Furthermore, in addition to the case where the winning-permitted state is set for a certain period of time from the start of the interval period or the ending period and the winning-non-winnable state is set for the remaining time, the winning-permitted state may be set for a certain period of time from the start of the interval period or the ending period and the winning-non-winnable state may be set for the remaining time. In this case, during one interval period or the ending period, the time in the winning-permitted state and the time in the winning-non-winnable state may be the same, or the time in the winning-permitted state may be longer than the time in the winning-non-winnable state, or the time in the winning-permitted state may be shorter than the time in the winning-non-winnable state.

[0156] Furthermore, there may be multiple timings during an interval period or ending period when the state switches between the prize-winning state and the prize-non-winning state. In this case, too, during one interval period or ending period, the total time during which the prize-winning state is in the prize-winning state and the total time during which the prize-non-winning state is in the prize-winning state may be the same, or the total time during which the prize-winning state is in the prize-non-winning state may be longer than the total time during which the prize-winning state is in the prize-non-winning state, or the total time during which the prize-winning state is in the prize-winning state may be shorter than the total time during which the prize-non-winning state is in the prize-non-winning state.

[0157] Furthermore, the state may be configured to switch between a prize-winning state and a prize-non-winning state depending on the number of prizes won from the start of the interval period or the ending period. For example, the prize-winning state may be set to be non-winning until two prizes are won from the start of the interval period or the ending period, and the prize-winning state may be set to be allowed for the remaining time. Furthermore, if four prizes are won, the state may be set to be non-winning again. Conversely, the prize-winning state may be set to be non-winning until two prizes are won from the start of the interval period or the ending period, and the prize-non-winning state may be set to be allowed for the remaining time. Furthermore, if four prizes are won, the state may be set to be non-winning again.

[0158] Furthermore, if certain conditions are met, the payout of prize balls based on an over-win may be permitted. An example of a certain condition is when a round ends due to the maximum open time being reached. Another example of a certain condition is when a specific round ends. For example, a specific round may be such that the payout of prize balls based on an over-win is permitted in the first half of the rounds (rounds 1 to 5), but not in the second half of the rounds (rounds 6 to 10).

[0159] Next, the special variable winning device 94 is closed (step S249), the round counter is decremented by 1 (step S250), and it is determined whether the value of the round counter is 0 (step S251). If the value of the round counter is not 0 (step S251; N), i.e., if the final round has not ended, an interval period setting process is performed to set the interval period between rounds and send an interval command to the performance control device 300 (step S252), the value of the special chart special power counter is incremented by 1 (step S253), and the special power open process is terminated. Also, if the value of the round counter is 0 (step S251; Y), i.e., if the final round has ended, an ending period setting process is performed (step S254) to set the ending period to be set at the end of the special game state and to send an ending command to the performance control device 300, and the value of the special chart special power counter is incremented by 2 (step S255), and the special power release process is terminated.

[0160] [Interval period setting process] 24 shows the interval period setting process (step S252) in the special line open process. In this process, first, it is determined whether the end condition flag is time-up (step S261), and if it is time-up (step S261; Y), a value corresponding to the first interval time is set in the special picture processing timer (step S262). Also, if the end condition flag is not time-up (step S261; N), that is, if the upper limit has been reached, a value corresponding to the second interval time is set in the special picture processing timer (step S263). After that, an interval command including information on the set interval time is sent to the performance control device 300 (step S264), and the interval period setting process is terminated.

[0161] In the gaming machine 1 of this embodiment, the first interval time and the second interval time are predetermined times, and the first interval time is shorter than the second interval time. That is, the next round starts earlier when a round ends due to reaching the maximum opening time than when a round ends due to the winning of the maximum number of prizes. Also, in the process of setting a value corresponding to the first interval time in the special symbol processing timer (step S262), a settable value is 1 or more. That is, the first interval time can also be set to the interval of the timer interrupt processing (here, 4 milliseconds).

[0162] [Ending period setting process] 25 shows the ending period setting process (step S254) in the special line open process. In this process, first, it is determined whether the end condition flag is time-up (step S271), and if it is time-up (step S271; Y), a value corresponding to the first ending time is set in the special picture processing timer (step S272). Also, if the end condition flag is not time-up (step S271; N), that is, if the upper limit has been reached, a value corresponding to the second ending time is set in the special picture processing timer (step S273). After that, an ending command including information on the set ending time is sent to the performance control device 300 (step S274), and the ending period setting process is terminated.

[0163] In the gaming machine 1 of this embodiment, the first ending time and the second ending time are predetermined times, and the first ending time is shorter than the second ending time. In other words, the special game state ends earlier and the next special game starts earlier when the final round ends due to the maximum opening time being reached than when the final round ends due to the maximum number of winnings. Also, in the process of setting a value corresponding to the first ending time in the special game processing timer (step S272), a settable value is 1 or more. In other words, the first ending time can also be set to the interval of the timer interrupt processing (here, 4 milliseconds).

[0164] During the interval period or the ending period, the special variable prize winning device 94 is closed, and even if a game ball is detected by the large prize opening switch 94a, no prize balls are paid out, so most of the game balls shot out during the interval period or the ending period do not contribute to the payout of prize balls. Therefore, assuming that game balls continue to be shot during the interval period or the ending period, the longer the interval period or the ending period, the less the player's profits will be.

[0165] If the round ends due to the first condition, i.e., the maximum open time being reached, the player will have ended the round without having obtained the maximum profit that can be obtained in that round. Furthermore, since many of the game balls that did not enter the special variable winning device 94 do not contribute to the payout of prize balls, the player will have obtained less profit in that round. In contrast, if the round ends with the maximum number of winnings, which is the second condition, the player will have obtained the maximum profit possible in that round. Furthermore, since the round ends in a time shorter than the maximum opening time, the number of game balls that do not contribute to the payout of prize balls will be reduced accordingly. In other words, the second condition (winning the maximum number of winnings) is more advantageous for the player than the first condition (reaching the maximum opening time).

[0166] As such, the profits gained from a round can vary greatly depending on when the round ends. Therefore, when the round ends due to the first condition, which is the maximum open time being reached, the interval period and ending period are shortened to minimize the decrease in profits during the interval period and ending period. This can alleviate the player's dissatisfaction when the round ends because the maximum open time has been reached, and can reduce the difference in profit compared to when the round ends because the maximum number of wins has been achieved, thereby increasing the enjoyment of the game and maintaining fairness in the game.In addition, it can prevent the execution time of the special game state from becoming too long, preventing the player from getting bored.

[0167] In particular, by setting a very short interval time when a round ends due to the first condition of reaching the maximum opening time, a gaming ball that flows into the special variable winning device 94 just before the round ends is treated as a winning ball for the next round, thereby maximizing the player's profits. An example of a very short time is the interval between timer interrupts (here, 4 milliseconds). Alternatively, the very short time may be set to a time shorter than the time required from when the special variable winning device 94 starts operating to when the movable member 94b moves to the completely closed position.

[0168] The first interval time and the second interval time may be the same, or the first ending time and the second ending time may be the same. By making the first interval time and the second interval time the same, or making the first ending time and the second ending time the same, the difference in player profits due to differences in the triggers for ending the round becomes clear, and the player's attention to the progress of the round increases, resulting in a highly entertaining gaming machine.

[0169] Also, the first interval time may be longer than the second interval time, and the first ending time may be longer than the second ending time. By making the first interval time longer than the second interval time or making the first ending time longer than the second ending time, the difference in player profits due to differences in the timing of ending a round becomes greater, and the enjoyment of the game can be improved.

[0170] [Special line closed processing] 26 shows the special line closed process (step S91) in the special line processing. In this process, first, it is determined whether the value of the special line processing timer is 0 (step S291). The special line processing timer here is set to a value equivalent to the remaining time of the interval period, and when the value of the special line processing timer becomes 0, the interval period ends. If the value of the special symbol processing timer is not 0 (step S291; N), the interval period has not ended, so the special symbol closing process is terminated. Also, if the value of the special symbol processing timer is 0 (step S291; Y), the interval period has ended, so the special symbol processing timer is set to a value corresponding to the maximum opening time of the special variable prize winning device 94 in the next round to start (step S292).

[0171] Then, an initial value corresponding to the maximum number of wins in the special variable prize winning device 94 in the next round is set in the prize winning counter that manages the number of wins in the special variable prize winning device 94 (step S293), and the end condition flag is cleared (step S294). In the process of clearing the end condition flag (step S294), both the time-up flag and the upper limit reached flag are cleared. Thereafter, the special variable winning device 94 is set to a winning permission state (step S295), and the special variable winning device 94 is opened (step S296). Furthermore, a special line opening command is sent to the performance control device 300 (step S297), the value of the special chart special line counter is decremented by 1 (step S298), and the special line closed processing is terminated. This starts a new round.

[0172] [Special call termination processing] 27 shows the special call termination process (step S92) in the special call processing. In this process, first, it is determined whether the value of the special call processing timer is 0 (step S311). The special call processing timer here is set to a value equivalent to the remaining time of the ending period of the special game state, and when the value of the special call processing timer becomes 0, the ending period has ended. If the value of the special symbol processing timer is not 0 (step S311; N), the ending period has not ended, so the special symbol end processing is terminated. Also, if the value of the special symbol processing timer is 0 (step S311; Y), the ending period has ended, so as a process for ending the special game state, it is determined whether the trigger for the occurrence of this special game state is a probability variable jackpot (step S312).

[0173] If the trigger for the current special game state is a guaranteed jackpot (step S312; Y), the high probability flag is set (step S313), and the time-saving flag is set to the value of the time-saving state (step S314). As a result, the high probability state and the time-saving state are set as the game state after the special game state ends. Furthermore, the high probability state counter is set to 10,000 (step S315), and the time-saving state counter is set to 10,000 (step S316), and the process proceeds to step S320. In the gaming machine 1 of this embodiment, the probability variable jackpot is a 10R probability variable jackpot, and in this case, the fourth gaming state ST4, which is a high probability state and a time-saving state, is set as the gaming state after the special gaming state ends. In addition, the high probability state counter and the time-saving state counter are set to 10000, which is a sufficiently large value, so that the player can essentially stay in the fourth gaming state ST4 until the next jackpot.

[0174] If the trigger for the current special game state is not a guaranteed jackpot (step S312; N), i.e., if it is a normal jackpot, the high probability flag is cleared (step S317), and the time-saving flag is set to the value of the time-saving state (step S318). As a result, the game state after the special game state ends is set to a low probability state and a time-saving state. Furthermore, the time-saving state counter is set to 100 (step S319), and the process proceeds to step S320. In the gaming machine 1 of this embodiment, the jackpot that is not a probability jackpot is a 10R normal jackpot, and in this case, the third gaming state ST3, which is a low probability state and a time-saving state, is set as the gaming state after the special gaming state ends. In addition, the time-saving state counter is set to 100, and by playing the special game 100 times without a jackpot occurring, the first gaming state ST1, which is a low probability state and no time-saving state, is set.

[0175] Then, a state designation command is sent to the performance control device 300 (step S320), the special symbol special power counter is set to a value of 0 (step S321), the end condition flag is cleared (step S322), and the special power end process is terminated. This ends the special game state and the next special symbol game can be started.

[0176] [General Map and General Data Processing] FIG. 28 shows the normal map normal power processing (step S53) in the timer interrupt processing described above. This normal map normal power processing controls the occurrence of normal map reservations and the overall processing related to the normal map game. First, it is determined whether there is an input to the gate switch 78a (step S401), and if there is no input (step S401; N), it proceeds to step S405. Also, if there is an input (step S401; Y), it is determined whether the number of normal map reservations is less than the upper limit value (step S402).

[0177] If the number of reserved general maps is not less than the upper limit (step S402; N), the process proceeds to step S405 without generating a reserved general map because no more reserved general maps can be stored. Also, if the number of reserved general maps is less than the upper limit (step S402; Y), the number of reserved general maps is updated by +1 (step S403), and various random numbers are obtained and stored in the reserved general map storage area of ​​RAM 103 (step S404). The various random numbers to be acquired include a random number per normal game, which is stored for each normal game reserve. In addition, when a normal game reserve occurs, the display of the normal game reserve display section 66 of the general display device 60 is updated. It is also possible to store a normal game type random number value for determining the type of result of the normal game, and a normal game fluctuation time random number value for determining the fluctuation time of the normal game.

