Gaming machine

By integrating a display mechanism to show specification-related images and numbers during demo periods, the gaming machine improves player engagement and enjoyment, addressing the lack of interactive features during non-play times.

JP2026021976APending Publication Date: 2026-02-12SANSEI R&D KK
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Patent Information

Application Number
JP2024123275
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-30
Publication Date
2026-02-12

AI Technical Summary

Technical Problem

Existing gaming machines lack features to enhance player engagement and enjoyment during non-play periods.

Method used

Incorporation of a display mechanism capable of showing various types of images, including specification-related information, during demo periods, with a gaming machine frame that covers the display screen and displays specific numbers or images when powered on and not in use.

Benefits of technology

Enhances player engagement and enjoyment by providing informative and engaging visuals during non-play times, increasing interest in the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve interest in a game.SOLUTION: In the game machine including a display means capable of displaying a plurality of kinds of images, one of the plurality of kinds of images is a specification-related image related to the specifications of the game machine.SELECTED DRAWING: Figure 37
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, there is known a gaming machine that displays a predetermined demo effect on a display screen when a game is not being played (see, for example, Patent Document 1).

[0003] In such a gaming machine, a super reach effect that can be displayed when a variable effect is being performed, or an effect similar to the super reach effect, can be displayed as a demo effect. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Publication No. 2022-148662 Summary of the Invention [Problem to be solved by the invention]

[0005] However, there is room for further improvement in order to increase the enjoyment of playing in such gaming machines.

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

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

[0008] [Application example 1] A gaming machine having a display means capable of displaying a plurality of types of images, One of the plurality of types of images is a specification-related image related to the specifications of the gaming machine. A gaming machine characterized by: [Application example 2] The gaming machine according to Application Example 1, The spec-related images are The image includes at least one of a first image related to a continuation rate, which is the probability that the result of the special drawing lottery will be a winning one again until a predetermined number of special drawing lotteries are held after the result of the special drawing lottery is a winning one, and a second image related to the number of prize balls that can be paid out in a winning game triggered by a winning one special drawing lottery. A gaming machine characterized by: [Application example 3] The gaming machine according to Application Example 1 or Application Example 2, further comprising: a frame that covers the outside of the display screen; The specs are not displayed in the box. A gaming machine characterized by: [Application example 4] The gaming machine according to Application Example 1 or Application Example 2, The spec-related images are The display is displayed during a demo period when the gaming machine is powered on and no game is being played. A gaming machine characterized by: [Application example 5] A gaming machine having a display means capable of displaying a plurality of types of images, One of the plurality of types of images is a number image representing a specific number, which is displayed during a demo period when the gaming machine is powered on and no game is being played. A gaming machine characterized by: [Effects of the Invention]

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

[0010] [Figure 1]FIG. [Figure 2] FIG. 2 is a block diagram showing the electrical configuration of the main control board. [Figure 3] FIG. 1 is a diagram for explaining a sensor solenoid. [Figure 4] FIG. 2 is a block diagram showing the electrical configuration of the sub-control board. [Figure 5] A diagram for explaining the memory areas of the game control microcomputer and the presentation control microcomputer. [Figure 6] 10 is an explanatory diagram of a special symbol winning determination table and a normal symbol winning determination table. [Figure 7] An explanatory diagram of a special pattern jackpot type determination table. [Figure 8] An explanatory diagram of a fluctuation pattern determination table when the time is not reduced. [Figure 9] An explanatory diagram of a fluctuation pattern determination table during time-saving mode. [Figure 10] This is an explanatory diagram of the electric chute opening pattern determination table, electric chute opening pattern details, and normal pattern change pattern determination table. [Figure 11] 10 is a flowchart of a main control process. [Figure 12] 10 is a flowchart of a main-side timer interrupt process. [Figure 13] 10 is a flowchart of a normal operation process. [Figure 14] This is a flowchart of the game status management process (general diagram). [Figure 15] 10 is a flowchart of a special action process. [Figure 16] 10 is a flowchart of a special symbol waiting process. [Figure 17] 10 is a flowchart of a hit determination process. [Figure 18] 10 is a flowchart of a special symbol determination process. [Figure 19] This is a flowchart of the game status management process (special chart). [Figure 20] This is a flowchart of the special electric device processing (jackpot). [Figure 21] 10 is a flowchart of a game status setting process. [Figure 22] This is a flowchart of special electric device processing (small win). [Figure 23] 10 is a flowchart of a left-handed hit warning-related process. [Figure 24] 10 is a flowchart of a sub-control main process. [Figure 25] 10 is a flowchart of a sub-side timer interrupt process. [Figure 26] 10 is a flowchart of a received command analysis process. [Figure 27] FIG. 1 is an explanatory diagram of a game flow. [Figure 28] FIG. 10 is a diagram illustrating an example of a display when a bad prize is won. [Figure 29] This is a diagram to explain an example of the display when a 10R jackpot is won. [Figure 30] FIG. 10 is a diagram illustrating a display example when stock is released. [Figure 31] FIG. 10 is a diagram for explaining a left-hit warning execution time chart 1. [Figure 32] FIG. 10 is a diagram for explaining a left-hit warning execution time chart 2. [Figure 33] FIG. 10 is a diagram for explaining a left-hit warning execution time chart 3. [Figure 34] FIG. 10 is a diagram illustrating a first example of a left-handed hit warning display. [Figure 35] FIG. 10 is a diagram illustrating a second example of a left-handed hit warning display. [Figure 36] FIG. 10 is a diagram illustrating a third example of a left-handed hit warning display. [Figure 37] 10A and 10B are diagrams for explaining display examples 1 and 2 of the demo performance. [Figure 38] FIG. 10 is a diagram illustrating a display example 3 of the demo performance. [Figure 39] A figure to explain display examples 4 and 5 of demo performances. [Figure 40] A diagram for explaining display examples 6 and 7 of demo performances. [Figure 41] 10A and 10B are diagrams for explaining display examples 8 and 9 of the demo performance. [Figure 42] 10A and 10B are diagrams for explaining display examples 1 and 2 of specifications. DETAILED DESCRIPTION OF THE INVENTION

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

[0012] The gaming machine 1 is a pachinko gaming machine that shoots gaming balls based on the player's shooting operation, and when the gaming balls land on a specific winning device, a predetermined number of gaming balls are paid out to the player based on the winning.

[0013] The gaming machine 1 comprises a gaming machine frame 50 and a gaming board 2, and the gaming board 2 is attached to the inside of the gaming machine frame 50. In addition to a front frame (front frame portion) 53, the gaming machine frame 50 also comprises an outer frame (base frame portion) that forms the outer shell of the gaming machine, and an inner frame to which the gaming board 2 is attached inside the outer frame.

[0014] The front frame (front frame portion) 53 is a vertically rectangular unit located on the front side of the outer frame and inner frame, and includes a handle 60, a ball supply tray (upper tray) 61, a surplus ball receiving tray (lower tray) 62, an effect button 63, a sword member 64, a sword button 65, a frame lamp 66, a speaker 67, a select button 68, and a frame movable body 600. An opening is formed in the center of the front frame 53, and the playing area 3 of the playing board 2 can be seen through the opening.

[0015] The handle 60 is located at the lower right end of the front frame 53 and launches game balls with a launch strength that corresponds to the angle of rotation. A ball supply tray (upper tray) 61 is provided below the front frame 53 and stores game balls. A surplus ball receiving tray (lower tray) 62 is located below the ball supply tray (upper tray) 61 and stores game balls that cannot be accommodated in the ball supply tray (upper tray) 61.

[0016] The effect button 63 is an operating unit located near the ball supply tray (upper tray) 61, and is operated (pressed) by the player during effects that are executed as the game progresses. The sword member 64 is an operating unit shaped like a sword, and can be pressed downward by the player during effects that are executed as the game progresses. The sword button 65 is an operating unit provided at the upper end portion of the sword member 64, i.e., the end of the sword handle, and is operated (pressed) by the player during effects that are executed as the game progresses. The sword member 64 is configured to be able to perform two different operations: a first operation in which the entire sword member 64 is pressed downward, and a second operation in which the sword button 65 at the tip is pressed.

[0017] The frame lamps 66 are arranged around the opening of the front frame 53 and provide light effects during play. The speakers 67 are arranged at the upper left and upper right of the front frame 53 and provide sound effects during play. The select button 68 is a so-called cross key, consisting of a left button, a right button, an up button, and a down button, and allows for various inputs. The frame movable body 600 is a movable gimmick provided at the top of the front frame 53. The frame movable body 600 is configured to be displaceable from a stored state in which it is stored inside the front frame 53 to an exposed state in which it protrudes above the front frame 53.

[0018] The game board 2 comprises a game area 3, a rail member 4, a board lamp 5, an image display device 7, a center decorative body 10, a fixed winning device (center) 19, a normal variable winning device (electric chute) 22, a gate (through chucker) 28, a first large winning device (first attacker) 31, a second large winning device (second attacker) 36, a general winning port 27 (normal winning port 27), an outlet 16, and a display 40.

[0019] The game area 3 is an area where game balls launched by operating the handle 60 flow down, and has a plurality of game nails protruding therefrom to guide the game balls. The rail member 4 is located at the left end of the game area 3, and guides the game balls launched by operating the handle 60 toward the top of the game area 3. The board lamp 5 is located on the rear side of the game area 3, and irradiates light from the rear side of the game area 3.

[0020] The image display device 7 is located near the center of the gaming area 3 and includes a display screen 7a. The image display device 7 may be a liquid crystal display device or other image display devices such as an organic electroluminescence (EL) display device, a plasma display, a projector, or a dot matrix display. The display screen 7a of the image display device 7 includes a display pattern display area in which display patterns (decorative patterns) 8L, 8C, and 8R are displayed in a variable manner, a reserved image display area in which reserved images 9A and 9B are displayed, and a reserved digestion image display area in which reserved digestion image 9C is displayed. The reserved images 9A and 9B are images representing a reserve and are also referred to as reserved icons 9A and 9B. The reserved digestion image 9C is an image corresponding to the corresponding variation and is also referred to as the variable image 9C or the variable icon 9C. Note that the reserved digestion image 9C is an image corresponding to the variation and does not indicate a reserve. However, for convenience, the reserved images 9A and 9B and the reserved digestion image 9C are collectively referred to as the reserved images.

[0021] The effect symbol display area includes three symbol display areas: left, center, and right. The left symbol display area displays the left effect symbol (left decorative symbol) 8L. The center symbol display area displays the center effect symbol (center decorative symbol) 8C. The right symbol display area displays the right effect symbol (right decorative symbol) 8R. The effect symbols 8L, 8C, and 8R are composed of multiple symbols representing numbers, for example, from "0" to "9." The variable display of the effect symbols 8L, 8C, and 8R is synchronized with the variable display of the first and second special symbols, described below. The image display device 7 can clearly display the results of the variable display of the first and second special symbols (jackpot lottery results) to the player by combining the effect symbols displayed in the left, center, and right symbol display areas. The first and second special symbols are collectively referred to as "special symbols."

[0022] For example, if a jackpot is won, a decorative symbol (decorative symbol) with a repeating number such as "777" is displayed. If a loss occurs, a random symbol such as "637" is displayed. This allows the player to easily grasp the progress of the game. The player can grasp the results of the jackpot lottery through the image display device 7. The display of the variable symbols may be vertically scrolled or otherwise. The combination of symbols displayed according to each lottery result is not limited to the above and can be freely set. Hereinafter, the effect displaying the symbols 8L, 8C, and 8R will be referred to as a "variable symbol effect," "variable decorative symbol effect," or simply a "variable effect." Note that the variable symbol effect counts the effect from the start of the special symbol change until it stops (also referred to as the special symbol change period) as one variable effect. Therefore, even if the decorative pattern is temporarily stopped during the period from when the special pattern starts to change until when the special pattern stops, the effect of the temporary stop is included in the effect of the decorative pattern change.

[0023] In addition, the gaming machine 1 of this embodiment is configured to have a "bad win" that does not transition to a game state advantageous to the player as shown in Figures 27(B) and (C) after a winning game, within the scope of the rules, as a configuration to realize more interesting gameplay. When a "bad win" that can transition to a game state advantageous to the player as shown in Figures 27(B) and (C) is won after a winning game, the decorative symbols are displayed as a double number such as "777". On the other hand, when a "bad win" is won, for example, the decorative symbols are displayed as a specific random number such as "123", the decorative symbols are displayed as a random number such as "muscle*meat" that is different from the variable decorative symbols, or the decorative symbols are not displayed as a random number and a message image saying "Muscle Charge!!!" is displayed instead of the decorative symbols. In this embodiment, when a "jackpot" is won, which can transition to a game state advantageous to the player as shown in Figures 27(B) and (C), the decorative symbols are displayed as a repeating number such as "777." When a "bad jackpot" is won, there are two patterns: a pattern in which the decorative symbols are not displayed as a stop symbol and a message image saying "Muscle Charge!!!" is displayed, and a pattern in which the decorative symbols are displayed as a random number such as "Muscle * Meat" that is different from the displayed variable number. Also, in the case of a pattern in which the decorative symbols are displayed as a random number such as "Muscle * Meat" that is different from the displayed variable number, the decorative symbols "Muscle," "*," and "Meat" are not displayed in the "123456789" sequence when the display is fast-changing, but are displayed only when the display is switched to a slow-changing display or when the decorative symbols are displayed as a stop symbol.

[0024] As a configuration different from the above, if a "big win" is won, which can transition to a game state that is advantageous to the player as shown in Figures 27(B) and (C) after a winning game, the decorative pattern may be displayed as a specific double number such as "777", and if a "bad win" is won, the decorative pattern may be displayed as a double number other than the specific double number (such as "222").

[0025] The image display device 7 can display on the display screen 7a not only the effect symbol variation effect, but also a jackpot effect that is performed in parallel with a jackpot game (an example of a special game), a demo effect for waiting for customers, and the like. In the effect symbol variation effect, in addition to the effect symbols, effect images such as background images and character images may also be displayed. Furthermore, the image display device 7 may display on the display screen 7a, in addition to the effect symbols, an identification display (fourth symbol, not shown) that can indicate that a special symbol is changing or the result of a lottery for the special symbol. Note that the identification display (fourth symbol) may be displayed by a light-emitting device such as an LED provided in the play area 3.

[0026] The reserved image display area includes a first reserved display area that displays reserved image 9A according to the number of reserved first special symbols (described below), and a second reserved display area that displays reserved image 9B according to the number of reserved second special symbols (described below). By displaying reserved images 9A and 9B, the number of reserved first special symbols and the number of reserved second special symbols can be displayed in an easy-to-understand manner to the player. The reserved consumption image display area includes a reserved consumption display area that displays reserved consumption image 9C. The reserved consumption image 9C corresponds to the effect symbol (effect symbol 8L, 8C, 8R) currently changing on the display screen 7a, and by displaying reserved consumption image 9C, it can be displayed in an easy-to-understand manner to the player that the reserved first special symbol or reserved second special symbol will be consumed ("consumption of reserved special symbol" described below).

[0027] The center ornament 10 is disposed near the center of the game area 3 and in front of the image display device 7. A stage section 11 is formed at the bottom of the center decorative body 10. The stage section 11 has a shape that allows it to guide game balls rolling on the top surface of the stage section 11 to the first starting hole 20 (also called the navel 20) described below. A warp section 12 is provided at the bottom left of the center decorative body 10. The warp section 12 has an entrance section through which game balls flow in and an exit section through which game balls flow out, and causes game balls that flow in from the entrance section to flow out from the exit section to the stage section 11.

[0028] The fixed winning device (navel) 19 is disposed below the image display device 7 in the game area 3, and is equipped with a first starting hole 20 that always keeps the ease of entry of the game ball. The entry of a game ball into the first starting hole 20 triggers the drawing of a lottery for a first special symbol (jackpot lottery). In other words, the entry of a game ball into the first starting hole 20 triggers the acquisition of a winning random number, etc., and the determination of a jackpot, etc.

[0029] The normal variable winning device (electric chute) 22 is disposed below the first start hole 20 in the game area 3 and is equipped with a second start hole 21. The entry of a game ball into the second start hole 21 triggers a lottery for a second special symbol (a jackpot lottery). The electric chute 22 is equipped with a movable member 23 in front of the second start hole 21, and the second start hole 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (Fig. 3). A game ball can enter the second start hole 21 when the movable member 23 is in the open position. Note that it is sufficient for the electric chute 22 to make it easier for a ball to enter the second start hole 21 when the movable member 23 is in the open position than when it is in the closed position, and it may be possible for a ball to enter the second start hole 21 when the movable member 23 is in the closed position.

[0030] Gate (through chucker) 28 is located above first big prize device (first attacker) 31 in game area 3, and is configured to allow game balls to pass through. The passage of a game ball through gate 28 triggers a normal symbol lottery that determines whether or not to open electric chute 22. In other words, the passage of a game ball through gate 28 triggers the acquisition of a normal symbol random number and a win determination, etc.

[0031] Here, "lottery for special symbols" refers to the process of obtaining a random number for determining a special symbol when a gaming ball enters the first starting slot 20 or the second starting slot 21, and comparing this obtained random number with a value corresponding to a predetermined "jackpot" to determine whether or not a jackpot has been won. The result of the "jackpot" lottery is not immediately notified to the player; rather, the display device 40 displays a variable special symbol, and after a predetermined period of time has passed, the special symbol corresponding to the lottery result is displayed as a static display (determined display), and the player is notified of the lottery result. The image display device 7 plays a pattern matching game in which effect symbols are displayed in a variable manner in synchronization with the variable display of the special symbols, and this pattern matching game more effectively notifies the player of the lottery result for a jackpot.

[0032] Furthermore, "lottery for normal symbols" refers to the process of obtaining a random number for determining normal symbols when a gaming ball passes through gate 28, and comparing this obtained random number with a value corresponding to a predetermined "win" to determine whether or not there is a win. The lottery result for this normal symbol is also not immediately announced when the gaming ball passes through gate 28; rather, a fluctuating display of the normal symbol is made on display 40, and after a predetermined fluctuating time has passed, the normal symbol corresponding to the lottery result is confirmed and displayed (lit or extinguished), and the lottery result is announced to the player.

[0033] The first large prize device (first attacker) 31 is located above and to the right of the first starting hole 20 in the game area 3, and includes a first large prize opening 30, a V-shaped area 39, a non-V-shaped area 70, and a V-shaped opening / closing member 71. The first large prize opening 30 includes an opening / closing member 32 that swings open and close to allow or block the reception of game balls. The opening / closing member 32 is driven by a first large prize opening solenoid 33 (Figure 3). Game balls can enter the first large prize opening 30 when the opening / closing member 32 is in the open position.

[0034] The first large prize device 31 is equipped internally with a V area (specific area) 39, a V area sensor 39a (Figure 3), a non-V area (non-specific area) 70, a non-V area sensor 70a (Figure 3), a first large prize opening sensor 30a (Figure 3), a V opening / closing member 71, and a V opening / closing member solenoid 73 (Figure 3).

[0035] The V area (specific area) 39 and the non-V area (non-specific area) 70 are configured as areas inside the first large prize device 31 through which a gaming ball that has passed through the first large prize opening 30 can pass. The first large prize opening sensor 30a is arranged upstream of the V area 39 and the non-V area 70, and detects the entry of a gaming ball into the first large prize opening 30. The V area sensor 39a is arranged in the V area 39, and detects the passage of a gaming ball into the V area 39. The non-V area sensor 70a is arranged in the non-V area 70, and detects the passage of a gaming ball into the non-V area 70.

