Gaming machine

JP2026014308A5Pending Publication Date: 2026-02-16SANYO BUSSAN KK
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Patent Information

Application Number
JP2024115309
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-19
Publication Date
2026-02-16

AI Technical Summary

Technical Problem

There is a demand for enhancing the enjoyment of gaming experiences in lottery-based games.

Method used

The gaming machine incorporates an acquisition means for acquiring lottery information, a display means to determine and display game results, a special determination means for unique outcomes, and a variable ball-entry mechanism to introduce special conditions.

Benefits of technology

This enhances the enjoyment of the game by increasing player engagement and excitement through varied gameplay experiences.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve interest in a game.SOLUTION: The game machine includes an acquisition means (game control device 100) capable of acquiring lottery information on the basis of establishment of a predetermined acquisition condition (condition for generating special symbol 1 reservation) and reserving and storing a predetermined number as an upper limit, and executes winning / losing determination (jackpot lottery of the special symbol 1) of whether or not to obtain a specific result (jackpot) by using the lottery information. The game machine includes a display means (a special pattern 1 display part 61, a game control device 100, a display device 81, and a performance control device 300) capable of performing display (a special pattern game and a decorative special pattern game) corresponding to a determination result of the winning / losing determination; And a variable ball entry means (a second non-electric Yakumono (accessory) 88b and a special symbol 2 start port 88) for establishing a special condition (a condition for generating special symbol 2 holding) different from the acquiring condition by ball entry.SELECTED DRAWING: Figure 182
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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 are capable of holding a lottery based on the fulfillment of predetermined acquisition conditions (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2017-121302 Summary of the Invention [Problem to be solved by the invention]

[0004] In such games, there is a demand for further enhancement of the enjoyment of the game. An object of the present invention is to enhance the enjoyment of the game. [Means for solving the problem]

[0005] In order to solve the above problems, the invention described in claim 1 is as follows: an acquisition means for acquiring lottery information based on the establishment of a predetermined acquisition condition, and storing the lottery information up to a predetermined upper limit; A display means that uses the lottery information to determine whether or not a specific result is to be determined, and that is capable of displaying a display corresponding to the result of the determination of whether or not the specific result is to be determined; A special determination means capable of executing a special determination different from the winning / losing determination by using the lottery information; The invention is characterized by comprising a variable ball-entry means for realizing a special condition different from the acquisition condition when the ball enters the target. [Effects of the Invention]

[0006] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]