[0178] The general map reserve storage area of ​​RAM 103 has a number of storage areas corresponding to the upper limit of the number of reserved general maps, and one storage area stores the information of one reserved general map. In addition, the storage areas are ranked, and the oldest map is stored in the highest-ranked storage area in order of storage order. When a reserved general map is consumed, the oldest reserved general map stored in the highest-ranked storage area is consumed, and the information of other reserved general maps is shifted to a storage area one rank higher.

[0179] Next, the value of the normal map normal power counter is obtained (step S405), the normal map normal power address table is set (step S406), and the start address of the process corresponding to the value of the normal map normal power counter is obtained using the normal map normal power address table (step S407). Then, the process proceeds to the process indicated by the start address (step S408). This allows branching to the process according to the current game state.

[0180] If the value of the normal map normal power counter is 0, a normal map fluctuation start process (step S409) is performed to set the start of the normal map game, etc., and the normal map normal power process is terminated. If the value of the normal map normal power counter is 1, a normal map fluctuation process (step S410) is performed to set the stop time when the fluctuation time of the normal map game ends, and the normal map normal power process is terminated. If the value of the normal map normal power counter is 2, a normal map confirmation process (step S411) is performed to perform processing at the end of the normal map game depending on the result of the normal map game, and the normal map normal power process is terminated. If the value of the normal map normal power counter is 3, a normal power control process (step S412) is performed to control the normal map when it is in a winning state, and the normal map normal power process is terminated.

[0181] [General map change start processing] FIG. 29 shows the normal map change start process (step S409) in the normal map normal power processing. In this process, first, it is determined whether the normal map reserve is 0 (step S421), and if it is 0 (step S421; Y), the normal map change start process is terminated. Also, if it is not 0 (step S421; N), the information of the earliest normal map reserve, which is the oldest normal map reserve in the order of storage, is prepared (step S422), a judgment table corresponding to the value of the time-saving flag is set (step S423), and a result judgment process is performed (step S424). Here, a judgment table is selected and set based on whether the state is no time-saving state, time-saving state, or slight time-saving state, and the result is determined by referring to the random number per normal map in the set table.

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

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

[0184] After that, a normal map change start command is sent to the performance control device 300 (step S432), the value of the normal map normal counter is incremented by 1 (step S433), and the normal map change start process is terminated. The normal map change start command includes information on the results of the normal map game and the change time, and the performance control device 300 uses this information to display the decorative normal map game on the display device 81 and set various performances. Note that as the normal map reserve increases or decreases, a normal map reserve command including information on the normal map reserve may be sent to the performance control device 300, and the performance control device 300 may perform performances related to the normal map reserve, such as displaying the number of normal map reserves.

[0185] [General map confirmation in progress] 30 shows the process of determining the normal map during the normal map normal power processing (step S411). In this process, first, it is determined whether the value of the normal map processing timer is 0 (step S451). The normal map processing timer here is set to a value equivalent to the remaining stop time of the normal map game, and when the value of the normal map processing timer becomes 0, the stop time has ended. If the value of the normal map processing timer is not 0 (step S451; N), the stop time has not ended, so the normal map confirmation processing is terminated. Also, if the value of the normal map processing timer is 0 (step S451; Y), the stop time has ended, so in order to perform processing according to the result of the normal map game, first determine whether there is a winning flag (step S452).

[0186] If there is no hit flag (step S452; N), that is, if the result is a miss, the normal map normal power counter is set to 0 (step S460), and the normal map confirmation process is terminated. This ends the normal map game and makes it possible to start the next normal map game. Also, if there is a hit flag (step S452; Y), that is, if the result is a hit, a value corresponding to the time-saving flag is set in the normal power opening counter (step S453). The normal power opening counter is used to control the number of times the normal variable winning device 79 is opened and closed, and is set to "1" in the case of a no-time-saving state or a slight time-saving state where it is opened once, and is set to "3" in the case of a time-saving state where it is opened twice.

[0187] Next, the value of the opening time corresponding to the value of the time-saving flag is acquired (step S454), and a value corresponding to the opening time is set in the normal processing timer (step S455). In the case of a no-time-saving state or a slight time-saving state where the timer is opened once, a value corresponding to the opening time for that one opening (here, 0.2 seconds or 0.5 seconds) is set. In the case of a time-saving state where the timer is opened twice, a value corresponding to the first opening time (here, 1 second) is set.

[0188] Then, an initial value is set in the normal power winning counter that manages the number of wins to the normal variable winning device 79 (step S456), and the normal variable winning device 79 is set to a winning permission state (step S457). Furthermore, the normal variable winning device 79 is opened (step S458), the normal map normal power counter is incremented by 1, and the normal map confirmation processing is terminated. This ends the normal map game and the normal map winning state begins.

[0189] [General power control processing] 31 shows the normal map control process (step S412) in the normal map normal power process. In this process, first, it is determined whether there is a win in the normal variable winning device 79 (step S481), and if there is no win (step S481; N), the process proceeds to step S483. Also, if there is a win (step S481; Y), the normal power winning counter is decremented by 1 (step S482), and the process proceeds to step S483.

[0190] In step S483, it is determined whether the value of the normal power winning counter is 0 (step S483). If the value of the normal power winning counter is 0 (step S483; Y), that is, if the maximum number of winnings has occurred, the normal game processing timer is set to 0 (step S494), and the normal variable winning device 79 is set to a winning-disabled state (step S495). Furthermore, the normal variable winning device 79 is closed (step S496), the normal game counter is set to 0 (step S497), and the normal power control process is terminated. This ends the normal game winning state, and the next normal game can be played.

[0191] On the other hand, if the value of the normal power winning counter is not 0 (step S483; N), that is, if the maximum number of winnings has not been achieved, it is determined whether the normal power processing timer is 0 (step S484). If the value of the normal power processing timer is not 0 (step S484; N), the normal power control processing is terminated. In this case, the normal power winning state is continued without ending. Also, if the normal power processing timer is 0 (step S484; Y), the value of the normal power release counter is decremented by 1 (step S485), and it is determined whether the normal power release counter is 0 (step S486). If the normal power release counter is 0 (step S486; Y), the maximum release time has ended, so processing from step S495 onwards is carried out to end the normal power hit state.

[0192] When the normal winning state ends due to the establishment of an end condition, such as reaching the maximum opening time or winning the maximum number of prizes, a prize-free state is set (step S495). This prevents prize balls from being paid out based on the detection of a game ball by the normal power switch 79a after the maximum opening time has been reached or the maximum number of prizes has been won. In other words, in the gaming machine 1 of this embodiment, the normal variable winning device 79 is in the prize-permitting state from the start of the winning state until the establishment of the end condition in the normal winning state. Therefore, for example, even if a game ball is detected by the normal power switch 79a during the process of converting the normal variable winning device 79 to the closed state due to the reaching of the maximum opening time or winning the maximum number of prizes, prize balls will not be paid out.

[0193] In other words, payouts based on so-called over-winning are invalid. In the gaming machine 1 of this embodiment, even if a winning is not possible, the detection by the normal power switch 79a itself is valid, and processing related to the payout of prize balls based on this detection is not performed, thereby invalidating payouts based on over-winning. In addition, even if the over-winning is possible, the special figure 2 reservation can be generated, but this may also be invalidated. In this case, the detection by the normal power switch 79a itself may be invalidated in the winning impossible state. In addition, the payout of prize balls based on over-winning may be permitted. In this case, the winning permission state is maintained for a certain period of time after the end of the normal winning state. In addition, if certain conditions are met, the payout of prize balls based on over-winning may be permitted. One of the certain conditions is when the normal winning state ends due to the maximum opening time being reached.

[0194] If the value of the normal power opening counter is not 0 (step S486; N), it is determined whether the value of the normal power opening counter is an even number (step S487). If the value of the normal power opening counter is an even number (step S487; Y), the value of the time-saving flag and the value of the normal power opening counter are acquired (step S488), and the value corresponding to the closing time is set in the normal power processing timer (step S489). Then, the normal variable winning device 79 is closed (step S490), and the normal power control process is terminated. In this case, if there are multiple releases in the normal winning state, the release other than the last one will end. For example, if there are two releases, the first release will end.

[0195] Also, if the value of the normal power release counter is not an even number (step S487; N), the value of the time-saving flag and the value of the normal power release counter are acquired (step S491), and the value corresponding to the opening time is set in the normal power processing timer (step S492). Then, the normal variable winning device 79 is opened (step S493), and the normal power control process is terminated. In this case, if there are multiple releases in the normal winning state, the release other than the first one will be started. For example, if there are two releases, the second release will be started.

[0196] In addition, if the value of the normal power opening counter is an even number (step S487; Y), the normal variable winning device 79 may be set to a winning-disabled state, and if the value of the normal power opening counter is an odd number (step S487; N), the normal variable winning device 79 may be set to a winning-permitted state. By doing this, if there are multiple openings in a normal winning state, it is possible to invalidate the payout based on winning during the period from the end of the opening other than the final opening to the next opening. Furthermore, it is also possible to invalidate the occurrence of special drawing 2 reserves based on winning during this period.

[0197] [Processing in the production control device] Next, we will explain the control in the performance control device 300. The MPU 301 of the performance control device 300 controls the performance of the game mainly by performing the main performance processing shown in Fig. 32 and timer interrupt processing (not shown).

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

[0199] Next, a display editing process (step S604) is performed to enable display on the display device 81 by setting up to control the progress of the performance and editing drawing commands for the VDP 306, and a sound control process (step S605) is performed to process the sound output from the speaker 34. Then, a light emission control process (step S606) is performed to control the light emitting means 33, and a movable body control process (step S607) is performed to control the motor and solenoid of the movable performance device 82, before returning to the received command process (step S602).

[0200] [Received command processing] 33 shows the received command process (step S602) in the main performance process. In this process, first, the command is read from a storage area in the work RAM 303 for storing received commands, and the type of the command is analyzed (step S611).

[0201] If the command is a special chart command (step S612; Y), a special chart effect process (step S613) is carried out to process the decorative special chart game, and the received command process is terminated. Special chart commands include a variation start command sent when the special chart game starts, a stop command sent when the variation in the special chart game stops, etc. In the case of a variation start command, information on the result of the special chart game, the type of jackpot or time-saving win, and the variation type is included, and based on this information, the variation pattern of the decorative special chart game is set, various effects such as preview effects are set, and processing to start the decorative special chart game is carried out. Also, in the case of a stop command, processing to stop the variation display of the decorative special chart game and stop the display of the result mode is carried out.

[0202] If the command is not a special symbol command (step S612; N), it is determined whether it is a jackpot command (step S614). If it is a jackpot command (step S614; Y), a jackpot effect process is performed to process the effect of the special game state (step S615), and the received command process is terminated. The jackpot commands include opening commands, special power release commands, interval commands, ending commands, and large prize entry command. In the case of an opening command, processing is performed to set the effects for the opening period, and in the case of a special power release command, processing is performed to set the effects for the start of a round and during the round. In addition, in the case of an interval command, processing is performed to set the effects for the interval period, and in the case of an ending command, processing is performed to set the effects for the ending period. In addition, in the case of a large prize entry command, processing is performed to set effects such as displaying the cumulative number of prize balls won by winning in the special game state.

[0203] If the command is not a jackpot command (step S614; N), it is determined whether it is a normal map command (step S616). If it is a normal map command (step S616; Y), a normal map effect process is performed to process the effects of the normal map game (step S617), and the received command process is terminated. The normal map command includes a normal map variation start command, etc. In the case of a normal map variation start command, the display of the decorative normal map game on the display device 81 and the setting of various effects are performed.

[0204] If the command is not a normal command (step S616; N), it is determined whether it is a hold command (step S618). If it is a hold command (step S618; Y), a hold effect process is performed to process the effect related to the special hold (step S619), and the received command process is terminated. The hold commands include special chart 1 hold commands, special chart 2 hold commands, advance determination commands, etc. In the case of a special chart 1 hold command or special chart 2 hold command, processing is performed to increase / decrease or move the decorative special chart hold display displayed on the display device 81, etc., in accordance with an increase or decrease in the special chart 1 hold or special chart 2 hold. In the case of an advance determination command, processing is performed such as setting notifications in the decorative special chart hold display displayed on the display device 81, etc., and setting continuous effects across multiple special chart games.

[0205] If the command is not a hold command (step S618; N), it is determined whether it is a hold occurrence standby command (step S620). If it is a hold occurrence standby command (step S620; Y), standby effect processing is performed (step S621), which performs processing such as setting a standby effect to display a demo image on the display device 81, and the received command processing ends.