[0036] The V-opening / closing member 71 distributes gaming balls that have passed through the first large prize opening 30 to either the V region 39 or the non-V region 70. The V-opening / closing member solenoid 73 drives the V-opening / closing member 71. The V-opening / closing member 71 is configured to rotate (clockwise and counterclockwise relative to the gaming board 2), and when the V-opening / closing member solenoid 73 is energized, it rotates counterclockwise from the origin position to distribute gaming balls to the V region 39, entering a first state (rotating state). When the V-opening / closing member solenoid 73 is not energized, it is positioned at the origin and enters a second state (stopped state) to distribute gaming balls to the non-V region 70. Note that the V-opening / closing member 71 is not limited to rotational movement, and may be configured to move forward and backward relative to the gaming board 2 as long as it has the function of distributing gaming balls that have passed through the first large prize opening 30 to either the V region 39 or the non-V region 70. In other words, when the V-opening / closing member solenoid 73 is energized, it enters a retracted state (first state) in which the game balls are distributed to the V region 39, and when the V-opening / closing member solenoid 73 is not energized, it enters an advanced state (second state) in which the game balls are distributed to the non-V region 70.

[0037] The first special prize device 31 of this embodiment further includes a first special prize device discharge sensor 31a (FIG. 3) that counts the number of game balls discharged from the first special prize device 31. The first special prize device discharge sensor 31a is provided at the point where the V area 39 and the non-V area 70 join downstream, and counts the number of game balls that have passed through the V area sensor 39a or the non-V area sensor 70a.

[0038] The second large prize winning device (second attacker) 36 is located above and to the right of the first large prize winning opening 30 in the game area 3, and is equipped with a second large prize winning opening 35. The second large prize winning opening 35 is equipped with an opening / closing member 37 that blocks or allows the acceptance of game balls by swinging open and closed. The opening / closing member 37 is driven by a second large prize winning opening solenoid 38 (Figure 3). Game balls can enter the second large prize winning opening 35 when the opening / closing member 37 is in the open state. A prize winning into the second large prize winning opening 35 is detected by a second large prize winning opening sensor 35a. The second large prize winning device 36 of this embodiment further includes a second large prize winning device discharge sensor 36a (Figure 3) that counts the number of game balls discharged from the second large prize winning device 36.

[0039] The general winning opening 27 is provided at the bottom of the game area 3. The outlet 16 is provided at the bottom of the game area 3 and discharges game balls that do not enter any of the winning openings out of the game area 3. The display 40 is located near the center of the right side of the game board 2.

[0040] The gaming area 3 has a left gaming area 3A on the left side of the center in the horizontal direction, and a right gaming area 3B on the right side. A hitting style in which a gaming ball is shot so that it flows down through the left gaming area 3A is called a "left hit." On the other hand, a hitting style in which a gaming ball is shot so that it flows down through the right gaming area 3B is called a "right hit." The gaming machine 1 is configured so that a left hit can aim for a win in the first starting gate 20. On the other hand, a right hit can aim for passing through the gate 28 and winning in the second starting gate 21, the first major winning gate 30, and the second major winning gate 35.

[0041] In the gaming machine 1, when a gaming ball enters the first starting hole 20 or the second starting hole 21, the values ​​(numerical information) of various random numbers, such as the winning random number, acquired for that entry are temporarily stored in the special symbol reserve memory area 84e (FIG. 5). Specifically, if the game ball enters the first starting hole 20, it is stored in the first special symbol reserve memory area (FIG. 5) as a first special symbol reserve, and if the game ball enters the second starting hole 21, it is stored in the second special symbol reserve memory area (FIG. 5) as a second special symbol reserve. There is an upper limit to the number of special symbol reserves that can be stored in each special symbol reserve memory area 84e, and in this embodiment, the upper limit is four for the first special symbol reserve memory area and two for the second special symbol reserve memory area. The special symbol reserve stored in the special symbol reserve memory area 84e is consumed when it becomes possible to variably display a special symbol based on that special symbol reserve. "Consuming a reserved special symbol" means determining the winning random number, etc., corresponding to the reserved special symbol and executing the variable display of the special symbol to show the result of the determination. Therefore, in the gaming machine 1, even if the variable display of the special symbol based on the winning of the game ball into the first start hole 20 or the second start hole 21 cannot be performed immediately after the winning, that is, even if the winning occurs during the variable display of the special symbol or during the execution of the special game, the right to a jackpot lottery for the winning can be reserved up to a predetermined number.

[0042] In the gaming machine 1, when a gaming ball passes through gate 28, the value of the normal symbol random number acquired for that passage is temporarily stored as a normal symbol reserve in the normal symbol reserve memory area 84f (Figure 5). There is a limit to the number of normal symbol reserves that can be stored in the normal symbol reserve memory area 84f, and in this embodiment, the limit is four. The normal symbol reserves stored in the normal symbol reserve memory area 84f are consumed when variable display of normal symbols based on the normal symbol reserve becomes possible. Consumption of a normal symbol reserve refers to determining the normal symbol random number corresponding to the normal symbol reserve and executing variable display of normal symbols to indicate the determination result. Therefore, in the gaming machine 1, even if variable display of normal symbols based on the passage of a gaming ball through gate 28 cannot be performed immediately after the passage, i.e., even if a prize is won while variable display of normal symbols is being executed or an auxiliary game is being executed, the right to draw a normal symbol for that passage can be reserved up to a predetermined number.

[0043] In addition, the gaming machine 1 does not display any information regarding specifications (to be described later) on the gaming machine frame 50 or the gaming board 2 (no stickers or the like are attached, etc.). However, without being limited to this, information regarding specifications may be displayed, for example, on the front frame 53.

[0044] 2. Electrical configuration of gaming machine The electrical configuration of the gaming machine 1 will be described with reference to Figures 2 to 4. Figure 2 is a block diagram showing the electrical configuration of the main control board side of the gaming machine 1. Figure 4 is a block diagram showing the electrical configuration of the sub-control board side of the gaming machine 1. The gaming machine 1 comprises a main control board 80 (Figure 2), a sub-control board 90 (Figure 4), an image control board 100 (Figure 4), a lamp control board 107 (Figure 4), a sound control board 106 (Figure 4), a payout control board 110 (Figure 2), and a power supply board 116 (Figure 2).

[0045] The main control board 80 is a game control board that controls game profits such as jackpot lottery draws and game state transitions, and constitutes the main control unit. The sub-control board 90 is a performance control board that controls performances executed as the game progresses, and constitutes the sub-control unit together with the image control board 100, lamp control board 107, and sound control board 106. The sub-control unit can be configured by at least including the sub-control board 90.

[0046] The main control board 80 is equipped with a game control microcomputer 81 and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80, and controls the progress of the game on the gaming machine 1 according to a program. The game control microcomputer 81 transmits and receives data to and from other boards, etc. via the input / output circuit (I / O port section) 87. The input / output circuit 87 may be built into the game control microcomputer 81.

[0047] A sensor solenoid 44 is connected to the main control board 80 via an input / output circuit 87. The sensor solenoid 44 is a general term for various sensors and solenoids. As shown in Figure 3, examples of the sensors include a first start opening sensor 20a, a second start opening sensor 21a, a gate sensor 28a, a first large prize opening sensor 30a, a second large prize opening sensor 35a, a V-area sensor 39a, a non-V-area sensor 70a, a normal prize opening sensor 27a, a first large prize device ejection sensor 31a, and a second large prize device ejection sensor 36a.

[0048] The first start opening sensor 20a is provided inside the first start opening 20 and detects game balls that have entered the first start opening 20. The second start opening sensor 21a is provided inside the second start opening 21 and detects game balls that have entered the second start opening 21. The gate sensor 28a is provided inside the gate 28 and detects game balls that have passed through the gate 28. The first large prize opening sensor 30a is provided inside the first large prize opening 30 and detects game balls that have entered the first large prize opening 30. The second large prize opening sensor 35a is provided inside the second large prize opening 35 and detects game balls that have entered the second large prize opening 35. The V-area sensor 39a is provided in the V-area 39 and detects game balls that have passed through the V-area 39. The non-V-area sensor 70a is provided in the non-V-area 70 and detects game balls that have passed through the non-V-area 70. The normal winning opening sensor 27a is provided inside the normal winning opening 27 and detects game balls that have won in the normal winning opening 27. The first special winning device discharge sensor 31a detects game balls that are discharged from the first special winning device 31. The second special winning device discharge sensor 36a detects game balls that are discharged from the second special winning device 36.

[0049] As shown in FIG. 3, examples of the solenoids include the electric chute solenoid 24, the first large prize opening solenoid 33, the second large prize opening solenoid 38, and the V-shaped opening / closing member solenoid 73. The electric chute solenoid 24 drives the movable member 23 of the electric chute 22. The first large prize opening solenoid 33 drives the opening / closing member 32 of the first large prize device 31. The second large prize opening solenoid 38 drives the opening / closing member 37 of the second large prize device 36. The V-opening / closing member solenoid 73 drives the V-opening / closing member 71.

[0050] The main control board 80 is connected to the display 40 via an input / output circuit 87. The game control microcomputer 81 controls the display of the display 40. The main control board 80 is connected to the external terminal board 70 via an input / output circuit 87. The main control board 80 outputs to the external terminal board 70 winning ball information, door or frame opening information, the number of times the first special symbol or second special symbol has changed, the entry of game balls into the first start hole 20 or the second start hole 21, whether or not a jackpot is occurring, and security signals.

[0051] A dispensing control board 110 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the dispensing control board 110 and receives signals from the dispensing control board 110 to monitor dispensing. The payout control board 110 is connected to a prize ball payout device 120, a loan ball payout device 130, and a card unit 135.

[0052] A power supply board 116 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 operates using power supplied from the power supply board 116 and distributes power to other boards (not shown). The launcher 112 is also connected via the power supply board 116.

[0053] A sub-control board 90 (FIG. 4) is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that only allows signals to be transmitted from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.

[0054] The sub-control board 90 is equipped with a performance control microcomputer 91 and an input / output circuit 95. The performance control microcomputer 91 is a one-chip microcomputer mounted on the sub-control board 90, and controls the performance of the game on the gaming machine 1 according to a program. The performance control microcomputer 91 transmits and receives data to and from other boards, etc. via the input / output circuit 95. The input / output circuit 95 may be built into the performance control microcomputer 91. The sub-control board 90 is connected to an image control board 100, an audio control board 106, a lamp control board 107, and a relay board 108 via the input / output circuit 95.

[0055] The image control board 100 controls the display of the image display device 7 in accordance with a program. In addition to the program for performing display control, the CPU unit of the image control board 100 stores still image data and video data to be displayed on the image display device 7, specifically image data such as characters, items, figures, letters, numbers, symbols, etc. (including effect designs), background images, etc.

[0056] A speaker 67 is connected to the audio control board 106, and the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the audio control board 106 based on commands received from the main control board 80.

[0057] The lamp control board 107 is connected to the frame lamp 66 and the panel lamp 5 and controls them.

[0058] The relay board 108 is connected to the effect button 63, the select button 68, and the movable frame body 600. When the effect button 63 is pressed (pushed down) by the player, it outputs a switch signal to the sub-control board 90 via the relay board 108. In addition, the effect control microcomputer 91 operates the effect button 63 based on a command received from the main control board 80. The effect button 63 can not only be pressed, but can also be moved between a normal position (recessed position) in which the upper surface of the button body protrudes slightly, and a protruding position in which most of the button body protrudes. In other words, the effect button 63 rises as one of the effects. When the player presses (pushes down) the select button 68, it outputs a switch signal to the sub-control board 90 via the relay board 108.

[0059] The performance control microcomputer 91 operates the frame movable body 600 based on commands received from the main control board 80. The frame movable body 600 is a movable gimmick provided on the top of the front frame 53 (Fig. 1). The performance control microcomputer 91 creates movement pattern data (drive data) that determines the movement mode of the frame movable body 600, and controls the movement of the frame movable body 600 in accordance with the movement pattern data. Data stored in the sub-ROM 93 is used to create the movement pattern data. Note that a touch sensor or the like provided on the front frame 53 that outputs a detection signal when touched by a human body may be connected to the relay board 108.

[0060] 3. Data structure of gaming machines The data configuration of the gaming machine 1 will be described with reference to Figure 5. Figure 5(A) is a diagram illustrating a table stored in the main ROM 83 of the game control microcomputer 81. Figure 5(B) is a diagram illustrating a storage area provided in the main RAM 84 of the game control microcomputer 81. Figure 5(C) is a diagram illustrating a table stored in the sub-ROM 93 of the presentation control microcomputer 91. Figure 5(D) is a diagram illustrating a storage area provided in the sub-RAM 94 of the presentation control microcomputer 91.

[0061] The main ROM 83 (FIG. 5(A)) is provided with a table storage area 83a. This table storage area 83a stores a jackpot determination table, a reach determination table, a normal symbol win determination table, a normal symbol variation pattern determination table, a jackpot type determination table, a variation pattern determination table, an electric chute opening pattern determination table, a large prize opening pattern determination table, etc. These determination tables are referenced by the game control microcomputer 81 in the main control main processing (described later) executed by the game control microcomputer 81.

[0062] The main RAM 84 (Figure 5(B)) has a command set area 84a, a flag set area 84b, a counter set area 84c, a special action status set area 84d, a special map reserved memory area 84e, and a normal map reserved memory area 84f.

[0063] The command set area 84a is an area (output buffer) where commands output from the main control unit to the sub-control unit are set during the main control main processing (described later), and includes pre-determination commands, reserved ball count commands, fluctuation start commands, fluctuation stop commands, opening commands, round designation commands, ending commands, game state designation commands, etc.

[0064] The flag set area 84b is an area where flags indicating the state of the gaming machine and the game state are set in the main control main process (described later), and a big win flag, a small win flag, a time-shortening flag, etc. are set.

[0065] The counter set area 84c is an area where counters used in the main control process (described later) are set, such as a random number counter, a round counter, and a time-saving counter.

[0066] The special action status setting area 84d is an area where a status in the special action processing, which will be described later, is set.

[0067] The special symbol reserved memory area 84e includes a first special symbol reserved memory area in which the first special symbol reserved is stored, and a second special symbol reserved memory area in which the second special symbol reserved is stored. The first special symbol reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as random numbers for winning special symbols corresponding to the first, second, third, and fourth symbols of the first special symbol reserved, respectively. The second special symbol reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) corresponding to the first, second, third, and fourth symbols of the second special symbol reserved, respectively.

[0068] The regular symbol reserved memory area 84f is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as regular symbol random numbers (winning random numbers) corresponding to the first, second, third, and fourth regular symbol reserved, respectively.

[0069] The sub-ROM 93 (FIG. 5(C)) is provided with a table storage area 93a. The table storage area 93a stores a look-ahead effect pattern determination table, a core effect pattern determination table, a chance-up effect pattern determination table, a stop symbol pattern determination table, etc. These determination tables are referenced by the effect control microcomputer 91 in the sub-control main processing (described later) executed by the effect control microcomputer 91.

[0070] The sub-RAM 94 (FIG. 5(D)) is provided with a command memory area 94a, a performance command set area 94b, a counter set area 94c, and a work area 94d. The command memory area 94a is an area (input buffer) in which commands input from the main control unit side during the sub-control main processing (described later) are stored, and stores therein a pre-determination command, a reserved ball count command, a fluctuation start command, a fluctuation stop command, an opening command, a round designation command, an ending command, a game state designation command, and the like. The performance command set area 94b is an area (output buffer) in which commands output from the sub-control board 90 to the image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108 during the sub-control main processing (described later) are set, and stores therein a fluctuation performance start command, a pre-fluctuation end command, a fluctuation performance end command, an opening performance start command, a round performance start command, an ending performance start command, and the like. The counter set area 94c is an area where counters used in the sub-control main process (described later) are set, and a random number counter, a first special symbol hold effect counter, a second special symbol hold effect counter, a normal symbol hold effect counter, a time-saving effect counter, etc. are set. The work area 94d is a work area that realizes temporary storage for calculations, etc. Note that the areas other than the work area 94d are backed up by a power supply (not shown), and their contents are retained even when the power to the gaming machine 1 is turned off.

[0071] Here, various random numbers acquired by the game control microcomputer 81 in the gaming machine 1 will be explained. The game control microcomputer 81 is configured to acquire the "special pattern winning random number," the "special pattern winning type random number," the "reach random number," the "variable pattern random number," the "normal pattern winning random number," and the "normal pattern winning type random number" at the timings described below.

[0072] The "special pattern winning random number" is a random number used in the lottery to determine whether or not a jackpot has been won (jackpot determination), and takes a value in the range of 0 to 65535. The "special symbol winning type random number" is a random number used to determine the type of winning jackpot (judging the type of jackpot), and takes a value in the range of 0 to 127. The "reach random number" is a random number used to determine whether or not a reach occurs in the effect pattern variation effect that indicates a result when the jackpot determination is a miss, and takes a value in the range of 0 to 127. A reach is a state in which there is only one effect pattern remaining among multiple effect patterns (decorative patterns) that are being displayed in a variable manner, and depending on which of the effect patterns that are displayed in a variable manner stop, a combination of effect patterns that indicates a jackpot win (for example, a "7↓7" state) may be formed. Note that the effect pattern that is displayed in a stopped state in a reach state may be displayed as if it is swaying on the display screen 7a. The "fluctuation pattern random number" is a random number used to determine a fluctuation pattern including a fluctuation time, and takes a value in the range of 0 to 127.

[0073] The "normal symbol winning random number" is used in the lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens the electric chute 22. The normal symbol random number takes a value in the range of 0 to 65535. The "normal symbol winning type random number" determines the content of the auxiliary game that opens the electric chute 22, that is, it is used to determine the opening pattern of the electric chute 22. The normal symbol winning type random number takes a value in the range of 0 to 127.

[0074] The "random number for special symbols," "random number for special symbol type," "reach random number," and "variable pattern random number" are obtained based on the ball entering the start port (first start port 20 or second start port 21). The random number group obtained based on the ball entering the first start port 20 is stored in the first special symbol reserve memory area, and the random number group obtained based on the ball entering the second start port 21 is stored in the second special symbol reserve memory area. The "random number for normal symbols" and "random number for normal symbol type" are obtained based on passing through gate 28. The obtained random number values ​​for normal symbols and normal symbol type are stored in the normal symbol reserve memory area 84f.

[0075] Next, various random numbers acquired by the performance control microcomputer 91 in the gaming machine 1 will be explained. The performance control microcomputer 91 is configured to acquire a "pre-read performance random number", a "chance-up random number", and a "performance random number".

[0076] The "pre-reading effect random number" is obtained as the value of the pre-reading effect counter set in the counter set area 94c, and is a random number used to determine the pre-reading effect during variable effects, and takes a value in the range of 0 to 127. The "pre-reading effect random number" is obtained based on the output of a pre-determination command from the main control unit to the sub-control unit.

[0077] The "chance up random number" is a random number used to determine the chance up effect during the variable effect, and takes a value in the range of 0 to 127. The "chance up random number" is acquired based on the output of a variable start command from the main control unit to the sub-control unit. The acquired random number value is stored in the sub-RAM 94.

[0078] 4. Explanation of various tables 6A and 6B are diagrams for explaining a special symbol winning determination table and a normal symbol winning determination table. Fig. 6A is a diagram for explaining the special symbol winning determination table. Fig. 6B is a diagram for explaining the normal symbol winning determination table.