[0007] [Figure 1] First embodiment: Front view of the gaming machine. [Figure 2] First embodiment: A perspective view of the gaming machine as seen from the front side. [Figure 3] First embodiment: rear view of the gaming machine. [Figure 4] First embodiment: A perspective view of the inner frame of the gaming machine as seen from the back side. [Figure 5] First embodiment: A perspective view of the gaming machine as seen from the back side. [Figure 6] First embodiment: A perspective view of the gaming machine as seen from the front side. [Figure 7] First embodiment: A perspective view of the gaming machine as seen from the back side. [Figure 8] First embodiment: Front view of the game board. [Figure 9] 1 is a block diagram showing an example of the configuration of a control system of a gaming machine according to a first embodiment; [Figure 10] First embodiment: A diagram explaining the allocation rates for special games and regular games. [Figure 11] First embodiment: A diagram illustrating the transition of game states. [Figure 12] 10 is a flowchart illustrating main processing in the first embodiment. [Figure 13] 10 is a flowchart illustrating a timer interrupt process according to the first embodiment. [Figure 14] First embodiment: A flowchart illustrating the ball entry detection process. [Figure 15] First embodiment: A flowchart explaining special diagram special call processing. [Figure 16] First embodiment: A flowchart explaining the special chart reservation generation processing. [Figure 17] First embodiment: A flowchart explaining the special chart change start processing. [Figure 18]First embodiment: A flowchart explaining processing during special chart fluctuation. [Figure 19] First embodiment: A flowchart explaining the processing during special drawing confirmation. [Figure 20] First embodiment: A flowchart illustrating a time-saving state counter update process. [Figure 21] First embodiment: A flowchart illustrating high-probability counter update processing. [Figure 22] First embodiment: A flowchart illustrating special call start processing. [Figure 23] First embodiment: A flowchart illustrating processing during special call release. [Figure 24] First embodiment: A flowchart illustrating special line closed processing. [Figure 25] First embodiment: A flowchart illustrating special call termination processing. [Figure 26] First embodiment: A flowchart for explaining normal map and normal transmission processing. [Figure 27] First embodiment: A flowchart explaining the normal map change start processing. [Figure 28] First embodiment: A flowchart explaining the processing during general map confirmation. [Figure 29] 10 is a flowchart illustrating a normal power control process according to the first embodiment. [Figure 30] First embodiment: A flowchart illustrating the main rendering process. [Figure 31] 10 is a flowchart illustrating a received command process according to the first embodiment. [Figure 32] FIG. 1 is a diagram illustrating an example of a rendering in a display device according to a first embodiment. [Figure 33] 11 is a diagram illustrating an example of a presentation (release notice presentation) on a display device according to the first embodiment. FIG. [Figure 34] 10 is a diagram illustrating an example of a presentation (chance mode presentation) in a display device according to the first embodiment. FIG. [Figure 35]Second embodiment: A flowchart explaining the special chart change start processing. [Figure 36] Second embodiment: A diagram illustrating an example of a cancellation condition. [Figure 37] Third embodiment: A diagram explaining an example of the allocation rate of special chart jackpots. [Figure 38] Third embodiment: A diagram illustrating an example of a presentation (presentation indicating the likelihood of release) on a display device. [Figure 39] 13 is a diagram illustrating an example of a presentation (a presentation suggesting a rate of achievement of a condition) in a display device according to a fourth embodiment. FIG. [Figure 40] 5th embodiment: A diagram illustrating an example of a presentation (release result suggestion presentation) on a display device. [Figure 41] 13 is a diagram illustrating an example of a presentation (release prompting presentation) in a display device according to a sixth embodiment. FIG. [Figure 42] Sixth embodiment: A diagram illustrating an example of the winning probability of the cancellation promotion performance lottery. [Figure 43] Sixth embodiment: A diagram explaining a modified example of the winning probability of the cancellation promotion performance lottery. [Figure 44] Seventh embodiment: A diagram illustrating an example of the effect (chance mode effect) in a display device. [Figure 45] Eighth embodiment: A front view of a gaming machine. [Figure 46] Eighth embodiment: A perspective view of the gaming machine as seen from the front side. [Figure 47] Eighth embodiment: A rear view of the gaming machine. [Figure 48] Eighth embodiment: An oblique view of the inner frame of the gaming machine as seen from the back side. [Figure 49] Eighth embodiment: A perspective view of the gaming machine as seen from the back side. [Figure 50] Eighth embodiment: A perspective view of the gaming machine as seen from the front side. [Figure 51] Eighth embodiment: A perspective view of the gaming machine as seen from the back side. [Figure 52] Eighth embodiment: Front view of the game board. [Figure 53]Eighth embodiment: A block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 54] Eighth embodiment: A diagram illustrating the results of a game. [Figure 55] Eighth embodiment: A diagram explaining the transition of the game state. [Figure 56] 8th embodiment: A diagram explaining the transition of game states and special chart games related to winning via the special line start port. [Figure 57] 8th embodiment: A diagram explaining the transition of game states and special chart games related to winning via the special line start port. [Figure 58] 8th embodiment: A diagram explaining the transition of game states related to winning via the special line start port and modified examples of special chart games. [Figure 59] Eighth embodiment: A flowchart illustrating main processing. [Figure 60] Eighth embodiment: A flowchart illustrating timer interrupt processing. [Figure 61] Eighth embodiment: A flowchart illustrating the ball scoring detection process. [Figure 62] Eighth embodiment: A flowchart illustrating normal power processing. [Figure 63] Eighth embodiment: A flowchart illustrating a normal power setting process. [Figure 64] 13 is a flowchart illustrating a normal power control process according to an eighth embodiment. [Figure 65] Eighth embodiment: A flowchart explaining special diagram special call processing. [Figure 66] Eighth embodiment: A flowchart explaining the special chart reservation generation processing. [Figure 67] Eighth embodiment: A flowchart explaining the V prize area switch monitoring process. [Figure 68] Eighth embodiment: A flowchart explaining the special chart change start processing. [Figure 69] Eighth embodiment: A flowchart explaining processing during special chart fluctuation. [Figure 70]Eighth embodiment: A flowchart explaining the processing during special chart determination. [Figure 71] Eighth embodiment: A flowchart illustrating a time-shortening state counter update process. [Figure 72] Eighth embodiment: A flowchart illustrating special call start processing. [Figure 73] Eighth embodiment: A flowchart illustrating processing during special line opening. [Figure 74] Eighth embodiment: A flowchart illustrating processing during special line closure. [Figure 75] Eighth embodiment: A flowchart illustrating special call termination processing. [Figure 76] Eighth embodiment: A flowchart illustrating V attacker start processing. [Figure 77] Eighth embodiment: A flowchart explaining processing during V attacker release. [Figure 78] Eighth embodiment: A flowchart illustrating V attacker termination processing. [Figure 79] Eighth embodiment: A flowchart illustrating the main rendering process. [Figure 80] Eighth embodiment: A flowchart illustrating a received command process. [Figure 81] Eighth embodiment: A diagram illustrating an example of a rendering on a display device. [Figure 82] Eighth embodiment: A diagram illustrating an example of a presentation (high probability of winning) on ​​a display device. [Figure 83] Eighth embodiment: A diagram illustrating an example of a presentation (high probability of winning) on ​​a display device. [Figure 84] Ninth embodiment: A flowchart explaining processing during special chart fluctuation. [Figure 85] Ninth embodiment: A flowchart explaining the processing during special chart determination. [Figure 86] Tenth embodiment: A flowchart illustrating normal power control processing. [Figure 87]Tenth embodiment: A flowchart explaining the V prize area switch monitoring process. [Figure 88] Tenth embodiment: A flowchart illustrating special call termination processing. [Figure 89] 118th embodiment: A diagram explaining the results of the game. [Figure 90] Eleventh embodiment: A flowchart illustrating special call termination processing. [Figure 91] Eleventh embodiment: Flowchart explaining the processing during special drawing confirmation. [Figure 92] 11th embodiment: A diagram illustrating an example of a presentation (a presentation suggesting a game result) on a display device. [Figure 93] 11th embodiment: A diagram illustrating an example of a presentation (a presentation suggesting a game result) on a display device. [Figure 94] 11th embodiment: A diagram illustrating an example of a presentation (a presentation suggesting a game result) on a display device. [Figure 95] Twelfth embodiment: Front view of the game board. [Figure 96] 12th embodiment: A diagram illustrating an example of a presentation (battle presentation) on a display device. [Figure 97] 12th embodiment: A diagram illustrating an example of a presentation (battle presentation) on a display device. [Figure 98] Thirteenth embodiment: A flowchart explaining the special chart change start processing. [Figure 99] Thirteenth embodiment: A flowchart explaining the processing during special chart determination. [Figure 100] Thirteenth embodiment: A flowchart illustrating special call termination processing. [Figure 101] Thirteenth embodiment: A flowchart illustrating V attacker termination processing. [Figure 102] Thirteenth embodiment: A flowchart illustrating normal power setting processing. [Figure 103] Thirteenth embodiment: A flowchart illustrating normal power control processing. [Figure 104]Thirteenth embodiment: A flowchart illustrating special call termination processing. [Figure 105] Thirteenth embodiment: Front view of the game board. [Figure 106] 14th embodiment: Front view of a gaming machine. [Figure 107] 14th embodiment: A perspective view of the gaming machine as seen from the front side. [Figure 108] 14th embodiment: rear view of the gaming machine. [Figure 109] 14th embodiment: An oblique view of the inner frame of the gaming machine from the back side. [Figure 110] 14th embodiment: An oblique view of the gaming machine from the back side. [Figure 111] 14th embodiment: A perspective view of the gaming machine as seen from the front side. [Figure 112] 14th embodiment: An oblique view of the gaming machine from the back side. [Figure 113] 14th embodiment: Front view of the game board. [Figure 114] 14th embodiment: A block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 115] 14th embodiment: A diagram explaining the special game and the regular game. [Figure 116] 14th embodiment: A diagram explaining the transition of the game state. [Figure 117] Fourteenth embodiment: A flowchart illustrating main processing. [Figure 118] Fourteenth embodiment: A flowchart illustrating timer interrupt processing. [Figure 119] 14th embodiment: A flowchart explaining the ball scoring detection process. [Figure 120] 14th embodiment: A flowchart explaining special diagram and special call processing. [Figure 121] 14th embodiment: A flowchart explaining the special chart reservation generation processing. [Figure 122] 14th embodiment: Flowchart explaining the V prize area switch monitoring process. [Figure 123] 14th embodiment: A flowchart explaining the special chart change start processing. [Figure 124] Fourteenth embodiment: a flowchart illustrating a migration destination flag update process. [Figure 125] 14th embodiment: Flowchart explaining processing during special chart change. [Figure 126] 14th embodiment: Flowchart explaining the processing during special drawing confirmation. [Figure 127] Fourteenth embodiment: A flowchart illustrating a time-shortening state counter update process. [Figure 128] 14th embodiment: A flowchart illustrating special call start processing. [Figure 129] 14th embodiment: A flowchart illustrating processing during special line opening. [Figure 130] 14th embodiment: A flowchart illustrating processing during special line closure. [Figure 131] Fourteenth embodiment: A flowchart illustrating special call termination processing. [Figure 132] 14th embodiment: A flowchart explaining the small hit start processing. [Figure 133] 14th embodiment: A flowchart explaining the processing during a small hit. [Figure 134] 14th embodiment: A flowchart explaining the small hit end processing. [Figure 135] Fourteenth embodiment: A flowchart explaining normal map and normal transmission processing. [Figure 136] Fourteenth embodiment: A flowchart explaining the normal map change start processing. [Figure 137] 14th embodiment: Flowchart explaining the processing during general map confirmation. [Figure 138] 14th embodiment: A flowchart illustrating normal power control processing. [Figure 139] Fourteenth embodiment: A flowchart illustrating the main rendering process. [Figure 140]Fourteenth embodiment: A flowchart illustrating a received command process. [Figure 141] 14th embodiment: A diagram illustrating an example of a presentation on a display device. [Figure 142] 14th embodiment: A diagram illustrating an example of a presentation (game status notification presentation) on a display device. [Figure 143] 14th embodiment: A diagram illustrating an example of a presentation (game status notification presentation) on a display device. [Figure 144] 14th embodiment: A diagram illustrating an example of a presentation (game status notification presentation) on a display device. [Figure 145] 14th embodiment: A diagram illustrating an example of a presentation (game status notification presentation) on a display device. [Figure 146] 14th embodiment: A diagram explaining a modified example of the transition of the game state. [Figure 147] 14th embodiment: A diagram illustrating an example of a presentation (game status notification presentation) on a display device. [Figure 148] 14th embodiment: A diagram illustrating an example of a presentation (game status notification presentation) on a display device. [Figure 149] 14th embodiment: A diagram illustrating an example of a presentation (game status notification presentation) on a display device. [Figure 150] 14th embodiment: A diagram for explaining an example of a presentation (game status notification presentation) in a display device, illustrating an example in which a plurality of presentation modes are provided. [Figure 151] 14th embodiment: A diagram illustrating an example of a presentation (game status notification presentation) on a display device. [Figure 152] 14th embodiment: A diagram illustrating an example of a presentation (game status notification presentation) on a display device. [Figure 153] 14th embodiment: A diagram illustrating an example of a presentation (game status notification presentation) on a display device. [Fig. 154] 14th embodiment: A diagram illustrating an example of a presentation (game status notification presentation) on a display device. [Figure 155]14th embodiment: A diagram illustrating an example of a presentation (game status notification presentation) on a display device. [Figure 156] 14th embodiment: A diagram illustrating an example of a presentation (game status notification presentation) on a display device. [Figure 157] 14th embodiment: A diagram illustrating an example of a presentation (game status notification presentation) on a display device. [Figure 158] 14th embodiment: A diagram illustrating an example of a presentation (game status notification presentation) on a display device. [Figure 159] 14th embodiment: A diagram illustrating an example of a presentation (game status notification presentation) on a display device. [Figure 160] 14th embodiment: A diagram illustrating an example of a presentation (game status notification presentation) on a display device. [Figure 161] 14th embodiment: A diagram illustrating an example of a presentation (game status notification presentation) on a display device. [Figure 162] 14th embodiment: A diagram illustrating an example of a presentation (game status notification presentation) on a display device. [Figure 163] 14th embodiment: A diagram illustrating an example of a presentation (transition destination suggestion presentation) on a display device. [Fig. 164] 14th embodiment: A diagram illustrating an example of a presentation (transition destination suggestion presentation) on a display device. [Figure 165] 14th embodiment: A diagram illustrating an example of the effects (game status notification effects and transition destination suggestion effects) on a display device. [Figure 166] 14th embodiment: A diagram illustrating an example of the effects (game status notification effects and transition destination suggestion effects) on a display device. [Figure 167] 14th embodiment: A diagram illustrating an example of the effects (game status notification effects and transition destination suggestion effects) on a display device. [Figure 168] 14th embodiment: A figure explaining an example of the effects (game status notification effect and transition destination suggestion effect) on the display device, and a figure explaining a modified example of the execution rate of the first transition destination suggestion effect. [Figure 169]14th embodiment: A diagram illustrating an example of the effects (game status notification effects and transition destination suggestion effects) on a display device. [Figure 170] 14th embodiment: A diagram illustrating an example of the effects (game status notification effects and transition destination suggestion effects) on a display device. [Figure 171] 14th embodiment: A diagram illustrating an example of the effects (game status notification effects and transition destination suggestion effects) on a display device. [Fig. 172] 14th embodiment: A diagram illustrating an example of the effects (game status notification effects and transition destination suggestion effects) on a display device. [Figure 173] 15th embodiment: A diagram explaining the game state to which the transition is made. [Fig. 174] 15th embodiment: A diagram explaining the game state to which the transition is made. [Figure 175] 16th embodiment: Flowchart explaining the processing during special drawing confirmation. [Figure 176] 17th embodiment: A flowchart explaining the special chart change start processing. [Figure 177] 18th embodiment: A diagram explaining the special chart game. [Figure 178] 19th embodiment: A diagram explaining the special chart game. [Figure 179] 19th embodiment: A diagram explaining the special chart game. [Figure 180] 19th embodiment: A diagram explaining the special chart game. [Figure 181] 19th embodiment: A diagram explaining the special chart game. [Figure 182] 20th embodiment: Front view of the gaming machine. [Figure 183] 20th embodiment: An oblique view of the gaming machine from the front side. [Figure 184] 20th embodiment: rear view of the gaming machine. [Figure 185] 20th embodiment: An oblique view of the inner frame of the gaming machine from the back side. [Figure 186]20th embodiment: An oblique view of the gaming machine from the back side. [Figure 187] 20th embodiment: An oblique view of the gaming machine from the front side. [Figure 188] 20th embodiment: An oblique view of the gaming machine from the back side. [Figure 189] 20th embodiment: Front view of the game board. [Figure 190] 20th embodiment: A block diagram showing an example of the configuration of a control system of a gaming machine. [Figure 191] 20th embodiment: A diagram explaining the specifications of the gaming machine. [Figure 192] 20th embodiment: A diagram explaining the transition of the game state. [Figure 193] 20th embodiment: A diagram explaining the first non-electric device. [Figure 194] 20th embodiment: A diagram explaining the second non-electric device. [Figure 195] 20th embodiment: A diagram illustrating the third time-saving state. [Figure 196] 20th embodiment: A diagram illustrating the second time-shortening state. [Figure 197] 20th embodiment: A flowchart illustrating main processing. [Figure 198] 20th embodiment: A flowchart illustrating timer interrupt processing. [Figure 199] 20th embodiment: A flowchart explaining the ball scoring detection process. [Figure 200] 20th embodiment: A flowchart explaining special diagram and special call processing. [Figure 201] 20th embodiment: Flowchart explaining the special chart reservation generation processing. [Figure 202] 20th embodiment: Flowchart explaining the V prize area switch monitoring process. [Figure 203] 20th embodiment: A flowchart explaining the special chart change start processing. [Figure 204] 20th embodiment: Flowchart explaining processing during special chart change. [Figure 205] 20th embodiment: Flowchart explaining the processing during special drawing confirmation. [Figure 206] 20th embodiment: A flowchart illustrating a time-saving state counter update process. [Figure 207] 20th embodiment: A flowchart explaining the process of ending the state where it is easy to win at the starting port of special chart 2. [Figure 208] 20th embodiment: A flowchart explaining special call start processing. [Figure 209] 20th embodiment: A flowchart explaining the special call open processing. [Figure 210] 20th embodiment: A flowchart explaining the special line closed processing. [Figure 211] 20th embodiment: A flowchart illustrating special call termination processing. [Figure 212] 20th embodiment: A flowchart explaining the small hit start processing. [Figure 213] 20th embodiment: A flowchart explaining the processing during a small hit. [Figure 214] 20th embodiment: A flowchart explaining the small hit end processing. [Figure 215] 20th embodiment: A flowchart explaining normal map and normal transmission processing. [Figure 216] 20th embodiment: A flowchart explaining the normal map change start processing. [Figure 217] 20th embodiment: A flowchart explaining processing during normal map fluctuations. [Figure 218] 20th embodiment: Flowchart explaining the processing during general map confirmation. [Figure 219] 20th embodiment: A diagram explaining the opening and closing pattern of a normal electric accessory device. [Figure 220] 20th embodiment: A flowchart illustrating normal power control processing. [Figure 221] 20th embodiment: A flowchart illustrating the main rendering process. [Figure 222] 20th embodiment: A flowchart illustrating a received command process. [Figure 223] 20th embodiment: A diagram illustrating an example of a presentation on a display device. [Figure 224] 20th embodiment: A diagram illustrating an example of the effects on the display device in a jackpot gaming state. [Figure 225] 20th embodiment: A diagram illustrating an example of a display that suggests the number of jackpots to be won, among the displays on the display device. [Figure 226] 20th embodiment: A diagram explaining a modified example of the presentation suggesting the number of jackpots to be won. [Figure 227] 20th embodiment: A diagram explaining a modified example of the presentation suggesting the number of jackpots to be won. [Figure 228] 20th embodiment: A diagram explaining a modified example of the presentation suggesting the number of jackpots to be won. [Figure 229] 20th embodiment: A diagram explaining a modified example of the presentation suggesting the number of jackpots to be won. [Figure 230] 20th embodiment: A diagram explaining a modified example of the presentation suggesting the number of jackpots to be won. [Figure 231] 20th embodiment: A diagram explaining a modified example of the presentation suggesting the number of jackpots to be won. [Figure 232] 20th embodiment: A diagram explaining a modified example of the presentation suggesting the number of jackpots to be won. [Figure 233] 20th embodiment: A diagram illustrating an example of a jackpot lottery result suggestion effect among the effects on the display device. [Figure 234] 20th embodiment: A diagram illustrating an example of a time-saving lottery result suggestion effect among the effects on the display device. [Figure 235] 20th embodiment: A flowchart illustrating lottery result suggestion effect processing. [Figure 236] 20th embodiment: A flowchart illustrating a modified example of the lottery result suggestion effect processing. [Figure 237] 20th embodiment: A flowchart illustrating a modified example of the lottery result suggestion effect processing. [Figure 238] 20th embodiment: A flowchart illustrating a modified example of the lottery result suggestion effect processing. [Figure 239] 20th embodiment: A figure explaining an example of a display in the display device that suggests an easy state of winning special chart 2. [Figure 240] 20th embodiment: A diagram explaining a modified example of the opening and closing mode of a normal electric accessory device in the third time-saving state. [Figure 241] 20th embodiment: A diagram illustrating a modified example of the opening and closing mode of a normal electric accessory device in the second time-saving state. [Figure 242] 20th embodiment: A diagram explaining a modified example of the opening and closing mode of a normal electric role device when the starting port in Special Figure 2 is in a state where it is easy to win. [Figure 243] 20th embodiment: A figure explaining a modified example of the special chart 2 winning-easy state suggestion effect, and showing an example of the allocation rate of the execution timing. [Figure 244] 21st embodiment: A diagram explaining the specifications of the gaming machine. [Figure 245] 21st embodiment: A diagram explaining the transition of the game state. [Figure 246] 21st embodiment: Flowchart explaining processing during special chart change. [Figure 247] 21st embodiment: Flowchart explaining the processing during special chart determination. [Figure 248] 21st embodiment: A flowchart illustrating the time-saving state ending process. [Figure 249] 22nd embodiment: A diagram explaining the specifications of the gaming machine. [Figure 250] 22nd embodiment: A diagram explaining the transition of the game state. [Figure 251] 22nd embodiment: A diagram explaining the progress of special chart 2 reservations. [Figure 252] 22nd embodiment: A diagram explaining the progress of special chart 2 reservations. [Figure 253] 22nd embodiment: A diagram explaining the progress of special chart 2 reservations. [Figure 254]22nd embodiment: A diagram explaining the progress of special chart 2 reservations. [Figure 255] 22nd embodiment: A diagram illustrating an example of the second winning number suggestion effect among the effects on the display device. [Figure 256] 23rd embodiment: Front view of the game board. [Figure 257] 24th embodiment: A diagram explaining the specifications of the gaming machine. [Figure 258] 24th embodiment: A diagram illustrating the third time-shortening state. [Figure 259] 24th embodiment: A diagram illustrating the second time-shortening state. [Figure 260] 25th embodiment: A flowchart explaining the special chart change start processing. [Figure 261] 26th embodiment: A figure explaining an example of a display device that suggests the number of jackpots to be won and a display that suggests an easy state for winning special chart 2. [Figure 262] 26th embodiment: A diagram illustrating an example of the effects on the display device, including an effect suggesting the number of jackpots won, an effect suggesting confiscation, and an effect suggesting an easy state for winning special chart 2. 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 7. 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 detected game ball to flow down the game area 73 and continue playing, but it may also be configured as a winning hole, which ends the game without the detected game ball flowing down the game area 73. 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 gaming area 73 to 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 a closed state, and can be switched to an 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 in 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 information that an abnormality has occurred is transmitted from the game control device 100 to the presentation control device 300 in the form of information generated by the game control device 100 based on information from the payout control device 200, or the information from the payout control device 200 may be transmitted 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. That is, 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 variation type random number value (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 variable 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 that the normal variable winning device 79 is open per unit time is the shortest in the no time-saving state, longer in the minute time-saving state than the no time-saving state, and longer in the time-saving state than the minute time-saving state. In other words, the minute time-saving state and the time-saving state are game states with different degrees of advantage.