[0206] If the command is not a hold generation waiting command (step S620; N), it is determined whether it is an error command (step S622). If it is an error command (step S622; Y), an error notification process is performed to process the effects related to the error notification (step S623), and the received command processing is terminated. Error commands include a RAM abnormality command, a fraud detection command, an inner frame open command, a front frame open command, a lower tray overflow command, a payout ball out command, etc., and a process is performed to notify the error using the display device 81, etc.

[0207] If the command is not an error command (step S622; N), it is determined whether it is a state designation command (step S624). If it is a state designation command (step S624; Y), the current game state such as a high probability state or a time-saving state is stored based on the state designation command, and a state setting process is performed to make it available for selecting effects, etc. (step S625), and the received command process is terminated. If the command is not a status setting command (step S624; N), it is determined whether it is a command other than those mentioned above (step S626). If it is a command other than those mentioned above (step S626; Y), various command corresponding processes are performed to perform processing corresponding to the command (step S627), and the received command processing is terminated.

[0208] [Game presentation] Next, the effects of the game will be described. Fig. 34 shows an example of the effect display on the display device 81. Basically, the effect display shown in Fig. 34 can be executed in any of the first game state ST1, the second game state ST2, the third game state ST3, and the fourth game state ST4, but there are also cases where different effect displays are executed depending on the game state.

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

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

[0211] In the first decorative special game display unit 501, in the stopped state, three pieces of identification information are displayed in each of the upper variable display area 502, the middle variable display area 503, and the lower variable display area 504, so that nine pieces of identification information are displayed in a 3 x 3 pattern. Five active lines are set: a left line L1, a middle line L2, a right line L3, a downward-right line L4, and an upward-right line L5. If the result of the special game is a jackpot, a jackpot result pattern (for example, "777") in which the same main symbols are lined up is displayed on one of the valid lines, and if the result of the special game is a time-saving hit A to D, that is, a time-saving hit that transitions to a time-saving state, a time-saving result pattern (for example, "341") in which the main symbols are lined up in a predetermined pattern is displayed on one of the valid lines.If the result of the special game is a miss or a time-saving hit E that transitions to a slight time-saving state, the jackpot result pattern and the time-saving result pattern are not displayed on any of the valid lines.

[0212] A second decorative special symbol game display unit 505 is provided in the upper left corner of the display area of ​​the display device 81, which displays the second decorative special symbol game among the decorative special symbol games. The second decorative special symbol game includes a second decorative special symbol 1 game corresponding to the special symbol 1 game, and a second decorative special symbol 2 game corresponding to the special symbol 2 game. The second decorative special symbol game display unit 505 includes a first display area 506 that displays the second decorative special symbol 1 game, and a second display area 507 that displays the second decorative special symbol 2 game. The second decorative special symbol game display unit 505 displays identification information (small symbols) that is relatively smaller than the identification information (large symbols) displayed in the first decorative special symbol game display unit 501.

[0213] In the first display area 506 and the second display area 507, the identification information is displayed variably in one area and then stopped to display the result. The identification information displayed in the second decorative special symbol game display unit 505 includes identification information corresponding to each of the results that can be derived in the special symbol game, and after a variable display that displays these in sequence, the identification information corresponding to the result is displayed stationary. Note that, as with the first decorative special symbol game, the result may be displayed by a combination of identification information that has stopped in multiple variable display areas.

[0214] Additionally, a decorative special symbol reserve display section 508 is provided at the bottom of the display area of ​​the display device 81, displaying a decorative special symbol reserve display corresponding to a special symbol reserve. The decorative special symbol reserve displays include a decorative special symbol 1 reserve display corresponding to the special symbol 1 reserve and a decorative special symbol 2 reserve display corresponding to the special symbol 2 reserve, which correspond one-to-one with the special symbol reserves. In the gaming machine 1 of this embodiment, since the special symbol reserves are consumed in the order of storage regardless of whether they are special symbol 1 reserves or special symbol 2 reserves, a single area is configured to display the decorative special symbol 1 reserve display corresponding to the special symbol 1 reserve and the decorative special symbol 2 reserve display corresponding to the special symbol 2 reserve in the order of storage. The decorative special symbol reserve displays are displayed in a row so that the leftmost decorative special symbol reserve display corresponds to the oldest special symbol reserve stored in the order of storage, and move to the left each time one is consumed.

[0215] In addition, the display mode of the decorative special chart 1 reserve display and the display mode of the decorative special chart 2 reserve display are different, making it possible to distinguish which special chart is reserved. Here, the shape of the decorative special chart 1 reserve display is a "circle" and the shape of the decorative special chart 2 reserve display is a "triangle", but they may also be distinguishable by differences in color, etc. Furthermore, the decorative special symbol reserve display unit 508 can suggest or notify the results of advance judgment such as the result of the special symbol game based on the reserved special symbol and the type of variation by the display mode of the decorative special symbol reserve display corresponding to the reserved special symbol. In this example, the advance judgment result is suggested or notified by changing the color of the decorative special symbol reserve display on the left side. In addition, in the upper right corner of the display area of ​​the display device 81, there is provided a special chart reservation number display unit 520 that displays the number of special chart reservations, a special chart 1 reservation number display unit 521 that displays the number of special chart 1 reservations, and a special chart 2 reservation number display unit 522 that displays the number of special chart 2 reservations.

[0216] In addition, the decorative special chart reserve display unit 508 may be provided with a special chart 1 reserve display unit that displays special chart 1 reserve and a special chart 2 reserve display unit that displays special chart 2 reserve, and the decorative special chart reserve displays may be displayed in the order in which they are stored in each reserve display unit. In addition, the display modes of the decorative special chart 1 reserved display and the decorative special chart 2 reserved display may be different or the same. In addition, although the decorative special chart pending display unit 508 is displayed on the display device 81, the decorative special chart pending display unit 508 may also be configured by an illuminating unit provided in the variable display unit 80, and information regarding the special chart pending may be displayed by the lighting mode of the illuminating unit. In addition, an in-progress hold display unit may be provided that displays information about the special symbol hold corresponding to the currently running special symbol game. The in-progress hold display unit may suggest or notify the result or variation type of the currently running special symbol game by the display mode of the in-progress hold display displayed on the in-progress hold display unit.

[0217] In the state shown in Figure 34(a), the oldest special symbol reserve stored in memory order is the special symbol 1 reserve. When a new special symbol 1 game is started from this state based on the special symbol 1 reserve, the decorative special symbol reserve display on the left end of the decorative special symbol reserve display unit 508 is erased and the other decorative special symbol reserve displays are shifted to the left, as shown in Figure 34(b). Furthermore, the value in the special symbol 1 reserve number display unit 521 is decremented by 1, and the variable display of the identification information begins in the first display area 506 of the first decorative special symbol game display unit 501 and the second decorative special symbol game display unit 505.

[0218] After a predetermined time has elapsed, the upper variable display area 502 will first enter a temporarily stopped state as shown in Figure 34(c). In the temporarily stopped state, the identification information is displayed as if it is fluctuating, indicating that the variable display has not yet ended. Next, as shown in Figure 34(d), the lower variable display area 504 is temporarily stopped. In this example, a double reach is selected as the variable type, and the same identification information is lined up on the downward-sloping right line L4, and also on the upward-sloping right line L5, resulting in a double reach. Depending on the selected variable type, the performance may then develop into an SP reach. If a single reach is selected as the variable type, the same identification information will be lined up on either the left line L1, the middle line L2, or the right line L3, resulting in a single reach. If no reach is selected as the variable type, the same identification information will not be lined up on any of the active lines.

[0219] After that, the middle variable display area 503 is temporarily stopped. If the result of the special game is a loss, as shown in FIG. 34(e), the display temporarily stops with the jackpot result mode and the time-saving result mode not being displayed on any of the active lines, and as the variable time expires, the temporary stop ends and the identification information is displayed as stopped, as shown in FIG. 34(f). Furthermore, as the variable time expires, the variable display in the first display area 506 also stops, and the identification information corresponding to the loss result is displayed as stopped. The display in FIG. 34(f) continues until the stop time of the special game expires, and if a new special game is started after that, the variable display as shown in FIG. 34(b) begins.

[0220] Furthermore, if the result of the special game is a jackpot, the jackpot result mode is temporarily stopped on the active line as shown in Figure 34(g), and as the variable time expires, the temporary stop ends and the identification information is displayed as a static display as shown in Figure 34(h). Furthermore, as the variable time expires, the variable display in the first display area 506 also stops, and the identification information corresponding to the jackpot result is displayed as a static display. The display in Figure 34(h) continues until the stop time of the special game expires, after which the special game state begins.

[0221] FIG. 35 shows an example of the effects in the special game state, and FIG. 36 shows the operation of the special variable winning device 94 in the special game state and the contents of the effects. As shown in Figure 36, when the variable display ends in the special game that results in a jackpot (t11), and the stop time (from t11 to t12) for displaying the jackpot result in a static display ends (t12), the special game state begins (from t12 onwards).

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

[0223] In this example, the result of the first decorative special game was "777", so "7" is displayed as the symbol display 532. Also, since it is a probability variable jackpot, "Super Lucky", which indicates a probability variable jackpot, is displayed as the type display 533. In the case of a normal jackpot, "Lucky" is displayed as the type display 533. However, even in the case of a probability variable jackpot, "Lucky", which corresponds to a normal jackpot, may be displayed at this point, and in this case, a so-called promotion effect is performed during the special game state to indicate that it is a probability variable jackpot.

[0224] When the opening period ends, the first round begins and the special variable winning device 94 is opened (t13 in FIG. 36). During the round, a round effect such as that shown in FIG. 35(b) is performed. In addition to the display of characters and decorative images, the round effect displays various information about the special game state. For example, a round number display 534 indicating the current round number, a cumulative winning number display 535 indicating the number of prize balls won in the special game state from the first jackpot, which is a jackpot in a no-time-reduction state or a slight time-reduction state, until the state returns to a no-time-reduction state or a slight time-reduction state, and a jackpot count display 536 indicating the number of jackpots during that period, starting with the first jackpot. A symbol display 532 and a type display 533 are also displayed.

[0225] When the round end conditions are met, the round ends, the special variable winning device 94 is closed, and an interval period begins (t14 in FIG. 36). The round end conditions in the gaming machine 1 of this embodiment include a first condition, which is reaching the maximum opening time, and a second condition, which is winning the maximum number of prizes, and the round ends when either condition is met. The maximum opening time is 29 seconds, and the maximum number of prizes in one round is 10. In addition, 15 prize balls are paid out for winning the special variable winning device 94.

[0226] The length of the interval period varies depending on whether the first or second condition is met to end the round. In this example, the first round ends when the maximum number of wins is achieved, which is the second condition. In this case, a relatively long second interval time is set for the interval period (t14 to t15 in FIG. 36). As shown in FIG. 35(c), the interval effect is different from the effects during the round, for example, characters or decorative images are displayed, making it clear that it is an interval period. Then, as shown in FIG. 35(d), when the next second round begins, the effect during the round, different from the effects of the previous round shown in FIG. 35(b) and the interval effect shown in FIG. 35(c), is performed, and the special variable winning device 94 is opened (t15 in FIG. 36).

[0227] In this example, the second round reaches the maximum opening time with nine wins (less than the maximum number of wins) as shown in FIG. 35(e), ending the round and entering an interval period (t16 in FIG. 36). In this case, the interval period (t16 to t17 in FIG. 36) is set to a relatively short first interval time. That is, as described above, when the round ends due to reaching the maximum opening time, which is the first condition, the interval period is shorter than when the round ends due to the winning of the maximum number of wins, which is the second condition. Furthermore, the interval effect shown in FIG. 35(f) is different from the effect when the round ends due to the winning of the maximum number of wins, which is the second condition, making it easy to determine which ending condition the round ended under. Then, when the next third round begins as shown in FIG. 35(g), a round effect different from the effect of the previous round shown in FIG. 35(e) and the interval effect shown in FIG. 35(f) is performed, and the special variable winning device 94 is opened (t17 in FIG. 36).

[0228] In addition, if a very short time (for example, 4 milliseconds) is set as the first interval time (t16 to t17 in Figure 36) that is set when the maximum opening time is reached and the interval period begins, the next round will start almost simultaneously with the end of the round, so it is possible not to perform the interval presentation.

[0229] When the special game state progresses and the final 10th round is completed (t18 in Figure 36), the ending period begins and the ending performance is performed (t18 to t19 in Figure 36). In this example, since it was a probability jackpot, the ending performance shown in Figure 35(h) displays "One more try," suggesting that the next jackpot may be won. If it was a normal jackpot, the display would read "Chance."