[0079] The special pattern hit determination table is a table that the game control microcomputer 81 refers to during the main control processing (described later) to determine whether the acquired hit random number value (any value between 0 and 65535) corresponds to a "big hit," a "small hit," or a "miss."

[0080] For the first special pattern, if the random number value for the special pattern is "0 to 655", it is determined to be a "jackpot", and if the random number value for the special pattern is "a number other than 0 to 655", it is determined to be a "miss".

[0081] For the second special pattern, if the random number value for the special pattern is "0 to 655", it is determined to be a "big win", and if the random number value for the special pattern is "a number other than 0 to 655", it is determined to be a "small win".

[0082] The normal pattern hit determination table is a table that the game control microcomputer 81 refers to during the main control processing (described below) to determine whether the acquired hit random number value (any value between 0 and 65535) corresponds to a "hit" or a "miss."

[0083] In the non-time-saving state, if the random number value for the normal pattern is "0", it is judged as a "win", and if the random number value for the normal pattern is "1 to 65535", it is judged as a "miss". In the time-saving mode, if the random number value for the normal pattern is "0 to 65534", it is judged as a "win", and if the random number value for the normal pattern is "65535", it is judged as a "miss".

[0084] The reach determination table is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine whether the acquired reach random number value (any of 0 to 127) corresponds to "reach" or "not reach." The reach determination in the reach determination table is made based on the gaming state of the gaming machine 1. In this embodiment, in the "non-time-shortened state," if the reach random number value is "0 to 13," it is determined to be "reach," and if the reach random number value is "a number other than 0 to 13 (14 to 127)," it is determined to be "not reach." Also, in the "time-shortened state," if the reach random number value is "0 to 5," it is determined to be "reach," and if the reach random number value is "a number other than 0 to 5 (6 to 127)," it is determined to be "not reach."

[0085] 7 is a diagram for explaining the jackpot type determination table. The jackpot type determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the "jackpot type" according to the acquired jackpot type random number value (any of 0 to 127).

[0086] When the first special symbol (Special Symbol 1) is selected in the lottery, if the jackpot type random number is "0-23", it is determined to be a "10R Type 1 jackpot", and if the jackpot type random number is "24-127", it is determined to be a "2R Type 1 jackpot". This "2R Type 1 jackpot" is a jackpot type established to ensure that the gaming machine 1 is recognized as being within the scope of the regulations while maintaining the gameplay of the gaming machine 1, and is also called a "casual jackpot". Details of the gameplay and the like will be described later. When the second special symbol (Special Symbol 2) is drawn, if it is a Type 1 jackpot, if the jackpot type random number is "0-23", it is determined to be a "10R Type 1 jackpot", and if the jackpot type random number is "24-127", it is determined to be a "2R Type 1 jackpot". If it is a Type 2 jackpot, if the jackpot type random number is "0-23", it is determined to be a "10R Type 2 jackpot", and if the jackpot type random number is "24-127", it is determined to be a "2R Type 2 jackpot". Like the "2R Type 1 jackpot", the "2R Type 2 jackpot" is a jackpot type established to ensure that the gaming machine 1 is recognized as being within the scope of the regulations while maintaining the gameplay of the gaming machine 1, and is also referred to as a "casual jackpot".

[0087] A Type 1 jackpot is a jackpot that is determined to be a jackpot in the jackpot determination process, and a Type 2 jackpot is a jackpot that is determined to be a small jackpot in the jackpot determination process and then becomes a jackpot by passing through the V area 39 inside the first large prize winning device 31.

[0088] Fig. 8 is a diagram for explaining the fluctuation pattern determination table in the non-time-shortening state. Fig. 9 is a diagram for explaining the fluctuation pattern determination table in the time-shortening state. The fluctuation pattern determination table is a table that is referenced by the game control microcomputer 81 in the main control main processing (described later) to determine the fluctuation pattern according to the acquired fluctuation pattern random number value (0 to 127).

[0089] It is shown that when the ball enters the first starting hole 20 in the non-time-saving state, the jackpot determination table determines it as a "miss", the reach determination table determines it as a "reach", the number of reserved balls is "1 to 2", and the fluctuation pattern random number value is "0 to 60", the fluctuation pattern is determined to be "P4".

[0090] In the time-saving mode, the fluctuation pattern determination table (time-saving fluctuation) is used (Figure 9). Note that in the time-saving mode, the fluctuation pattern is selected regardless of the fluctuation pattern random number value and the number of reserved balls.

[0091] As shown in Figures 8 and 9, once the fluctuation pattern is determined, the fluctuation time is also determined. In addition, when a reach occurs, it is also determined whether the reach will be a normal reach or a super reach (SP reach). A super reach is a reach effect in which the fluctuation time after the reach is longer than that of a normal reach. Here, three types of super reaches (SP1, SP2, SP3) with different fluctuation times are set. SP1 to 3 are executed in a progressive manner after a normal reach. The difference between SP1 to 3 may be, for example, the presence or absence of a pseudo-consecutive combination. will be done.

[0092] Figure 10 is an explanatory diagram of the electric chute opening pattern determination table, electric chute opening pattern details, and normal symbol change pattern determination table. Figure 10(A) is the electric chute opening pattern determination table. Figure 10(B) is an explanatory diagram of the electric chute opening pattern details. Figure 10(C) is the normal symbol change pattern determination table.

[0093] As shown in FIG. 10(A), in the non-time-saving state, if the random number value of the normal symbol hit type is "0-126," the release pattern is determined to be H11, and if it is "127," the release pattern is determined to be H12. On the other hand, in the time-saving state, the determination result differs depending on the time-saving status. When the time-saving state is in the time-saving state and the time-saving status is 1, if the random number value of the normal symbol hit type is "0-127," the release pattern is always determined to be H12. Also, when the time-saving state is in the time-saving state and the time-saving status is 2, if the random number value of the normal symbol hit type is "0-45," the release pattern is determined to be H11, if it is "46-86," the release pattern is determined to be H12, if it is "87-118," the release pattern is determined to be H13, and if it is "119-127," the release pattern is determined to be H14.

[0094] As shown in Figure 10(B), opening pattern H11 is an opening pattern with one opening and an opening time of 0.1 seconds, in which case the maximum number of balls that can enter the electric chute 22 is approximately 0, meaning that it is difficult to enter a ball. Also, opening pattern H12 is an opening pattern with one opening and a closing condition of 3.0 seconds having elapsed since opening or one ball having entered, in which case the maximum number of balls that can enter the electric chute 22 is 1. Opening pattern H13 is an opening pattern with one opening and a closing condition of 3.5 seconds having elapsed since opening or two balls having entered, in which case the maximum number of balls that can enter the electric chute 22 is 2. Opening pattern H14 is an opening pattern with one opening and a closing condition of 4.0 seconds having elapsed since opening or three balls having entered, in which case the maximum number of balls that can enter the electric chute 22 is 3.

[0095] The normal symbol fluctuation pattern determination table (FIG. 10(C)) is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine the normal symbol fluctuation pattern depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state," the normal symbol fluctuation pattern is P81 in the case of a win and P82 in the case of a loss, with the fluctuation time being "180 seconds" in both cases. In the time-saving state, the normal symbol fluctuation pattern is P91 in the case of a win and P92 in the case of a loss, with the fluctuation time being "15 seconds" in both cases.

[0096] The large prize opening pattern determination table is a table that is referenced by the game control microcomputer 81 in the main control process (described later) to determine the opening pattern of the first large prize opening 30 and the second large prize opening 35.

[0097] In the case of a "2R Type 1 jackpot" on Special Chart 1, the first large prize slot 30 will be opened once and for a long time of 29.5 seconds in the first to second rounds. In the case of a "2R Type 1 jackpot" on Special Chart 2, in the first round, the first large prize slot 30 will be opened once for a long time of 29.5 seconds, and in the second round, the second large prize slot 35 will be opened once for a long time of 29.5 seconds. In the case of a "10R type 1 jackpot", the first large prize slot 30 is opened once for a long time of 29.5 seconds in the 1st to 10th rounds. In the case of a "10R two-type jackpot," the first large prize slot 30 is opened once in the 1st to 10th rounds for a long opening time of 29.5 seconds. However, if a predetermined number of game balls are won (the specified number of winning balls, up to 10), the facility will be closed even if there is still time left for opening.

[0098] 5. Explanation of jackpots etc. In the gaming machine 1, there are two types of jackpots: a Type 1 jackpot and a Type 2 jackpot. A Type 1 jackpot occurs when the acquired winning random number corresponds to a "jackpot." On the other hand, a Type 2 jackpot occurs when the acquired winning random number corresponds to a "small jackpot" and then the gaming ball passes through the V area 39 in the first big winning device 31, resulting in a jackpot.

[0099] When a jackpot is hit, a "jackpot game" is played. Jackpot games are an example of special games. Jackpot games include multiple rounds of play (unit open games), an opening (OP) before the first round of play begins, and an ending (ED) after the final round of play ends. Each round of play begins with the end of the opening or the end of the previous round of play, and ends with the start of the next round of play. The time (interval time) during which the jackpot entry port is closed between rounds of play is included in the open round of play before that closure.

[0100] 6. Explanation of game status The gaming states of the gaming machine 1 will now be described. The gaming control microcomputer 81 can execute "variation time reduction control" for the special symbols displayed on the display 40. The state in which the gaming control microcomputer 81 is executing variation time reduction control for the special symbols on the display 40 is referred to as the "time reduction state," while the state in which variation time reduction control is not executed is referred to as the "non-time reduction state (normal state)." In the time reduction state, the variation time of the special symbols (the time from the start of the variation display to the derived display of the display result) is shorter than in the non-time reduction state. The gaming control microcomputer 81 determines the variation pattern using a variation pattern determination table (Figures 8 and 9) that is determined so that a variation pattern with a short variation time is selected more frequently in the time reduction state than in the non-time reduction state. In other words, when the gaming control microcomputer 81 is executing variation time reduction control for the special symbols, a short variation time is more likely to be selected as the variation time for the variable display of the special symbols than when variation time reduction control is not executed. As a result, in the time-saving state, the pace of consumption of the special reserved symbols becomes faster, and effective winnings (winnings that can be stored as special reserved symbols) in the starting slot become more likely to occur. This allows you to aim for a jackpot while playing smoothly.

[0101] The game control microcomputer 81 executes the probability variation control and variation time shortening control for the normal symbols in parallel with the variation time shortening control for the special symbols. That is, the game control microcomputer 81 executes the probability variation control and variation time shortening control for the normal symbols in the time shortening state, but does not execute them in the non-time shortening state.

[0102] The game control microcomputer 81 performs probability fluctuation control for normal symbols, and performs hit determination (determination of normal symbols) using a normal symbol hit determination table in which the number of normal symbol random number values ​​(win random number values) determined to be a hit is greater in the time-shortened state than in the non-time-shortened state. Therefore, in the time-shortened state, the hit probability is higher than in the normal probability state for normal symbols. In other words, when the game control microcomputer 81 is executing probability fluctuation control for normal symbols, the probability that the display result (stopped symbol) of the variable display of the normal symbol by the display device 40 will be a winning symbol is higher than when probability fluctuation control is not being executed.

[0103] In the time-saving state, the normal symbol variation time is shorter than in the non-time-saving state. Here, the normal symbol variation time is 30 seconds in the non-time-saving state, but 1 second in the time-saving state. Furthermore, in the time-saving state, the opening time of the electric chute 22 in the auxiliary game is longer than in the non-time-saving state. In other words, the game control microcomputer 81 executes control to extend the opening time of the electric chute 22. In addition, in the time-saving state, the number of times the electric chute 22 opens in the auxiliary game is greater than in the non-time-saving state. In other words, the game control microcomputer 81 executes control to increase the number of times the electric chute 22 opens.

[0104] When the game control microcomputer 81 is executing probability fluctuation control and fluctuation time reduction control for the normal symbols on the display 40, and control to extend the opening time and increase the number of openings for the electric chute 22, the electric chute 22 opens more frequently and game balls land more frequently in the second starting hole 21 than when these controls are not being executed. As a result, the base, which is the ratio of the number of winning balls to the number of balls fired, becomes higher. Therefore, a state in which these controls are being executed is called a "high base state," and a state in which they are not being executed is called a "low base state." In the high base state, players can aim for a jackpot without significantly reducing their available game balls. The high base state is a state in which so-called electric support control (control that supports the electric chute 22 in landing in the second starting hole 21) is being executed.

[0105] The high base state (electric support control state) does not have to execute all of the above controls. That is, by executing one or more of the following controls: probability fluctuation control for the normal symbols on the display 40, fluctuation time reduction control for the normal symbols on the display 40, opening time extension control for the electric chute 22, and opening count increase control for the electric chute 22, it is sufficient if the electric chute 22 is more likely to open than when that control is not executed. Also, the high base state (electric support control state) may be controlled independently of the time-shortening state.

[0106] In a high base state, hitting the ball to the right to enter the right game area 3B (Figure 1) can provide an advantageous game progression. This is because the electric support control makes the electric chute 22 more likely to open than in a low base state, making it easier to win in the second start gate 21 than in the first start gate 20. For this reason, in a high base state, a right-handed shot is performed to allow the ball to pass through the gate 28, which triggers the normal symbol lottery, and enter the second start gate 21. This allows for more start wins (wins in the start gate) than a left-handed shot. In the gaming machine 1, play is performed by hitting the ball to the right even during a jackpot.

[0107] On the other hand, in the low base state, it is more advantageous to hit the ball from the left to make the ball enter the left game area 3A (Fig. 1) to progress the game. Because the electric support control is not being executed, the electric chute 22 is less likely to open than in the high base state, making it easier to win in the first start hole 20 than in the second start hole 21. For this reason, in the low base state, the ball is hit from the left to make the ball enter the first start hole 20. This allows for more start wins than hitting from the right.

[0108] 7. Operation of the gaming control microcomputer 81 The operation of the game control microcomputer 81 provided on the main control board 80 (FIG. 2) will be described with reference to Figures 11 to 22. Counters, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the main RAM 84.

[0109] [Main control main processing] FIG. 11 is a flowchart of the main control processing. When the power of the gaming machine 1 is turned on, the gaming control microcomputer 81 reads out a program for executing the main control processing from the main ROM 83. In the main control processing, the gaming control microcomputer 81 first performs initialization processing (step S001). In the initialization processing, for example, various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" (i.e., "OFF"), the initial value of the status is "1", and the initial value of the counter is "0". Note that the initialization processing is executed only once after the power is turned on and is not executed thereafter.

[0110] After the initialization process, the game control microcomputer 81 disables interrupts from the interrupt process (step S002) and performs a normal / special symbol main random number update process (step S003). In this normal / special symbol main random number update process, the game control microcomputer 81 updates various random number counter values ​​(win random number value, jackpot type random number value, reach random number value, variable pattern random number value, and normal symbol random number value) by incrementing them by 1. When each random number counter value reaches a set upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.

[0111] After the normal and special symbol main random number update process, the game control microcomputer 81 allows interrupt processing (step S004). While the interrupt is allowed, the main timer interrupt process (step S005) can be executed. The main timer interrupt process is executed based on an interrupt pulse that is repeatedly input at a predetermined cycle (for example, every 4 msec). That is, the main timer interrupt process is executed every predetermined cycle (for example, every 4 msec). Then, from the time the main timer interrupt process ends until the next main timer interrupt process starts, the update process of various counter values ​​by the normal and special symbol main random number update process is repeatedly executed. Note that if an interrupt pulse is input when the interrupt is disabled, the main timer interrupt process does not start immediately, but starts after the interrupt is allowed.

[0112] [Main timer interrupt processing] FIG. 12 is a flowchart of the main timer interrupt processing (FIG. 10: step S005). In the main timer interrupt processing, the game control microcomputer 81 first performs random number update processing (step S101). Specifically, the game control microcomputer 81 updates various random number counter values. This random number update processing is the same as the normal symbol / special symbol main random number update processing performed in the main control main processing (FIG. 10) described above. In other words, the update processing of various random number counter values ​​is performed both during the execution period of the main timer interrupt processing and during other periods (the period from the end of the main timer interrupt processing to the start of the next main timer interrupt processing).

[0113] After the random number update process, the game control microcomputer 81 performs input processing (step S102). In the input processing, the game control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1, and sets payout data for paying out prize balls according to the type of winning hole in the output buffer of the main RAM 84. The various sensors are, for example, the first start hole sensor 20a, the second start hole sensor 21a, the first large winning hole sensor 30a, the second large winning hole sensor 35a, and the normal winning hole sensor 27a (Figure 3).

[0114] After the input process, the game control microcomputer 81 performs a start gate sensor detection process (step S103). In the start gate sensor detection process, the game control microcomputer 81 determines whether a game ball has passed through the gate 28, acquires the value of the normal symbol random number counter, and stores the acquired random number value in a memory area corresponding to the current number of normal symbol reserved balls among the first to fourth memory areas of the normal symbol reserved memory area 84f of the main RAM 84. The game control microcomputer 81 also determines whether a game ball has entered the first start gate 20, and acquires the value of the win random number counter, the value of the jackpot type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the acquired random number group in a memory area corresponding to the current number of special symbol 1 reserved balls among the first to fourth memory areas of the first special symbol reserved memory area. Furthermore, the game control microcomputer 81 determines whether a game ball has entered the second starting hole 21, and acquires the value of the winning random number counter, the value of the big win type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the acquired random number group in a memory area corresponding to the current number of balls reserved for special symbol 2 among the first to fourth memory areas of the second special symbol reservation memory area.

[0115] The game control microcomputer 81 performs a preliminary determination of a jackpot in the start port sensor detection process. Based on the above-mentioned random number group, it determines whether or not a jackpot has occurred, and if so, the type of jackpot and the fluctuation pattern. Then, it creates a preliminary determination command from the preliminary determination result and sets it in the command set area 84a of the main RAM 84.

[0116] Next, the game control microcomputer 81 performs normal operation processing (step S104). In the normal operation processing, the game control microcomputer 81 controls the operation of the electric chute 22. Specifically, the game control microcomputer 81 determines whether the number of reserved balls for the normal pattern is "0" or not, and if the number of reserved balls is 1 or more, it refers to the normal pattern win determination table to determine whether there has been a win. Next, the game control microcomputer 81 refers to the normal pattern change pattern determination table to select a change pattern. The game control microcomputer 81 sets the selected normal pattern change pattern, thereby starting the change display of the normal pattern. Thereafter, it stops the change display, and in the case of a "win," it refers to the electric chute opening pattern determination table to set the electric chute opening pattern and activates the electric chute 22. Details will be described later.

[0117] Next, the game control microcomputer 81 performs a special action process (step S105). This special action process will be described later. Next, the game control microcomputer 81 performs a V-area sensor detection process (step S106). In the V-area sensor detection process, the game control microcomputer 81 first determines whether or not a game ball has been detected by the V-area sensor 39a, and if detected, determines whether or not the V-effective period is in progress. If the V-effective period is in progress, the game control microcomputer 81 turns on the V flag and sets a V-pass command.

[0118] Next, the game control microcomputer 81 performs left-hit warning-related processing (step S107). The left-hit warning-related processing is a process of creating a command related to a left-hit warning depending on the situation and setting it in the command set area 84a of the main RAM 84. Details will be described later.

[0119] Next, the game control microcomputer 81 performs reserved ball count processing (step S107). The game control microcomputer 81 first reads the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols stored in the main RAM 84. Next, the game control microcomputer 81 sets a reserved ball count command in the command set area (output buffer) 84a of the main RAM 84. The reserved ball count command is a command for notifying the sub-control board 90 of the reserved ball count, and includes information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols.