[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 eight types of time-saving wins in the special game, from time-saving win A to time-saving win H. 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 hits E to H transition 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] In this embodiment, each time-saving unit belongs to one of groups A to D. Specifically, as shown in FIG. 10(d), time-saving unit A belongs to group A, time-saving unit B belongs to group B, time-saving unit C belongs to group C, and time-saving units D to H belong to group D. A time-saving hit can only be derived when there is no time-saving, but even in the slight time-saving state, the random number value for the special symbol matches the judgment value for the time-saving hit, using the same selection ratio as in the no time-saving state. If they match, the type of time-saving hit is determined by the random number value for the special symbol type. However, in the slight time-saving state, even if the random number value for the special symbol matches the judgment value for the time-saving hit, the result of the special symbol game is treated as a miss. In the micro-time-saving state, if the result of the determination of the special symbol hit random number and the special symbol type random number is a time-saving hit, the number of times for each group to which the time-saving hit belongs is accumulated, and if the accumulated result meets the release condition, the game will transition to the time-saving state. In other words, the release condition is the condition for transitioning from one game state to another.

[0081] FIG. 10(e) shows an example of the cancellation condition. The conditions for canceling the mode differ depending on the type of time-saving hit that triggered the transition to the slight time-saving mode. Specifically, if the micro-time-saving state is entered based on winning time-saving win E, the release condition will be met if one of the following three conditions is met: a time-saving win determination result belonging to group A occurs once, a time-saving win determination result belonging to group B occurs twice, or a time-saving win determination result belonging to group C occurs ten times. Note that the release condition will not be met if a time-saving win determination result belonging to group D occurs. In this micro-time-saving state, a scenario is assumed in which the release condition is likely to be met around the time the special game has been played 1 to 100 times since the start of the micro-time-saving state. Conditions for canceling the slight time-saving state based on winning time-saving prizes F to H are also set, and scenarios in which the conditions for canceling are met are envisioned.

[0082] The time-saving state that is set when the release condition is met varies depending on the release condition that is met. If the determination result of a time-saving hit belonging to group A meets the release condition, the time-saving state is set to end by playing 100 special games without a jackpot occurring, just as when time-saving hit A belonging to group A is derived. If the determination result of a time-saving hit belonging to group B meets the release condition, the time-saving state is set to end by playing 20 special games without a jackpot occurring, just as when time-saving hit B belonging to group B is derived. If the determination result of a time-saving hit belonging to group C meets the release condition, the time-saving state is set to end by playing 50 special games without a jackpot occurring, just as when time-saving hit C belonging to group C is derived.

[0083] [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.

[0084] The first gaming state ST1 is a low-probability state without time-saving, and is a gaming state determined to be played by hitting the ball with the left hand to aim at the starting winning device 90. In this first gaming state ST1, either a jackpot or a time-saving win is derived. If a time-saving win A, B, C, or D is derived in this first gaming state ST1, the game state transitions to the third gaming state ST3. Also, if a time-saving win E, F, G, or H is derived in the first gaming state ST1, the game state transitions to the second gaming state ST2. Also, if a jackpot is derived in the first gaming state ST1, the game state transitions to the special gaming state ST5.

[0085] The second gaming state ST2 is a low-probability state with a slight time-saving effect, and is a gaming state in which the player is required to play by hitting the ball leftward in order to hit 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. If no jackpot is derived in the second gaming state ST2 and 1,324 special games are played, the game state transitions to the first gaming state ST1. If a release condition is met in the second gaming state ST2, the game state transitions to the third gaming state ST3. In this case, the number of times the player can stay in the third gaming state ST3 is set based on the release condition that has been met.

[0086] 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.

[0087] 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.

[0088] [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 executed at a predetermined time interval (for example, 4 milliseconds).

[0089] [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.

[0090] 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).

[0091] 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).

[0092] 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).

[0093] 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.

[0094] 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.

[0095] 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.

[0096] 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.

[0097] 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.

[0098] 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.

[0099] 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, excluding 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.

[0100] 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).

[0101] 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.

[0102] 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.

[0103] 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).

[0104] 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.

[0105] [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.

[0106] 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.

[0107] 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.

[0108] 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.

[0109] 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.

[0110] [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).

[0111] 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.

[0112] 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.

[0113] 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.

[0114] 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.

[0115] 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.

[0116] [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.

[0117] 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.

[0118] 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.

[0119] 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.

[0120] [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.

[0121] 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).

[0122] 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.

[0123] 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.

[0124] 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.

[0125] 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.

[0126] [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.

[0127] 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.

[0128] 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.

[0129] 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 S138).

[0130] 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 ST1 (step S134; Y), a time reduction win flag is set (step S135), and the release condition shown in Figure 10 (e) is set based on the type of time reduction win (step S136). Then, a release counter for monitoring the establishment of the release condition is cleared (step S137), and a stop pattern corresponding to the result is set (step S138).

[0131] Also, if the gaming state is not the first gaming state ST1 (step S134; N), it is determined whether the gaming state is the second gaming state ST2, which is a low probability state and a slight time-shortening state (step S151). If the gaming state is not the second gaming state ST2 (step S151; N), a loss flag is set (step S156), and a stop symbol corresponding to the result is set (step S138). Also, if the gaming state is the second gaming state ST2 (step S151; Y), the time-shortening group is determined (step S152), and the counter of the corresponding group in the release counter is incremented by 1 (step S153).

[0132] Then, it is determined whether the cancellation condition is met (step S154), and if the cancellation condition is not met (step S154; N), a loss flag is set (step S156), and a stop symbol corresponding to the result is set (step S138). Also, if the cancellation condition is met (step S154; Y), a cancellation flag corresponding to the met cancellation condition is set (step S155), a loss flag is set (step S156), and a stop symbol corresponding to the result is set (step S138).

[0133] In the process of determining the group of time-saving hits (step S152), it is determined to which of groups A to D shown in Fig. 10(d) the type of time-saving hit determined by the time-saving hit type determination process belongs. The release counter has counters for each of groups A to D, and by adding 1 to the counter of the determined group, it is possible to count the number of times each group appears in the slight time-saving state.

[0134] The cancellation condition is determined to be established when one of the counting results for each group satisfies the cancellation condition shown in Figure 10(e), which is set at the start of the slight time-saving state. At this time, the number of executable games (prescribed number) in the time-saving state to be set is selected depending on the group that satisfies the cancellation condition. The cancellation flag contains information that the cancellation condition has been established and the transition to the time-saving state will occur, and information on the number of executable games in the time-saving state to be set.

[0135] That is, among the jackpot determination tables for determining the special winning random numbers, the jackpot determination table used at least in the no-time-saving state and the minute-time-saving state includes jackpots and time-saving wins as determination values ​​in the proportions shown in Figure 10(a). A time-saving win can occur only when the game state is the first game state ST1, and if the game state is other than the first game state ST1, even if the result is a time-saving win, the result is treated as a miss. Also, in the second game state ST2, if the result is a time-saving win, a decision is made to cancel the minute-time-saving state based on the decision result of the type of time-saving win.

[0136] 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 S156), and a stopping symbol corresponding to the result is set (step S138). In the process of setting the stop symbols corresponding to the result (step S138), 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 11 types: 10R probability jackpot, 10R normal jackpot, time-saving jackpot A to H, and miss. Note that multiple stop symbols may be assigned to one type of result, and selected by special symbol type random number.

[0137] Next, the variation type setting process is performed (step S139). In the variation type setting process, the variation type is selected by referring to the variation type random number in the variation type selection table. The variation type selection table is selected according to the type of the special symbol diagram (special symbol diagram 1 or special symbol diagram 2) where the variation starts, the probability state of the special symbol diagram (high probability state or low probability state), the state of the general symbol diagram (no time reduction state, slight time reduction state, time reduction state), the result of the special symbol game, the current number of reserved special symbol diagrams, etc., enabling the selection of a variety of variation types according to the game situation. The content of the variation type includes the variation time, the mode of the effect, the presence or absence of a reach, the type of the reach, etc. For example, as the types of reaches have different probabilities of achieving a big win (different expected values), there are 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.

[0138] Then, a value corresponding to the variation time of the special symbol game corresponding to the selected variation type is set in the special symbol processing timer (step S140), and the variation display in the display part corresponding to the current special symbol game among the special symbol 1 display part 61 and the special symbol 2 display part 62 in the comprehensive display device 60 is started (step S141). The special symbol 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 symbol processing timer becomes 0.

[0139] After that, a variation start command is sent to the effect control device 300 (step S142), the value of the special symbol special electricity counter is incremented by 1 (step S143), and the special symbol variation start process ends. The variation start command includes information such as the result of the special symbol game, the type of big win or time reduction win, and the variation type. Based on this information, the effect control device 300 performs various effect settings such as setting the variation pattern of the decorative special symbol game and the preview effect on the display device 81.

[0140] On the other hand, when determining whether the number of reserved special charts 1 and 2 are both 0, if they are both 0 (step S121; Y), a reserved occurrence waiting process (step S144) is performed and the special chart change start process is terminated. In the reserved occurrence waiting process, a reserved occurrence waiting state is set and awaits the occurrence of a reserved special chart. The reserved occurrence waiting state is released when the special chart game starts. Also, at the start of the reserved occurrence waiting state, a reserved occurrence waiting command is sent to the performance control device 300, and upon receiving the reserved occurrence waiting command, the performance control device 300 performs a performance such as displaying a demo image on the display device 81.

[0141] [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.

[0142] 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 displayed as a final result. 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 S138).

[0143] 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.

[0144] [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).

[0145] 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. Thereafter, 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.

[0146] 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 during which the time-saving state or the slight time-saving state is in effect (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, it is determined whether there is a release flag (step S188), and if there is no release flag (step S188; N), the process proceeds to step S192.

[0147] Also, if there is a time-saving hit flag (step S187; Y), i.e., if the result is a time-saving hit, or if there is a release flag (step S188; Y), a time-saving flag corresponding to the time-saving hit type or release flag is set (step S189), a value corresponding to the time-saving hit type or release flag is set in the time-saving status counter (step S190), a status designation command is sent to the performance control device 300 (step S191), and the process proceeds to step S192.

[0148] 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 S189, 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 to H, 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. Also, if there is a release flag, the time-saving flag is set to a value corresponding to the time-saving state.

[0149] In addition, 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 S190, 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 to H, 1324 is set. In addition, if there is a release flag, 100, 50, or 20 is set based on the information of the release flag.

[0150] In the high probability counter update process (step S192), 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 S193), and the special chart confirmation process is terminated. This ends the special chart game, and the next special chart game can be started.

[0151] [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).

[0152] 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.

[0153] In addition, when the value of the time-saving state counter becomes 0 (step S203; Y) and the time-saving flag is set to the value of the no-time-saving state (step S204), the processing of steps S189 to S191 may not be performed even if the release flag is set (step S188; Y). In other words, when the release condition is met in a special game that has been played a specified number of times in a slight time-saving state, priority may be given to transitioning to the first game state ST1 when the specified number of times is reached.

[0154] [High-probability counter update process] 21 shows the high probability counter update process (step S192) 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).

[0155] 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.

[0156] [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).

[0157] 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).

[0158] 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.

[0159] [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).

[0160] 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, 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.

[0161] 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 special drawing 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 is the second condition.

[0162] 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.

[0163] 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.

[0164] 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.

[0165] 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.

[0166] 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.

[0167] 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.

[0168] 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).

[0169] 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.

[0170] [Special line closed processing] 24 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 equivalent 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 into the special variable prize winning device 94 in the next round is set in the prize winning counter that manages the number of wins into the special variable prize winning device 94 (step S293). 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] 25 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), 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. 26 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. 27 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] 28 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 corresponding 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] 29 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. 30 and timer interrupt processing (not shown).

[0198] [Main processing of the production] As shown in Fig. 30, 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] 31 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 ends.

[0208] [Game presentation] Next, the effects of the game will be described. Fig. 32 shows an example of the effect display on the display device 81. Basically, the effect display shown in Fig. 32 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] 32(a), a first decorative special game display unit 501 that displays the first decorative special game among the decorative special games executed in response to the special game is provided in the center of the display area of ​​the display device 81. The first decorative special 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 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 to H 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 "○" and the shape of the decorative special chart 2 reserve display is "△", 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 32(a), the oldest special symbol reserved in memory order is the special symbol 1 reserved. When a new special symbol 1 game is started from this state based on the special symbol 1 reserved, the decorative special symbol reserved display on the left end of the decorative special symbol reserved display unit 508 is erased and the other decorative special symbol reserved displays are shifted to the left, as shown in Figure 32(b). Furthermore, the value in the special symbol 1 reserved 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 32(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 32(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 develop into an SP reach after this. Note that if a single reach is selected as the variable type, a single reach will result, with the same identification information lined up on either the left line L1, the middle line L2, or the right line L3. Also, 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. 32(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. 32(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. 32(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. 32(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 32(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 32(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 32(h) continues until the stop time of the special game expires, after which the special game state begins.

[0221] [Cancellation conditions] As shown in FIG. 11, the gaming states in the gaming machine 1 of this embodiment include a first gaming state ST1, a second gaming state ST2, a third gaming state ST3, a fourth gaming state ST4, and a special gaming state ST5. For example, when the power is turned on with RAM clearing in the gaming machine 1, that is, when RAM initialization processing (step S17) is performed in the main processing (FIG. 12), the first gaming state ST1 (no time-shortening state) is set. In the first gaming state ST1 (no time-shortening state), a time-shortening win may occur (see FIG. 10(a)), and when a time-shortening win occurs, the gaming state transitions to the second gaming state ST2 (slight time-shortening state) or the third gaming state ST3 (time-shortening state).