[0230] The length of this ending period differs depending on the trigger for the end of the final round, and if the final round ends due to the first condition, which is the maximum open time, it will be shorter than if the final round ends due to the maximum number of wins, which is the second condition. However, the content of the interval presentation is the same whether the final round ends due to the first condition or the second condition, making it difficult to determine which condition ended the final round from the presentation content.

[0231] The content of the interval presentation may be the same for the first condition, where the round ends when the maximum open time is reached, and the second condition, where the round ends when the maximum number of wins is achieved. This makes it difficult to determine which end condition the round ended under from the presentation content. Furthermore, the content of the ending presentation may be different depending on whether the final round ends due to reaching the maximum open time, which is the first condition, or due to the maximum number of wins, which is the second condition. In this way, it is possible to easily determine which ending condition the final round ended under from the presentation content.

[0232] In the above embodiment, the maximum opening time in the special game state is set to 29 seconds, and the maximum number of winnings is set to 10. However, this is not limited to this. By adjusting the settings of the maximum opening time and the maximum number of winnings, it is possible to adjust the ratio between the possibility of achieving the first condition of reaching the maximum opening time and the possibility of achieving the second condition of achieving the maximum number of winnings, which adds strategic element to play in the special game state, making the gaming machine more interesting. For example, the maximum release time and the maximum number of winnings may be set in consideration of the interval between launches of game balls. As an example, if the maximum release time is set to the time obtained by multiplying the interval between launches of game balls (such as 0.6 seconds) by the value of the maximum number of winnings or a value several times (for example, 1) more or less than the maximum number of winnings, the windmill 74 and obstacle nails 75, which constitute the variable means, will cause variations in the timing of arrival at the special variable winning device 94, changing the conditions for ending the round and increasing the enjoyment of the game.

[0233] The maximum release time may also be set so that the maximum number of winning balls is not reached even if game balls are continuously launched. For example, the maximum release time may be set to the interval between game ball launches (e.g., 0.6 seconds) multiplied by a value less than half the maximum number of winning balls (e.g., 5 or less). This allows a relatively short first interval time or first ending time to be set in almost all cases, thereby swiftly progressing through the special game state. This allows the game to have a series of special game states in a short period of time, increasing the enjoyment of the game. Furthermore, in the rare event that the maximum number of winning balls is launched, a relatively long second interval time or second ending time is set, preventing the player's profits in a certain period of time from becoming too high and leading to excessive gambling.

[0234] Furthermore, as a result of the special game, it may be possible to derive a small win without the activation of a condition device, and when a small win is derived, a small win gaming state may be generated in which the special variable winning device 94 is opened. In this small win gaming state, the opening of the special variable winning device 94 may be terminated when either of the ending conditions of reaching the maximum opening time or winning the maximum number of prizes is met, and the length of the small win ending period from the closing of the special variable winning device 94 to the end of the small win gaming state may be varied depending on the ending condition.

[0235] Also, although one special variable winning device 94 is described above, two may be provided, and one of them may be opened during each round. Furthermore, one of the special variable winning devices 94 may be provided with a specific area into which gaming balls that have flowed into the special variable winning device 94 can flow, and a movable member that can change the ease of flow into the specific area, and the gaming control device 100 may control the movable member. Then, the gaming machine may be configured so that if a gaming ball flows into the specific area, a high probability state is established after the special game state ends, and if no gaming balls flow into the specific area, a low probability state is established after the special game state ends.

[0236] In addition, the special variable winning device 94 having a specific area may be opened in a small win game state, and when a game ball flows into the specific area, a big win occurs, generating a special game state, making it a so-called type 1 + type 2 game machine.

[0237] An example of such a gaming machine is a gaming board in which the start winning device 90 in the gaming board 70 shown in FIG. 8 is replaced with a first start opening 76 that always allows winning by hitting from the left. In the no time-saving state or the slight time-saving state, the special game 1 is mainly executed by hitting the ball with the left hand, aiming at the first starting hole 76. If a jackpot is derived in the special game 1, a special game state is executed in which the special variable winning device 94 is opened, and the time-saving state can be set after the special game state ends. There may be cases in which the time-saving state is not set. In the time-saving state, the special game 2 is mainly executed by hitting the right side of the ball to aim at the normal variable prize-winning device 79. If a jackpot is derived in the special game 2, a special game state is executed in which the special variable prize-winning device 94 is opened, and the time-saving state can be set after the special game state ends. There may be cases where the time-saving state is not set.

[0238] Furthermore, in the special chart 2 game, a small win can be derived as a result. If a small win is derived, a small win game state is executed and the special variable winning device 94 is opened. If a game ball flows into a specific area in this small win game state, a special game state is executed in which the special variable winning device 94 is opened after the small win game state ends. A time-saving state can be set after the special game state ends. There may be cases where the time-saving state is not set. Furthermore, if a game ball does not flow into the specific area in the small win game state, the next special chart game can be played without executing the special game state after the small win game state ends.

[0239] In addition, it is possible to derive a small win in the special chart 1 game, or it is possible not to derive it. Also, the probability of a big win may always be a constant probability, or there may be a low probability state and a high probability state. Also, it is possible to derive a time-saving win in both or one of the special chart 1 game and the special chart 2 game, or it is possible not to derive a time-saving win in both the special chart 1 game and the special chart 2 game.

[0240] In addition, a movable member that changes the ease with which game balls can flow into the specific area may be provided inside the special variable winning device 94 that has a specific area. The movable member is controlled by the game control device 100, and can be operated in a first state and a second state in which game balls can flow into the specific area more easily than in the first state. The operation pattern of the movable member may be selected from a plurality of patterns. Also, a special variable prize winning device with a specific area and a special variable prize winning device without a specific area may be provided as the special variable prize winning device 94. In the special game state, one of the special variable prize winning devices is opened in each round, and in the small win game state, the special variable prize winning device with a specific area is opened.

[0241] In addition, multiple types of small wins may be provided, and the type may be selected based on a special symbol type random number, and the mode of execution of the small win game state or the mode of execution of the special game state based on the small win game state may be selected depending on the type of small win. Also, the mode of execution of the special game state may be different between a special game state based on a big win being derived in a special symbol game and a special game state based on flowing into a specific area in a small win game state. In other words, the mode of execution of the small win game state and the special game state may be different depending on the type of small win and the trigger for the occurrence of the special game state.

[0242] Examples of the execution mode of the small win gaming state include the length of the small win opening time from the start of the small win gaming state until the special variable winning device 94 is opened, the length of the small win ending time from the closure of the special variable winning device 94 until the end of the small win gaming state, the opening pattern and opening time of the special variable winning device 94, and the operation mode of the movable member provided inside the special variable winning device 94. Examples of the execution mode of the special gaming state include the length of the opening time, the length of the interval time, the length of the ending time, the opening pattern and opening time of the special variable winning device 94, and the number of rounds. Furthermore, in the special gaming state of the gaming machine of this embodiment, the lengths of the interval time and ending time are set to differ depending on the round ending conditions, but even if the ending conditions are the same, the lengths of the interval time or ending time may differ depending on the type of small win or the trigger for the special gaming state.

[0243] In addition, examples of game states in which the movable member can be operated to different states include a normal winning state, a special game state, a small win game state that occurs based on a small win, etc. Examples of the movable member include the movable member 94b of the special variable winning device 94, the movable member 79b of the normal variable winning device 79, and a movable member that changes the ease with which game balls flow into a specific area provided inside the special variable winning device 94.

[0244] [Second embodiment] Next, a gaming machine of a second embodiment will be described. Note that it basically has the same configuration as the gaming machine of the first embodiment described above, and the following description will omit the explanation of the parts having the same configuration by using the same reference numerals, and will mainly focus on the different parts. The gaming machine of this embodiment has a different presentation style in the special game state.

[0245] Figure 37 shows an example of the effects in the special game state in the gaming machine 1 of this embodiment. As shown in Figure 37(a), a round starts, and when the round end condition is met, the round ends, the special variable winning device 94 is closed, and an interval period begins. Figures 37(b) and (c) show an example of the interval effects when the round ends due to the winning of the maximum number of wins, which is the second condition.

[0246] First, as shown in Figure 37(b), a standby display 541 saying "Please wait a moment" is displayed to prompt the player to wait until the next round starts. Then, as shown in Figure 37(c), as the start of the next round approaches, a transition display 542 saying "Opening soon" is displayed. Then, as shown in Figure 37(d), the next round starts and the special variable prize-winning device 94 is opened.

[0247] If the round ends due to the second condition of winning the maximum number of prizes, a relatively long interval is set. Therefore, the standby display 541 is displayed to allow the player to temporarily stop the launch of game balls, and the transition display 542 is displayed to allow the player to resume the launch of game balls before the start of the round. This makes it possible to prevent the player from losing profits due to technical intervention during the interval period, thereby increasing the enjoyment of the game.

[0248] As the round progresses, Figure 37(e) shows a state in which nine wins have been made, less than the maximum number of wins, and the maximum open time has been reached, at which point the round ends and an interval period begins. As shown in Figure 37(f), the interval effect in this case is a continuation of the effect from the completed round shown in Figure 37(f). Then, as shown in Figure 37(g), when the interval period ends, the next round begins. The effect from this round is a continuation of the effect from the previous round shown in Figure 37(e) and the interval effect shown in Figure 37(f). However, the display of the round number display 534 is updated.

[0249] As described above, when the round ends when the maximum open time is reached, which is the first condition, the interval period is shorter than when the round ends when the maximum number of wins is reached, which is the second condition. Furthermore, by using a presentation that does not draw attention to the interval period, it is possible to give the impression that the round is continuing, making it difficult to recognize that the round has ended when the maximum open time is reached, thereby increasing the enjoyment of the game. In addition, in the state shown in Figure 37(g), which is a new round after the round ends due to reaching the first condition, the maximum opening time, the presentation may be different from the presentation of the previous round shown in Figure 37(e) or the interval presentation shown in Figure 37(f).

[0250] Furthermore, the standby display 541 and the transition display 542 are not limited to those described above and may be any other display. For example, the timing until the start of the next round may be displayed in a countdown format. Furthermore, the standby display 541 and the transition display 542 may be displayed during all interval presentations when the round ends due to the second condition of the maximum number of winnings being achieved, or may be displayed during only some of the interval presentations. Furthermore, the standby display 541 and the transition display 542 may be displayed in the ending presentation when the final round ends with the maximum number of wins being achieved, which is the second condition.

[0251] Furthermore, although the transition display 542 is displayed after the standby display 541 as an interval effect or an ending effect, it is also possible to display only one of the standby display 541 and the transition display 542. Also, there may be a period in the interval effect or the ending effect in which neither the wait display 541 nor the transition display 542 is displayed. For example, during the interval period or the ending period, the wait display 541 may be displayed at the start and then erased, providing a period in which neither the wait display 541 nor the transition display 542 is displayed. Furthermore, the transition display 542 may be displayed and then erased, providing a period in which neither the wait display 541 nor the transition display 542 is displayed until the start of the next round or the next special game. In this way, it is possible to create an interest in the player by showing the start timing of the next round or the next special game to some extent and letting the player guess.

[0252] Furthermore, when the transition display 542 displays the timing until the start of the next round or the next special game in a countdown format, it may count down partway through and then end, rather than counting down to the end of the interval period or ending period. For example, it may count down to "10," "9," "8," and end, and there may be a period in which neither the standby display 541 nor the transition display 542 is displayed until the start of the next round or the next special game. In this way, it is possible to add interest to the player by showing the start timing of the next round or the next special game to some extent and letting the player guess.

[0253] The contents of the standby display 541 and the transition display 542 may always be the same or may vary. For example, the contents of the standby display 541 and the transition display 542 may be selected based on the type of jackpot that triggered the special game state (10R probability jackpot, 10R normal jackpot), the type of special game (special game 1, special game 2), or the game state set after the special game state ends (low probability state, high probability state, time-saving state, slight time-saving state, no time-saving state). The standby display 541 and the transition display 542 allow the player to predict the start timing of the next round or the next special game, making the state more advantageous for the player than if these displays were not displayed. By varying the contents of the standby display 541 and the transition display 542 to make the prediction easier, the degree of advantage for the player also varies, thereby increasing the player's interest in the game.