[0120] After processing the number of reserved balls, the game control microcomputer 81 performs output processing (step S108). In the output processing, the game control microcomputer 81 outputs the commands and the like set in the command set area 84a of the main RAM 84 in each of the above-mentioned processes to the sub-control board 90. After the output processing, the game control microcomputer 81 performs other processing (step S109). In other processing, for example, based on the number of reserved balls in special chart 2 described below, the display device 40 is controlled to a display mode showing that number, and based on the number of reserved balls in special chart 1, the display device 40 is controlled to a display mode showing that number.

[0121] FIG. 13 is a flowchart of the normal operation processing (FIG. 12: step S104). In the normal operation processing, the game control microcomputer 81 controls the operation of the electric chute 22. Specifically, in the normal operation processing, the game control microcomputer 81 first determines whether the electric chute 22 is in operation (step S1101). If the electric chute 22 is in operation (step S1101: YES), the processing proceeds to step S1114. On the other hand, if the electric chute 22 is not in operation (step S1101: NO), the game control microcomputer determines whether the normal map is changing (step S1102). This determination is made based on whether the change time timer set according to the normal map change pattern is 0 at the start of the normal map change.

[0122] If the normal map is changing (step S1102: YES), the process proceeds to step S1108. On the other hand, if the normal map is not changing (step S1102: NO), the game control microcomputer 81 determines whether the number of normal map reserved balls is 0 (step S1103). If the number of normal map reserved balls is 0 (step S1103: YES), the game control microcomputer 81 terminates the normal operation process. On the other hand, if the number of normal map reserved balls is not 0 (step S1103: NO), the game control microcomputer 81 decrements the number of normal map reserved balls by 1 (step S1104), executes normal map hit determination process (step S1105), executes normal map change pattern determination process (step S1106), executes change start process (step S1107), and the process proceeds to step S1108. In the normal symbol winning judgment process, the game control microcomputer 81 judges whether or not it is a win based on the normal symbol winning judgment table shown in Fig. 6 (B). Also, in the normal symbol variation pattern judgment process, the game control microcomputer 81 refers to the normal symbol variation pattern judgment table shown in Fig. 10 (C) and determines the normal symbol variation pattern based on the game state (time-saving state or non-time-saving state) and the result of the win / loss judgment in step S1105.

[0123] In step S1114, the game control microcomputer 81 determines whether the conditions for closing the electric chute 22 are met. This condition is determined based on the closing conditions based on each opening pattern shown in FIG. 10(B). If the conditions for closing the electric chute 22 are met (step S1114: YES), the game control microcomputer 81 executes an electric chute operation stop process (step S1115), and the process proceeds to step S1116. In the electric chute operation stop process, the electric chute 22 is placed in a closed state and maintained in that state. On the other hand, if the conditions for closing the electric chute 22 are not met (step S1114: NO), the game control microcomputer 81 skips steps S1115 to S1117 and ends the normal operation process.

[0124] In step S1116, the game control microcomputer 81 determines whether the opening pattern of the electric chute 22 was H11. This determination is made by reading information on the type of normal symbol that was previously opened. If the opening pattern was H11 (step S1116: YES), the game control microcomputer 81 sets the left-hit warning disable timer to 22.5 (step S1117) and ends the normal operation process.

[0125] In step S1108, the game control microcomputer 81 determines whether the normal symbol fluctuation time has elapsed. If the fluctuation time has not elapsed (step S1108: NO), the game control microcomputer 81 ends the normal operation process. On the other hand, if the fluctuation time has elapsed (step S1108: YES), the game control microcomputer 81 executes fluctuation stop processing (step S1109), and the process proceeds to step S518. In the fluctuation stop processing, the normal symbol is stopped at a winning symbol or a losing symbol based on the judgment of whether it was a win or a loss in the normal symbol winning judgment process (step S1105).

[0126] In step S1110, the game control microcomputer 81 determines whether the result of the normal symbol variation stopped in step S1109 was a win. If it was not a win (step S1110: NO), that is, if it was a miss, the game control microcomputer 81 proceeds to step S1113. On the other hand, if it was a win (step S1110: YES), the game control microcomputer 81 executes opening pattern determination processing (step S1111), executes electric chute operation processing (step S1112), and proceeds to step S1113. In the opening pattern determination processing, the opening pattern is determined based on the game state (time-saving state or non-time-saving state) and the normal symbol win type determination random number value by referring to the opening pattern determination table shown in FIG. 10(A). In the electric chute operation processing, a command to operate the electric chute 22 is sent to the input / output circuit 87 based on the opening pattern determined in the opening pattern determination processing.

[0127] In step S1113, the game control microcomputer 81 performs a game status management process (normal) and ends the normal operation process. The game status management process (normal) will be described in detail later.

[0128] [Game status management process (general)] FIG. 14 is a flowchart of the game status management process (normal) (FIG. 13: step S1113). In the game status management process (normal), the game control microcomputer 81 first determines whether the time-saving flag is ON (step S601). If the time-saving flag is OFF (step S601: NO), the process proceeds to step S605. On the other hand, if the time-saving flag is ON (step S601: YES), the game control microcomputer 81 increments the normal counter by 1 (step S602), and the process proceeds to step S603.

[0129] In step S603, the game control microcomputer 81 determines whether the value of the normal counter is 0. If the value of the normal counter is not 0 (step S603: NO), the process proceeds to step S605. On the other hand, if the value of the normal counter is 0 (step S603: YES), the game control microcomputer 81 turns off the time-saving flag (step S604), and the process proceeds to step S605.

[0130] In step S605, the game control microcomputer 81 sets the time-saving status to 1, and then in step S606, sets a game state designation command in the command set area 84a of the main RAM 84, and ends the game state management process. The game state designation command contains information about the currently set game state (whether it is in the time-saving state or not, the value of the time-saving counter, etc.).

[0131] [Special Action Processing] FIG. 15 is a flowchart of the special operation processing (FIG. 12: step S105). Here, the processing related to the display device 40 and the big prize devices (first big prize device 31 and second big prize device 36) is divided into four stages, and each stage is called "special operation status" "1," "2," "3," "4," and "5," respectively. When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby processing (step S1302). In the special symbol standby processing, a big win determination, a variation pattern selection, etc. are performed.

[0132] When the "special operation status" is "2" (step S1301: NO, step S1303: YES), special symbol variation processing is performed (step S1304). In the special symbol variation processing, output of a variation stop command is executed after the variation time has elapsed. Specifically, the game control microcomputer 81 first determines whether the variation time of the special symbol has elapsed and ended, and if the variation time has elapsed, sets a variation stop command and sets the special operation status to "3".

[0133] When the "special action status" is "3" (steps S1301, S1303: NO, step S1305: YES), a special symbol determination process is performed (step S1306). The special symbol determination process will be described in detail later.

[0134] When the "special operation status" is "4" (steps S1301, S1303, S1305: NO, S1307: YES), special electric device processing (jackpot) is performed (step S1308). In the special electric device processing (jackpot), a jackpot game is executed. The special electric device processing (jackpot) will be described in detail later.

[0135] When the "special operation status" is "5" (steps S1301, S1303, S1305: NO, S1307: NO), special electric device processing (small win) is performed (step S1309). In the special electric device processing (small win), a small win game is executed. The special electric device processing (small win) will be described in detail later.

[0136] [Special pattern standby process] FIG. 16 is a flowchart of the special symbol standby process (FIG. 12: step S1302). In the special symbol standby process, the game control microcomputer 81 first determines whether the number of reserved balls for the special symbol 2 is "0" or not (step S1401). If the number of reserved balls for the special symbol 2 is "0" (step S1401: YES), that is, if the second special symbol reserved memory area does not store a random number group acquired as a result of winning in the second starting hole 21, the process proceeds to step S1407. If the number of reserved balls for the special symbol 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes a win determination process (step S1402). The details of the win determination process will be described later.

[0137] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1403). In the variation pattern selection process, the variation pattern determination table (FIGS. 8 and 9) is referenced, and a variation pattern is selected based on the game state of the gaming machine 1 (time-saving state or non-time-saving state), the result of the hit determination process (step S1402), the value of the jackpot counter, and the number of reserved balls. After the variation pattern selection process, the number of reserved balls for special chart 2 is decremented (step S1404).

[0138] Next, the game control microcomputer 81 shifts the storage location of the reserved information (various random number values) stored in the first and second storage areas of the second special symbol reserved storage area by one location from the current location toward the read side, and clears the reserved information stored in the second special symbol reserved storage area farthest from the read side (step S1405). For example, if reserved information is stored in the first and second storage areas, the reserved information stored in the second storage area is cleared, and if reserved information is stored in the first storage area, the reserved information stored in the first storage area is cleared. Through the above steps, the reserved second symbols are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9B (the leftmost reserved image 9B of the four reserved images 9B) corresponding to the first storage area of ​​the second special symbol reserved storage area is shifted toward the reserved consumption image display area and displayed as a reserved consumption image 9C. In addition, the reserved image 9B corresponding to the second storage area of ​​the second special symbol reserved storage area (the second reserved image 9B from the left of the two reserved images 9B) shifts one to the left (Figure 1). This allows the player to recognize that one second special symbol has been reserved.

[0139] Next, the game control microcomputer 81 performs special symbol 2 variation start processing (step S1406). In the special symbol 2 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the variable display of the second special symbol is started, and a variation time timer is set. A variation time determined according to the variation pattern selected in the variation pattern selection processing is set in the variation time timer. In addition, the game control microcomputer 81 sets the special operation status to "2." Note that the variation start command set in the special symbol 2 variation start processing (special symbol 2 variation start command) includes information related to the special symbol stop pattern data set in the hit determination processing (step S1402) and information related to the variation pattern set in the variation pattern selection processing (step S1403) (including information related to the variation time).

[0140] In step S1401, if the number of reserved balls for special symbol 2 is "0" (step S1401: YES), the game control microcomputer 81 determines whether the number of reserved balls for special symbol 1 is "0" or not (step S1407). If the number of reserved balls for special symbol 1 is "0" (step S1407: YES), that is, if the first special symbol reserved memory area does not store a random number group acquired as a result of winning in the first starting hole 20, the process proceeds to step S1413. If the number of reserved balls for special symbol 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes a hit determination process (step S1408). The details of the hit determination process will be described later.

[0141] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1409). In the variation pattern selection process, the variation pattern determination table (FIGS. 8 and 9) is referenced, and a variation pattern is selected based on the game state of the gaming machine 1 (time-saving state or non-time-saving state), the result of the hit determination process (step S1408), the value of the jackpot counter, and the number of reserved balls. After the variation pattern selection process, the number of reserved balls for the special game is decremented (step S1410).

[0142] Next, the game control microcomputer 81 shifts the storage locations of the various random number values ​​stored in the first to fourth memory areas of the first special symbol reservation memory area by one position from their current positions toward the read side, and clears the reserved information stored in the first special symbol reservation memory area in the location farthest from the read side (step S1411). Through these steps, the first reserved symbols are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A corresponding to the first memory area of ​​the first special symbol reservation memory area (the rightmost reserved image 9A of the four reserved images 9A) shifts toward the reserved consumption image display area and is displayed as reserved consumption image 9C. Furthermore, the reserved images 9A corresponding to the second to fourth memory areas of the first special symbol reservation memory area (the second, third, and fourth reserved images 9A from the right of the four reserved images 9A) each shift one position to the right (Figure 1). This allows the player to recognize that one reserved first symbol has been consumed.

[0143] Next, the game control microcomputer 81 performs special symbol 1 variation start processing (step S1412). In the special symbol 1 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the display of the first special symbol variation is started, and a variation time timer is set. A variation time determined according to the variation pattern selected in the variation pattern selection processing is set in the variation time timer. In addition, the game control microcomputer 81 sets the special operation status to "2" (step S1412). Note that the variation start command set in the special symbol 1 variation start processing (special symbol 1 variation start command) includes information related to the special symbol stop pattern data set in the hit determination processing (step S1408) and information related to the variation pattern set in the variation pattern selection processing (step S1409) (including information related to the variation time).

[0144] In step S1407, if the number of reserved balls for special symbol 1 is "0" (step S1407: YES), the game control microcomputer 81 determines whether the number of reserved balls for normal symbols is 0 (step S1413). If it is 0 (step S1413: YES), the special symbol standby process is terminated. On the other hand, if the number of reserved balls for normal symbols is not 0 (step S1413: NO), the game control microcomputer 81 waits for a predetermined standby time to elapse, sets a customer standby command for displaying a standby screen (demo performance) in the command set area 84a of the main RAM 84 (step S1414), and terminates this process. As described above, according to the special symbol standby process of this embodiment, the variable display of the special symbol based on the first special symbol reservation is executed only when the second special symbol reservation is "0." In other words, the consumption of the second special symbol reservation is executed with priority over the consumption of the first special symbol reservation. Furthermore, according to the jackpot type determination table of this embodiment, the lottery based on the second special chart reservation is more likely to result in a jackpot (a jackpot scheduled to pass V) that is more beneficial to the player than the lottery based on the first special chart reservation.

[0145] [Collision detection processing] 17 is a flowchart of the hit determination process (FIG. 13: steps S1402 and S1408). The hit determination process for special drawing 2 (step S1402) and the hit determination process for special drawing 1 (step S1408) have similar processing flows, so they will be explained together.

[0146] In the winning determination process, first, the game control microcomputer 81 performs winning determination (step S1501). The winning determination is executed by referring to the big winning determination table (FIG. 6(A)).

[0147] Next, the game control microcomputer 81 determines whether or not a jackpot has been reached (step S1502). If it is determined to be a jackpot (step S1502: YES), the game control microcomputer 81 turns on the jackpot flag (step S1503) and proceeds to step S1504. On the other hand, if it is determined not to be a jackpot (step S1502: NO), the game control microcomputer 81 proceeds to step S1505.

[0148] In step S1505, the game control microcomputer 81 determines whether or not it is a small win. If it is determined to be a small win (step S1505: YES), the game control microcomputer 81 turns on the small win flag (step S1506) and proceeds to step S1504. On the other hand, if it is determined not to be a small win (step S1505: NO), the game control microcomputer 81 ends the win determination process.

[0149] In step S1504, the game control microcomputer 81 determines the type of jackpot. In the jackpot type determination, one of "2R Type 1 jackpot," "10R Type 1 jackpot," "2R Type 2 jackpot," and "10R Type 2 jackpot" is determined. In the case of a Type 2 jackpot, a small jackpot game is played before a jackpot game, and the first large prize opening 30 is opened during the small jackpot game.

[0150] [Special design confirmation process] FIG. 18 is a flowchart of the special symbol determination process (FIG. 12: step S1306).

[0151] In the special symbol determination process, the game control microcomputer 81 first determines whether the stop time of the special symbol has ended (step S1800). If the stop time has not elapsed (step S1800: NO), the special symbol determination process ends. On the other hand, if the stop time has elapsed (step S1800: YES), the game control microcomputer 81 executes a game status management process (special symbol) (step S1810). The game status management process (special symbol) is a process for switching the game status depending on the number of times the special symbol has changed during the time-saving state, and its details will be described later. After the game status management process, it is determined whether the jackpot flag is ON (step S1822).

[0152] If the jackpot flag is ON (step S1822: YES), the game control microcomputer 81 sets the opening pattern of the large prize opening according to the type of jackpot that has been won (step S1823). Specifically, the game control microcomputer 81 refers to the large prize opening opening pattern determination table, determines the opening pattern of the large prize opening from the special symbol stop pattern data, and sets the determined opening pattern. In addition, together with setting the opening pattern of the large prize opening, the value of the round counter is set to the number of rounds according to the type of jackpot that has been won. The round counter counts the number of unit opening games (round games) executed during the jackpot game.

[0153] After the opening pattern is set, if the time-saving flag is ON (step S1824: YES), the game control microcomputer 81 switches it to OFF (step S1825). As a result, the time-saving state is not established during execution of the type 1 jackpot game. After that, in order to start the type 1 jackpot game, an opening command for the type 1 jackpot game is set (step S1826), and the opening of the jackpot game begins. After that, the special operation status is set to "4" (step S1827), and the special symbol determination process is terminated. By setting the special operation status to "4", the process shifts to the special electric device process (jackpot) (Figure 18).

[0154] In step S1822, if the big win flag is OFF (step S1822: NO), the game control microcomputer 81 determines whether the small win flag is ON (step S1830). If the small win flag is ON (step S1830: YES), the game control microcomputer 81 sets the opening pattern of the big prize opening according to the type of small win that has been won (step S1831). Specifically, as in step S1823 described above, the game control microcomputer 81 refers to the big prize opening opening pattern determination table, determines the opening pattern of the big prize opening from the special symbol stop pattern data, and sets the determined opening pattern. In addition, together with setting the opening pattern of the big prize opening, the value of the round counter is set to the number of rounds according to the type of small win that has been won.

[0155] After the opening pattern is set, the game control microcomputer 81 switches the V opening / closing member operation flag to ON (step S1832). The V opening / closing member operation flag is a flag indicating that it is the period in which the V opening / closing member 71 is to be operated. When the V opening / closing member operation flag is ON, the V opening / closing member 71 is operated in a predetermined operation pattern. After that, to start the small win game, a small win opening command is set (step S1833), and the opening of the small win game begins. After that, the special symbol 1 operation status is set to "5" (step S1835), and the special symbol determination process is terminated. By setting the special symbol 1 operation status to "5", the process transitions to the special electric device processing (small win) (Figure 20).

[0156] In step S1830, if the small win flag is OFF (step S1830: NO), the game control microcomputer 81 sets the special operation status to 1 (step S1840), and ends the special symbol determination process.

[0157] [Game status management process (special chart)] FIG. 19 is a flowchart of the game state management process (special symbol) (FIG. 15: step S1810). The game control microcomputer 81 first determines whether the time-saving flag is ON or not (step S1901). If the time-saving flag is OFF (step S1901: NO), that is, in the non-time-saving state, the process proceeds to step S1905. If the time-saving flag is ON (step S1901: YES), that is, in the time-saving state, the game control microcomputer 81 decrements the value of the time-saving counter by 1 (step S1902). The time-saving counter counts the number of times the special symbol has changed during the time-saving state (the total number of times the first special symbol has changed and the second special symbol has changed).

[0158] The game control microcomputer 81 determines whether the value of the time-saving counter has become "0" as a result of step S1902 (step S1903). If the value of the time-saving counter is not "0" (step S1903: NO), the process proceeds to step S1905. If the value of the time-saving counter is "0" (step S1903: YES), the time-saving flag is switched OFF (step S1904).

[0159] In step S1905, the game control microcomputer 81 sets the game state designation command in the command set area 84a of the main RAM 84 and ends the game state management process (special chart). The game state designation command contains information about the current game state (whether it is in the time-saving state, the value of the time-saving counter, etc.).

[0160] [Special electric accessory processing (jackpot)] FIG. 20 is a flowchart of the special electric device processing (jackpot) (FIG. 15: step S1308). The game control microcomputer 81 first determines whether the jackpot end flag is ON or not (step S2200). The "jackpot end flag" is a flag indicating that all openings of the first special winning devices 31 based on the opening pattern have been completed in the currently running jackpot game. If the jackpot end flag is ON (step S2200: YES), the process proceeds to step S2230. If the jackpot end flag is OFF (step S2200: NO), the game control microcomputer 81 determines whether the first special winning port 30 is currently open or not (step S2202). If it is currently open (step S2202: YES), the process proceeds to step S2210.