[0222] As shown in Figure 11, if a time-saving hit A, B, C or D occurs in the first game state ST1, the game state transitions to the third game state ST3, and if a time-saving hit E, F, G or H occurs in the first game state ST1, the game state transitions to the second game state ST2. Furthermore, as shown in Figure 10(d), the probability that time-saving hits A to D will occur among the time-saving hits is approximately 20% (= 0.50% + 2.00% + 10.00% + 6.50%), and the probability that time-saving hits E to H will occur is approximately 80% (= 15.00% + 15.00% + 30.00% + 21.00%). In other words, in this embodiment, when transitioning from the first game state ST1 to another game state (excluding the special game state ST5), the probability that the transition destination will be the third game state ST3 is approximately 20%, and the probability that the transition destination will be the second game state ST2 is approximately 80%.

[0223] The second gaming state ST2 is a slightly time-saving state in which there is normal power support but it is not so easy to win in the normal variable winning device 79. On the other hand, the third gaming state ST3 is a time-saving state in which normal power support makes it easy to win in the normal variable winning device 79. Therefore, transitioning to the third gaming state ST3 is advantageous for the player, and the possibility of such a time-saving win occurring in the first gaming state ST1 can increase the excitement immediately after the gaming parlor opens.

[0224] As shown in Figure 11, if a jackpot occurs in the second gaming state ST2, the game state transitions to the special gaming state ST5. Also, if a jackpot does not occur in the second gaming state ST2 and the special game is played a specified number of times (1324 times), the game state transitions to the first gaming state ST1. Also, since the second gaming state ST2 is a low probability state, it is difficult for a jackpot to occur (see Figure 10(a)). Therefore, if the only condition for exiting the second game state ST2 before the specified number of special game games is the occurrence of a jackpot, there is a high possibility that the player will remain in the second game state ST2 until the specified number of special game games have been played, which could reduce the player's interest in the game. Therefore, in this embodiment, in addition to "occurrence of a jackpot," "fulfillment of a release condition" is set as a condition for leaving the second gaming state ST2 before the specified number of special games are played. Specifically, when a jackpot occurs in the second gaming state ST2, the game transitions to the special gaming state ST5, and when the release condition is fulfilled in the second gaming state ST2, the game transitions to the third gaming state ST3.

[0225] As shown in FIG. 17, if the determination result in the result determination process is a time-reduction hit (step S132; Y) and the game state is the first game state ST1 (step S134; Y), the game control device 100 sets a time-reduction hit flag (step S135), sets the release condition (step S136), and clears the release counter (step S137).

[0226] The game control device 100 of this embodiment is provided with a release counter for group A, a release counter for group B, a release counter for group C, and a release counter for group D as release counters. Then, if the determination result in the time-reduction win type determination process (step S133) is time-reduction win E, the game control device 100 sets the upper limit value of the release counter for group A to "1", the upper limit value of the release counter for group B to "2", the upper limit value of the release counter for group C to "10", and the upper limit value of the release counter for group D to "10000" (see FIG. 10(e)). Then, in step S137, the release counter for group A, the release counter for group B, the release counter for group C, and the release counter for group D are each cleared to 0.

[0227] Furthermore, if the determination result in the time-reduction win type determination process (step S133) is time-reduction win F, the game control device 100 sets the upper limit value of the release counter for group A to "2", the upper limit value of the release counter for group B to "4", the upper limit value of the release counter for group C to "20", and the upper limit value of the release counter for group D to "10000" (see FIG. 10(e)). Then, in step S137, the release counter for group A, the release counter for group B, the release counter for group C, and the release counter for group D are each cleared to 0.

[0228] Similarly, when the determination result in the time-saving hit type determination process (step S133) is time-saving hit G or H, the upper limit value of each cancellation counter is set in step S136, and each cancellation counter is cleared to 0 in step S137. On the other hand, if the determination result in the time-saving hit type determination process (step S133) is time-saving hit A, B, C, or D, the game transitions to the third game state ST3 (time-saving state) rather than the second game state ST2 (slight time-saving state), so the release condition is not set. That is, in this case, the time-saving hit flag is set in step S135, but the release condition is not set in step S136. In this case, the release counter may or may not be cleared in step S137.

[0229] Also, as shown in FIG. 17, if the determination result in the result determination process is a time-reduction hit (step S132; Y) and the game state is the second game state ST2 (step S151; Y), the game control device 100 determines the time-reduction hit group (step S152), adds 1 to the counter of the corresponding group in the release counter (step S153), and if the release condition is met (step S154; Y), sets the release flag corresponding to the met release condition (step S155).

[0230] Specifically, if the determination result in the time-reduction win type determination process (step S133) is time-reduction win A, the game control device 100 determines in step S152 that it is group A, and in step S153 updates the release counter for group A by +1. Then, if the value of the release counter for group A (the updated value) reaches the upper limit value of the release counter for group A set in step S136, it determines in step S154 that the release condition is met, and sets the release flag for group A in step S155.

[0231] Furthermore, if the determination result in the time-reduction win type determination process (step S133) is time-reduction win B, the game control device 100 determines in step S152 that it is group B, and in step S153 updates the release counter for group B by +1. Then, if the value of the release counter for group B (the updated value) reaches the upper limit value of the release counter for group B set in step S136, it determines in step S154 that the release condition is met, and sets the release flag for group B in step S155.

[0232] Furthermore, if the determination result in the time-reduction win type determination process (step S133) is time-reduction win C, the game control device 100 determines in step S152 that it is group C, and in step S153 updates the release counter for group C by +1. Then, if the value of the release counter for group C (the updated value) reaches the upper limit value of the release counter for group C set in step S136, it determines in step S154 that the release condition is met, and sets the release flag for group C in step S155.

[0233] Furthermore, if the determination result in the time-reduction win type determination process (step S133) is time-reduction win D, E, F, G, or H, the game control device 100 determines in step S152 that it is group D, and in step S153 updates the release counter for group D by +1. Then, if the value of the release counter for group D (the updated value) reaches the upper limit value of the release counter for group D set in step S136, it determines in step S154 that the release condition is met, and sets the release flag for group D in step S155.

[0234] However, in this embodiment, in step S136, an unreachable value (for example, 10000) is set as the upper limit value of the release counter for group D. That is, even if group D is identified in step S152 and the release counter for group D is updated by +1 in step S153, the value of the release counter for group D (the updated value) will not reach the upper limit value of the release counter for group D. Therefore, when group D is identified in step S152, it is always determined in step S154 that the release condition is not met, and the process of step S155 (process of setting the release flag for group D) is not performed.

[0235] It is also possible not to provide a cancellation counter for group D. In this embodiment, the release condition is not established depending on the occurrence of a time-saving determination result belonging to group D. Therefore, when group D is determined in step S152, it is sufficient that the release condition is not determined to be established in the immediately following step S154. By not providing a release counter for group D, there is no counter that is incremented by 1 when group D is determined, so it is always determined in step S154 that the release condition is not established.

[0236] Then, if the time-saving hit flag is set in step S135, the game control device 100 determines that there is a time-saving hit flag in the special chart determination processing (Figure 19) (step S187; Y), sets the time-saving flag according to the time-saving hit type (step S189), sets a value according to the time-saving hit type in the time-saving status counter (step S190), sends a status designation command to the presentation control device 300 (step S191), and clears the time-saving hit flag.

[0237] Specifically, if the time-saving hit type (determination result in the time-saving hit type determination process (step S133)) is time-saving hit A, B, C, or D, in step S189, the time-saving flag is set to a value corresponding to the time-saving state. In addition, if the time-saving hit type (determination result in the time-saving hit type determination process (step S133)) is time-saving hit A, the time-saving state counter is set to 100 in step S190, if it is time-saving hit B, the time-saving state counter is set to 20 in step S190, if it is time-saving hit C, the time-saving state counter is set to 50 in step S190, and if it is time-saving hit D, the time-saving state counter is set to 1324 in step S190. Furthermore, if the time-saving hit type (the determination result in the time-saving hit type determination process (step S133)) is time-saving hit E, F, G, or H, in step S189, the time-saving flag is set to a value corresponding to the slight time-saving state, and in step S190, 1324 is set in the time-saving state counter.

[0238] On the other hand, if the release flag is set in step S155, the game control device 100 determines that the release flag exists during the special chart determination process (Figure 19) (step S188; Y), sets a time-saving flag corresponding to the release flag (step S189), sets a value corresponding to the release flag in the time-saving state counter (step S190), sends a state designation command to the performance control device 300 (step S191), and clears the release flag.

[0239] Specifically, if the release flag is set in step S155, a value corresponding to the time-shortening state is set in the time-shortening flag in step S189. Furthermore, if the release flag set in step S155 is a release flag for group A, the time-saving state counter is set to 100 in step S190; if the release flag is for group B, the time-saving state counter is set to 20 in step S190; and if the release flag is for group C, the time-saving state counter is set to 50 in step S190.

[0240] If there is a time-saving win flag (step S187; Y) and the time-saving win type is time-saving win A, B, C, or D, in step S191, a state designation command designating the third game state ST3 (low probability state and time-saving state) is transmitted to the presentation control device 300. Then, in response to receiving this state designation command, the presentation control device 300 sets the chance mode as the presentation mode. Also, if there is a time-saving hit flag (step S187; Y) and the time-saving hit type is time-saving hit E, F, G, or H, in step S191, a state designation command designating the second game state ST2 (low probability state and slight time-saving state) is transmitted to the presentation control device 300. Then, in response to receiving this state designation command, the presentation control device 300 sets the normal mode as the presentation mode.

[0241] Also, if there is a release flag (step S188; Y), in step S191, a state designation command designating the third gaming state ST3 (low probability state and time-shortened state) is transmitted to the presentation control device 300. Then, in response to receiving this state designation command, the presentation control device 300 sets the chance mode as the presentation mode.

[0242] In each gaming state, a presentation mode is determined which is controlled by the presentation control device 300 and defines the presentation mode of the game. The presentation mode corresponding to the first gaming state ST1 is the C-time mode. The presentation mode corresponding to the second gaming state ST2 is the normal mode. The presentation mode corresponding to the third gaming state ST3 is the chance mode. The presentation mode corresponding to the fourth gaming state ST4 is the big chance mode. The presentation mode corresponding to the special gaming state ST5 is the big win mode.

[0243] <Release notice effect> FIG. 33 shows an example of a release notice effect (a pre-reading effect of the release condition being met) that notifies the fulfillment of the release condition. The state shown in Figure 33(a) is the state in which the special chart 1 game is being executed (variable display), one special chart 1 reserve and two special chart 2 reserves are stored. Also, the game state is the second game state ST2 (slight time-saving state). In this state, when the start conditions for the special symbol are met (when a game ball flows into the first start port 76, the second start port 77, or the normal variable winning device 79), a special symbol is reserved, and accordingly, the display in the decorative special symbol reservation display unit 508 is updated, and the display in the special symbol reservation number display unit 520 is updated. Here, it is assumed that a special symbol 1 reservation has occurred. Therefore, in FIG. 33(b), a decorative special symbol 1 reservation display ("○") is added to the decorative special symbol reservation display unit 508, and the value in the special symbol 1 reservation number display unit 521 in the special symbol reservation number display unit 520 is incremented by 1.

[0244] In addition, the decorative special symbol hold display unit 508 can suggest or notify, as a preliminary determination result, that the release condition will be met in the special symbol game based on the special symbol hold, by the display mode of the decorative special symbol hold display corresponding to the special symbol hold. In the example shown in Figure 33(b), by changing the color of the decorative special symbol 1 hold display (decorative special symbol hold display on the right end) corresponding to the currently occurring special symbol 1 hold, it is suggested or notified that the release condition will be met in the special symbol game based on the special symbol 1 hold, that is, the special symbol 1 hold is a special symbol hold that will meet the release condition.

[0245] When a special drawing reservation occurs, a pre-determination process (step S105 in FIG. 16) is performed for the special drawing reservation. This pre-determination process includes the same process as the cancellation condition establishment determination process (steps S152 to S154) in the special drawing change start process (FIG. 17). Specifically, in the preliminary determination process (step S105), the game control device 100 performs a result determination process to determine the result of the special symbol game based on the target special symbol reservation, and if the determination result in this result determination process is a time-saving hit and the game state at the time of execution of the special symbol game based on the target special symbol reservation is the second game state ST2, the game control device 100 performs a process similar to the release condition establishment determination process (steps S152 to S154) in the special symbol variation start process (Fig. 17). Then, if it is determined that the release condition is established in this release condition establishment determination process, the game control device 100 notifies the effect control device 300 that the target special symbol reservation is a special symbol reservation that establishes the release condition (step S106). Then, in response to receiving the notification, the effect control device 300 executes a release notice effect (Fig. 33(b)) at a predetermined rate.

[0246] Whether or not the game state at the time of execution of the special chart game based on the target special chart reservation is the second game state ST2 can be determined based on, for example, the value of the time-saving state counter and the number of special chart reservations. In addition, in the preliminary judgment process (step S105), if the judgment result in the result judgment process is a time-reduction hit and the game state at the current time (at the time of the preliminary judgment process) is the second game state ST2, the game control device 100 may perform processing similar to the cancellation condition establishment judgment process (steps S152 to S154) in the special chart change start process (Figure 17).