[0254] [Third embodiment] Next, a gaming machine of a third embodiment will be described. Note that it basically has the same configuration as the gaming machine of the first embodiment described above, and the following description will omit the explanation of the parts having the same configuration by using the same reference numerals, and will mainly focus on the different parts. The gaming machine of this embodiment differs in the method of setting the length of the interval period and the ending period.

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

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

[0257] That is, in this process, first, step S265 is performed as a first setting process for setting a first interval time of a predetermined length that is set when the round ends due to reaching the maximum open time, which is the first condition, and then step S266 is performed as a second setting process for extending the first interval time to a second interval time when the round ends due to the maximum number of wins, which is the second condition.

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

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

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

[0261] In this way, when setting the interval time or ending time, first a first setting process is performed to set the time corresponding to the fulfillment of one of the ending conditions, and then a second setting process is performed to correct the time to correspond to the fulfillment of the other ending condition.This makes it possible to standardize the processing whether the first condition is fulfilled or the second condition is fulfilled, thereby reducing the burden on control.

[0262] [Fourth embodiment] Next, a gaming machine of a fourth embodiment will be described. Note that it basically has the same configuration as the gaming machine of the first embodiment described above, and the following description will omit the explanation of the parts having the same configuration by using the same reference numerals, and will mainly focus on the different parts. The gaming machine of this embodiment differs in the method of setting the length of the interval period and the ending period.

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

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

[0265] [Special line closed processing] Also, instead of the special line closed processing shown in Fig. 26, the special line closed processing shown in Fig. 40 is performed. In this processing, first, it is determined whether the value of the special line processing timer is 0 (step S291). In this special line processing timer, a value equivalent to the remaining time of the interval period is set, and in this case, when the value of the special line processing timer becomes 0, it means that the time set as the interval period has been reached. If the value of the special picture processing timer is not 0 (step S291; N), the interval period continues and the special call closed processing is terminated. Also, if the value of the special picture processing timer is 0 (step S291; Y), that is, if the time set as the interval period is reached, it is determined whether the termination condition flag is an upper limit reached flag (step S301).

[0266] If the termination condition flag is a flag indicating that the upper limit has been reached (step S301; Y), a value corresponding to the extension time is set in the special chart processing timer (step S302), the termination condition flag is cleared (step S303), and the special line closed processing is terminated. This extends the interval period. The extension time set here is the time corresponding to the difference between the first interval time and the second interval time that is set when the termination condition is winning the maximum number of prizes. Therefore, in this case, the second interval time is set as the interval time. Also, if the end condition flag is not an upper limit reaching flag (step S301; N), that is, if the time-up flag or flag is cleared, the interval period ends, and processing related to the start of the next round from step S292 onwards is carried out.

[0267] That is, in this process, first, an interval period setting process is performed as a first setting process to set a first interval time of a predetermined length that is set when the round ends due to reaching the maximum open time, which is the first condition. Then, when the round ends due to the maximum number of wins, which is the second condition, the process of step S302 is performed as a second setting process to extend the first interval time to a second interval time.

[0268] [Special call termination processing] Also, instead of the special call termination process shown in Fig. 27, the special call termination process shown in Fig. 41 is performed. In this process, first, it is determined whether the value of the special call processing timer is 0 (step S311). In this special call processing timer, a value equivalent to the remaining time of the ending period is set, and in this case, when the value of the special call processing timer becomes 0, it means that the time set as the ending period has been reached. If the value of the special picture processing timer is not 0 (step S311; N), the ending period continues and the special call termination process is terminated. Also, if the value of the special picture processing timer is 0 (step S311; Y), that is, if the time set as the ending period is reached, it is determined whether the termination condition flag is an upper limit reached flag (step S323).

[0269] If the termination condition flag is a flag indicating that the upper limit has been reached (step S323; Y), a value corresponding to the extension time is set in the special drawing processing timer (step S324), the termination condition flag is cleared (step S322), and the special call termination processing is terminated. This extends the ending period. The extension time set here is the time corresponding to the difference between the first ending time and the second ending time that is set when the termination condition is winning the maximum number of prizes. Therefore, in this case, the second ending time is set as the ending time. Also, if the termination condition flag is not an upper limit reaching flag (step S323; N), that is, if the time-up flag or flag is cleared, the ending period ends, and processing related to the end of the special game state from step S312 onwards is carried out.

[0270] That is, in this process, first, an ending period setting process is performed as a first setting process to set a first ending time of a predetermined length that is set when the final round ends due to the reaching of the maximum open time, which is the first condition. Then, when the final round ends due to the winning of the maximum number of prizes, which is the second condition, the process of step S324 is performed as a second setting process to extend the first ending time to a second ending time.

[0271] In this way, when setting the interval time or ending time, first a first setting process is performed to set the time corresponding to the fulfillment of one of the ending conditions, and then a second setting process is performed to correct the time to correspond to the fulfillment of the other ending condition.This makes it possible to standardize the processing whether the first condition is fulfilled or the second condition is fulfilled, thereby reducing the burden on control.

[0272] [Fifth embodiment] Next, a gaming machine of a fifth embodiment will be described. Note that it basically has the same configuration as the gaming machine of the first embodiment described above, and the following description will omit the explanation of the parts having the same configuration by using the same reference numerals, and will mainly focus on the different parts. The gaming machine of this embodiment differs in the method of setting the length of the interval period and the ending period.

[0273] [Special Dispatch Open Processing] In the gaming machine 1 of this embodiment, the special call open process shown in Fig. 42 is performed instead of the special call open process shown in Fig. 23. In this process, when the value of the winning counter is 0 (step S244; Y), that is, when the maximum number of winnings has been won, the value of the special call processing timer at that time is acquired and stored (step S256). In this case, the value of the special call processing timer is set to a value equivalent to the remaining time relative to the maximum opening time of the round.

[0274] [Interval period setting process] In the gaming machine 1 of this embodiment, the interval period setting process shown in Fig. 43 is performed instead of the interval period setting process shown in Fig. 24. In this process, first, it is determined whether the end condition flag is time-up (step S261), and if time-up (step S261; Y), a value corresponding to the first interval time is set in the special chart processing timer (step S262), an interval command including information on the set interval time is sent to the performance control device 300 (step S264), and the interval period setting process is terminated.

[0275] Also, if the end condition flag is not time-up (step S261; N), that is, if the upper limit has been reached, an interval time is selected based on the value of the special picture processing timer acquired in the above-mentioned step S256 (step S501), and a value corresponding to the selected interval time is set in the special picture processing timer (step S502). After that, an interval command including information on the set interval time is sent to the performance control device 300 (step S264), and the interval period setting process is terminated.

[0276] [Ending period setting process] Also, instead of the ending period setting process shown in Fig. 25, the ending period setting process shown in Fig. 44 is performed. In this process, first, it is determined whether the end condition flag is time-up (step S271), and if it is time-up (step S271; Y), a value corresponding to the first ending time is set in the special picture processing timer (step S272), and an ending command including information on the set ending time is sent to the performance control device 300 (step S274), and the ending period setting process is terminated.

[0277] Also, if the end condition flag is not time-up (step S271; N), that is, if the upper limit has been reached, an ending time is selected based on the value of the special picture processing timer acquired in the above-mentioned step S256 (step S503), and a value corresponding to the selected ending time is set to the special picture processing timer (step S504). After that, an ending command including information on the set ending time is sent to the performance control device 300 (step S274), and the ending period setting process is terminated.

[0278] Figure 45(a) shows an example of the interval times that can be set. The first interval time that is set when the round ends because the maximum open time has been reached is 0.5 seconds. The interval time that is set when the round ends because the maximum number of wins has been achieved varies depending on the remaining time of the round, which is the time remaining until the maximum open time when the round ends. In other words, it varies depending on the time it takes from the start to the end of the round. In addition, both interval times are longer than the first interval time.

[0279] If there are less than 10 seconds left in the round, the interval time is set to 5 seconds, if there are 10 to 20 seconds left in the round, the interval time is set to 10 seconds, and if there are 20 seconds or more left in the round, the interval time is set to 15 seconds. In other words, the longer the time remaining in the round, the longer the interval time. The longer the remaining time in the round, the shorter the time from the start of the round to the maximum number of winnings, and the fewer out balls that do not contribute to the payout of prize balls during the round, resulting in a smaller decrease in profits. Therefore, by lengthening the interval time at which profits are not decreased the longer the remaining time in the round, it is possible to balance the profits obtained by players, making the game fair and increasing the enjoyment of the game.

[0280] Figure 45(b) shows the ending times that can be set. The first ending time, which is set when the final round ends because the maximum open time has been reached, is 3 seconds. The ending time, which is set when the final round ends because the maximum number of wins has been achieved, differs depending on the remaining time of the round, which is the time remaining until the maximum open time when the final round ends. In other words, it differs depending on the time it takes from the start to the end of the final round. In addition, both ending times are longer than the first ending time.

[0281] If the remaining time of the round is less than 10 seconds, the ending time is set to 15 seconds, if the remaining time of the round is between 10 and 20 seconds, the ending time is set to 20 seconds, and if the remaining time of the round is 20 seconds or more, the ending time is set to 25 seconds. In other words, the longer the remaining time of the round, the longer the ending time. As with the interval time described above, the longer the remaining time in the round, the shorter the time from the start of the round to the maximum number of wins, and the fewer out balls that do not contribute to the payout of prize balls during the round, resulting in a smaller loss of profit. Therefore, by lengthening the ending time, which does not result in a loss of profit, the more time remains in the round, the more balanced the profits obtained by the player can be achieved, making the game fair and increasing the enjoyment of the game.

[0282] Furthermore, in the gaming machine 1 of this embodiment, as in the gaming machine 1 of the third embodiment, when setting the interval time or ending time, a first setting process may be performed to set the shortest first interval time or first ending time regardless of the end condition of the round, and if the round ends due to the maximum number of winnings being achieved, which is the second condition, a second setting process may be performed to extend the time. In addition, if the round ends due to the first condition of reaching the maximum open time, a first interval time or a first ending time may be set, and if the round ends due to the second condition of reaching the maximum number of winnings, a first setting process may be performed to first set a basic time corresponding to the shortest time, and if a time longer than the basic time is selected, a second setting process may be performed to extend the basic time.

[0283] Alternatively, the interval time and ending time may be selected by lottery. Figure 45(c) shows an example of interval time selection when the maximum number of prizes has been won. When the remaining time in the round is less than 10 seconds, the probability of selecting 3 seconds as the interval time is 70%, the probability of selecting 10 seconds is 20%, and the probability of selecting 15 seconds is 10%. When the remaining time in the round is 10 to less than 20 seconds, the probability of selecting 3 seconds as the interval time is 20%, the probability of selecting 10 seconds is 60%, and the probability of selecting 15 seconds is 20%. When the remaining time in the round is 20 seconds or more, the probability of selecting 3 seconds as the interval time is 10%, the probability of selecting 10 seconds is 20%, and the probability of selecting 15 seconds is 70%. Again, the longer the remaining time in the round, the more likely it is that a longer interval time will be selected.

[0284] If the interval time when the maximum number of prizes are won is selected by lottery, the interval time when the round ends because the maximum open time has been reached may be a fixed time (for example, 0.5 seconds), or may be selected by lottery from among multiple time values. The ending time may also be selected by lottery, and the longer the remaining time of the round, the more likely it is that a longer ending time will be selected.

[0285] The above explanation has been given of an example in which the length of the interval time and ending time is changed, but the interval time and ending time set according to the remaining time of the round are not limited to the above settings. For example, the interval time and ending time set when the round ends due to the maximum number of wins being achieved may be longer than the first interval time and first ending time set when the round ends due to the maximum open time being reached. In addition, although the interval time and ending time are set to be longer as the remaining time of the round increases, conversely, the interval time and ending time may be set to be shorter as the remaining time of the round increases. By doing so, the player will have an advantage if they win the maximum number of prizes as soon as possible, which can increase the enjoyment of the game.

[0286] Alternatively, the remaining time of a round that ends with the maximum number of wins may be used as the interval time or ending time. In this way, the total time of the round that ends with the maximum number of wins and the interval time or ending time following that round can be kept constant.

[0287] Furthermore, the interval time or ending time may be the sum of the remaining time of a round that ended with the maximum number of wins and the first interval time (first ending time in the case of the final round) when the round ended with the maximum open time being reached. By doing so, the sum of the round and the interval time or ending time following that round (for example, t13 to t15 in Figure 36) will always be constant regardless of the end conditions of the round, and the execution time of the special game state can be constant.