[0161] If the first special prize opening 30 is not open (step S2202: NO), the game control microcomputer 81 determines whether it is the time (timing) to open the first special prize opening 30 (step S2203). The time (timing) to open the first special prize opening 30 includes, for example, when the opening time of the jackpot game has passed and it is time to start opening for the first round of game, or when the interval time (closing time) until the first special prize opening 30, which was temporarily closed after opening, has passed and it is time to start opening again. If it is not the time (timing) to open the first special prize opening 30 (step S2203: NO), the process proceeds to step S2220.

[0162] If it is time (timing) to open the first large prize opening 30 (step S2203: YES), the game control microcomputer 81 executes a large prize opening process (step S2207). In the large prize opening process, the game control microcomputer 81 opens the first large prize opening 30 according to an opening pattern corresponding to the type of win (large prize type or small prize type). After the large prize opening process, the game control microcomputer 81 sets a round designation command (step S2208). The round designation command includes information regarding the number of rounds of the currently running special game (small prize game and large prize game), and the game control microcomputer 81 sets the round designation command in the command set area 84a of the main RAM 84. This allows the sub-control board 90 to be notified of the number of rounds of the special game. In this embodiment, the first large prize opening 30 is not opened multiple times during one round of game. However, in another embodiment, when the first large prize opening 30 is opened multiple times during one round of play, the game control microcomputer 81 may determine whether the opening of the first large prize opening 30 is the first opening in one round or not, and set the round designation command only if it is the first opening. After setting the round designation command, this process ends.

[0163] In step S2202 described above, if the first major prize opening 30 is open (step S2202: YES), the game control microcomputer 81 determines whether a closing condition for the first major prize opening 30 is met (step S2210). The closing condition here is met when either the number of prizes won by the first major prize opening 30 in that round of play reaches a predetermined maximum number of prizes (e.g., nine prizes per round), or the time for closing the first major prize opening 30 has arrived (i.e., a predetermined opening time (e.g., 29.5 seconds) has elapsed since the first major prize opening 30 was opened). If the closing condition for the first major prize opening 30 is not met (step S2210: NO), the game control microcomputer 81 ends the special electric device processing (jackpot). On the other hand, if the closing condition for the first large prize opening 30 is met (step S2210: YES), the game control microcomputer 81 closes (blocks) the first large prize opening 30 (step S2211) and ends the special electric device processing (jackpot).

[0164] If it is not the time (timing) to open the first large prize opening 30 in step S2203 described above, the game control microcomputer 81 determines whether the round of play has ended (step S2220). Here, one round ends after a predetermined time (e.g., 2 seconds) has elapsed since the first large prize opening 30 was closed. As described above, the time (interval time) during which the first large prize opening 30 is closed between rounds of play is included in the open round of play before that closure. The game control microcomputer 81 determines whether the round of play has ended based on whether a predetermined interval time has elapsed since the first large prize opening 30 was closed. If the round of play has not ended (step S2220: NO), the game control microcomputer 81 ends the special electric device processing (jackpot).

[0165] If the round of play has ended (step S2220: YES), the game control microcomputer 81 decrements the round counter value by 1 (step S2221) and determines whether the round counter value has reached "0" (step S2226). If the round counter value is not "0" (step S2226: NO), that is, if the specified number of rounds of play have not yet been played, the special electric device processing (jackpot) is terminated. On the other hand, if the round counter value is "0" (step S2226: YES), the jackpot end processing that ends the jackpot game is performed by setting an ending command for the jackpot game in the command set area 84a of the main RAM 84 (step S2227), setting the jackpot end flag to ON (step S2228), and terminating the special electric device processing (jackpot). The ending command includes information regarding the special symbol stop pattern data.

[0166] In the above-mentioned step S2200, if the jackpot end flag is ON (step S2200: YES), the control microcomputer 81 determines whether the jackpot ending time has elapsed (step S2230). If the ending time has not elapsed (step S2230: NO), the game control microcomputer 81 ends the special electric device processing (jackpot). On the other hand, if the ending time has elapsed (step S2230: YES), the game control microcomputer 81 turns OFF the jackpot end flag (step S2231) and turns OFF the jackpot flag (step S2232). Next, the game control microcomputer 81 sets the special operation status to "1" (step S2233), executes the game status setting process (step S2234) described below, and ends this process. The game state setting process (FIG. 21) is a process for setting the game state after a big win game and setting an initial value (number of time-saving times) in the time-saving counter according to the type of win.

[0167] [Game status setting process] FIG. 21 is a flowchart of the game status setting process (FIG. 18: step S2234). The game control microcomputer 81 first determines whether the winning game that was being played immediately before was a "2R type 1 jackpot" or a "2R type 2 jackpot" (step S2301). If it was a "2R type 1 jackpot" or a "2R type 2 jackpot," the game control microcomputer 81 sets the left-hit warning disable timer to 10 (step S2307), sets the time-saving status to 1 (step S2306), and proceeds to step S2308. On the other hand, if it is not a "2R type 1 jackpot" or a "2R type 2 jackpot" (step S2304: NO), the process proceeds to step S2307. Note that the value set in the left-hit warning disable timer in step S2307 is preferably a value between 5 and 15, and more preferably a value between 8 and 12.

[0168] In step S2301, if it is determined that the winning game that was just played was not a "2R Type 1 jackpot" or a "2R Type 2 jackpot" (step S2301: NO), the time-saving flag is turned ON (step S2302), the time-saving counter is set to 2 (step S2303), and it is determined whether the winning game that was just played was a special jackpot (step S2304). If the winning game that was just played was a special jackpot (step S2304: YES), the game control microcomputer 81 sets the time-saving status to 1 (step S2306), and the process proceeds to step S2308. On the other hand, if the winning game that was being played immediately before was not due to a special chart 2 jackpot (step S2304: NO), that is, if it was due to a special chart 1 jackpot, the game control microcomputer 81 sets the time-saving status to 2 (step S2305), and processing proceeds to step S2308.

[0169] In step S2308, the game control microcomputer 81 sets a game state designation command and ends the game state setting process. The game state designation command includes information about the currently set game state (such as the value of the time-saving counter).

[0170] [Special electric accessory processing (small prize)] FIG. 22 is a flowchart of the special electric accessory process (small win) (FIG. 12: step S1309).

[0171] The game control microcomputer 81 determines whether the closing condition for the first major prize opening 30 has been met (step S1601). The closing condition is met when either a specified number (9) of game balls enter the game opening or the opening time (for example, 1.5 seconds (5 × 0.3 seconds)) has elapsed. If it is determined that the closing condition for the first major prize opening 30 has been met (step S1601: YES), the first major prize opening 30 is closed (step S1602), and the process proceeds to step S1604. On the other hand, if it is determined that the closing condition for the first major prize opening 30 has not been met (step S1601: NO), the first major prize opening 30 is opened (step S1603), and the process proceeds to step S1605. Note that if the first major prize opening 30 is already open, it remains open.

[0172] In step S1604, the game control microcomputer 81 determines whether or not gaming balls have been discharged from the first special winning device 31. This determination is made to determine whether or not all gaming balls determined to have won by the first special winning opening sensor 30a have been discharged. This process is a process for determining whether or not all gaming balls that entered the first special winning opening 30 have been discharged from the first special winning device 31, based on a signal from the first special winning device discharge sensor 31a. If it is determined here that all gaming balls have been discharged (step S1604: YES), the process proceeds to step S1605. On the other hand, if there are gaming balls that have not been discharged (step S1604: NO), the subsequent processes are not executed, and the special electric device process (small win) is terminated.

[0173] In step S1605, the game control microcomputer 81 determines whether the gaming ball has passed through the V region 39. This determination is made by checking whether the V flag in the flag set region 84b of the main RAM 84 is ON. If it is determined that the gaming ball has passed through the V region (step S1605: YES), a V passing command is set (step S1606), a big win opening command is set (step S1607), the special operation status is set to "4" (step S1608), and the special electric device processing (small win) is terminated. On the other hand, if it is determined that the gaming ball has not passed through the V region (step S1605: NO), the operation status is set to "1" (step S1611), and the special electric device processing (small win) is terminated.

[0174] [Left-handed warning processing] FIG. 23 is a flowchart of the left-hit warning-related processing (FIG. 12: step S107). In the left-hit warning-related processing, the game control microcomputer 81 first determines whether the left-hit warning status is 1 (step S2401). If it is not 1 (step S2401: NO), the processing proceeds to step S2408. On the other hand, if the left-hit warning status is 1 (step S2401: YES), the game control microcomputer 81 next determines whether the time-shortening flag is ON (step S2402). If the time-shortening flag is ON (step S2402: YES), the game control microcomputer 81 terminates the left-hit warning-related processing. On the other hand, if the time-shortening flag is OFF (step S2402: NO), the game control microcomputer 81 determines whether the big win flag or the small win flag is ON (step S2403). If either the big win flag or the small win flag is ON (step S2403: YES), the left hit warning related processing is terminated. On the other hand, if both the big win flag and the small win flag are OFF (step S2403: NO), the game control microcomputer 81 next determines whether the value of the left hit warning disable timer is 0 (step S2404). If the value of the left hit warning disable timer is not 0 (step S2404: NO), the left hit warning related processing is terminated. On the other hand, if the value of the left hit warning disable timer is 0 (step S2404: YES), the game control microcomputer 81 determines whether one game ball has entered the gate 28. This determination is made based on whether the gate sensor 28a provided on the gate 28 has detected a ball. If no game ball has entered the gate 28 (step S2405: NO), the left hit warning related processing is terminated. On the other hand, if one game ball enters gate 28 (step S2405: YES), the game control microcomputer 81 sets the left-hit warning timer to 3 (step S2406), sets the left-hit warning status to 2 (step S2407), and terminates the left-hit warning-related processing.

[0175] In step S2408, the game control microcomputer 81 determines whether the left-hit warning status is 2. If it is not 2 (step S2408: NO), the process proceeds to step S24015. On the other hand, if the left-hit warning status is 2 (step S2408: YES), the game control microcomputer 81 determines whether the value of the left-hit warning timer is 0 (step S2409). If it is 0 (step S2409: YES), the game control microcomputer 81 sets the left-hit warning status to 1 (step S2414) and ends the left-hit warning-related process. On the other hand, if the value of the left-hit warning timer is not 0 (step S2409: NO), the game control microcomputer 81 determines whether one game ball has entered the gate 28 (step S2410). If it has not entered a prize (step S2410: NO), the left-hit warning-related process ends. On the other hand, if a win is achieved (step S2410: YES), the game control microcomputer 81 sets the left hit warning status to 3 (step S2411), sets the left hit warning timer to 10 (step S2412), sets the left hit warning start command in the command set area 84a of the main RAM 84 (step S2413), and terminates the left hit warning related processing.

[0176] In step S2415, the game control microcomputer 81 determines whether the value of the left hit warning timer is 0. If it is 0 (step S2415: YES), the process proceeds to step S2417. On the other hand, if the value of the left hit warning timer is not 0 (step S2415: NO), the game control microcomputer 81 determines whether one game ball has entered the center hole 20 (step S2416). This determination is made based on whether the first start hole sensor 20a provided in the center hole 20 has detected the entry of a game ball. If no game ball has entered the center hole 20 (step S2416: NO), the left hit warning-related process is terminated. On the other hand, if one game ball enters the center hole 20 (step S2416: YES), the game control microcomputer 81 sets the left hit warning status to 2 (step S2417), sets the left hit warning end command in the command set area 84a of the main RAM 84 (step S2418), sets the left hit warning timer to 3 (step S2419), and ends the left hit warning related processing.

[0177] In the left-hit warning-related processing, by performing the above-described processing, a left-hit warning is issued as shown in the left-hit warning execution time charts 1 to 3 of FIGS.

[0178] 8. Operation of the performance control microcomputer 91 The operation of the performance control microcomputer 91 provided on the sub-control board 90 (FIG. 4) will be described with reference to Figures 24 to 26. Counters, flags, status, buffers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the sub-RAM 94.

[0179] [Sub-control main processing] FIG. 24 is a flowchart showing the sub-control main processing. When the power of the gaming machine 1 is turned on, the performance control microcomputer 91 reads out a program for executing the sub-control main processing from the sub ROM 93. In the sub-control main processing, the performance control microcomputer 91 first performs initialization processing (step S4000). In the initialization processing, for example, the sub-CPU 92 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" (i.e., "OFF"), the initial value of the status is "1", and the initial value of the counter is "0". Note that the initialization processing is executed only once after the power is turned on, and is not executed thereafter.

[0180] After the initialization process, the performance control microcomputer 91 disables interrupts from the interrupt process (step S4001) and performs a random number update process (step S4002). In this random number update process, the performance control microcomputer 91 updates the random number counter value shown in FIG. 6(B) by adding 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, the random number value may be incremented by 2 or more instead of incrementing by 1. Each random number may be a so-called hardware random number.

[0181] After the random number update process, the performance control microcomputer 91 allows the interrupt process to be interrupted (step S4003). While the interrupt is allowed, the sub-side timer interrupt process (step S4004) can be executed. The sub-side timer interrupt process is executed based on an interrupt pulse repeatedly input to the sub-CPU 92 at a predetermined cycle. In other words, the sub-side timer interrupt process is executed at every predetermined cycle. Then, the random number update process is repeatedly executed between the end of the sub-side timer interrupt process and the start of the next sub-side timer interrupt process.

[0182] [Sub-side timer interrupt processing] FIG. 25 is a flowchart of the sub-side timer interrupt processing (FIG. 24: step S4004). The performance control microcomputer 91 first performs received command analysis processing (step S4100). The received command analysis processing will be described in detail later. After the received command analysis processing, the performance control microcomputer 91 performs variable performance processing (step S4110). The variable performance processing will be described later. After the variable performance processing, the performance control microcomputer 91 performs switch processing (step S4120). After the switch processing, the performance control microcomputer 91 performs command transmission processing (step S4130). In the command transmission processing, the performance control microcomputer 91 transmits the various commands that were set in the performance command set area 94b (output buffer) of the sub-RAM 94 during the received command analysis processing, etc., to the image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108. The image control board 100, which has received the various commands, uses the image display device 7 to execute display effects according to the received commands. The audio control board 106, which has received the various commands, executes audio effects by outputting audio from the speaker 67 according to the received commands. The lamp control board 107, which has received the various commands, executes lamp effects by controlling the illumination of the panel lamp 5 and frame lamp 66 according to the received commands. After the command transmission process, the effect control microcomputer 91 performs other processes (step S4140) and ends this process. Other processes include random number update processing.

[0183] [Received command analysis process] FIG. 26 is a flowchart of the received command analysis process (FIG. 25: step S4100). The performance control microcomputer 91 first determines whether or not a pre-determination command has been received from the main control board 80 (step S4180). If a pre-determination command has been received (step S4180: YES), a look-ahead process is performed (step S4190). In the look-ahead process, information included in the pre-determination command (determination result) is stored in the determination result storage area 94d of the sub-RAM 94. On the other hand, if a pre-determination command has not been received (step S4180: NO), the above-mentioned look-ahead performance determination process is skipped.

[0184] Next, the effect control microcomputer 91 determines whether a reserved ball count command has been received from the main control board 80 (step S4200). If a reserved ball count command has been received (step S4200: YES), the reserved ball display process is performed (step S4210). In the reserved ball display process, the values ​​of the first special symbol reserved effect counter, the second special symbol reserved effect counter, and the normal symbol reserved effect counter provided in the counter set area 94c of the sub-RAM 94 are updated based on information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbol, which are included in the reserved ball count command. This allows information on the number of reserved balls to be stored not only on the main control board 80 side but also on the sub-control board 90 side. In addition, the effect control microcomputer 91 updates the reserved images 9A and 9B displayed on the display screen 7a based on the values ​​of the first special symbol reserved effect counter, the second special symbol reserved effect counter, and the normal symbol reserved effect counter. On the other hand, if the reserved ball number command has not been received (step S4200: NO), the reserved display process described above is skipped.

[0185] Next, the performance control microcomputer 91 determines whether or not a variation start command has been received from the main control board 80 (step S4220). If a variation start command has been received (step S4220: YES), a variation performance start process is performed (step S4230). The "variation performance start process" is a process for selecting the variation performance pattern (contents) to be executed during the special symbol variation. Details of the variation performance start process will be described later. On the other hand, if a variation start command has not been received (step S4220: NO), the above-mentioned variation performance start process is skipped.

[0186] Next, the performance control microcomputer 91 determines whether or not a variation stop command has been received from the main control board 80 (step S4240). If a variation stop command has been received (step S4240: YES), a variation performance end process is performed (step S4250). The "variation performance end process" is a process for stopping the variation performance executed while the special symbol is varying. In the variation performance end process, the performance control microcomputer 91 sets a counter based on the analysis result of the variation stop command, and sets a variation performance end command for ending the variation performance. As a result, the performance symbol corresponding to the currently varying special symbol 1 or special symbol 2 is stopped and displayed. Note that if a variation stop command has not been received (step S4240: NO), the above-mentioned variation performance end process is skipped.

[0187] Next, the effect control microcomputer 91 determines whether a win-related command has been received from the main control board 80 (step S4260). Win-related commands include a jackpot opening command, a round designation command, an ending command, a minor win opening command, a round designation command, and an ending command. If a win-related command has been received (step S4260: YES), the effect control microcomputer 91 performs a win-related effect pattern determination process corresponding to each command (step S4270). For example, if a jackpot opening command has been received, the effect control microcomputer 91 selects a preset opening effect pattern corresponding to the type of jackpot, and sets an opening effect start command for starting the selected opening effect in the effect command set area 94b of the sub-RAM 94. When the opening effect start command set in the effect command set area 94b is sent to the image control board 100 in the command sending process (step S4130 in FIG. 25), the image control board 100 reads out a predetermined opening effect image and displays it on the display screen 7a of the image display device 7. The same applies to other commands. On the other hand, if it has not been received (step S4260: NO), the process of step S4270 is skipped.

[0188] Next, in step S4280, the performance control microcomputer 91 determines whether or not a left-hit warning start command has been received from the main control board 80. If a left-hit warning start command has been received (step S4280: YES), the performance control microcomputer 91 sets the left-hit warning start command in the performance command set area 94b of the sub-RAM 94 (step S4290). When the left-hit warning start command set in the performance command set area 94b is sent to the image control board 100 in the command sending process (step S4130 in FIG. 25), the image control board 100 reads out a predetermined left-hit warning performance image and displays it on the display screen 7a of the image display device 7. On the other hand, if the left-hit warning start command has not been received (step S4280: NO), the processing of step S4290 is skipped.

[0189] Next, in step S4300, the performance control microcomputer 91 determines whether or not a left-hit warning end command has been received from the main control board 80. If a left-hit warning end command has been received (step S4300: YES), the performance control microcomputer 91 sets the left-hit warning end command in the performance command set area 94b of the sub-RAM 94 (step S4310). When the left-hit warning end command set in the performance command set area 94b is sent to the image control board 100 in the command sending process (step S4130 in FIG. 25), the image control board 100 ends the display of the left-hit warning performance image. On the other hand, if the command has not been received (step S4300: NO), the processing of step S4310 is skipped.

[0190] In step S4320, the performance control microcomputer 91 executes other processing and ends the received command analysis processing.

[0191] 9. Game Flow The flow of the game in the gaming machine 1 of this embodiment will be described below.