[0247] In this embodiment, the game state transitions from the second game state ST2 to the first game state ST1 by playing the specified number of special symbol games, so even if the game state is the second game state ST2 at the time when the special symbol reservation that establishes the release condition occurs (at the time of the preliminary determination process), the game state at the time when the special symbol game based on the special symbol reservation is executed may be the first game state ST1. In this case, the game state has already left the second game state ST2 at the time when the special symbol game based on the special symbol reservation is executed, so the release condition is not established, but the result of the special symbol game based on the special symbol reservation will be a time-saving hit. Therefore, in the preliminary determination process (step S105), if the determination result in the result determination process is a time-saving hit and the current game state (at the time of the preliminary determination process) is the second game state ST2, in a configuration (hereinafter referred to as the "first configuration") that performs processing similar to the release condition establishment determination process (steps S152 to S154) in the special chart change start process (FIG. 17), even though the release notice effect is executed, the release condition may not be established in the special chart game based on the target special chart reservation. However, since the player has already left the second game state ST2 and a time-saving hit occurs in the special chart game based on the target special chart reservation, the player whose expectations have been raised by the release notice effect will not be greatly disappointed. In addition, by making it possible to execute a pre-reading effect for a time-saving hit and by making the presentation format of the pre-reading effect for a time-saving hit and the release notice effect (pre-reading effect for a release condition being met) the same, it becomes difficult to distinguish between the pre-reading effect for a time-saving hit and the release notice effect, and it becomes possible to avoid giving the player a feeling of disappointment even when the first configuration is adopted.

[0248] The presentation mode of the release notice presentation is not limited to the mode shown in Figure 33(b). In other words, the release notice presentation is not limited to a presentation in which the target decorative special symbol pending display is displayed in a display mode that suggests or notifies that the target decorative special symbol pending display is a special symbol pending display that satisfies the release condition. The release notice presentation may be, for example, a presentation in which an image that suggests or notifies that the target decorative special symbol pending display is a special symbol pending display that satisfies the release condition (for example, a text image such as "Release!") is superimposed on the target decorative special symbol pending display or displayed near the target decorative special symbol pending display. Furthermore, although the release notice performance is performed using the display device 81, the release notice performance may also be performed using at least one of the light emitting means 33, the speaker 34, and the movable performance device 82 in addition to (or instead of) the display device 81.

[0249] <Chance mode effect> FIG. 34 shows an example of the effects (chance mode effects) in the third gaming state ST3 based on the establishment of the cancellation condition. When the release condition is met and the game state shifts from the second game state ST2 to the third game state ST3, the effect control device 300 sets the chance mode as the effect mode and executes the chance mode effect at a predetermined rate. The chance mode effect includes at least a chance mode start effect, a chance mode during effect, and a chance mode end effect, and may also include a chance mode continuation effect.

[0250] If the determination result of the time-saving hit belonging to group B satisfies the release condition, the effect control device 300 starts the chance mode effect and first executes the chance mode start effect. In the chance mode start effect, for example, as shown in Fig. 34(a), a first notification image 531 is displayed, which suggests or notifies that the duration of the chance mode (the number of executable games) is 20 times. Next, when the number of times the special game is executed reaches the specified number of times (20 times) without the occurrence of a jackpot, the effect control device 300 executes a chance mode end effect and ends the chance mode effect. In the chance mode end effect, for example, as shown in FIG. 34(b), a second notification image 532 is displayed, which suggests or notifies that the chance mode will end.

[0251] Also, if the determination result of the time-saving hit belonging to group C satisfies the release condition, the effect control device 300 starts the chance mode effect and first executes the chance mode start effect. In the chance mode start effect, for example, as shown in Fig. 34(c), a first notification image 531 is displayed, which suggests or notifies that the duration of the chance mode (the number of executable games) is 20 times. Next, when the number of times the special game is executed reaches 20 times without a jackpot occurring, the effect control device 300 executes the first chance mode continuation effect. In the first chance mode continuation effect, for example, as shown in Fig. 34(d), a third notification image 533 is displayed, which suggests or notifies that the duration of the chance mode (the number of executable games) will be increased by 30 times. Next, when the number of times the special game is executed reaches the specified number of times (50 times) without a jackpot occurring, the effect control device 300 executes a chance mode end effect and ends the chance mode effect. In the chance mode end effect, for example, as shown in FIG. 34(e), a second notification image 532 is displayed to suggest or notify that the chance mode will end.

[0252] Also, if the determination result of the time-saving hit belonging to group A satisfies the release condition, the effect control device 300 starts the chance mode effect and first executes the chance mode start effect. In the chance mode start effect, for example, as shown in Fig. 34(f), a first notification image 531 is displayed suggesting or notifying that the duration of the chance mode (the number of executable games) is 20 times. Next, when the number of times the special game is executed reaches 20 times without a jackpot occurring, the effect control device 300 executes the second chance mode continuation effect. In the second chance mode continuation effect, for example, as shown in Fig. 34(g), a fourth notification image 534 is displayed, which suggests or notifies that the duration of the chance mode (the number of executable games) will be increased by 80 times. Next, when the number of times the special game is executed reaches the specified number of times (100 times) without a jackpot occurring, the effect control device 300 executes a chance mode end effect and ends the chance mode effect. In the chance mode end effect, for example, as shown in FIG. 34(h), a second notification image 532 is displayed, which suggests or notifies that the chance mode will end.

[0253] The chance mode start performance is performed, for example, during execution of the first special game after transition from the second game state ST2 to the third game state ST3 (for example, at the start of the variable display). In addition, the chance mode end effect is performed, for example, during the execution of the last special symbol game after transition from the second game state ST2 to the third game state ST3. That is, the chance mode end effect is performed during the execution of the special symbol game based on the special symbol reservation that establishes the release condition (for example, at the end of the stop display). In addition, the chance mode continuation presentation (first chance mode continuation presentation, second chance mode continuation presentation) is performed, for example, during the execution of the 20th spin of the special symbol game after transition from the second game state ST2 to the third game state ST3 (for example, at the end of the stop display), or during the execution of the 21st spin of the special symbol game after transition from the second game state ST2 to the third game state ST3 (for example, at the start of the variable display).

[0254] Although not shown in the figure, the chance mode effect is an effect that suggests or notifies the remaining stay period. Specifically, the chance mode effect is an effect that updates (e.g., counts down) the stay period (number of executable games) suggested or notified by the chance mode start effect or chance mode continuation effect every time a new special game is executed. If the group that fulfills the cancellation condition is group B, the chance mode effect is executed between the chance mode start effect and the chance mode end effect. The remaining stay period indicated or notified by this chance mode effect is the correct stay period. On the other hand, if the group that has satisfied the release condition is group A or group C, the chance mode effect is executed in the first half (between the chance mode start effect and the chance mode continuation effect) and the second half (between the chance mode continuation effect and the chance mode end effect). The remaining stay period suggested or notified by the chance mode effect in the first half is an incorrect stay period, and the remaining stay period suggested or notified by the chance mode effect in the second half is the correct stay period.

[0255] As shown in Figure 34, in the chance mode presentation of this embodiment, regardless of the type of group that has met the release conditions, first, a presentation (chance mode start presentation) is executed in which a first notification image 531 is displayed, suggesting or informing that the chance mode stay period is 20 times. If the group that meets the release condition is not the group (Group B) to which the specified number of 20 time-saving hits belongs, when the number of times the special game is executed in the chance mode (time-saving state) reaches 20, the chance mode continuation effect is executed.

[0256] Specifically, if the group that meets the release conditions is the group (Group C) to which the specified number of 50 time-saving hits belongs, a chance mode continuation effect is executed in which a third notification image 533 is displayed, suggesting or informing that the chance mode stay period will be extended by 30 times (first chance mode continuation effect). In addition, if the group that meets the release conditions is the group (Group A) to which the specified number of 100 time-saving hits belongs, a chance mode continuation effect is executed in which a fourth notification image 534 is displayed, suggesting or informing that the chance mode stay period will be extended by 80 times (second chance mode continuation effect).

[0257] In this way, in this embodiment, regardless of the type of group that has satisfied the release condition, the shortest stay period in the chance mode is suggested or notified from the start of the chance mode until the number of times the special game in the chance mode has been executed reaches 20 (the minimum specified number of times). This makes it possible to give the player a sense of expectation regarding the stay period in the chance mode (whether the stay period will be extended, how long the extended stay period will be, etc.), thereby increasing the player's interest in the game.

[0258] The effect form of the chance mode effect is not limited to the form shown in FIG. Furthermore, although the chance mode presentation is performed using the display device 81, the chance mode presentation may also be performed using at least one of the light-emitting means 33, the speaker 34, and the movable presentation device 82 in addition to (or instead of) the display device 81.

[0259] Here, in the special chart change start processing (Figure 17) in this embodiment, if the state is other than the first game state ST1 (step S134; N), the result is determined to be a miss even if the judgment result is a hit for time reduction (step S156), but this is not limited to this. For example, if the determination result indicates a time-shortened win, which means that the release condition is met in the second gaming state ST2 (slight time-shortened state), the result may be determined to be a time-shortened win. Specifically, if the release condition is met (step S154; Y), instead of the processes of steps S155 and S156, a process of setting a time-shortened win flag (the same process as step S135) may be performed, and the process may proceed to step S138. In this way, the configuration related to the release flag can be omitted, and if the release condition is met in the second gaming state ST2, the time-shortened state can be set by the same process as when a time-shortened win occurs in the first gaming state ST1, thereby reducing the burden on control.

[0260] Furthermore, in this embodiment, among the first game state ST1 (no time-saving state), the second game state ST2 (slight time-saving state), and the third game state ST3 (time-saving state), the game state with the lowest degree of advantage is designated as the second game state ST2 (slight time-saving state), and the game state with the highest degree of advantage is designated as the third game state ST3 (time-saving state), but the ranking of the degree of advantage (degree of advantage for the player) is not limited to this. For example, by providing a benefit that is valid only in the second gaming state ST2 (slight time-shortening state), the second gaming state ST2 may be made more advantageous than the first gaming state ST1 and the third gaming state ST3. A benefit that is valid only in the second gaming state ST2 is, for example, a benefit such as a probability variable jackpot that can only be derived in the second gaming state ST2 (slight time-saving state). Note that a benefit that is valid only in the second gaming state ST2 is not limited to a probability variable jackpot, and may be, for example, a time-saving jackpot, or a jackpot with a number of rounds greater than the normal number (10 in this embodiment, for example, 16 rounds). Also, a benefit that is valid only in the second gaming state ST2 is not limited to a win-related benefit, and may be, for example, a benefit such as displaying information advantageous to the player on the display device 81.

[0261] Furthermore, in this embodiment, the state transitions to the time-shortened state (third gaming state ST3) based on the establishment of the cancellation condition of the slight time-shortened state (second gaming state ST2), but the present invention is not limited to this. For example, when the release condition for the minute time-shortening state (second gaming state ST2) is satisfied, the game may transition to the no-time-shortening state (first gaming state ST1) instead of the time-shortening state (third gaming state ST3), thereby entering the C-time mode. That is, when a time-shortening win is determined in the minute time-shortening state (second gaming state ST2), which would result in the release condition being satisfied, the time-shortening state corresponding to the time-shortening win may not be granted. This also includes cases where the game transitions back to the minute time-shortening state. In other words, since a time-shortening win can be derived only in the no-time-shortening state in this embodiment, transitioning to the no-time-shortening state instead of the time-shortening state based on the release condition for the minute time-shortening state being satisfied includes, for example, cases where the release condition is satisfied, the game transitions from the minute time-shortening state to the no-time-shortening state, and then the game transitions back to the minute time-shortening state simply by playing a special game once in the no-time-shortening state. This makes it possible to relax the release condition, thereby increasing the enjoyment of the game.

[0262] In addition, in this embodiment, the number of executable games (prescribed number of times) in the time-shortened state, which is set when the release condition of the slight time-shortened state (second gaming state ST2) is met, is determined by the type of group that meets the release condition, but this is not limited to this and may be determined by lottery, for example. In other words, when the release condition is met, a lottery may be held to determine the number of executable games.

[0263] In addition, in this embodiment, a jackpot lottery (a lottery to determine whether or not to enter a special game state in which the variable ball entry means is controlled to an open state) is executed to determine whether or not there is a jackpot (determining whether the random number value for the special symbol matches the jackpot determination value) and whether or not there is a time-saving hit (determining whether or not the random number value for the special symbol matches the time-saving hit determination value) (steps S128, S129, S132), but this is not limited to this. For example, a time-saving winning lottery can be executed separately from the jackpot lottery, and the jackpot lottery is executed to determine whether or not there is a jackpot (determining whether or not the special winning random number value matches the jackpot determination value), and a time-saving winning lottery is executed to determine whether or not there is a time-saving winning (determining whether or not a random number value different from the special winning random number value (time-saving winning random number value) matches the time-saving winning determination value). Specifically, for example, a jackpot lottery can be executed to determine whether or not there is a jackpot (steps S128, S129), and if there is no jackpot (step S129; N), a time-saving winning lottery can be executed to determine whether or not there is a time-saving winning (step S132).

[0264] Furthermore, when a time-saving winning lottery can be executed separately from a big winning lottery, the time-saving winning lottery may be executed only in the first gaming state ST1 (no time-saving state) and the second gaming state ST2 (slight time-saving state). Alternatively, the time-saving winning lottery may be executed in the first to fourth gaming states, and the results of the time-saving winning lottery executed in the third gaming state ST3 and the fourth gaming state ST4 may be invalid (i.e., the result is determined to be a loss regardless of whether the time-saving winning random number value matches the time-saving winning judgment value).