[0288] The total time of a round and the interval or ending period following that round is a fixed time, so if a performance of that fixed time is prepared as the performance for this period, it can be executed from start to finish without interruption. For example, a performance in which a series of stories is completed within that fixed time can be executed from start to finish without interruption. Of course, since the time spanned over a plurality of consecutive rounds and interval or ending periods is also constant, it is possible to prepare a continuous effect spanning a plurality of consecutive rounds and interval or ending periods and execute it from start to finish without interruption.Furthermore, since the time spanned over the entire period of the special game state can also be constant, continuous effects prepared to match the time spanned over the entire period of the special game state can also be executed from start to finish without interruption.

[0289] Conventionally, since the time of a round is indefinite, short-term effects can be repeated during a round, or effects of a length equivalent to the maximum opening time can only be executed partway through, but by doing as described above, it is possible to execute all of the consecutive effects over a predetermined period of time without interruption from start to finish, thereby increasing the excitement of the game in the special game state.

[0290] [Sixth embodiment] Next, a gaming machine of a sixth embodiment will be described. Note that it basically has the same configuration as the gaming machine of the first embodiment described above, and the following description will omit the explanation of the parts having the same configuration by using the same reference numerals, and will mainly focus on the different parts. In the gaming machine 1 of this embodiment, the length of the subsequent interval period can be changed based on the end condition of a predetermined round.

[0291] [Special Dispatch Open Processing] In the gaming machine 1 of this embodiment, the special call open processing shown in Fig. 46 is performed instead of the special call open processing shown in Fig. 23. In this processing, if the value of the special call processing timer is 0 (step S243; Y), that is, if the maximum open time is reached, it is determined whether the value of the round counter is 10, that is, whether it is the first round (step S511). If the value of the round counter is not 10 (step S511; N), the process proceeds to processing to end the round from step S248 onwards. Also, if the value of the round counter is 10 (step S511; Y), a time-up flag is set as the end condition flag (step S247), and the process proceeds to processing to end the round from step S248 onwards.

[0292] Furthermore, if the value of the prize counter is 0 (step S244; Y), i.e., if the maximum number of prizes have been won, it is determined whether the value of the round counter is 10, i.e., whether it is the first round (step S512). If the value of the round counter is not 10 (step S512; N), the process proceeds to processing for ending the round from step S246 onwards. If the value of the round counter is 10 (step S512; Y), the end condition flag is set to indicate that the upper limit has been reached (step S245), and the process proceeds to processing for ending the round from step S246 onwards. Through these processes, it is recorded whether the end condition for the first round is the reaching of the maximum open time or the winning of the maximum number of prizes.

[0293] [Special line closed processing] In addition, instead of the special line closed processing shown in Fig. 26, the special line closed processing shown in Fig. 47 is performed. In this processing, the process of clearing the termination condition flag (step S294) is not performed. As a result, the termination condition flag set in the first round is maintained.

[0294] [Interval period setting process] Also, instead of the interval period setting process shown in Fig. 24, the interval period setting process shown in Fig. 48 is performed. In this process, it is determined whether the value of the round counter is less than 6, i.e., whether the interval period after the 5th to 9th rounds is set (step S514). If the value of the round counter is not less than 6 (step S514; N), i.e., if the interval period after the 1st to 4th rounds is set, a value corresponding to the second interval time is set in the special picture processing timer (step S263), and an interval command including information on the set interval time is sent to the performance control device 300 (step S264), and the interval period setting process is terminated. In this case, the second interval time is set regardless of the end condition of the first round.

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

[0296] As a result of this process, the interval period after the fifth to ninth rounds is set to either the first interval time or the second interval time depending on the end condition of the first round. In other words, the length of the interval period that is not an interval period following a predetermined round can be varied depending on the end condition of the predetermined round. Also, in the ending period setting process, the ending time is set according to the end condition flag, as in the first embodiment. By doing this, an unprecedented special game state is executed in which the end condition of a predetermined round is set by varying the length of an interval period that is not the interval period following the predetermined round, thereby increasing the interest in the game.

[0297] Although the round for which the end condition flag to be set is selected is the first round, it may be another round. Furthermore, the round for which the end condition flag to be set is selected may be determined based on the special symbol random number value or the special symbol type random number value for the special symbol game that triggered the start of the special game state. In other words, the round for which the end condition flag to be set is selected may be determined based on the results of the special symbol game. Furthermore, the round for which the end condition flag to be set is selected may not be predetermined, but may be determined by lottery at the start of the special game state, for example.

[0298] Furthermore, the selection of the end condition flag to be set may be based on the end conditions of multiple rounds, rather than the end condition of a single round. For example, for the end conditions of each of the first through fifth rounds, if the majority of rounds end due to reaching the maximum open time, a time-up flag may be set as the end condition flag, and if the majority of rounds end due to winning the maximum number of prizes, a limit-reached flag may be set. The interval period for which the interval time is selected based on the end condition flag may be one or more. Furthermore, the interval period for which the interval time is selected based on the end condition flag may be selected by lottery. Furthermore, the time for which the interval time is selected based on the end condition flag may be limited to the ending time only.

[0299] [Seventh embodiment] Next, we will explain the gaming machine of the seventh embodiment. Basically, it has the same configuration as the gaming machine of the first embodiment described above, and below, the parts with the same configuration will be given the same symbols and explanations will be omitted, and mainly the different parts will be explained. In the gaming machine 1 of this embodiment, after all the openings of the normal variable winning device 79 are completed in the normal winning state, a normal winning period is set, and the normal winning state ends when the normal winning period ends.

[0300] [General power control processing] In the gaming machine 1 of this embodiment, the normal power control process shown in Figure 49 is performed instead of the normal power control process shown in Figure 31. In this process, it is determined whether there is a normal power ending flag that is set when it is the normal power ending period (step S521), and if there is a normal power ending flag (step S521; Y), it is determined whether the value of the normal power processing timer is 0 (step S522).

[0301] If the value of the normal map processing timer is not 0 (step S522; N), the normal power control process is terminated. In this case, the normal map ending period continues. Also, if the normal map processing timer is 0 (step S522; Y), the normal map ending period has ended, so the normal map normal power counter is set to 0 (step S523), the normal map ending flag is cleared (step S524), and the normal power control process is terminated. This ends the normal map winning state and makes it possible to start the next normal map game.

[0302] In addition, in the normal power control process of this embodiment, if the value of the normal power winning counter is 0 (step S483; Y), that is, if the opening of the normal variable winning device 79 is terminated due to the winning of the maximum number of prizes, an upper limit reached flag is set as the normal power ending condition flag (step S525). Also, if the value of the normal power opening counter is 0 (step S486; Y), that is, if the maximum opening time is reached and the opening of the normal variable winning device 79 is terminated, a time-up flag is set as the normal power ending condition flag (step S526). Then, a normal power ending period setting process (step S527) is performed to set the normal power ending period.

[0303] [Futo Ending Period Setting Processing] 50 shows the normal map ending period setting process (step S527) in the normal power control process described above. In this process, first, the normal map ending flag is set (step S531), and it is determined whether the normal map ending condition flag is time-up (step S532).

[0304] If the normal map end condition flag is time-up (step S532; Y), a value corresponding to the first normal map ending time is set to the normal map processing timer (step S533), and the normal map ending period setting process is terminated. Also, if the normal map end condition flag is not time-up (step S532; N), that is, if the upper limit has been reached, a value corresponding to the second normal map ending time is set to the normal map processing timer (step S534), and the normal map ending period setting process is terminated.

[0305] In the gaming machine 1 of this embodiment, the first normal game ending time is shorter than the second normal game ending time. In other words, the normal game win state ends earlier and the next normal game starts earlier when the normal variable game winning device 79 is opened due to reaching the maximum opening time than when the normal variable game winning device 79 is opened due to winning the maximum number of wins.

[0306] During the normal ending period, the normal variable winning device 79 is closed, and even if the normal power switch 79a detects a game ball, no prize balls are paid out, so most of the game balls shot out during the normal ending period become out balls and do not contribute to the payout of prize balls. Therefore, assuming that game balls continue to be shot during the normal ending period, the longer the normal ending period, the less profit the player will make.

[0307] When the opening of the normal variable winning device 79 is completed due to the reaching of the maximum opening time, which is the first condition, the player will have finished opening the normal variable winning device 79 without obtaining the maximum profit that can be obtained in a normal winning state. Furthermore, since many of the game balls that do not enter the normal variable winning device 79 become out balls that do not contribute to the payout of prize balls, the player will have obtained less profit in a normal winning state. In contrast, when the opening of the normal variable winning device 79 is completed due to the winning of the maximum number of winnings, which is the second condition, the player has obtained the maximum profit that can be obtained in a normal winning state. Furthermore, since the opening of the normal variable winning device 79 is completed in a time shorter than the maximum opening time, the occurrence of out balls that do not contribute to the payout of prize balls is reduced accordingly.

[0308] In this way, there is a large difference in the profits that can be obtained in the normal winning state depending on the timing of the end of the opening of the normal variable winning device 79. Therefore, when the opening of the normal variable winning device 79 ends due to the reaching of the maximum opening time, which is the first condition, the normal ending period is shortened to reduce the decrease in profits during the normal ending period. This can alleviate the dissatisfaction of the player when the opening of the normal variable winning device 79 is terminated due to the maximum opening time being reached, and also reduces the difference in profits compared to when the opening of the normal variable winning device 79 is terminated due to the maximum number of wins being won, thereby increasing the enjoyment of the game and maintaining the fairness of the game.

[0309] In addition, the first general map ending time and the second general map ending time may be the same time, or the first general map ending time may be longer than the second general map ending time. By making the first normal game ending time and the second normal game ending time the same time, the difference in the player's profit due to the difference in the trigger for ending the opening of the normal variable winning device 79 becomes clear, and the player's attention to the progress of the normal game winning state increases, making it a highly interesting gaming machine. In addition, by making the first normal game ending time longer than the second normal game ending time, the difference in the player's profit due to the difference in the ending trigger for the opening of the normal variable winning device 79 becomes greater, thereby increasing the interest in the game.

[0310] [Inventions extracted from each embodiment] The inventions extracted from the above-described embodiments are shown below. While the corresponding configurations are shown in the respective embodiments, the inventions are not limited to these. Furthermore, the numbers of other inventions to which the inventions depend are listed as examples, but the inventions are not limited to these and can be combined in any manner.

[0311] [assignment] The gaming machine described below has been developed to solve the following problems. In the first generation, it was possible to win a bonus prize through a large prize slot (special variable prize slot) and then on to a regular prize slot. Furthermore, one type of large prize slot also had a meaningful V prize slot (specific area), providing incredibly interesting gameplay. In these types of gaming machines, if there was no V prize during a round, the machine would not proceed to the next round and would crash.

[0312] In the second era following the first era, bonus prizes were banned and the system was designed so that players were guaranteed to win a V prize, meaning that the V prize slots lost their role in contributing to the game's appeal and became meaningless. In the third era after the second era, the existence of the V entry slot, which had become meaningless in name only, was finally questioned and even eliminated. As a result, during a Type 1 jackpot, it didn't matter whether the game ball entered the slot or not, and it became a time of training until a set time had passed or the maximum number of entries had been made. In the modern era after the third era, the V entry port has returned with a different role, for example, in type 1+2 gaming machines that generate a big win when a small win enters the V, and V-type machines that enter a special state when a V is entered, but it no longer has the sharpness of its past.

[0313] From the first era to the present, there is a 1-2 second remaining ball detection period after the main prize opening is closed. This allows game balls that entered the main prize opening just before it was closed (over-winning balls) to be counted as winning balls during the round when the opening was normal, and prize balls are paid out. The new-age winning system in the gaming machine of the present invention utilizes the maximum open time for a round (any number of seconds) and the maximum number of winning balls (any number of balls) to provide new gameplay in this day and age where there are so many pins that do not win up to the maximum number.

[0314] [Means and Effects] Feature A1 In a gaming machine that can generate a specific game state (special game state) when a specific condition is met based on the establishment of a start condition (a win in the first start port 76, the second start port 77, or the normal variable winning device 79) (a big win in the special game), A predetermined operating means (a movable member 94b of the special variable winning device 94) operable in a first state (closed state or non-induction state) and a second state (open state or induction state) different from the first state; A control means (game control device 100) capable of controlling the operation of the predetermined operation means, The control means In the specific gaming state, the predetermined operation means can be shifted from the first state to the second state, When in the second state, the predetermined operation means can be shifted from the second state to the first state based on the establishment of at least one of a first condition (reaching the maximum opening time) and a second condition (winning the maximum number of prizes) different from the first condition, In the specific gaming state, a period (round) in which the second state is set is set to a plurality of periods separated by interval periods which are periods in which the first state is set to a period in which the game is transitioned to when the termination condition is satisfied; A gaming machine characterized in that, when a transition to the interval period is made based on the fulfillment of the first condition, the length of the interval period can be made shorter than when a transition to the interval period is made based on the fulfillment of the second condition.