[0192] [Game Flow] FIG. 27 is a diagram for explaining the game flow. The game flow in the gaming machine 1 of this embodiment will be explained using FIG. 27. For convenience of explanation, when a type 1 jackpot is won in the special drawing 1 lottery in the normal state (FIG. 27(A)), the normal drawing lottery held after the jackpot game ends will be called the "stock number lottery" (FIG. 27(B)), and the state in which the stock acquired in the "stock number lottery" is consumed will be called the "stock release" (FIG. 27(C)). In addition, in each state shown in FIGS. 27(A) to (C), each state will be explained assuming that the game recommended in each state has been executed. Note that "stock" here refers to the number of reserved special drawing 2 lotteries.

[0193] As previously mentioned, the "normal state" shown in Figure 27(A) is a state in which the game control microcomputer 81 is not controlling the variable time of the special symbols on the display 40, i.e., a non-time-saving state, in which a left-handed hit causes the game ball to enter the left game area 3A (Figure 1) and enter the first starting slot 20, thereby progressing the game. This normal state continues until a jackpot is won in the special symbol lottery. Here, as shown in Figure 6(B), since it is difficult to win a normal symbol in the normal state, it is extremely difficult for the ball to enter the second starting slot 21. Therefore, the normal state essentially continues until a Type 1 jackpot is won in the lottery for the first special symbol. Furthermore, if a Type 1 jackpot is won in the first special symbol lottery in the normal state, a "stock number lottery" is held after the jackpot game ends.

[0194] As mentioned above, the stock number lottery shown in Figure 27(B) is the normal lottery held after the jackpot game if the result of the special symbol 1 lottery is a jackpot. During this normal lottery, the game control microcomputer 81 controls the variable time reduction for the special symbols on the display 40. Therefore, the probability of winning in the normal lottery is extremely high (Figure 6(B)), and the electric chute opening pattern is one of H11 to H14 (Figure 10(A)). Here, if the opening pattern is H11, it is difficult to win on the electric chute 22, so the stock number is generally 0. Also, if the opening pattern is H12, the maximum number of wins on the electric chute 22 is 1, so the stock number is 1. If the opening pattern is H13, the maximum number of wins on the electric chute 22 is 2, so the stock number is 2. If the opening pattern is H14, the maximum number of wins on the electric chute 22 is 3, so the stock number is 3. The number of stocks may be set to 4 or 5.

[0195] In the "stock release" shown in Figure 27(C), first, after the "stock number lottery" shown in Figure 27(B), a lottery for the special symbol 2 corresponding to the first winning on the electric chute 22 is held. Here, referring to the special symbol hit determination table shown in Figure 6(A), the time-saving status value, the electric chute release pattern determination table shown in Figure 10(A), and the flowcharts shown in Figures 11 to 22, in this "stock release," each time a jackpot that is not a "poor hit" continues to be won, i.e., a "10R Type 1 jackpot" or a "10R Type 2 jackpot," the special symbol 2 reserve (stock) is replenished by one, so the stock does not actually decrease. Therefore, the "stock release" will continue for the number of stocks acquired in Figure 27(B) until a "poor hit" is won. In the Special Chart 2 lottery, the probability of winning a "casual win" is 20%, according to the special pattern win determination table shown in Figure 6(A) and the jackpot type determination table shown in Figure 7, so there is an 80% probability that a 10R jackpot will loop per stock.

[0196] The above is the game flow of gaming machine 1. This gaming machine 1 is a Lucky Trigger (registered trademark) machine, which allows for an increased upper limit on the number of prize balls acquired by satisfying certain rules. One of the rules for certification as a Lucky Trigger machine is that the jackpot probability must be greater than 1 / 200. While satisfying the jackpot probability requirement of greater than 1 / 200, the aforementioned "bad jackpot" can be implemented to maximize the number of prize balls acquired per time when the Lucky Trigger is activated, thereby manipulating the actual jackpot probability. In this embodiment of gaming machine 1, the jackpot probability is 1 / 99.9, but 81.5% of Special Chart 1 jackpots are "bad jackpots." Therefore, the probability of winning a "10R Type 1 jackpot," which may lead to the so-called RUSH state shown in Figures 27(B) and (C), is effectively 1 / 539.2.

[0197] Below, using Figures 28 to 30, we will explain display examples when you win a ``small hit'' in the normal state, display examples when you win a ``10R jackpot'' in the normal state, and display examples in the ``stock release'' state.

[0198] [Example of display when winning a prize] 28 is a diagram for explaining a display example when a win occurs. The explanation will be given assuming that the game state when a win occurs is the normal state.

[0199] First, as shown in Figure 28(A), a variation effect is being performed in the normal state. Here, the decorative symbols 8L, 8C, and 8R represent the variation of Special Chart 1, and the decorative symbols 8L, 8C, and 8R are each displayed as rapidly varying symbols. The icon 9C and the reserved icon 9A are also displayed. The explanation will continue assuming that the result of the Special Chart 1 lottery that triggered this variation effect was a "bad win."

[0200] In this embodiment, when a "poor win" is won, two patterns are produced: one in which the decorative symbol is not displayed in a static state and a message image saying "Muscle Charge!!!" is displayed, and one in which the decorative symbol is displayed in a static state with a scattered symbol such as "Muscle * Meat" that is different from the displayed decorative symbol. Figure 28(B) shows the former, and Figure 28(C) shows the latter.

[0201] In FIG. 28(B), a message image MC saying "Muscle Charge!!!" is displayed to notify that a "casual win" has been won, and the decorative symbols 8L, 8C, and 8R are difficult to see.

[0202] In Figure 28(C), the decorative symbols 8L, 8C, and 8R are stopped and displayed as "streaks," "*," and "meat," respectively, indicating that the player has won the "scum win." The icon 9C and the reserved icon 9A are also displayed.

[0203] Next, as shown in Figure 28(D), since the "poor hit" has been won and a winning game is played, a right-hit notification image MH saying "Aim to the right!!!" is displayed to encourage the player to hit to the right. After this, the explanation will continue assuming that the 2R winning game has ended.

[0204] Next, as shown in Figure 28(E), the winning ball display SK, the round number display OK, and the right-hand hit display RH are displayed. After this, since the winning game has ended, as shown in Figure 28(F), the ending image RS2 saying "Charge complete!!! Let's return to left-hand hit!!!" is displayed. The above is what is displayed when you win a "bad hit" under normal circumstances.

[0205] [Example of display when winning the 10R jackpot] 29 is a diagram for explaining a display example when a 10R jackpot is won. The explanation will be given assuming that the game state when the 10R jackpot is won is the normal state.

[0206] First, as shown in Figure 29(A), a variation effect is being performed in the normal state. Here, the decorative symbols 8L, 8C, and 8R represent the variation of Special Chart 1, and the decorative symbols 8L, 8C, and 8R are each displayed as rapidly varying symbols. The icon 9C and the reserved icon 9A are also displayed. The explanation will continue assuming that the result of the Special Chart 1 lottery that triggered this variation effect was a "10R Type 1 Jackpot."

[0207] Next, as shown in Figure 29(B), to indicate that the result of the special drawing 1 that triggered this variation is a "10R type 1 jackpot," the decorative symbols 8L, 8C, and 8R are displayed as "6," and the reserved icon 9A continues to be displayed.

[0208] Next, as shown in FIG. 29(C), in the opening effect of the "10R Type 1 Big Win", a message image UMC saying "Ultra Muscle Chance!!!" is displayed.

[0209] Next, as shown in Figure 29(D), since the "10R type 1 jackpot" has been won and a winning game is played, a right-hit notification image MH saying "Aim to the right!!!" is displayed to encourage the player to hit to the right. After this, the explanation will continue assuming that the 10R winning game has ended.

[0210] Next, as shown in Fig. 29(E), the winning ball display SK, the round number display OK, and the right-hand hit display RH are displayed. After this, since the winning game has ended, as shown in Fig. 29(F), the ending image RS1 saying "Round game finished!!!" is displayed.

[0211] Next, as shown in Figure 29(G), a message image SKN is displayed saying "Will you get a stock?!?!?!?" to suggest that a stock number lottery is being held. At this time, a normal lottery is being held, and Figure 29(H) shows an example of the display when the opening pattern of electric chute 22 is H11 as a result of the normal lottery, and Figure 29(I) shows an example of the display when the opening pattern is one of H12 to H14.

[0212] If the opening pattern of the electric chute 22 is H11 as a result of the normal lottery, a notification image SN saying "Stock acquisition failed..." is displayed as shown in FIG. 29(H). When the opening pattern of the electric chute 22 is one of H12 to H14, an announcement image SKS saying "Stock Acquired!!! Aim to the Right!!!" is displayed as shown in FIG. 29(I). The above is what is displayed when you win a "10R Type 1 Jackpot" under normal circumstances.

[0213] [Display example when stock is released] Figure 30 shows an example of the display when the stock is released. After the "10R Type 1 jackpot" is won in the special drawing 1 lottery, the explanation will start after the opening pattern of the electric chute 22 becomes one of H12 to H14 in the regular drawing lottery.

[0214] The scene shown in Figure 30(A) is the same as Figure 29(I), so the explanation will be omitted. Next, the first stock, that is, the first Special Chart 2 lottery, wins the "10R Two-Type Jackpot", and the jackpot game ends. Here, the prize ball display SK, the round number display OK, and the right-hand hit display RH are displayed.

[0215] Next, the result of the stock, that is, the result of the reservation of the first special drawing 2, is announced. Here, a message image SIS is displayed saying "Stock Maintenance!? Consumption!?". "Stock Maintenance" here means that by winning a "10R Type 1 Jackpot" or a "10R Type 2 Jackpot", one stock is replenished, and the number of stocks does not actually increase or decrease (because the trigger for the winning game shown in Figure 30(B) is one stock). "Stock Consumption" means that (because the trigger for the winning game shown in Figure 30(B) is one stock, the special drawing 2 reservation is consumed by this win, and the subsequent win is a "poor win", so the special drawing 2 reservation is not replenished.

[0216] If the number of stocks is maintained, a message image SIM saying "Maintain stock!!! Aim to the right!!!" is displayed as shown in FIG. 30(D), and then a 10R winning game is played.

[0217] Next, as shown in Figure 30(E), the winning game of 10R ends. Here, the winning ball display SK, the number of rounds display OK, and the right-hand hit display RH are displayed.

[0218] On the other hand, when the stock is consumed, a message image SSM saying "Stock consumed....Hit to the right" is displayed as shown in Figure 30(F), and then a 2R winning game is played triggered by a "bad hit".

[0219] Next, as shown in Figure 30 (G), the winning game of 2R ends. Here, the winning ball display SK, the number of rounds display OK, and the right-hand hit display RH are displayed. The above is an example of the display when stock is released.

[0220] 10. Left-handed hit warning in this embodiment As described above, the gaming machine 1 of this embodiment is designed with gameplay in mind by including a "poor hit"—a hit type that cannot transition to a so-called RUSH state, i.e., a hit type that only awards a small number of prize balls—in the jackpot type of Special Chart 1. As with other hit types, the recommended play for this "poor hit" is to aim for the jackpot slot with a right-handed hit and then switch back to a left-handed hit once the hit play ends. Because a jackpot based on a "poor hit" requires a short time, players may continue to hit the right even after the jackpot ends. However, because this right-handed hit is not intended as a form of fraud, a "left-handed hit warning"—a warning not only to the player but also to the store employees who manage and operate the gaming machine 1—that a right-handed hit is suspected of fraudulent play—may be unpleasant for the player. The same thing can happen if you are unable to acquire a stock in the "Stock Quantity Lottery" shown in Figure 27(B), or if you win the "Loss Win" in the "Stock Release" shown in Figure 27(C).

[0221] As a countermeasure to the above-mentioned event, the gaming machine 1 is provided with a "left hit warning invalid period." This "left hit warning invalid period" is the period until the left hit warning invalid timer reaches 0, as explained in 7. Operation of the gaming control microcomputer 81. The execution time chart of the left hit warning when the left hit warning invalid timer is set as explained in Figures 11 to 23 is as shown in Figures 28 to 30.

[0222] 31 is a diagram for explaining a left-hit warning execution time chart 1. The left-hit warning execution time chart 1 is a time chart for executing a left-hit warning when a right-hit is made in a normal state, that is, when there is a possibility of fraudulent play.

[0223] Assume that a game starts at time T1, a right-handed hit is made at time T2, which is the normal state, and a game ball enters the one-ball gate 28, and then another ball enters at time T3, which is less than three seconds after time T2. Referring to the left-handed hit warning related processing shown in FIG. 23, at time T2, the left-handed hit warning status becomes 2, and at time T3, the left-handed hit warning status becomes 3, which starts the left-handed hit warning. After this, at time T4 (within 10 seconds from time T3), a left-handed hit is made and one game ball enters the first starting gate 20, which causes the left-handed hit warning status to become 2, and the left-handed hit warning ends.

[0224] After this, at time T5, more than 3 seconds after time T4, a right-hand hit is made and the game ball enters the one-ball gate 28, and at time T6, more than another 3 seconds after that, the game ball enters another one-ball gate 28. Referring to the left-hit warning related processing shown in Figure 23, although the left-hit warning status becomes 2 at time T5, because the left-hit warning status became 1 due to the passage of 3 seconds before time T6, the left-hit warning status simply becomes 2 again at time T6, and so the left-hit warning is not executed.

[0225] 32 is a diagram for explaining the execution time chart 2 of the left hit warning. The execution time chart 2 of the left hit warning is a time chart for executing the left hit warning after a bad win. The period during which the left-hand hit warning is invalid after a bad win can be changed as appropriate, but it is preferable to set it within a range of 5 to 15 seconds, and even more preferably within a range of 8 to 12 seconds.

[0226] Assume that a bad win occurs at time T8, and the winning game triggered by the bad win ends at time T9. Referring to the game status setting process shown in Figure 21 and the left hit warning related process shown in Figure 23, the period from time T9 to time T12, 10 seconds later, is a left hit warning invalid period in which a left hit warning is not issued, because the value of the left hit warning invalid timer does not become 0. Even if a gaming ball enters the one-ball gate 28 at times T10 and T11 within this left hit warning invalid period, referring to the left hit warning related process shown in Figure 23, the left hit warning status remains 1, so a left hit warning is not executed.

[0227] On the other hand, if a right hit is made at time T13 after the end of the left hit warning invalid period, causing the gaming ball to enter the one ball gate 28, and then another ball enters at time T14, which is less than three seconds after time T13, referring to the left hit warning related processing shown in Figure 23, the left hit warning status becomes 2 at time T13, and becomes 3 at time T14, causing the left hit warning to start. The left hit warning ends when 10 seconds have passed since the start (time T15) or when one gaming ball enters the first starting gate 20.

[0228] 33 is a diagram for explaining the execution time chart 3 of the left hit warning. The execution time chart 3 of the left hit warning is a time chart for executing the left hit warning when, in the normal state, after winning the "10R Type 1 jackpot", the stock cannot be acquired because the opening pattern H11 is won in the normal drawing in the "Stock number drawing"

[0229] Assume that a 10R Type 1 jackpot is won at time T16, and the jackpot game ends at time T17, resulting in the winning of the opening pattern H11 in the normal drawing of the "Stock Quantity Lottery." Since no stocks were acquired, the game state returns to normal. Referring to the normal operation processing shown in FIG. 13 and the left-hit warning-related processing shown in FIG. 23, the value of the left-hit warning disable timer does not reach 0 until 22.5 seconds have elapsed since time T17, reaching time T20, thus entering a left-hit warning disable period in which no left-hit warning is issued. Even if a game ball enters the single-ball gate 28 at times T18 and T19 during this left-hit warning disable period, referring to the left-hit warning-related processing shown in FIG. 23, the left-hit warning status remains 1, so no left-hit warning is issued.

[0230] On the other hand, if a right hit is made at time T21 after the end of the left hit warning invalid period, causing the gaming ball to enter the one ball gate 28, and then another ball enters at time T22, which is less than three seconds after time T21, referring to the left hit warning related processing shown in Figure 23, the left hit warning status becomes 2 at time T21, and becomes 3 at time T22, causing the left hit warning to start. The left hit warning ends when 10 seconds have passed since the start, or when one gaming ball enters the first starting gate 20 (time T23). In addition, the period during which the left-hand hit warning is invalid if stocks are not acquired during the time-saving state after winning a 10R jackpot can be changed as appropriate, but it is preferable to set it within a range of 15 to 30 seconds, and even more preferably within a range of 20 to 25 seconds. This concludes the description of the execution time chart for the left-handed hit warning.

[0231] Next, examples of the display of the left-hit warning in the cases explained in the left-hit warning execution time charts 1 to 3 will be described with reference to FIGS. 34 is a diagram for explaining display example 1 of the left-hit warning. Display example 1 of the left-hit warning is an example of the display when a right-hit is made in a normal state. The description will be made in accordance with the time in the execution time chart 1 of the left-hit warning shown in FIG.

[0232] First, as shown in FIG. 34(A), the game begins at time T1. Here, a variation effect is displayed on the display screen 7a. Here, the decorative symbols 8L, 8C, and 8R represent the variation of special symbol 1, and the decorative symbol representing "6" is temporarily displayed on the left decorative symbol 8L, while the center decorative symbol 8C and the right decorative symbol 8R are each rapidly varying. Also, the variation icon 9C and the reserved icon 9A are displayed. After this, at time T2, one game ball enters the gate 28.

[0233] Furthermore, if another ball lands at time T3, which is less than three seconds after time T2, a left-handed hit warning is executed, as shown in Figure 34(B). Here, a left-handed hit warning image HK stating "Please return to left-handed hit" is displayed, and a voice message stating "Please return to left-handed hit" is also output from the speaker 67. In addition to or instead of this, an image indicating the left playing area 3A or an image of an arrow pointing to the left playing area 3A may be displayed, or a predetermined lamp may be turned on.

[0234] After this, at time T4 (within 10 seconds from time T3), a left hit is made, and one game ball enters the first starting hole 20, causing the left hit warning status to change to 2, and the left hit warning ends. Here, a variation effect is displayed on the display screen 7a. Here, the decorative symbols 8L, 8C, and 8R represent the special symbol 1 variation, and the decorative symbol representing "6" is displayed temporarily on the left decorative symbol 8L, the decorative symbol representing "3" on the center decorative symbol 8C, and the decorative symbol representing "5" on the right decorative symbol 8R. A hold icon 9A is also displayed.

[0235] After this, as shown in Figure 34(A), if a right-hand hit is made at time T5, more than three seconds after time T4, and the game ball enters the one-ball gate 28, and then another game ball enters the one-ball gate 28 at time T6, more than three seconds after that, the left-hand hit warning is not executed. Therefore, as shown in Figure 34(D), the display of the variable effect continues, just as in Figure 34(A). Here, the decorative symbols 8L, 8C, and 8R represent the special symbol 1 variation. The decorative symbol representing "6" is temporarily displayed on the left decorative symbol 8L, and the decorative symbol representing "5" is temporarily displayed on the right decorative symbol 8R, and the center decorative symbol 8C is rapidly variable. Also, the variable icon 9C and the reserved icon 9A are displayed. The above is example 1 of the left-handed hit warning display.

[0236] 35 is a diagram for explaining display example 2 of the left hit warning. Display example 2 of the left hit warning is an example of the display after winning a bad win. The description will be made in accordance with the time in the execution time chart 2 of the left hit warning shown in FIG.

[0237] First, assume that a bad win occurs at time T8, and the winning game triggered by the bad win ends at time T9, as shown in FIG. 35(A). Here, the acquired prize ball display SK, the number of rounds display OK, and the right-hand hit display RH are displayed. After this, as shown in FIG. 35(B), an ending performance is performed at time T9, and the winning game ends. In the ending performance, an ending image RS2 is displayed saying, "Charge complete!!! Let's switch back to left-hand hit!!!"