[0265] In addition, in this embodiment, the determination of whether a time-saving hit has occurred is made in both the special chart 1 game and the special chart 2 game, but this is not limited to this, and the determination of whether a time-saving hit has occurred may be made only in either the special chart 1 game or the special chart 2 game (for example, the special chart 1 game). In addition, in this embodiment, three release conditions are set: a release condition that is met when a time-saving judgment result belonging to group A occurs a predetermined number of times (hereinafter referred to as the "group A release condition"), a release condition that is met when a time-saving judgment result belonging to group B occurs a predetermined number of times (hereinafter referred to as the "group B release condition"), and a release condition that is met when a time-saving judgment result belonging to group C occurs a predetermined number of times (hereinafter referred to as the "group C release condition"); however, the number of release conditions is not limited to three, and may be any number.

[0266] In this embodiment, the gaming state includes a plurality of states with different degrees of advantage, such as a normal state, a slight time-saving state, a time-saving state, and a probability variable state (high probability state), depending on the presence or absence of normal power support, the ease with which gaming balls flow into the normal variable winning device 79, the probability of winning, etc. The normal state here may be a state without time-saving or a low probability state. This is similar in other embodiments. In addition, in this embodiment, the conditions for transitioning from one gaming state to another include conditions determined by the gaming machine, such as the number of symbol changes, the occurrence of a specific small win, big win, or time-saving win, etc. The same applies to other embodiments.

[0267] [Second embodiment] Next, a gaming machine according to a second embodiment will be described. Note that this machine basically has the same configuration as the gaming machine according to the first embodiment, and therefore, the same reference numerals will be used to designate parts having the same configuration, and explanations will be omitted. The following description will focus mainly on the differences. The gaming machine 1 of this embodiment differs from the gaming machine 1 of the first embodiment in the conditions for canceling the slight time-shortening state.

[0268] [Special chart change start processing] In the gaming machine 1 of this embodiment, the gaming control device 100 performs the special symbol variation start processing shown in Fig. 35 instead of the special symbol variation start processing shown in Fig. 17. In this processing, if there is no time-reduction win (step S132; N) or if the first gaming state ST1 is not being reached (step S134; N), a loss flag is set (step S156) and processing from step S138 onwards is performed. In other words, if the first gaming state ST1 is not being reached (step S134; N), the processing of step S156 is performed without performing the processing of steps S151 to S155.

[0269] After the process of adding 1 to the special symbol special power counter (step S143) is performed, it is determined whether the game state is the second game state ST2, which is a low probability state and a slight time-saving state (step S151). If the game state is not the second game state ST2 (step S151; N), the special symbol variation start process is terminated. If the game state is the second game state ST2 (step S151; Y), a value according to the variation type is added to the release counter (step S157). Then, it is determined whether the cancellation condition is met (step S154), and if the cancellation condition is not met (step S154; N), the special chart variation start process is terminated. Also, if the cancellation condition is met (step S154; Y), the cancellation flag corresponding to the met cancellation condition is set (step S155), and the special chart variation start process is terminated.

[0270] In this embodiment, the release conditions are matters related to the type of variation in the special game, such as the total value of the variation time, the number of times a specific variation type is selected, the number of times a specific presentation event is selected, and other elements that can be met when the result of the special game is not a special result. The release condition in the first embodiment is a matter related to the time-saving hit, and therefore is not established when the result of the special game is a special result, but is not limited to this. In other words, the release condition for the slight time-saving state may be a condition that can be established when the result of the special game is not a special result, and may be a condition that is established regardless of whether the result of the special game is a special result, such as the release condition in this embodiment (matters related to the variation type of the special game). The special result here is a big win result (first special result), and also includes a small win result (second special result) if a small win can be derived.

[0271] FIG. 36 shows an example of the cancellation conditions in this embodiment. FIG. 36(a) shows an example in which the cancellation condition is the total value of the variable time. For example, if the micro-time-saving state is entered based on winning the time-saving win E, the release condition will be met when the cumulative variable time of the special game in the micro-time-saving state reaches 1500 seconds. Release conditions are also set for the micro-time-saving state based on winning the time-saving wins F to H.

[0272] That is, if the determination result in the result determination process is a time-saving hit (step S132; Y) and the determination result in the time-saving hit type determination process (step S133) is a time-saving hit E, the game control device 100 sets a value equivalent to 1500 seconds as the upper limit value of the release counter in step S136, and clears the release counter to 0 in step S137. Then, when the micro-time-shortening state is entered and it is determined that the gaming state is the second gaming state ST2 (step S151; Y), the gaming control device 100 adds a value equivalent to the variable time of the special symbol game corresponding to the variable type selected in the variable type setting process (step S139) to the release counter in step S157 (for example, the same value as the value set in the special symbol processing timer in step S140). Next, when the value of the release counter (the updated value) reaches the upper limit set in step S136, it is determined in step S154 that the release condition is met, and a release flag is set in step S155. The number of executable games in the time-shortening state set at this time may be determined by lottery or may be determined by the type of time-shortening win that triggered the micro-time-shortening state.

[0273] In gaming machine 1, the fewer the number of reserved special symbols, the higher the probability that a reach will be selected as the variation type, and the longer the variation time when the variation type is not reach. Therefore, by setting the release condition to the total value of the variation time, it is possible to eliminate the sense of unfairness caused by the ease of winning the first start slot 76, the second start slot 77, and the normal variable winning device 79, even for the same model, and to increase the enjoyment of the game. That is, in gaming machines 1 where it is difficult to win the first start slot 76, the second start slot 77, and the normal variable winning device 79 and the number of reserved special symbols is difficult to increase, the number of times the special symbol game is executed required to achieve the release condition is reduced, thereby reducing player dissatisfaction. Conversely, in gaming machines 1 where it is easy to win the first start slot 76, the second start slot 77, and the normal variable winning device 79 and the number of reserved special symbols is easy to increase, the number of times the special symbol game is executed required to achieve the release condition is increased, but the sufficient number of reserved special symbols generates, so players are satisfied and do not feel dissatisfied.

[0274] FIG. 36(b) is an example in which the cancellation condition is the number of times a specific variation type is selected. For example, if a minute time-saving state is entered based on winning the time-saving win E, the release condition will be met if one of the following three conditions is met in the minute time-saving state: SP3 reach is selected as the fluctuation type once, SP2 reach is selected as the fluctuation type twice, or SP1 reach is selected as the fluctuation type ten times. Note that the release condition will not be met if a normal reach or no reach is selected as the fluctuation type. Release conditions are also set for minute time-saving states based on winning the time-saving wins F to H.

[0275] That is, if the determination result in the result determination process is a time-saving hit (step S132; Y) and the determination result in the time-saving hit type determination process (step S133) is a time-saving hit E, the game control device 100 sets the upper limit of the release counter for SP3 reach to "1", the upper limit of the release counter for SP2 reach to "2", the upper limit of the release counter for SP1 reach to "10", the upper limit of the release counter for normal reach to "10000", and the upper limit of the release counter for no reach to "10000". Next, in step S137, the release counter for SP3 reach, the release counter for SP2 reach, the release counter for SP1 reach, the release counter for normal reach, and the release counter for no reach are each cleared to 0.

[0276] Then, when the micro-time-shortening state is entered and it is determined that the gaming state is the second gaming state ST2 (step S151; Y), the gaming control device 100 determines in step S157 whether or not there is a reach and the type of reach based on the variation type selected in the variation type setting process (step S139), and if the determination result is, for example, an SP2 reach, it updates the release counter for the SP2 reach by +1, and when the value of the release counter (the updated value) reaches the upper limit set in step S136, it determines in step S154 that the release condition is met and sets a release flag in step S155. The number of executable games in the time-shortening state set at this time may be determined by lottery, or may be determined by the type of time-shortening win that triggered the micro-time-shortening state, or may be determined by the type of reach that satisfied the release condition. In this way, by setting the release condition to the number of times a specific variation type is selected, players' attention to the special symbol game and decorative special symbol game can be increased, thereby increasing the enjoyment of the game.

[0277] FIG. 36(c) shows an example in which the release condition is the number of times a specific effect event is selected. The target presentation event (presentation event) here is selected by the game control device 100, the result of which is transmitted to the presentation control device 300, and executed by the presentation control device 300. The specific presentation event is, for example, a specific presentation (such as a preview), a specific display (such as an effect image) on the display device 81, a specific light emission from the light emitting means 33, a specific sound output from the speaker 34, a specific action performed by the movable presentation device 82, and the like.

[0278] For example, if the micro-time-saving state is entered based on winning time-saving win E, the release condition will be met if one of the following three conditions is met in the micro-time-saving state: presentation event A is selected once, presentation event B is selected twice, or presentation event C is selected ten times. Note that the release condition will not be met if presentation event D or presentation event E is selected. Release conditions are also set for each of the micro-time-saving states based on winning time-saving wins F to H.

[0279] That is, if the determination result in the result determination process is a time-saving hit (step S132; Y) and the determination result in the time-saving hit type determination process (step S133) is a time-saving hit E, the game control device 100 sets "1" as the upper limit value of the release counter for presentation event A, sets "2" as the upper limit value of the release counter for presentation event B, sets "10" as the upper limit value of the release counter for presentation event C, sets "10000" as the upper limit value of the release counter for presentation event D, and sets "10000" as the upper limit value of the release counter for presentation event E in step S136. Next, in step S137, the release counter for presentation event A, the release counter for presentation event B, the release counter for presentation event C, the release counter for presentation event D, and the release counter for presentation event E are each cleared to 0.

[0280] Then, when the minute time-shortening state is entered and it is determined that the gaming state is the second gaming state ST2 (step S151; Y), the game control device 100 determines in step S157 whether or not there is a presentation event and the type of presentation event based on the variation type selected in the variation type setting process (step S139). If the determination result is, for example, presentation event B, it increments the release counter for presentation event B by +1. When the value of the release counter (the updated value) reaches the upper limit set in step S136, it determines in step S154 that the release condition is met and sets a release flag in step S155. The number of executable games in the time-shortening state set at this time may be determined by lottery, or may be determined by the type of time-shortening win that triggered the minute time-shortening state, or may be determined by the type of presentation event that satisfied the release condition. In this way, by setting the release condition to the number of times a specific presentation event is selected, the player's attention to the presentation of the game can be increased, and the enjoyment of the game can be improved.

[0281] [Third embodiment] Next, a gaming machine according to a third embodiment will be described. Note that this machine basically has the same configuration as the gaming machine according to the first embodiment, and therefore, the same reference numerals will be used to designate parts having the same configuration, and explanations will be omitted. The following description will focus mainly on the differences. The gaming machine 1 of this embodiment differs from the gaming machine 1 of the first embodiment in that it is capable of executing a release expectation suggestion effect that suggests or notifies the expectation that the release condition will be met.

[0282] The release notice effect in the first embodiment (Figure 33(b)) is an effect that is executed at a predetermined rate when the release condition is met. In other words, when the release notice effect is executed, the release condition is always met, so the release notice effect can also be said to be a release confirmation notice. Note that the release notice effect may be executable regardless of whether the release condition is met or not. On the other hand, the release expectation suggestion effect in this embodiment is an effect that is executed at a predetermined rate when in the second gaming state ST2 (slight time-shortening state). In other words, the release expectation suggestion effect is an effect that can be executed regardless of whether the release condition is met. Note that the release expectation suggestion effect may be executed at a predetermined rate only when the release condition is met. Also, in this embodiment, the release expectation suggestion effect is executed together with the jackpot prediction effect, but the release expectation suggestion effect may be executed regardless of whether the jackpot prediction effect is executed.

[0283] Furthermore, in this embodiment, the number of games (specified number of times) that can be played in the time-saving state that is set after the special game state ST5 based on a normal jackpot ends differs depending on the game state at the time the normal jackpot is derived. As shown in Fig. 10(c), in the first embodiment, after the end of the special game state ST5 based on the normal jackpot, the number of executable games in the time-shortened state becomes 100. That is, in the first embodiment, regardless of whether the game state at the time of deriving the normal jackpot is any of the first to fourth game states, the number of executable games in the time-shortened state set after the end of the special game state ST5 is uniform (100).

[0284] On the other hand, in this embodiment, as shown in FIG. 37, the number of executable games in the time-shortening state set after the special gaming state ST5 ends differs depending on the gaming state when a normal jackpot is derived. Specifically, if a special game is executed in the first game state ST1 and the result of the special game is a 10R normal jackpot, after the special game state ST5 based on the normal jackpot ends, the game transitions to a time-saving state (third game state ST3) where the number of executable games is 100. The same applies if a special game is executed in the second game state ST2 and the result of the special game is a 10R normal jackpot. In addition, if a special game is executed in the third game state ST3 and the result of the special game is a 10R normal jackpot, after the special game state ST5 based on the normal jackpot ends, the game transitions to a time-saving state (third game state ST3) in which the number of executable games is 50. The same applies if a special game is executed in the fourth game state ST4 and the result of the special game is a 10R normal jackpot.

[0285] <Expected release indication> FIG. 38 shows an example of a display indicating the likelihood of cancellation, which indicates or notifies the likelihood of the cancellation condition being met. The state shown in Figure 38(a) is a state in which the special chart 1 game is being executed (variable display in progress), and two special chart 1 reserves and three special chart 2 reserves are stored. In other words, five special chart reserves are stored, and one of them (for example, the third oldest special chart reserve in memory order (the second oldest special chart 2 reserve in memory order among the special chart 2 reserves)) is the special chart reserve that satisfies the release condition. In addition, the game state is the second game state ST2 (slight time-saving state).

[0286] In this state, when the conditions for starting the special symbol are met (when a game ball flows into the first start port 76, the second start port 77, or the normal variable winning device 79), a special symbol is reserved, and accordingly, the display in the decorative special symbol reservation display unit 508 is updated, and the display in the special symbol reservation number display unit 520 is updated. Here, it is assumed that a special symbol 1 reservation has occurred. Therefore, in FIG. 38(b), a decorative special symbol 1 reservation display ("○") is added to the decorative special symbol reservation display unit 508, and the value in the special symbol 1 reservation number display unit 521 in the special symbol reservation number display unit 520 is incremented by 1.