[0315] According to feature A1, the length of the interval period differs depending on whether the period (round) in which the second state is reached ends due to the first condition (reaching the maximum opening time) or the second condition (winning the maximum number of prizes) and transitions to the interval period. This creates an interest in a specific gaming state that has not been seen before, in which the end condition that is met affects the length of the interval period, thereby increasing the interest in the game.

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

[0317] According to feature A2, the length of the interval period varies depending on the degree of favorability of the termination conditions for the period (round) in the second state, which creates an unprecedented specific gaming state in which the degree of favorability of the established termination conditions affects the length of the interval period, thereby increasing the interest in the game.

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

[0319] According to feature A3, the length of the interval period differs depending on whether the period (round) in which the second state is set ends and transitions to the interval period in which the first state is set occurs due to the first condition (reaching the maximum opening time) or the second condition (winning the maximum number of prizes).Therefore, the fulfilled ending condition affects the length of the interval period, i.e., the length of the state that is disadvantageous to the player, creating an interest in a specific gaming state that has not been seen before, and improving the enjoyment of the game. In particular, when combined with feature A2, if the end condition is highly advantageous, the interval period becomes less advantageous, and if the end condition is less advantageous, the interval period becomes more advantageous, thereby alleviating the player's dissatisfaction and maintaining fairness in the game, thereby increasing the enjoyment of the game.

[0320] FeaturesA4 In a gaming machine that can generate a specific game state (a special game state or a winning state of a normal game) when a specific condition is met based on the establishment of a start condition (a prize in the first start port 76, the second start port 77, or a normal variable winning device 79, or a game ball passing through the through gate 78) (a big win in a special game or a win in a normal game), A predetermined operating means (special variable winning device 94 or normal variable winning device 79) operable in a first state (closed state or non-induction state) and a second state (open state or induction state) different from the first state; A control means (game control device 100) capable of controlling the operation of the predetermined operation means, The control means In the specific gaming state, the predetermined operation means can be shifted from the first state to the second state, When in the second state, the predetermined operation means can be shifted from the second state to the first state based on the establishment of at least one of a first condition (reaching the maximum opening time) and a second condition (winning the maximum number of prizes) different from the first condition, A gaming machine characterized in that the length of the period during which the second state is maintained (interval period, ending period, or normal ending period) can be varied based on whether the trigger for the end of the second state is the fulfillment of the first condition or the second condition.

[0321] According to feature A4, it is possible to vary the length of the period in which the second state (open state or induction state) is to end (based on whether the first condition (reaching the maximum opening time) or the second condition (winning the maximum number of prizes) is met). This creates an unprecedented interest in a specific game state in which the met end condition affects the length of the period in which the first state is to be reached, thereby increasing the interest in the game.

[0322] Specific game states include normal winning states and special game states, as well as small winning game states that occur based on small winnings and game states in which a predetermined operation means can be transitioned from a first state to a second state. A specific game state may be any game state in which a predetermined operation means can be transitioned from a first state to a second state. Examples of predetermined operation means include the movable member 94b of the special variable winning device 94, the movable member 79b of the normal variable winning device 79, a movable member that changes the ease with which game balls flow into a specific area provided inside the special variable winning device 94, and any other means capable of transitioning from the first state to the second state. The first and second states may have different degrees of advantage to the player, or may have the same degree of advantage. The first state may be more advantageous than the second state, or the second state may be more advantageous than the first state.

[0323] The specific gaming state may have a different degree of advantage to the player than a state other than the specific gaming state, or the degree may be the same. If the degree of advantage to the player is different, the specific gaming state may be more advantageous, or a state other than the specific gaming state may be more advantageous. The first condition and the second condition may be any condition as long as they are different, and may be any condition that triggers the transition of the predetermined operation means from the second state to the first state when either of the termination conditions is met. The period in which the first state is reached after the end of the second state is not limited to the interval time, the ending period, or the normal ending period, but may be any period whose length can be varied depending on whether the transition is triggered by the first condition or the second condition.

[0324] Features A5 The control means (game control device 100) In the specific gaming state (special gaming state), a period in which the second state (open state or guiding state) is set is provided multiple times, separated by an interval period in which the first state (closed state or non-guiding state) is set when the termination condition is satisfied, A gaming machine described in feature A4, characterized in that the length of the interval period to which the transition is made due to the trigger being either the first condition or the second condition being met can be varied based on whether the trigger is the first condition or the second condition being met.

[0325] According to feature A5, the length of the interval period triggered by the trigger can be varied based on whether the first condition (reaching the maximum opening time) or the second condition (winning the maximum number of prizes) is met, so that the met termination condition affects the length of the immediately following interval period. This increases the correlation between the met termination condition and the length of the interval period, and enhances the effect brought about by the combination of the met termination condition and the length of the interval period, thereby increasing the enjoyment of the game.

[0326] Feature A6 The control means (game control device 100) In the specific gaming state (special gaming state), the period in which the second state (open state or guiding state) is set can be set three or more times, with an interval period being the period in which the first state (closed state or non-guiding state) is set when the termination condition is met, A gaming machine described in feature A4, characterized in that the length of the interval period set after the trigger for transitioning to the interval period in the specific gaming state can be varied based on whether the first condition or the second condition is met.

[0327] According to Feature A6, the length of the interval period set after the trigger can be varied depending on whether the trigger for transition to the interval period is the first condition (reaching the maximum opening time) or the second condition (winning the maximum number of prizes), so that the fulfilled termination condition affects not only the immediately following interval period but also the interval periods thereafter. This increases the effect of the fulfilled termination condition, making the game more enjoyable.

[0328] Features A7 The control means (game control device 100) It is possible to set an ending period (ending period or normal game ending period) which is a period from the end of the last second state (open state or induction state) in the specific game state (special game state or normal game winning state) to the end of the specific game state in which the first state (closed state or non-induction state) is set, A gaming machine described in feature A4, characterized in that the length of the ending period can be varied based on whether the trigger for the end of the specified second state in the specific gaming state is the fulfillment of the first condition (reaching the maximum opening time) or the second condition (winning the maximum number of prizes).

[0329] According to feature A7, it is possible to vary the length of the ending period (ending period or normal winning period) based on whether the trigger for the end of a predetermined second state (open state or induction state) in a specific game state (special game state or normal winning state) is the fulfillment of the first condition (reaching the maximum opening time) or the second condition (winning the maximum number of prizes).This creates an unprecedented interest in a specific game state in which the trigger for the end of a predetermined second state affects the length of the ending period, thereby increasing the interest in the game.

[0330] Features A8 The control means (game control device 100) It is possible to set an ending period (ending period or normal game ending period) which is a period from the end of the last second state (open state or induction state) in the specific game state (special game state or normal game winning state) to the end of the specific game state in which the first state (closed state or non-induction state) is set, A gaming machine described in feature A4, characterized in that the length of the ending period can be varied based on whether the trigger for the end of the final second state is the fulfillment of the first condition (reaching the maximum opening time) or the second condition (winning the maximum number of prizes).

[0331] According to feature A8, the length of the ending period (ending period or normal ending period) can be varied based on whether the trigger for the end of the final second state (open state or guided state) in a specific game state (special game state or normal winning state) is the first condition (reaching the maximum opening time) or the second condition (winning the maximum number of prizes). Therefore, the established ending condition affects the length of the immediately following ending period. This increases the correlation between the established ending condition and the length of the ending period, enhancing the effect brought about by the combination of the established ending condition and the length of the ending period, thereby increasing the enjoyment of the game.

[0332] Features A9 The second condition (winning the maximum number of prizes) is more advantageous to the player than the first condition (reaching the maximum opening time), The control means (game control device 100) A gaming machine described in feature A4, characterized in that the length of the period in which the first state is maintained (interval period, ending period, or normal ending period) can be made longer when the first state is transitioned to based on the satisfaction of the second condition than when the first state (closed state or non-induction state) is transitioned to based on the satisfaction of the first condition.

[0333] According to feature A9, the length of the period in the first state (interval period, ending period, or normal ending period) varies depending on the favorability of the end conditions for the period in the second state (open state or induction state), which creates interest in a specific game state that has not been seen before, in which the favorability of the established end conditions affects the length of the period in the first state, thereby increasing the interest in the game. In particular, if the second state (open state or guiding state) is more advantageous to the player than the first state (closed state or non-guiding state), as in feature A2, when a first condition that provides a relatively low level of advantage is met, the period of the first state with a relatively low level of advantage is short, and when a second condition that provides a relatively high level of advantage is met, the period of the first state with a relatively low level of advantage is long. This reduces the difference in the profits that players can obtain due to differences in the end conditions, maintaining fairness in the game and reducing player dissatisfaction, thereby increasing the enjoyment of the game. Furthermore, the execution time of the special game state can be prevented from becoming too long, preventing players from getting bored.

[0334] Features A10 The second condition (winning the maximum number of prizes) is more advantageous to the player than the first condition (reaching the maximum opening time), The control means (game control device 100) A gaming machine described in feature A4, characterized in that the length of the period in which the first state is maintained (interval period, ending period, or normal ending period) can be made shorter when the first state is transitioned to based on the satisfaction of the second condition than when the first state (closed state or non-induction state) is transitioned to based on the satisfaction of the first condition.

[0335] According to feature A10, the length of the period in the first state (interval period, ending period, or normal ending period) varies depending on the favorability of the end conditions for the period in the second state (open state or induction state), which creates interest in a specific game state that has not been seen before, in which the favorability of the established end conditions affects the length of the period in the first state, thereby increasing the interest in the game. In particular, if the second state (open state or guiding state) is more advantageous to the player than the first state (closed state or non-guiding state) as in feature A2, when a first condition that provides a relatively low degree of advantage is met, the period of the first state with a relatively low degree of advantage will be longer, and when a second condition that provides a relatively high degree of advantage is met, the period of the first state with a relatively low degree of advantage will be shorter. Therefore, the difference in the profit that the player can obtain depending on the difference in the end condition will be greater, and the player's attention will be more focused on the progress of the game in the specific game state, thereby increasing the player's interest in the game.

[0336] Feature A11 The machine has a plurality of inflow areas (first starting port 76, second starting port 77, special variable winning device 94, normal variable winning device 79 or general winning port 96) into which game balls can flow, The control means (game control device 100) The device is provided with a detection means (first start port switch 76a, second start port switch 77a, big prize port switch 94a, normal power switch 79a or normal prize port switch 96a) capable of detecting game balls that have flowed into the inflow area, The gaming machine described in feature A4 is characterized in that the ease of flow into a specific flow-in area (special variable winning device 94 or normal variable winning device 79), which is a specific flow-in area among the flow-in areas, can be changed by operating the predetermined operating means (movable member 94b of special variable winning device 94 or movable member 79b of normal variable winning device 79), and flow into the specific flow-in area is easier in the second state (open state or induction state) than in the first state (closed state or non-induction state).

[0337] According to feature A11, the length of the period (interval period, ending period, or normal ending period) in which the relatively unfavorable first state (closed state or non-induction state) is maintained varies depending on the end conditions for the period in which the relatively favorable second state (open state or induction state) is maintained. This creates interest in a specific game state that has not been seen before, in which the difference in the established end conditions affects the length of the period in which the relatively unfavorable first state is maintained, thereby increasing the interest in the game.

[0338] Feature A12 The control means (game control device 100) A gaming machine as described in feature A11, characterized in that it is capable of executing a game (normal game) based on the detection of a gaming ball that has flowed into the specific inflow area (normal variable winning device 79), and is capable of generating the specific gaming state (normal winning state) when the result of the game satisfies the specific condition (normal winning).

[0339] According to feature A12, the difference in the established ending conditions not only affects the length of the period (normal ending period) during which the relatively unfavorable first state (closed state or non-induction state) is maintained, but also affects the establishment of the execution conditions for the game (normal game), thereby creating interest in a specific game state (normal winning state) that has not been seen before, and thereby increasing the interest in the game.

[0340] Feature A13 The control means (game control device 100) A gaming machine described in feature A11, characterized in that in the specific gaming state (special gaming state or normal winning state), if the first state (closed state or non-induction state) is present, even if a gaming ball is detected by the detection means (large prize opening switch 94a or normal power switch 79a), it can be invalidated.

