Gaming machine

The gaming machine uses a winning slot, special game decision, and dynamic pattern display to enhance player engagement and enjoyment through innovative game states.

JP2026026466APending Publication Date: 2026-02-17KYORAKU IND CO LTD
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Patent Information

Application Number
JP2024125082
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-31
Publication Date
2026-02-17

AI Technical Summary

Technical Problem

Existing gaming machines lack innovative methods to enhance player engagement and enjoyment through dynamic and engaging game states.

Method used

A gaming machine that includes a winning slot, special game decision mechanism, special pattern display, and special game execution, along with a presentation control system to dynamically display lottery results and execute special games based on judgment information.

Benefits of technology

Enhances player enjoyment by providing dynamic and engaging game states with variable and stationary special patterns, increasing anticipation and excitement.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of enhancing interest in a game by game control in a new mode.SOLUTION: A game state can be controlled to a non-time-shortening game state or a special symbol time-shortening game state in which a variation time for variably displaying a special symbol is shorter than that in the non-time-shortening game state, the game state can be controlled to a high-probability state in which a normal symbol wins at a predetermined probability or a low-probability state in which a probability of winning the normal symbol is lower than that in the high-probability state in a lottery of the normal symbol, and the game state can be controlled from the low-probability state to the high-probability state when the game state is controlled from the non-time-shortening game state to the special symbol time-shortening game state.SELECTED DRAWING: Figure 5
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Description

[Technical Field]

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

[0002] In gaming machines such as pachinko machines, various measures are taken to increase the player's interest by controlling the game state to be advantageous to the player when certain conditions are met, and by using various effects such as image display devices with LCD screens, audio output devices (speakers), and electric devices. For example, a presentation pattern is determined based on the results of a lottery for a symbol drawn when a game ball enters the starting hole and the game status, and a presentation image is displayed on an image display device according to this presentation pattern (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2015-062748 A Summary of the Invention [Problem to be solved by the invention]

[0004] An object of the present invention is to propose a gaming machine that can enhance the enjoyment of gaming by controlling the gaming state in a new manner. [Means for solving the problem]

[0005] The present invention has been made to solve the above-mentioned problems, and can be realized in the following aspects. A first form of the present invention is characterized by a gaming machine comprising: a winning slot; an acquisition means for acquiring judgment information in response to a win at the winning slot; a special game decision means for deciding whether or not to execute a special game advantageous to a player based on the judgment information; a special pattern display means for displaying a special pattern in a variable manner for a predetermined period based on the judgment information and then displaying it stationary in a manner that represents the result of the decision; a special game execution means for executing the special game when it is decided to execute the special game; and a presentation control means for controlling the presentation. [Brief explanation of the drawings]