[0287] In addition, the decorative special symbol reserve display unit 508 can suggest or notify the degree of expectation that the result of the special symbol game based on the special symbol reserve will be a jackpot as a pre-determination result by the display mode of the decorative special symbol reserve display corresponding to the special symbol reserve. In the example shown in Figure 38(b), the color of the decorative special symbol 1 reserve display (the decorative special symbol reserve display on the right end) corresponding to the currently generated special symbol 1 reserve is changed and a pattern (here, a star pattern) is added, thereby suggesting or notifying the degree of expectation that the result of the special symbol game based on the special symbol 1 reserve will be a jackpot. In other words, in the example shown in Figure 38(b), a jackpot prediction performance is executed in the decorative special symbol reserve display unit 508.

[0288] As mentioned above, in this embodiment, the number of games that can be played in the time-saving state that is set after the end of the special game state ST5 based on a normal jackpot varies depending on the game state at the time the normal jackpot is derived, but the number of games that can be played can be estimated based on the timing of execution of the jackpot pre-reading effect (the game state at the time the jackpot pre-reading effect is executed). For example, in the example shown in Figure 38, the game state at the time of execution of the jackpot pre-reading effect (Figure 38(b)) is the second game state ST2 (slight time-shortening state). Also, if the game state at the time of derivation of a normal jackpot is the second game state ST2, a time-shortening state in which the number of executable games is 100 is set after the end of the special game state ST5 (see Figure 37). Therefore, the pre-reading effect makes it possible to grasp the possibility of a jackpot occurring, and if the jackpot that occurs is a normal jackpot, it can be estimated that the number of executable games in the time-shortening state that is set after the end of the special game state ST5 is 100. In other words, the predictive display of a jackpot can suggest or notify the player of the expected probability of a jackpot occurring, as well as the number of games that can be played in the time-saving state that will be set after the end of the special game state ST5 based on the jackpot.

[0289] However, if the game state at the time of the execution of the jackpot pre-reading effect is the second game state ST2 and the cancellation condition is met before the jackpot is derived, the game state at the time of the jackpot is derived will be the third game state ST3. Therefore, in this case, the number of executable games (100) that can be estimated from the execution timing of the jackpot pre-reading effect will differ from the actually set number of executable games (50). Therefore, as shown in Figure 38, the presentation control device 300 of this embodiment is configured to suggest or notify that there is a possibility that the game state will change before a jackpot is derived by executing a presentation that suggests the expected cancellation probability after the jackpot prediction presentation starts (or at the same time as the jackpot prediction presentation starts).

[0290] The release expectation suggestion effect is an effect in which a release expectation suggestion display 540 is displayed in the vicinity of a predetermined decorative special symbol pending display, suggesting or informing the expectation that the release condition will be met, as shown in Fig. 38(c), for example. Here, the predetermined decorative special symbol pending display is, for example, if there is a special symbol pending that will meet the release condition, preferably a decorative special symbol pending display corresponding to that special symbol pending, and if there is no special symbol pending that will meet the release condition, it is an arbitrary decorative special symbol pending display. The release expectation suggestion display 540 in this embodiment includes a character image 541 and a dialogue image 542, and mainly suggests or notifies the expectation that the release condition will be met by the dialogue image 542. Specifically, the release expectation suggestion display 540 includes, as the dialogue image 542, any one of a plurality of character images with different expectation levels (for example, four character images: "Release!!", "Release!?", "Release?!", and "Release??").

[0291] In this way, by executing the jackpot prediction effect and the cancellation expectation suggestion effect, it is possible to suggest or notify that there is a possibility that the game state will change before the jackpot is derived. This makes it possible to make the player aware that the actual jackpot content and the content that can be estimated from the execution timing of the jackpot prediction effect may differ, and to make the player aware of the high possibility (expectation level) of this difference, thereby making it possible to reduce the player's sense of disappointment.

[0292] 38(c). In other words, the display mode of the release expectation suggestion display 540 does not suggest or notify the expectation that the release condition will be met by the display mode of the dialogue image 542, but may suggest or notify the expectation that the release condition will be met by the display mode of the character image 541. Furthermore, the release expectation suggestion display 540 may include only either the character image 541 or the dialogue image 542, or may include images other than the character image 541 and the dialogue image 542.

[0293] In addition, the presentation mode of the release expectation suggestion effect is not limited to the mode shown in Fig. 38(c). In other words, the release expectation suggestion effect is not limited to a presentation in which a release expectation suggestion display 540 that suggests or notifies the expectation that the release condition will be met is displayed near a predetermined decorative special symbol pending display. The release expectation suggestion effect may be, for example, a presentation in which a predetermined decorative special symbol pending display is displayed in a display mode that suggests or notifies the expectation that the release condition will be met. Furthermore, although the display device 81 is used to perform the effect of suggesting the likelihood of release, the effect of suggesting the likelihood of release may be performed using at least one of the light-emitting means 33, the speaker 34, and the movable presentation device 82 in addition to (or instead of) the display device 81.

[0294] In addition, the presentation mode of the jackpot prediction presentation is not limited to the mode shown in Figure 38(b). In other words, the jackpot prediction presentation is not limited to a presentation in which the target decorative special symbol pending display is displayed in a display mode that suggests or notifies the likelihood of a jackpot occurring. The jackpot prediction presentation may, for example, be a presentation in which an image that suggests or notifies the likelihood of a jackpot occurring (for example, a text image such as "Jackpot!" or "Jackpot?") is superimposed on the target decorative special symbol pending display or displayed near the target decorative special symbol pending display. Furthermore, although the display device 81 is used to execute the jackpot prediction effect, the jackpot prediction effect may be executed using at least one of the light-emitting means 33, the speaker 34, and the movable effect device 82 in addition to (or instead of) the display device 81.

[0295] In addition, when a special symbol reserve that satisfies the release condition is stored and a special symbol reserve that results in a jackpot occurs, the jackpot prediction effect may be restricted (prohibited). As a result, if there is a possibility that the actual jackpot content and the content that can be estimated from the execution timing of the jackpot prediction effect differ, the jackpot prediction effect will not be executed. In other words, if the actual jackpot content is worse than the content that can be estimated from the execution timing of the jackpot prediction effect, the jackpot prediction effect will not be executed, so the player will not feel disappointed and the enjoyment of the game can be improved.

[0296] [Fourth embodiment] Next, a gaming machine according to a fourth embodiment will be described. Note that this machine basically has the same configuration as the gaming machine according to the first embodiment, and therefore, the same reference numerals will be used to designate parts having the same configuration, and explanations will be omitted. Differences will be mainly described below. The gaming machine 1 of this embodiment differs from the gaming machine 1 of the first embodiment in that it can execute a condition achievement rate suggestion effect that suggests or notifies the achievement rate of the release condition. The condition achievement rate suggestion effect is executed at a predetermined rate, for example, when in the second gaming state ST2 (slight time-shortening state).

[0297] <Condition achievement rate indication> FIG. 39 shows an example of a condition achievement rate suggestion effect that suggests or notifies the achievement rate of the release condition. When the game state shifts to the second game state ST2 (slight time-shortening state), the effect control device 300 of this embodiment sets the normal mode as the effect mode and starts the effect indicating the rate of achievement of a condition. The condition achievement rate suggestion effect is an effect that displays a condition achievement rate suggestion display 550 that suggests or notifies the achievement rate of the release condition, as shown in, for example, FIGS. 39(a) and (b). The condition achievement rate suggestion display 550 in this embodiment includes a meter image 551 for group A that suggests or notifies the achievement rate of the group A release condition, a meter image 552 for group B that suggests or notifies the achievement rate of the group B release condition, and a meter image 553 for group C that suggests or notifies the achievement rate of the group C release condition.

[0298] The state shown in Figure 39(a) is a state in which the special game is being executed (stopped display), and two special game 1 reserves and one special game 2 reserve are stored. Also, the game state is the second game state ST2 (slight time-saving state). Furthermore, from the condition achievement rate suggestion display 550 shown in FIG. 39(a), specifically from the number of marks on each meter image 551, 552, 553, it can be seen that the game is in a slight time-saving state based on winning the time-saving prize E (see FIG. 10(e)). 39(a), specifically, from the values ​​indicated by the meter images 551, 552, and 553, it can be seen that from the start of the slight time-saving state to the present time, the determination result per time-saving belonging to group A has occurred 0 times, the determination result per time-saving belonging to group B has occurred 1 time, and the determination result per time-saving belonging to group C has occurred 7 times. In other words, it can be seen that the achievement rate of the group A release condition is 0%, the achievement rate of the group B release condition is 50%, and the achievement rate of the group C release condition is 70%.

[0299] In this state, when a new special symbol game is started, the first decorative special symbol game display unit 501 and the second decorative special symbol game display unit 505 start to display the changing identification information. Then, when a time-saving hit determination result belonging to group A, a time-saving hit determination result belonging to group B, or a time-saving hit determination result belonging to group C occurs, the display mode of condition achievement rate suggestion display 550 is updated. Here, it is assumed that a time-saving hit determination result belonging to group B occurs. Therefore, in FIG. 39(b), the value of meter image 552 for group B in condition achievement rate suggestion display 550 is incremented by 1, and the achievement rate of the group B release condition becomes 100%. That is, it can be seen that the release condition has been met from the condition achievement rate suggestion display 550 shown in Fig. 39(b). Furthermore, it can be seen that the met release condition is the group B release condition, so when the currently running special game ends, it will transition to the third game state ST3, and it will be seen that a time-saving state in which the number of executable games is 20 (a time-saving state that ends when 20 special game games are executed without a jackpot occurring) will begin (see Fig. 10(d)).

[0300] In the game control device 100 of this embodiment, in the special chart variation start process (FIG. 17), if the determination result in the result determination process is a time-saving hit (step S132; Y) and the game state is the second game state ST2 (step S151; Y), in step S142, together with a variation start command, information about the group determined in step S152 or information about the result of the process of step S153 (i.e., the value of the release counter after update) is sent to the performance control device 300. This allows the performance control device 300 to update the display mode of the condition achievement rate suggestion display 550.

[0301] In this way, the condition achievement rate suggestion effect can suggest or notify the achievement rate of the release condition in real time, making it possible to gradually increase the player's anticipation for the release condition to be fulfilled. Furthermore, since the achievement rate of each release condition (group A release condition, group B release condition, group C release condition) is suggested or notified separately, it is possible to increase the player's attention to the group (the determination result of the time-saving hit), such as whether the group that fulfills the release condition will be the group to which the time-saving hit with the largest number of executable games belongs (group A in this embodiment). Therefore, by executing the condition achievement rate suggestion effect, the player's anticipation for the fulfillment of the release condition during the slight time-saving state can be effectively increased, thereby improving the player's interest in the game.

[0302] On the other hand, when the release notice effect (FIG. 33(b)) is executed as in the gaming machine 1 of the first embodiment, the achievement rate of the release conditions in real time (the achievement rate of each release condition at the current time) is kept secret, and when a special symbol that satisfies the release conditions occurs, it is possible to suggest or notify that the release conditions will be achieved, thereby instantly increasing the player's anticipation for the achievement of the release conditions. Also, since the release notice effect does not allow the group that has met the release conditions to be identified, it is compatible with the chance mode effect shown in FIG. 34. In other words, by executing the chance mode effect (FIG. 34) after executing the release notice effect (FIG. 33(b)), the effect of the chance mode effect (such as the effect of giving the player anticipation for the duration of the chance mode) is fully exerted, thereby increasing the player's interest in the game.

[0303] The display mode of the condition achievement rate suggestion display 550 is not limited to the mode shown in Fig. 39. That is, the condition achievement rate suggestion display 550 does not suggest or notify the achievement rate of the release condition by the display mode of a meter image, but may suggest or notify the achievement rate of the release condition by the display mode of an image other than a meter image. The image other than a meter image may be, for example, a sugoroku image in which a piece in a square moves forward in response to the occurrence of a time-saving hit determination result.

[0304] Furthermore, the presentation mode of the condition achievement rate suggestion presentation is not limited to the mode shown in Fig. 39. That is, the condition achievement rate suggestion presentation does not suggest or notify the achievement rate of each group separately using a plurality of images (for example, meter images) corresponding to each of groups A, B, and C, but may suggest or notify the achievement rate of each group separately (or all together) using a single image. Furthermore, although the condition achievement rate suggestion effect is performed using the display device 81, the condition achievement rate suggestion effect may also be performed using at least one of the light-emitting means 33, the speaker 34, and the movable effect device 82 in addition to (or instead of) the display device 81.

[0305] In addition, if there is no play for a certain period of time, the presentation style of the presentation suggesting the rate of achievement of the condition may be changed. Specifically, the effect control device 300 may change the effect mode of the condition achievement rate suggestion effect to a mode that does not suggest or notify the achievement rate of the release condition (non-notification mode) based on receiving, for example, a hold occurrence standby command (step S620). The hold occurrence standby command is a command sent from the game control device 100 when the number of reserved special figures 1 and the number of reserved special figures 2 are 0 (step S121; Y).