[0238] At time T9, the normal state variation effect begins. The left-hit warning invalidation timer does not reach 0 during the period from time T9 to time T12, 10 seconds later, during which no left-hit warning is issued. Here, as shown in FIG. 35(C), the decorative symbols 8L, 8C, and 8R represent the special symbol 1 variation, and the decorative symbols 8L, 8C, and 8R are each rapidly varying. The variation icon 9C and the hold icon 9A are also displayed. Even if a game ball enters the one-ball gate 28 at times T10 and T11 during this left-hit warning invalidation period, the left-hit warning is not executed, as shown in FIG. 35(D). Here, the left decorative symbol 8L temporarily displays a "6" decorative symbol, and the center decorative symbol 8C and right decorative symbol 8R are each rapidly varying. The variation icon 9C and the hold icon 9A are also displayed.

[0239] On the other hand, if a right-handed hit is made at time T13 after the end of the left-hit warning invalid period, causing the gaming ball to enter the one-ball gate 28, and then another ball enters the gate at time T14, which is less than three seconds after time T13, a left-hit warning is executed, as shown in FIG. 35(E). Here, a left-hit warning image HK stating "Please return to left-hit" is displayed, and a voice message stating "Please return to left-hit" is also output from the speaker 67. In addition to or instead of this, an image indicating the left playing area 3A or an image of an arrow pointing to the left playing area 3A may be displayed, or a predetermined lamp may be turned on.

[0240] At time T15, 10 seconds after the left-hand hit warning at time T14 has elapsed, the display of the variable effects resumes as shown in Figure 35(F). Here, the left decorative symbol 8L displays a "6" decorative symbol, the center decorative symbol 8C displays a "3" decorative symbol, and the right decorative symbol 8R displays a "5" decorative symbol. The reserved icon 9A is also displayed. The above is example 2 of the left-handed hit warning display.

[0241] Figure 36 is a diagram for explaining display example 3 of the left hit warning. Display example 3 of the left hit warning is a display example when stocks cannot be acquired because the opening pattern H11 is won in the normal drawing in the "Stock number drawing" after winning the "10R type 1 jackpot" in the normal state. The explanation will be made in accordance with the time in the execution time chart 3 of the left hit warning shown in Figure 33.

[0242] First, assume that a 10R jackpot is won at time T16, and the jackpot game ends as shown in FIG. 36(A). As shown in FIGS. 36(B)-(C), the player wins the open pattern H11 in the normal lottery during the "stock number lottery." In FIG. 36(A), the acquired prize ball display SK, the round number display OK, and the right-hand hit display RH are displayed. After the ending effect shown in FIG. 36(B), no stocks are acquired, and the game state returns to the normal state at time T17 as shown in FIG. 36(C). In FIG. 36(B), an ending image RS1 reading "Round game finished!!!" is displayed. In FIG. 36(C), an announcement image SN is displayed, indicating that the normal game result at time T17 was the open pattern H11, i.e., no stocks were acquired. Since the value of the left-hand hit warning disable timer does not reach 0 until 22.5 seconds have elapsed since time T17, at time T20, a left-hand hit warning disable period begins during which no left-hand hit warning is issued. Even if the game ball enters the one-ball gate 28 at times T18 and T19 during the left-hit warning invalid period, the left-hit warning is not executed, as shown in Figure 36 (D). Here, the display of the variable effect continues, and the decorative symbols 8L, 8C, and 8R are displayed in a high-speed variable manner.

[0243] On the other hand, if a right-handed hit is made at time T21 after the end of the left-hit warning invalid period, causing the gaming ball to enter the one-ball gate 28, and then another ball enters the gate at time T22, which is less than three seconds after time T21, a left-hit warning is initiated, as shown in Figure 36(E). Here, a left-hit warning image HK stating "Please return to left-hit" is displayed, and a voice message stating "Please return to left-hit" is also output from the speaker 67. In addition to or instead of this, an image indicating the left playing area 3A or an image of an arrow pointing to the left playing area 3A may be displayed, or a predetermined lamp may be turned on.

[0244] After this, when one game ball enters the first starting hole 20 at time T23, or when 10 seconds have passed since time T22, the display of the variable effects resumes as shown in Figure 36(F). Here, the decorative symbol representing "6" is displayed on the left decorative symbol 8L, the decorative symbol representing "3" is displayed on the center decorative symbol 8C, and the decorative symbol representing "5" is displayed on the right decorative symbol 8R. In addition, the reserved icon 9A is also displayed. The above is example 3 of the left-handed hit warning display.

[0245] As described above, by providing a period in which the left-hit warning is invalid after a jackpot game in which the machine returns to normal after the end of the jackpot game, or after the time-saving game following the jackpot game ends immediately and the machine returns to normal, even if the player continues to hit the right after the end of the jackpot game, the left-hit warning will not be executed, which reduces the possibility of the player feeling uncomfortable and makes the game more enjoyable.

[0246] [Example of effect] Examples of the effects of this embodiment are shown below. [Effect 1-1] In the above embodiment, the effect control microcomputer 91 is configured not to issue a left-hit warning even if a right-hit is made for 10 seconds (left-hit warning invalid period) after the start of the normal state after a winning game triggered by a bad win (Figs. 21, 23, 32). This configuration allows the player to enjoy a stress-free game, making it possible to increase the enjoyment of the game.

[0247] The display screen 7a corresponds to the "display means", the left game area 3A corresponds to the "first area", the right game area 3B corresponds to the "second area", the game control microcomputer 81 corresponds to the "launch direction notification means", and the gate 28 corresponds to the "designated ball entrance".

[0248] [Effect 1-2] In the above embodiment, the microcomputer 91 for controlling the effects is configured not to issue a left-hit warning even if a right-hit is made for 22.5 seconds (left-hit warning invalid period) after the start of the normal state after the winning game triggered by the 10R jackpot (Figs. 13, 23, 32). This configuration allows the player to enjoy a stress-free game, making it possible to increase the enjoyment of the game. [Effects 1-3] In the above embodiment, the left-hand hit warning invalid period from the start of the normal state after a winning game triggered by a bad win was set to a range of 5 to 15 seconds (Figures 21, 23, 32). This configuration allows players to enjoy a stress-free game and improves their interest in the game.

[0249] [Effect 1-4] In the above embodiment, the left hit warning invalid period, which is the period when the left hit warning is not issued after the normal state starts, is different between the bad hit and the 10R type 1 jackpot (Figures 13, 21, 23, 32). This configuration allows players to enjoy a stress-free game and improves their interest in the game.

[0250] [Variations] A modified example of this embodiment will be described. [Variation 1-1] In the above embodiment, the left-hit warning invalid period (10 seconds) when a win (poor win) that returns to the normal state after a jackpot game is achieved is longer than the left-hit warning invalid period (22.5 seconds) when the time-saving state is entered after a jackpot game and the result of the normal lottery in this time-saving state is open pattern H11, resulting in a win that does not result in a win on the electric chute 22 and returns to the normal state (a blowout). In contrast, the left-hit warning invalid period when a win (poor win) that returns to the normal state after a jackpot game may be longer. The left-hit warning invalid periods for the two patterns may also be the same.

[0251] [Variation 1-2] The conditions for issuing a left-hit warning during a period when the left-hit warning is valid (a period other than the period when the left-hit warning is invalid) may be set as appropriate. For example, the condition may be that the ball enters the three-ball gate 28 before a win occurs. Also, for example, the condition may be that the ball is hit from the right based on the rotation angle of the handle 60 or the strength of the ball being launched.

[0252] [Variation 1-3] In the above embodiment, a left-hit warning invalid period is set after a winning game triggered by a predetermined win. During this left-hit warning invalid period, a left-hit warning is not issued even if a right-hit is made. In contrast, the conditions for issuing a left-hit warning after a winning game triggered by a predetermined win may be relaxed. For example, during normal play, a left-hit warning may be issued if a ball enters the gate 28 again within three seconds after the first ball enters the gate 28, and during the relaxed period, a left-hit warning may be issued only if a ball enters the gate 28 again within two seconds after the first ball enters the gate 28.

[0253] [Example of situation] The gaming machine of this embodiment can achieve the following aspects. [Aspect 1-1] A gaming machine, A display means capable of displaying a decorative pattern representing the result of the special drawing lottery; a game area including a first area and a second area in which the game ball can move; and a launch direction informing means capable of executing a launch warning effect to urge the player to launch the game ball into the first area when a predetermined ball entrance in the second area detects the entry of the game ball when the game state is a normal state in which it is recommended to launch the game ball into the first area, The launch direction notification means The launch warning effect is not executed even if a predetermined ball entrance in the second area detects the entry of a game ball until a first period has elapsed since the start of the normal state after a winning game triggered by a winning event in which the decorative symbols are not stopped and displayed on the display means as a doublet. A gaming machine characterized by:

[0254] [Aspect 1-2] The gaming machine according to aspect 1-1, The launch direction notification means The launch warning effect is not executed even if a predetermined ball entrance in the second area detects the entry of a game ball until a second period has elapsed since the start of the normal state after a winning game triggered by a winning that causes the decorative symbols to stop and be displayed on the display means as a doublet, The second period is longer than the first period. A gaming machine characterized by:

[0255] [Aspect 1-3] The gaming machine according to aspect 1-1 or aspect 1-2, The first period is set within a range of 5 to 15 seconds. A gaming machine characterized by:

[0256] [Aspect 1-4] a game area including a first area and a second area in which the game ball can move; A gaming machine comprising: a launch direction notification means capable of executing a launch warning effect to urge a player to launch a gaming ball into the first area when a predetermined ball entrance in a second area detects an entry of a gaming ball in a gaming state in which it is recommended to launch the gaming ball into the first area; The launch direction notification means After a winning game in which it is recommended to launch a game ball into the second area is played, the launch warning effect is not executed until a predetermined period of time has elapsed, even if a predetermined ball entrance in the second area detects the entry of a game ball, The predetermined period varies depending on the type of winning that triggered the winning game. A gaming machine characterized by:

[0257] 11. Demo Production in This Embodiment A demo effect is an effect that is executed on the display screen 7a, etc. to promote the gaming machine 1 and encourage customers of the store where the gaming machine 1 is installed to play the gaming machine 1 when the gaming machine 1 is turned on and a predetermined waiting time has elapsed since no play has been performed.

[0258] Specifically, the demo performance is displayed on the display screen 7a, etc., by the game control microcomputer 81 setting a customer waiting command in the command set area 84a of the main RAM 84 after the waiting time has elapsed in step S1414 of the special pattern waiting process shown in Figure 16, and the performance control microcomputer 91 receiving this command sets a corresponding demo performance start command in the performance command set area 94b of the sub-RAM 94.

[0259] One of the reasons why a player chooses a gaming machine to play at a pachinko parlor is the specifications of the gaming machine 1. By displaying these specifications on the display screen 7a in a demo effect, the gaming machine 1 can display a demo effect aimed at increasing the possibility of the player being motivated to play the gaming machine 1.

[0260] In this case, the specifications include the number of prize balls for a "jackpot" excluding a "bad hit" and the continuation rate, which is the probability of winning consecutive "jackpots" excluding a "bad hit." However, for example, the specifications may include content related to the game on any gaming machine 1, such as the number of prize balls when a ball enters a predetermined winning slot, the probability of a jackpot, or an explanation of a "bad hit," or may include an explanation of a specific effect that may be displayed during gameplay, such as during a variable effect.

[0261] Below, a display example of a demo effect when displaying specifications will be described with reference to FIGS.

[0262] [Demo performance example 1] 37(A) to 37(F) are diagrams for explaining display example 1 of demo effect. In this example, a spec image is displayed for a predetermined period in the demo effect.

[0263] First, as shown in Figure 37(A), the explanation begins with the gaming machine 1 being powered on but not playing. Here, a decorative symbol representing "3" is displayed on the left decorative symbol 8L, a decorative symbol representing "7" on the center decorative symbol 8C, and a decorative symbol representing "5" on the right decorative symbol 8R, and a button image BG and a customizable notification image CM are displayed to indicate that game customization can be set by operating the effect button 63. The explanation continues assuming that the display of the demo effect will begin after a waiting time has elapsed.

[0264] Next, as shown in Figures 37(B) and (C), a moving image of the character CRA is displayed in a demo effect. At this time, a demo display DH is also displayed to indicate that the demo effect is being displayed.

[0265] Next, as shown in FIG. 37(D), while the animation of the character CRA is displayed, the character CRA becomes difficult to see, and a spec image SH1 saying "1500 shots!!! Continuation rate 80%!!!!" is displayed. This spec image SH1 shows information about the game per stock shown in FIGS. 27(B) and (C). The same applies below. In addition to this, or instead, a sound saying "1500 shots!!! Continuation rate 80%!!!!" may be output from the speaker 67. The demo display DH also continues to be displayed.

[0266] Next, the continuation of the animation of the character CRA is displayed as shown in Fig. 37(E), and the display of the demo display DH also continues.

[0267] Next, as shown in Figure 37(F), the animation of the character CRA in the demo effect ends, and the display content returns to the state shown in Figure 37(A). Also, the display of the demo display DH continues. The above is display example 1 of the demo performance.

[0268] [Demo performance example 2] 37(G) to (K) are diagrams for explaining display example 2 of the demo effect. In this example, the spec image is displayed for the entire duration of the demo effect.

[0269] First, as shown in Figure 37(G), the explanation begins with the gaming machine 1 being powered on but not playing. Here, a decorative symbol representing "3" is displayed on the left decorative symbol 8L, a decorative symbol representing "7" on the center decorative symbol 8C, and a decorative symbol representing "5" on the right decorative symbol 8R, and a button image BG and a customizable notification image CM are displayed to indicate that game customization can be set by operating the effect button 63. The explanation continues assuming that the display of the demo effect will begin after a waiting time has elapsed.

[0270] Next, as shown in Figures 37(B) to (J), a video of the character CRA is displayed in the demo effect. At this time, a demo display DH is also displayed, indicating that the demo effect is being displayed. Furthermore, a spec image SH1 saying "1500 shots!!! Continuation rate 80%!!!!" is always displayed together with the video of the character CRA.

[0271] Next, as shown in Fig. 37(K), the animation of the character CRA in the demo effect ends, and the display content returns to the state shown in Fig. 37(G). Also, the display of the demo display DH continues. The above is the display example 2 of the demo performance.

[0272] [Demo performance example 3] 38(A) to 38(I) are diagrams for explaining a display example 3 of the demo effect. In this example, a spec image is displayed for a predetermined period of time in the demo effect, and various animation effects and the like are applied to this spec image.

[0273] First, as shown in Figure 38(A), the explanation begins with the gaming machine 1 being powered on but not playing. Here, a decorative symbol representing "3" is displayed on the left decorative symbol 8L, a decorative symbol representing "7" on the center decorative symbol 8C, and a decorative symbol representing "5" on the right decorative symbol 8R, and a button image BG and a customizable notification image CM are displayed to indicate that game customization can be set by operating the effect button 63. The explanation continues assuming that the display of the demo effect will begin after a waiting time has elapsed.

[0274] Next, as shown in Figures 38(B) and (C), a moving image of the character CRA is displayed in a demo effect. At this time, a demo display DH is also displayed to indicate that the demo effect is being displayed.

[0275] Next, as shown in Fig. 38(D), while the animation of the character CRA is displayed, the character CRA becomes difficult to see, and a spec image SH1 saying "1500 shots!!! Continuation rate 80%!!!!" is displayed. In addition to this, or instead, a sound saying "1500 shots!!! Continuation rate 80%!!!!" may be output from the speaker 67. The display of the demo display DH also continues.

[0276] Next, as shown in Fig. 38(E), an effect is performed in which the spec image SH1 displayed in Fig. 38(D) is cracked. Also, the demo display DH continues to be displayed.

[0277] Next, as shown in Fig. 38(F), an effect is performed in which the split spec image SH1 in Fig. 38(E) becomes two spec images SH1. Also, the display of the demo display DH continues.

[0278] Next, as shown in Figure 38(G), the spec image SH1 that split into two in Figure 38(F) splits again to form three spec images SH1. The display of three spec images SH1 indicates that a maximum of three stocks can be acquired. The demo display DH also continues to be displayed.

[0279] Next, as shown in Figure 38(H), the animation of the character CRA is displayed, along with the spec image SH2 saying "Maximum Triple Chance!!!" The spec image SH2 indicates that the maximum number of stocks that can be acquired is three. The demo display DH also continues to be displayed.

[0280] Next, as shown in Figure 38(I), the animation of the character CRA in the demo effect ends, and the display content returns to the state shown in Figure 38(A). Also, the display of the demo display DH continues. The above is display example 3 of the demo performance.

[0281] [Demo performance example 4] 39(A) to 39(F) are diagrams for explaining display example 4 of demo effect. In this example, the spec image is displayed throughout the entire duration of the demo effect, and is constantly moving.

[0282] First, as shown in Figure 39(A), the explanation begins with the gaming machine 1 being powered on but not playing. Here, a decorative symbol representing "3" is displayed on the left decorative symbol 8L, a decorative symbol representing "7" on the center decorative symbol 8C, and a decorative symbol representing "5" on the right decorative symbol 8R, and a button image BG and a customizable notification image CM are displayed to indicate that game customization can be set by operating the effect button 63. The explanation continues assuming that the display of the demo effect will begin after a waiting time has elapsed.

[0283] Next, as shown in Figures 39(B) to (E), a moving image of the character CRA is displayed in the demo effect. At this time, a demo display DH is also displayed, indicating that the demo effect is being displayed. Furthermore, a spec image SH1 saying "1500 shots!!! Continuation rate 80%!!!!" is always displayed and moves along with the moving image of the character CRA.

[0284] Next, as shown in Figure 39(F), the animation of the character CRA in the demo effect ends, and the display content returns to the state shown in Figure 39(A). Also, the display of the demo display DH continues. The above is display example 4 of the demo performance.

[0285] [Demo performance example 5] 39(G) to 39(K) are diagrams for explaining demo effect display example 5. In this example, multiple types of spec images are displayed consecutively throughout the entire duration of the demo effect, and then a spec image showing a summary of the contents shown in the multiple types of spec images is displayed.

[0286] First, as shown in Figure 39(G), the explanation begins with the gaming machine 1 being powered on but not playing. Here, a decorative symbol representing "3" is displayed on the left decorative symbol 8L, a decorative symbol representing "7" on the center decorative symbol 8C, and a decorative symbol representing "5" on the right decorative symbol 8R, and a button image BG and a customizable notification image CM are displayed to indicate that game customization can be set by operating the effect button 63. The explanation continues assuming that the display of the demo effect will begin after a waiting time has elapsed.

[0287] Next, as shown in Figures 39(H) to (J), a video of the character CRA is displayed in the demo effect. At this time, a demo display DH is also displayed, indicating that the demo effect is being displayed. Furthermore, in the scene shown in Figure 39(H), a spec image SH3 saying "1500 shots!!!" is displayed, in the scene shown in Figure 39(I), a spec image SH4 saying "80% continuation rate!!!" is displayed, and in the scene shown in Figure 39(J), a spec image SH1 saying "1500 shots!!! 80% continuation rate!!!!" is displayed, each together with the video of the character CRA.

[0288] Next, as shown in Fig. 39(K), the animation of the character CRA in the demo effect ends, and the display content returns to the state shown in Fig. 39(G). Also, the display of the demo display DH continues. The above is display example 5 of the demo performance.