[0341] According to feature A13, when the first state (closed state or non-inductive state) is selected, even if a game ball is detected by the detection means (large prize opening switch 94a or normal power switch 79a), it can be invalidated, so that the payout will not exceed the amount planned at the time of design, and the interests of the player and the gaming parlor can be balanced.

[0342] Feature A14 The control means (game control device 100) In the specific game state (special game state or normal winning state), when the first condition (reaching the maximum opening time) is met and the state transitions to the first state (closed state or non-induction state), it is possible to enable the detection of the game ball by the detection means (the big prize opening switch 94a or the normal power switch 79a) in the first state. A gaming machine described in feature A11, characterized in that when the specific gaming state transitions to the first state based on the fulfillment of the second condition (winning the maximum number of prizes), it is possible to disable the detection of gaming balls by the detection means in the first state.

[0343] According to feature A14, the validity or invalidity of detection in the first state (closed state or non-induction state) differs depending on the termination condition of the second state (open state or induction state), which brings about new gameplay and increases the enjoyment of the game.

[0344] Features A15 The first condition (reaching the maximum opening time) is: The state is established when a predetermined time has elapsed since the first state (closed state or non-induction state) transitioned to the second state (open state or induction state), The second condition (maximum number of winnings) is: The gaming machine described in feature A11 is characterized in that it is established when a predetermined number of gaming balls are detected by the detection means (large prize opening switch 94a or normal power switch 79a) from the time of transition from the first state to the second state.

[0345] According to feature A15, the first condition (reaching the maximum opening time) is less advantageous than the second condition (winning the maximum number of prizes) because the player can obtain less profit under this condition, which can bring about differences in the advantageousness of the ending conditions and increase the enjoyment of the game. Furthermore, it is possible to create interest in a specific game state that has not existed before, in which the difference in the degree of advantage of the ending condition affects the length of the relatively unfavorable period thereafter, thereby improving the interest in the game. Furthermore, by combining the difference in the advantageousness of the ending conditions and the length of the relatively unfavorable period that follows, the difference in the profits that the player can obtain can be reduced or, conversely, increased, thereby increasing the interest in the game.

[0346] Feature A16 The control means (game control device 100) A gaming machine as described in feature A4, characterized in that when the first state (closed state or non-guiding state) is entered based on the second condition (winning the maximum number of prizes), the length of the period during which the first state is maintained (interval period, ending period, or normal ending period) can be changed to multiple different lengths.

[0347] According to feature A16, the period during which the first state is set (interval period, ending period, or normal ending period) is changed, which can increase the interest in the game.

[0348] Feature A17 The control means (game control device 100) A gaming machine as described in feature A15, characterized in that when the first state (closed state or non-guiding state) is transitioned to based on the fulfillment of the second condition (winning the maximum number of prizes), the length of the period in which the first state is maintained (interval period, ending period, or normal ending period) can be varied depending on the time from the transition to the second state (open state or guiding state) to the fulfillment of the second condition.

[0349] According to feature A17, the length of the period in the first state (interval period, ending period, or normal ending period) can be varied depending on the time from the transition to the second state (open state or induced state) to the establishment of the second condition, creating an unprecedented correlation, which can increase the interest in the game. Also, the period in the first state (interval period, ending period, or normal ending period) can be varied, which can increase the interest in the game.

[0350] Feature A18 A variable means (such as a windmill 74 or a nail 75) is provided to change the time until the second condition (the maximum number of winnings) is met, The control means (game control device 100) A gaming machine as described in feature A15, characterized in that if the second condition (winning the maximum number of prizes) is met at a first time, the length of the period (interval period, ending period, or normal ending period) during which the first state is entered based on the fulfillment of the second condition can be made shorter than if the second condition is met at a second time shorter than the first time.

[0351] According to feature A18, the length of the period in the first state (interval period, ending period, or normal ending period) can be varied depending on the time from the transition to the second state (open state or guided state) to the establishment of the second condition, creating an unprecedented correlation that can increase the enjoyment of the game. Also, the period in the first state (interval period, ending period, or normal ending period) can be varied, which can increase the enjoyment of the game. Furthermore, the difference in the profits that players can obtain due to differences in the time until the end condition is established is reduced, which can reduce player dissatisfaction and increase the enjoyment of the game.

[0352] Feature A19 The control means (game control device 100) A gaming machine described in feature A4, characterized in that the length of the period (interval period, ending period, or normal winning state) during which the first state (closed state or non-induction state) is reached in the specific gaming state (special gaming state or normal winning state) can be set to at least a predetermined length, and the time can be extended based on the type of trigger for transitioning to the first state.

[0353] According to feature A19, the processing can be standardized for the length of the period (interval period, ending period, or normal ending period) for the first state, whether it is a case where a predetermined length of time is used or a case where it is extended by this, thereby reducing the burden on control.

[0354] Features A20 The control means (game control device 100) In the specific game state (special game state or normal winning state), a first setting process is executed to set the time when the first state (closed state or non-inducing state) is transitioned to based on the establishment of the first condition (reaching the maximum opening time) for the length of the period (interval period, ending period or normal ending period) during which the first state is to be set to the closed state or non-inducing state; A gaming machine described in feature A4, characterized in that when the first state is transitioned to based on the fulfillment of the second condition (winning the maximum number of prizes), a second setting process is executed after the first setting process to extend the time.

[0355] According to feature A20, when setting the length of the period for the first state (interval period, ending period or normal ending period), if the first state (closed state or non-guiding state) is entered based on the first condition (reaching the maximum opening time) being met, only the first setting process needs to be performed, and if the first state (closed state or non-guiding state) is entered based on the second condition (maximum number of prizes won) being met, the second setting process needs to be performed in addition to the first setting process, so that the processing can be standardized when the first condition is met and when the second condition is met, thereby reducing the burden on control.

[0356] Feature A21 The game control device 100 includes a performance control means (performance control device 300) for controlling performance based on information from the control means (game control device 100), The performance control means A gaming machine described in feature A4, characterized in that it is possible to change the presentation during the period in which the first state is set (interval period, ending period, or normal ending period) depending on whether the first state (closed state or non-guiding state) is set based on the first condition (reaching the maximum opening time) or the second condition (maximum number of winnings) is set.

[0357] According to feature A21, it is possible to make the presentation during the period in which the first state is reached (interval period, ending period, or normal ending period) different when the first condition (maximum opening time is reached) is met and when the second condition (maximum number of winnings is reached), so that the player can understand the ending condition that has been met through the presentation, thereby increasing the player's interest in the game. Furthermore, since the length of the period in which the first state is maintained varies depending on the termination condition, the effect of the presentation can be improved by providing presentations that correspond to each termination condition, thereby increasing the enjoyment of the game.

[0358] Feature A22 The game control device 100 includes a performance control means (performance control device 300) for controlling performance based on information from the control means (game control device 100), The performance control means When the first state (closed state or non-guiding state) is entered based on the establishment of the second condition (maximum number of winnings), the effect during the period (interval period) in which the first state is entered is as follows: A first effect that suggests or notifies that the device is waiting to transition to the second state (open state or guiding state); A gaming machine described in feature A4 is characterized in that it is capable of executing a second effect that is performed after the first effect and suggests or notifies the transition to the second state.

[0359] According to feature A22, during the period in the first state, the player is encouraged to prepare for the transition to the next second state, thereby increasing the interest in the game. In particular, the longer the period in the first state, the greater the effect of the presentation. Furthermore, during the period in the first state, the player can perform technical intervention such as temporarily suspending firing, which changes the profit that can be obtained and increases the interest in the game.

[0360] Feature A23 The game control device 100 includes a performance control means (performance control device 300) for controlling performance based on information from the control means (game control device 100), The performance control means When the first condition (maximum opening time) is met and the valve shifts to the first state (closed state or non-induction state), A gaming machine described in feature A4, characterized in that the presentation that was being executed during the period (round) in which the second state (open state or induction state) is set when the first condition is met can be continued to be executed during the period (interval period) in which the first state is set following the period in which the second state is set.

[0361] According to the feature A23, it is possible to create a presentation that does not make the player aware of the period during which the first state is set (interval period), thereby increasing the player's interest in the game.

[0362] Features A24 The game control device 100 includes a performance control means (performance control device 300) for controlling performance based on information from the control means (game control device 100), The performance control means When the first condition (maximum opening time) is met and the valve shifts to the first state (closed state or non-induction state), The gaming machine described in feature A4 is characterized in that the presentation that was being executed during the period (round) in which the second state (open state or guiding state) is set when the first condition is met can be continued to be executed during the period (interval period) in which the first state is set following the period in which the second state is set, and during the period (round) in which the second state is set following the period in which the first state is set.

[0363] According to the feature A24, it is possible to create a presentation that does not make the player aware of the period during which the first state is set (interval period), thereby increasing the player's interest in the game.

[0364] Features A25 A specific game state (special game state) is executed when a specific condition is met (a big win in the special game) based on the establishment of the start condition (a win in the first start port 76, the second start port 77, or the normal variable winning device 79), and When the specific game state is reached, a predetermined operation means (a movable member 94b of the special variable winning device 94) that can execute a predetermined operation state (open state or induction state) multiple times; A gaming machine equipped with a control means (game control device 100) that executes control regarding the specific gaming state and control of the predetermined operation means, The control means transitions the predetermined operation means to a predetermined stop state (closed state or non-induction state) when at least a first state (reaching of maximum opening time) occurs and a second state (winning of the maximum number of prizes) different from the first state occurs after the predetermined operation means has entered the predetermined operation state in the specific game state, The control means A maintenance state execution means (game control device 100) is provided which, when the predetermined operation means is shifted to the predetermined stop state, maintains the predetermined operation means in the predetermined stop state for at least a predetermined period of time; A gaming machine characterized in that, in the specific gaming state, when the first state occurs and causes the predetermined operation means to transition to the predetermined stopped state, the predetermined operation state can be transitioned to earlier than when the second state occurs and causes the predetermined operation means to transition to the predetermined stopped state.

[0365] According to feature A25, when a first state occurs in a specific game state and causes the predetermined operation means to transition to a predetermined stopped state, the predetermined operation state can be transitioned to earlier than when a second state occurs and causes the predetermined operation means to transition to a predetermined stopped state.This creates an unprecedented interest in a specific game state in which the time it takes to transition to the predetermined operation state differs depending on whether the first state or the second state occurs, thereby increasing the interest in the game.

[0366] Note that the second state may be more advantageous to the player than the first state, or the second state may be less advantageous than the first state, or the second state and the first state may have the same advantageous degree. Since the length of the predetermined stop state varies depending on the advantageous degree of the transition condition to the predetermined stop state, the difference in the advantageous degree of the established transition condition affects the length of the predetermined stop state, which creates an interest in a specific game state not previously seen, and can increase the interest in the game. Furthermore, by combining the difference in the advantageous degree of the transition condition and the length of the relatively unfavorable period that follows, the difference in the profits obtained by the player can be reduced or, conversely, increased, thereby increasing the interest in the game.

[0367] Feature A26 This gaming machine is A gaming machine described in feature A25, characterized in that it is equipped with an invalidation means (game control device 100) that invalidates the detection if a predetermined winning similar to the winning that caused the second state is detected between the time when the second state occurs and the predetermined operation means is transitioned to the predetermined stop state and the time when the predetermined operation means is transitioned to the predetermined operation state.

[0368] According to feature A26, when the machine is in a predetermined stopped state, even if the detection means (big prize opening switch 94a) detects a game ball, it can be invalidated, so that the payout will not exceed the amount planned at the time of design, and a balance can be achieved between the interests of the player and the gaming parlor.

[0369] Feature A27 This gaming machine is A variable means (such as a windmill 74 or a nail 75) is provided to vary the time until the second state occurs, The gaming machine described in feature A25 is configured so that if the second state occurs within a first time, the machine can transition to the specified operating state more quickly than if the second state occurs within a second time that is shorter than the first time.

[0370] According to feature A27, it is possible to create a new correlation that the longer it takes for the second state to occur, the earlier the transition to the predetermined operation sta...

Claims

[Claim 1] In a gaming machine capable of generating an advantageous state when a specific condition is satisfied based on the establishment of a starting condition, A winning area in which the game ball can win; A control means is provided for controlling the game, The control means A gaming machine capable of executing a first performance when a first condition is met.

Citation Information

Patent Citations

  • Game machine

    JP2023081223A