[0306] The mode in which the achievement rate of the release condition is not suggested or notified (non-notification mode) may be a mode in which the entire meter images 551, 552, 553 are erased, or a mode in which the portion of the meter images 551, 552, 553 that does not change even when a time-reduction hit determination result occurs (in this embodiment, the frame portion showing the scale) remains displayed and the portion that changes when a time-reduction hit determination result occurs (in this embodiment, the bar portion showing the value) is erased, or a mode in which some or all of the meter images 551, 552, 553 are hidden by overlaying another image on top of the meter images 551, 552, 553, or a mode in which a false achievement rate is suggested or notified. In addition, the mode in which the achievement rate of the release conditions is not suggested or notified (non-notification mode) may be a mode in which the achievement rate of some of the three release conditions (for example, group C release conditions) is suggested or notified, and the achievement rate of the remaining release conditions (for example, group A release conditions and group B release conditions) is not suggested or notified.

[0307] When a player leaves his seat before the release condition is met and the game enters a hold occurrence standby state, the achievement rate of the release condition is continuously suggested or notified, and the next player can select a gaming machine based on this achievement rate. Therefore, if there is no play for a certain period of time, by changing the presentation mode of the condition achievement rate suggestion display to a mode that does not suggest or notify the achievement rate of the release condition (non-notification mode), problems such as gaming machines with low achievement rates becoming less likely to be selected can be avoided, leading to the promotion of new play. Of course, even if there is no play for a certain period of time, it is possible to continue to suggest or notify the achievement rate of the release conditions (without changing the presentation format of the condition achievement rate suggestion presentation), in which case gaming machines with high achievement rates will be more likely to be selected, which will lead to promotion of new play. In addition, if there is no play for a certain period of time, it may be decided by lottery whether or not to change the presentation mode of the presentation suggesting the rate of achievement of conditions.

[0308] Furthermore, the presentation mode of the condition achievement rate suggestion presentation may be changed to a mode that does not suggest or notify the achievement rate of the release condition (non-notification mode), and then, when a specified condition is met, it may be returned to a mode that suggests or notifies the achievement rate of the release condition. The specified condition here may be, for example, that a special game has started, that the number of game balls fired onto the game board has reached a specified number, or that the player has performed a specified operation. The predetermined operation here may be, for example, an operation of the handle 40, or an operation of other operating means (such as the effect button 41 or the cross key 42). Furthermore, the operation of the handle 40 here may be, for example, an operation that can be detected by the touch sensor 40a, or an operation that can be detected by the rotation amount detector 40c.

[0309] If the predetermined conditions for returning the presentation mode of the condition achievement rate suggestion effect to a mode that suggests or notifies the achievement rate of the release condition are, for example, the start of a special game, the number of game balls fired onto the game board reaches a specified number, or an operation detectable by the rotation amount detector 40c is performed, the presentation mode of the condition achievement rate suggestion effect can be returned to a mode that suggests or notifies the achievement rate of the release condition when the next player starts playing. This avoids problems such as making it difficult for gaming machines with low achievement rates to be selected, which leads to the promotion of new games. Furthermore, if the predetermined condition for returning the presentation mode of the condition achievement rate suggestion effect to a mode suggesting or notifying the achievement rate of the release condition is, for example, an operation detectable by the touch sensor 40a or an operation of an operating means other than the handle 40, the presentation mode of the condition achievement rate suggestion effect can be returned to a mode suggesting or notifying the achievement rate of the release condition even without starting play. In other words, the achievement rate of the release condition can be confirmed simply by touching the handle 40 or pressing the presentation button 41 or the cross key 42. Therefore, in this case, gaming machines with high achievement rates are more likely to be selected, which leads to promotion of new play.

[0310] [Fifth embodiment] Next, a gaming machine according to a fifth embodiment will be described. Note that this machine basically has the same configuration as the gaming machine according to the first embodiment, and therefore, the same reference numerals will be used to designate parts having the same configuration, and explanations will be omitted. Differences will be mainly described below. The gaming machine 1 of this embodiment differs from the gaming machine 1 of the first embodiment in that it is capable of executing a release result suggestion effect that suggests or notifies the result (result) until the release condition is met. The release result suggestion effect is executed at a predetermined rate, for example, when the release condition is met.

[0311] <Release result hint> FIG. 40 shows an example of a release result suggestion effect that suggests or notifies the result until the release condition is met. The state shown in Figure 40(a) is a state in which the special game is being executed (variable display), one special game 1 reservation, and one special game 2 reservation are stored. Also, the game state is the second game state ST2 (slight time-saving state). 40(a), a release notice effect is executed in which the target decorative special symbol reserved display is displayed in a display mode that suggests or notifies that it is a special symbol reserved that satisfies the release condition. Specifically, from the decorative special symbol reserved display unit 508 shown in FIG. 40(a), it can be seen that the oldest special symbol reserved in memory order is the special symbol 1 reserved, and that this special symbol 1 reserved is a special symbol reserved that satisfies the release condition.

[0312] In this state, when the special symbol game ends and a new special symbol game starts, the first decorative special symbol game display unit 501 and the second decorative special symbol game display unit 505 start to display the changing identification information. In this state, when the special symbol game ends and a new special symbol game starts, as shown in Fig. 40(b), the decorative symbol reserved display at the left end of the decorative symbol reserved display unit 508 is erased and the other decorative symbol reserved displays are shifted to the left. Furthermore, the display in the special symbol reserved number display unit 520 is updated (the value in the special symbol 1 reserved number display unit 521 is subtracted by 1), and the first decorative symbol game display unit 501 and the second decorative symbol game display unit 505 start to display the changing identification information.

[0313] Since the special game this time is a special game based on the special game reservation that establishes the release condition, when the special game ends, the micro-time-saving state ends and the time-saving state starts. Therefore, the effect control device 300 of this embodiment suggests or notifies that the release condition is established and the micro-time-saving state ends by executing the release result suggestion effect during the execution of the special game (for example, during the stop display).

[0314] In the release result suggestion effect, as shown in Fig. 40(c), for example, a result image 560 is displayed that suggests or notifies the results until the release condition is met. The result image 560 displays the number of occurrences of events that occurred until the release condition was met (from the start to the end of the slight time-saving state), including the number of times that a time-saving hit determination result belonging to group A occurred, the number of times that a time-saving hit determination result belonging to group B occurred, and the number of times that a time-saving hit determination result belonging to group C occurred. In addition, a group notification image 561 that suggests or notifies the group that met the release condition is also displayed superimposed on the result image 560.

[0315] When the game control device 100 of this embodiment determines that the release condition is met in step S154 of the special chart variation start process (FIG. 17), for example, it transmits predetermined information together with a variation start command to the performance control device 300 in step S142. Then, in response to receiving the predetermined information, the performance control device 300 executes a release result suggestion performance. The predetermined information transmitted to performance control device 300 includes information about the group determined in step S152 and information about the result of the processing of step S153 (i.e., the updated value of each release counter). This enables performance control device 300 to execute a release result suggestion performance, i.e., to display result image 560 and group notification image 561.

[0316] In this way, the release result suggestion effect can suggest or notify the player that the release condition has been met when the release condition is met and the micro-time-saving state ends, thereby instantly increasing the player's anticipation for the release condition to be met. Furthermore, the results (results) for each release condition (group A release condition, group B release condition, group C release condition) are suggested or notified separately, which can increase the player's attention to the group (the time-saving hit determination result), such as whether the group that met the release condition is the group to which the time-saving hit with the largest number of executable games belongs (group A in this embodiment). Therefore, by executing the release result suggestion effect, the player's anticipation for the release condition to be met can be effectively increased at a predetermined timing during the micro-time-saving state (for example, at the end of the micro-time-saving state), thereby increasing the player's interest in the game.

[0317] 40(c) 。 For example, the result image 560 may display the number of times that the determination result of the time-saving per each group occurred as the number of occurrences of the events that occurred until the cancellation condition was met (from the start to the end of the minute time-saving state), as well as the number of fluctuations required until the cancellation condition was met, the game time, the number of game balls that were shot onto the game board, the number of game balls that were won by balls entering the winning hole, etc. 40(c) 。 In other words, the group notification image 561 is not limited to the character image such as "success" and may be, for example, an effect image surrounding a predetermined display in the result image 560 (for example, a display that can identify the group that has satisfied the cancellation condition, such as "Group B's time reduction × 2").

[0318] In addition, the presentation form of the release result suggestion presentation is not limited to the presentation form shown in Fig. 40(c) . That is, the release result suggestion presentation is not limited to the presentation of the result image 560 and the group notification image 561. Furthermore, although the release result suggestion performance is performed using the display device 81, the release result suggestion performance may also be performed using at least one of the light-emitting means 33, the speaker 34, and the movable performance device 82 in addition to (or instead of) the display device 81.

[0319] [Sixth embodiment] Next, a gaming machine according to a sixth embodiment will be described. Note that this machine basically has the same configuration as the gaming machine according to the first embodiment, and therefore, the same reference numerals will be used to designate parts having the same configuration, and explanations will be omitted. The following mainly focuses on the differences. The gaming machine 1 of this embodiment differs from the gaming machine 1 of the first embodiment in that it can execute a release prompting effect that prompts the establishment of a release condition. The release prompting effect is executed at a predetermined rate, for example, when in the second gaming state ST2 (slight time-shortening state).

[0320] <Release promotion> FIG. 41 shows an example of a release prompting effect that indicates the fulfillment of the release condition. The state shown in Figure 41 (a) is a state in which the special game is being executed (stopped display), and two special game 1 reserves and one special game 2 reserve are stored. Also, the game state is the second game state ST2 (slight time-saving state). In this state, when a new special symbol game is started, the first decorative special symbol game display unit 501 and the second decorative special symbol game display unit 505 start to display the changing identification information, as shown in FIG. 41(b).

[0321] Then, when the special game starts, the effect control device 300 of this embodiment suggests or notifies the player that the release condition may be met and the micro-time-saving state may end by executing a release prompting effect as shown in Figure 41 (c). In the release prompting effect, for example, as shown in Figure 41 (c), a release prompting image 570 is displayed that suggests or notifies that the release condition may be met. The release prompting effect is executed at a predetermined rate. That is, the release prompting effect is executed when the release prompting effect lottery (described later) is won. The execution timing of the release prompting effect is arbitrary as long as it is during the execution of the special game that won the release prompting effect lottery (described later), and it may be during a variable display or a stationary display.

[0322] FIG. 42 shows an example of the winning probability of the release prompting performance lottery. In the game control device 100 of this embodiment, when the process of setting the release condition (step S136) is performed in the special chart fluctuation start process (FIG. 17), for example, in step S142, the game control device 100 transmits information on the determination result in the time-saving hit type determination process (step S133) together with a fluctuation start command to the performance control device 300. Then, based on the received information, the performance control device 300 determines the type of time-saving hit that will trigger a transition to the minute time-saving state, and stores the determination result.

[0323] Furthermore, when the game control device 100 of this embodiment determines that it is in the second game state ST2 in the special symbol variation start process (FIG. 17) (step S151; Y), it transmits information on the value of the time-saving state counter together with a variation start command to the presentation control device 300 in step S142. Then, based on the received information, the presentation control device 300 determines the current number of rotations (how many rotations this special symbol game has been since the start of the slight time-saving state). Next, the presentation control device 300 performs a cancellation prompting presentation lottery based on the determined current number of rotations and the stored determination result (the type of time-saving hit that triggered the transition to the slight time-saving state).

[0324] As shown in Figure 42, if the time-saving hit that triggered the transition to the micro-time-saving state was time-saving hit E and the number of spins this time was within the range of 51 to 150, there is an 80% chance of winning the release prompt effect lottery and a 20% chance of losing. In other words, in the micro-time-saving state based on winning time-saving hit E, the release prompt effect is executed in 80 special game spins between the 51st spin special game and the 150th spin special game, and the release prompt effect is not executed in 20 special game spins.

[0325] As shown in FIG. 10(e), in the micro-time-saving state based on winning the time-saving win E, a scenario is assumed in which the release condition is likely to be met around 1 to 100 times the special game has been played since the start of the micro-time-saving state. That is, the configuration is such that the release condition can be expected to be met around 100 times (for example, 81 to 120 times). Therefore, in this embodiment, as shown in FIG. 42, if the time-saving win that triggered the transition to the micro-time-saving state is the time-saving win E, the player is most likely to win the release prompting effect lottery if the current number of spins is within the range of 51 to 150 (a range including around 100 times), and the more the current number of spins deviates from the range of 51 to 150, the less likely it is to win the release prompting effect lottery.

[0326] 10(e), in the micro-time-saving state based on winning the time-saving win F, a scenario is assumed in which the release condition is likely to be met around 2 to 200 times the special game has been played since the start of the micro-time-saving state. That is, the release condition is expected to be met around 200 times (for example, 181 to 220 times). Therefore, in this embodiment, as shown in FIG. 42, if the time-saving win that triggered the transition to the micro-time-saving stat...

Claims

[Claim 1] an acquisition means for acquiring lottery information based on the establishment of a predetermined acquisition condition, and storing the lottery information up to a predetermined upper limit; A display means for performing a win / loss judgment on whether or not a specific result is to be determined using the lottery information and for displaying a display corresponding to the result of the win / loss judgment; A special determination means capable of executing a special determination different from the winning / losing determination by using the lottery information; In a gaming machine equipped with a variable ball entry means, a special condition different from the acquisition condition is established when the ball enters the game, a fulfillment count setting means for changing the number of times the special condition is fulfilled depending on the result of the special determination; a game value award notification means capable of notifying the player that a larger number of game values ​​will be awarded than would be awarded if all of the predetermined number of lottery information results in the specific result, as a bonus corresponding to the number of times the special condition is established; A gaming machine characterized by comprising a variable ball entry control means capable of controlling the variable ball entry means so as to vary the number of times the special condition can be met.