[0289] [Demo performance example 6] 40(A) to 40(E) are diagrams for explaining display example 6 of demo effect. In this example, a plurality of types of spec images are displayed in the demo effect.

[0290] First, as shown in Figure 40(A), the explanation begins with the gaming machine 1 being powered on but not playing. Here, a decorative symbol representing "3" is displayed on the left decorative symbol 8L, a decorative symbol representing "7" on the center decorative symbol 8C, and a decorative symbol representing "5" on the right decorative symbol 8R, and a button image BG and a customizable notification image CM are displayed to indicate that game customization can be set by operating the effect button 63. The explanation continues assuming that the display of the demo effect will begin after a waiting time has elapsed.

[0291] Next, as shown in Figures 40(B) to (D), a video of the character CRA is displayed in the demo effect. At this time, a demo display DH is also displayed, indicating that the demo effect is being displayed. Furthermore, in the scene shown in Figure 40(B), a spec image SH5 saying "3 belly button prize balls!!!" is displayed, in the scene shown in Figure 40(C), a spec image SH6 saying "Equipped with muscle charge!!!" is displayed, and in the scene shown in Figure 40(D), a spec image SH7 saying "1500 shots!!! Continuation rate 80%!!!!" is displayed, each together with the video of the character CRA.

[0292] Next, as shown in Figure 40(E), the animation of the character CRA in the demo effect ends, and the display content returns to the state shown in Figure 40(A). Also, the display of the demo display DH continues. The above is display example 6 of the demo performance.

[0293] [Demo performance example 7] 40(G) to (K) are diagrams for explaining demo effect display example 7. In this example, multiple types of spec images are displayed in the demo effect, and these multiple types of spec images represent one content.

[0294] First, as shown in Figure 40(G), the explanation begins with the gaming machine 1 being powered on but not playing. Here, a decorative symbol representing "3" is displayed on the left decorative symbol 8L, a decorative symbol representing "7" on the center decorative symbol 8C, and a decorative symbol representing "5" on the right decorative symbol 8R, and a button image BG and a customizable notification image CM are displayed to indicate that game customization can be set by operating the effect button 63. The explanation continues assuming that the display of the demo effect will begin after a waiting time has elapsed.

[0295] Next, as shown in Figures 40(H) to (J), a video of the character CRA is displayed in the demo effect. At this time, a demo display DH is also displayed, indicating that the demo effect is being displayed. Furthermore, in the scene shown in Figure 40(H), a spec image SH8A saying "After a 10R jackpot," in the scene shown in Figure 40(I), a spec image SH8B saying "If you acquire a stock...!?", and in the scene shown in Figure 36(J), a spec image SH8C saying "80% continuation rate per stock!!!!" are displayed together with the video of the character CRA. When the information shown in each of these spec images SH8A to SH8C is combined, it becomes "After a 10R jackpot, if you acquire a stock, 80% continuation rate per stock," which indicates the content related to the "stock release" shown in Figure 27(C).

[0296] Next, as shown in Fig. 40(K), the animation of the character CRA in the demo effect ends, and the display content returns to the state shown in Fig. 40(G). Also, the display of the demo display DH continues. The above is display example 7 of the demo performance.

[0297] [Demo performance example 8] 41(A) to 41(E) are diagrams for explaining display example 8 of demo effect. In this example, a plurality of types of spec images are displayed in the demo effect.

[0298] First, as shown in Figure 41 (A), the explanation begins with the gaming machine 1 being powered on but not playing. Here, a decorative symbol representing "3" is displayed on the left decorative symbol 8L, a decorative symbol representing "7" on the center decorative symbol 8C, and a decorative symbol representing "5" on the right decorative symbol 8R, and a button image BG and a customizable notification image CM are displayed to indicate that game customization can be set by operating the effect button 63. The explanation continues assuming that the display of the demo effect will begin after a waiting time has elapsed.

[0299] Next, as shown in Figures 41(B) to 41(D), a moving image of the character CRA is displayed in the demo effect. At this time, a demo display DH is also displayed, indicating that the demo effect is being displayed. Furthermore, in Figure 41(B), a spec image MG1 reading "First form here we go!!!" is displayed for the displayed character CRA. The display of this first form character CRA during the transformation effect suggests that the transformation is a chance. In Figure 41(C), a spec image MG2 reading "Evolved to second form!!!" is displayed for the displayed character CRA. The display of this second form character CRA during the transformation effect suggests a greater chance than when the first form character CRA is displayed. In Figure 37(D), a spec image MG3 reading "Evolved to third form!!!" is displayed for the displayed character CRA. The display of this second form character CRA during the transformation effect suggests a greater chance than when the third form character CRA is displayed. Note that when character images with different forms are displayed, it may simply be intended to suggest that multiple forms of the character may be displayed.

[0300] Next, as shown in Figure 41(E), the animation of the character CRA in the demo effect ends, and the display content returns to the state shown in Figure 41(A). Also, the display of the demo display DH continues. The above is display example 8 of the demo performance.

[0301] [Demo performance example 9] 41(G) to 41(K) are diagrams for explaining display example 8 of demo effect. In this example, a configuration is adopted in which a plurality of types of spec images are displayed in the demo effect.

[0302] First, as shown in Figure 41 (G), the explanation begins with the gaming machine 1 being powered on but not playing. Here, a decorative symbol representing "3" is displayed on the left decorative symbol 8L, a decorative symbol representing "7" on the center decorative symbol 8C, and a decorative symbol representing "5" on the right decorative symbol 8R, and a button image BG and a customizable notification image CM are displayed to indicate that game customization can be set by operating the effect button 63. The explanation continues assuming that the display of the demo effect will begin after a waiting time has elapsed.

[0303] Next, as shown in Figures 41(H) to 41(J), videos of different characters CRA are displayed in the demo effect. At this time, a demo display DH is also displayed, indicating that the demo effect is currently being displayed. In Figure 41(B), character CRA1 is displayed, including a "1" indicating the first generation. In Figure 41(C), character CRA2 is displayed, including a "2" indicating the second generation. In Figure 41(D), character CRA3 is displayed, including a "3" indicating the third generation. When these characters are displayed in the variable effect, the order of characters CRA1, CRA2, and CR3 suggests that the variable effect is likely to be a win. Furthermore, when these characters are displayed during a jackpot game or at the end of a jackpot game, the order of characters CRA1, CRA2, and CR3 suggests that the expectation of acquiring stocks after the jackpot game is likely to be high. Note that when a character image including a number is displayed, it may simply indicate that multiple characters may be displayed.

[0304] Next, as shown in Fig. 41(K), the animation of the character CRA in the demo effect ends, and the display content returns to the state shown in Fig. 41(G). Also, the display of the demo display DH continues. The above is display example 9 of the demo performance.

[0305] As described above, by using a demo presentation that includes an image showing information about the specifications of the gaming machine, when no one is playing gaming machine 1, players are more likely to be motivated to play gaming machine 1 after seeing the demo presentation, and players who start playing gaming machine 1 after seeing the demo presentation are more likely to start playing with anticipation for the specification information displayed in the demo presentation, making it possible to increase interest in the game.

[0306] In addition, as a display example other than the above-described display example of the spec image, it is possible to consider a case where the spec image is displayed not during the demo performance but, for example, during a variable performance or during a winning game. This case will be explained below using FIG.

[0307] [Spec display example 1] 42(A) to 42(E) are diagrams for explaining spec display example 1. Spec display example 1 is a display example in which a spec image is displayed during a variation effect.

[0308] First, as shown in Figure 42 (A), a change effect is displayed on the display screen 7a. Here, the decorative symbols 8L, 8C, and 8R represent the special symbol 1 change, and the decorative symbols 8L, 8C, and 8R are each displayed with a high-speed change. In addition, the change icon 9C and the reserved icon 9A are also displayed.

[0309] Next, as shown in Figure 42 (B), the change effect proceeds. Here, the decorative symbol representing "6" is temporarily stopped in the left decorative symbol 8L, and the center decorative symbol 8C and the right decorative symbol 8R maintain their high-speed change display. In addition, the change icon 9C and the reserved icon 9A are also maintained.

[0310] Next, as shown in FIG. 42(C), an image containing information about the specs is displayed during the variation effect. Here, three spec images SH1 are displayed. The display of three spec images SH1 indicates that a maximum of three stocks can be acquired. At this time, the decorative symbols 8L, 8C, and 8R indicating the variation effect, as well as the variation icon 9C and the reserved icon 9A, are made difficult to see by the display of the three spec images SH1. However, this is not limiting, and for example, the variation effect may be displayed so that it can be seen in a predetermined area of ​​the display screen 7a, or the variation effect may be displayed so that it can be seen on another display means other than the display screen 7a.

[0311] Next, as shown in FIG. 42(D), a spec image SH2 with the message "Maximum Triple Chance!!!" is displayed along with the animation of the character CRA. The spec image SH2 indicates that a maximum of three stocks can be acquired. At this time, the decorative symbols 8L, 8C, and 8R indicating the variable effects, as well as the variable icon 9C and the reserved icon 9A, are made difficult to see by the display of the three spec images SH1. However, this is not limiting, and the variable effects may be displayed so that they can be seen in a predetermined area of ​​the display screen 7a, or they may be displayed so that they can be seen on a display means other than the display screen 7a.

[0312] Next, as shown in Figure 42 (E), the display of the image containing information about the specifications during the variation effect ends, and the display returns to the normal variation effect. Here, the decorative pattern representing "6" is temporarily displayed in the left decorative pattern 8L, and the center decorative pattern 8C and the right decorative pattern 8R each maintain their high-speed variation display. In addition, the display of the variation icon 9C and the reserved icon 9A is also maintained. The above is the first example of the spec display.

[0313] [Spec display example 2] 42(F) to (J) are diagrams for explaining spec display example 1. Spec display example 1 is a display example in which a spec image is displayed during a variation effect.

[0314] First, as shown in Figure 42(F), an opening effect is performed to notify players that a jackpot game will begin when they win the "10R Type 1 Jackpot" in the Special Chart 1 lottery. Here, a message image RK1 saying "Round game begins!!!" is displayed.

[0315] Next, as shown in Figure 42(G), a winning game is played. Here, an acquired ball display SK, a round number display OK, and a right-hand hit display RH are displayed.

[0316] Next, as shown in FIG. 42(H), during a winning game, an image containing information about the specifications is displayed. Here, three specification images SH1 are displayed. The display of three specification images SH1 indicates that a maximum of three stocks can be acquired. At this time, the acquired prize ball display SK and the round number display OK are difficult to see, but the round number display OK and right-hit display RH remain visible. However, this is not limited to this. For example, the acquired prize ball display SK, the round number display OK, and the right-hit display RH may be displayed so that they are visible in a predetermined area of ​​the display screen 7a, or they may be displayed so that they are visible on a display means other than the display screen 7a.

[0317] Next, as shown in FIG. 42(I), a video of the character CRA is displayed, along with a spec image SH2 that reads "Maximum Triple Chance!!!" The spec image SH2 indicates that a maximum of three stocks can be acquired. At this time, the acquired prize ball display SK and the round number display OK are difficult to see, but the round number display OK and right-hit display RH remain visible. However, this is not limiting. For example, the acquired prize ball display SK, the round number display OK, and the right-hit display RH may be displayed so that they are visible in a predetermined area of ​​the display screen 7a, or they may be displayed so that they are visible on a display device other than the display screen 7a.

[0318] Next, as shown in Figure 42(J), the display of the image containing the information about the specifications during the winning game ends, and the display returns to the normal winning game mode. Here, the acquired ball display SK, the number of rounds display OK, and the right-hand hit display RH are displayed. The above is the second example of the spec display.

[0319] As described above, by displaying the spec image at a time different from the demo performance, for example, during a variable performance or during a winning game, the player is more likely to feel excited about playing on gaming machine 1 while playing, which can increase the player's interest in the game.

[0320] [Example of effect] Examples of the effects of this embodiment are shown below. [Effect 2-1] In the above embodiment, the game control microcomputer 81 is configured to be able to display a spec image, which is an image containing information about specs, on the display screen 7a (FIGS. 37 to 42). This configuration increases the likelihood of motivating the player to play, making it possible to increase the player's interest in the game.

[0321] The display screen 7a corresponds to the "display means," and the spec images SH1 to SH8C correspond to the "spec-related images."

[0322] [Effect 2-2] In the above embodiment, the spec image includes at least one of the following: a continuation rate, which is the probability that the result of the special drawing will be a win again until a predetermined number of special drawing lots are held after the result of the special drawing lottery is a win; and information related to the number of prize balls that can be paid out in a winning game triggered by a win in one special drawing lottery (Figs. 37 to 40, 42). This configuration increases the possibility of motivating the player to play, making it possible to increase the interest of the game.

[0323] [Effect 2-3] In the above embodiment, information regarding specifications is not displayed on the gaming machine frame 50 and the gaming board 2. With this configuration, the demo effects and the display of specifications are more likely to motivate the player to play, making it possible to increase the interest in the game.

[0324] [Effect 2-4] In the above embodiment, the spec image is displayed during the demo effect (FIGS. 37 to 41). This configuration increases the likelihood that the demo effect will motivate the player to play, making it possible to increase the player's interest in the game.

[0325] [Effect 2-5] In the above embodiment, the game control microcomputer 81 is configured to be able to display an image including a number representing a specific number on the display screen 7a during the demo effect (FIGS. 37 to 41). This configuration increases the likelihood that the demo effect will motivate the player to play, making it possible to increase the player's interest in the game.

[0326] [Variations] A modified example of this embodiment will be described. [Variation 2-1] In the above embodiment, as shown in FIG. 38, animations such as cracking and multiplication are performed on the spec image SH1. These animations may be performed on any of the spec images and character images containing information about the specs described above. For example, an effect may be performed in which character CRA2 breaks out from inside character CRA1 as shown in FIG. 41(H). Also, for example, an effect may be performed in which character CRA1 is defeated in battle by character CRA2.

[0327] [Variation 2-2] In the demo performance, an image containing numbers unrelated to the specs may be displayed, such as a timer image or a number image showing the character's number. For example, an image of "Character No. 1" may be displayed, or a timer image that appears in the super reach performance may be displayed.

[0328] [Variation 2-3] In the above embodiment, the demo effect is configured to display a spec image including information about the specs. In addition to this, or instead, during the demo effect, audio including information about the specs may be output from the speaker 67. For example, during the demo effect, audio such as "80% continuation rate per stock!" may be output.

[0329] [Variation 2-4] In the above embodiment, the spec image is configured to include information related to games on any gaming machine 1, such as the number of prize balls that can be won in a winning game, the continuation rate, which is the probability of winning consecutively, the number of prize balls when a ball enters a predetermined winning slot, the probability of a jackpot, etc. In contrast to this, the spec image may also include information suggesting the probability of a jackpot when a specific effect is executed, or a character that will confirm a jackpot if it appears during the effect.

[0330] [Variation 2-5] As shown in Spec Display Examples 1 and 2, during a variable effect or during a winning game, an image containing a number unrelated to the spec may be displayed, such as a timer image or a number image showing the character's number. For example, an image of "Character No. 1" may be displayed, or a timer image that appears in a super reach effect may be displayed.

[0331] In addition, as shown in FIG. 38, animations such as breaking or multiplying may be performed in the spec image SH1 during the variation effects or during a winning game, as shown in spec display examples 1 and 2. This animation may be performed on any of the spec images and character images containing information about the specs described above. For example, an effect may be performed in which character CRA2 breaks out from inside character CRA1, as shown in FIG. 41(H). Another example may be an effect in which character CRA1 is defeated in battle by character CRA2.

[0332] [Example of situation] The gaming machine of this embodiment can achieve the following aspects. [Aspect 2-1] A gaming machine having a display means capable of displaying a plurality of types of images, One of the plurality of types of images is a specification-related image related to the specifications of the gaming machine. A gaming machine characterized by:

[0333] [Aspect 2-2] The gaming machine according to aspect 2-1, The spec-related images are The image includes at least one of a first image related to a continuation rate, which is the probability that the result of the special drawing lottery will be a winning one again until a predetermined number of special drawing lotteries are held after the result of the special drawing lottery is a winning one, and a second image related to the number of prize balls that can be paid out in a winning game triggered by a winning one special drawing lottery. A gaming machine characterized by:

[0334] [Aspect 2-3] The gaming machine according to aspect 2-1 or aspect 2-2, a frame that covers the outside of the display screen; The specs are not displayed in the box. A gaming machine characterized by:

[0335] [Aspect 2-4] The gaming machine according to aspect 2-1 or aspect 2-2, further comprising: The spec-related images are The display is displayed during a demo period when the gaming machine is powered on and no game is being played. A gaming machine characterized by:

[0336] [Aspect 2-5] A gaming machine having a display means capable of displaying a plurality of types of images, One of the plurality of types of images is a number image representing a specific number, which is displayed during a demo period when the gaming machine is powered on and no game is being played. A gaming machine characterized by:

[0337] [Other variations] The various display effects described above may not include some of the effects, or may include effects other than those described above.

[0338] The gaming machine 1 of the above embodiment has been described using a pachinko gaming machine as an example, but is not limited to this. For example, instead of a pachinko gaming machine, the present invention may be applied to a reel-type gaming machine such as a slot machine, an arrange ball gaming machine, or a mahjong ball gaming machine. When the gaming machine 1 is a slot machine, the gaming medium may be changed from gaming balls to gaming medals.

[0339] The gaming machine 1 of the above embodiment is a gaming machine equipped with a payout device for paying out balls, but is not limited to this. For example, instead of the gaming machine 1, the present invention may be applied to a gaming machine that does not have a payout device, such as a so-called enclosed gaming machine.

[0340] Furthermore, two or more of the above-described multiple effect examples and / or modified examples may be combined. Furthermore, the gaming machine 1 may be provided with a sub-display device in addition to the image display device 7. In this case, the above-described display effects may be executed on the sub-display device.

[0341] While the present aspect has been described above based on embodiments and modifications, the above-described embodiments are intended to facilitate understanding of the present aspect and are not intended to limit the present aspect. The present aspect may be modified or improved without departing from the spirit and scope of the claims, and equivalents thereof are also included in the present aspect. [Explanation of symbols]

[0342] 1...Amusement machines 3...Gaming area 7...Image display device 7a…Display screen 20...First starting point 22... Electric Chu 28...Gate 39...V area 81...Game control microcomputer 91...Performance control microcomputer

Claims

1. A gaming machine having a display means capable of displaying a plurality of types of images, One of the plurality of types of images is a specification-related image related to the specifications of the gaming machine. A gaming machine characterized by:

2. 2. The gaming machine according to claim 1, The spec-related images are The image includes at least one of a first image related to a continuation rate, which is the probability that the result of the special drawing lottery will be a winning one again until a predetermined number of special drawing lotteries are held after the result of the special drawing lottery is a winning one, and a second image related to the number of prize balls that can be paid out in a winning game triggered by a winning one special drawing lottery. A gaming machine characterized by:

3. 3. The gaming machine according to claim 1 or 2, further comprising: a frame that covers the outside of the display screen; The specs are not displayed in the box. A gaming machine characterized by:

4. 3. The gaming machine according to claim 1 or 2, The spec-related images are The display is displayed during a demo period when the gaming machine is powered on and no game is being played. A gaming machine characterized by:

5. A gaming machine having a display means capable of displaying a plurality of types of images, One of the plurality of types of images is a number image representing a specific number, which is displayed during a demo period when the gaming machine is powered on and no game is being played. A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2022148662A