[0006] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] 1 is an oblique view showing an example of the rear side of the gaming machine according to the present embodiment. FIG. [Figure 3] 1 is a block diagram showing the configuration of a game control device provided in a gaming machine according to this embodiment. [Figure 4] FIG. 2 is a block diagram of an image control board. [Figure 5] FIG. 10 is a diagram showing an example of a jackpot determination table. [Figure 6] FIG. 10 is a diagram showing an example of a symbol determination table for determining the symbols to be stopped for special symbols. [Figure 7] This figure shows a normal pattern determination table that determines normal patterns, and a table that determines the opening pattern of a normal electric device based on the stopped normal pattern. [Figure 8] 10 is a diagram illustrating the time-saving game state according to the special symbol and the conditions for ending the game. FIG. [Figure 9] FIG. 10 is a diagram showing an example of a winning normal symbol determination table. [Figure 10] A figure showing an example of a variation pattern determination table for a non-time-shortened gaming state. [Figure 11] A figure showing an example of a variation pattern determination table for a time-saving game state. [Figure 12] FIG. 10 is a diagram showing an example of a pre-determination table for determining the result of a jackpot lottery in advance. [Figure 13] 10 is a flowchart illustrating main processing by a main control board. [Figure 14] 10 is a flowchart illustrating a timer interrupt process by the main control board. [Figure 15] 10 is a flowchart illustrating an input control process performed by a main control board. [Figure 16] A flowchart explaining the first start hole detection switch input processing by the main control board. [Figure 17] 10 is a flowchart illustrating a preliminary determination process performed by a main control board. [Figure 18] A flowchart explaining the second start port detection switch input processing by the main control board. [Figure 19] 10 is a flowchart illustrating specific area detection switch input processing by the main control board. [Figure 20] 10 is a flowchart illustrating the special diagram special electric control processing by the main control board. [Figure 21] 10 is a flowchart illustrating the special symbol memory determination process performed by the main control board. [Figure 22] 10 is a flowchart illustrating the processing performed by the main control board when a special symbol stops. [Figure 23] 10 is a flowchart illustrating the small win game processing by the main control board. [Figure 24] 10 is a flowchart illustrating a special game ending process performed by the main control board. [Figure 25] 10 is a flowchart illustrating main processing by the performance control board. [Figure 26] 10 is a flowchart illustrating timer interrupt processing by the performance control board. [Figure 27] 10 is a flowchart illustrating command analysis processing by the performance control board. [Figure 28] 10 is a flowchart illustrating command analysis processing by the performance control board. [Figure 29] 10 is a flowchart illustrating the performance input control processing by the performance control board. [Figure 30] This is a flowchart explaining the main processing by the image control board. [Figure 31] 10 is a flowchart illustrating an interrupt process of an image control board. [Figure 32] 1 is a diagram outlining the flow of play in the gaming machine of this embodiment. [Figure 33] This is a diagram explaining how to determine whether a normal pattern is won or lost and the opening pattern of a normal electric device. [Figure 34] This is a diagram explaining the control for realizing and continuing the "charge effect" during the "evolution time reduction." [Figure 35] This is a diagram explaining the control for realizing and continuing the "charge effect" during the "evolution time reduction." [Figure 36] 10 is a diagram illustrating the flow of presentation relating to the variation of the first special symbol in the gaming machine of this embodiment. FIG. [Figure 37] This is a diagram showing the change display when, after the start of the change, the reach is not achieved and a miss notification effect is performed. [Figure 38] A diagram showing the variable display during a normal reach. [Figure 39] This is a diagram showing the normal reach medium strong preview performance. [Figure 40] A diagram showing the pseudo consecutive effects performed in the gaming machine of this embodiment. [Figure 41] A diagram showing the changing display during the SP reach performance. [Figure 42] This is a diagram explaining the effects leading up to a jackpot in an SP reach. [Figure 43] This is a diagram explaining the flow of the presentation until a miss occurs in an SP reach (the state after the temporary stop when a miss occurs). [Figure 44] 10 is a diagram illustrating the effects that are performed during an SPSP reach in the gaming machine of this embodiment. FIG. [Figure 45] 10 is a diagram illustrating the effects that are performed during an SPSP reach in the gaming machine of this embodiment. FIG. [Figure 46] This is a diagram explaining the effects leading up to a jackpot in an SPSP reach. [Figure 47] This is a diagram explaining the flow of the presentation until a miss occurs in an SPSP reach (the state after the temporary stop when a miss occurs). [Figure 48] This is a diagram that mainly explains the effects during the ``first time shortening''. [Figure 49] This is a diagram explaining the effects that occur when small prize A is won. [Figure 50] FIG. 10 is a diagram illustrating a charge effect. [Figure 51] FIG. 10 is a diagram illustrating a count-up effect. [Figure 52] A diagram illustrating the big win effect after the count-up effect. [Figure 53] This is a diagram explaining the effects that occur when small wins B and C are won. [Figure 54] FIG. 10 is a diagram showing an example of a jackpot determination table. [Figure 55] 10 is a diagram showing a symbol determination table for determining the symbols to be stopped for special symbols. FIG. [Figure 56] This figure shows a normal pattern determination table that determines normal patterns, and a table that determines the opening pattern of a normal electric device based on the stopped normal pattern. [Figure 57] FIG. 10 is a diagram illustrating the game state to which the game transitions after a jackpot. [Figure 58] This is a diagram explaining the game state to which the game transitions after a small win. [Figure 59] FIG. 10 is a diagram illustrating the processing sequence when a special symbol is determined. [Figure 60] FIG. 10 is a diagram illustrating the timing for referring to the game state. DETAILED DESCRIPTION OF THE INVENTION

[0007] The present invention will be described in detail below with reference to the embodiments shown in the drawings. <Configuration of gaming machine> Figure 1 is a front view showing an example of a gaming machine according to this embodiment, Figure 2 is an oblique view showing an example of the back side of the gaming machine according to this embodiment, and Figure 3 is a block diagram showing the configuration of a gaming control device provided in the gaming machine according to this embodiment.

[0008] The gaming machine 1 shown in Figure 1 has an inner frame (opening / closing frame) 3 attached to an outer frame 2 that is attached to the island structure of the gaming hall, and a glass frame 4 attached to this inner frame 3 that can be opened and closed. A window 4a is formed in the glass frame 4, and a transparent plate 4b is attached to the window 4a. A game board 10 having a board surface from which game balls are shot out is attached to the inner frame 3, and a game area 10a in which game balls can roll and flow down is formed between the board surface of the game board 10 and the transparent plate 4b in front of it. The transparent plate 4b is, for example, a glass plate, and is fixed to the glass frame 4 in a detachable manner.

[0009] The glass frame 4 is connected to the outer frame 2 at one end in the left-right direction (e.g., the left side when facing the gaming machine) via a hinge mechanism 5, and is rotatable around the hinge mechanism 5 in a direction that opens the other end in the left-right direction (e.g., the right side when facing the gaming machine) from the outer frame 2. The glass frame 4, together with the glass plate 4b, covers the gaming board 10, and can be rotated like a door around the hinge mechanism 5 like a door to open the inner portion of the outer frame 2, including the gaming board 10. A locking mechanism is provided at the other end of the glass frame 4, securing the other end of the glass frame 4 to the outer frame 2. The locking mechanism can be released with a dedicated key. The glass frame 4 is also provided with a door opening switch 136 (see FIG. 3) that detects whether the glass frame 4 is released from the outer frame 2.

[0010] A tray unit 7 having storage trays 6 (upper tray 6a and lower tray 6b) for storing game balls is provided at the bottom of the glass frame 4 (the lower part of the window 4a), and the tray unit 7 is equipped with an effect button 8 that can be pressed by the player, a cross key 40 that allows the player to perform various selection operations, and an ejection button 9 that ejects game balls stored in the lower tray 6b outside the gaming machine. The effect button 8 is only enabled when, for example, a message to operate the effect button 8 is displayed on the image display device 31 described later. The effect button 8 is provided with an effect button detection switch 8a (see FIG. 4), and when this effect button detection switch 8a detects an operation by the player, a further effect is executed in response to this operation. The cross key 40 is also provided with cross key detection switches 40 (up key detection switch 40a, down key detection switch 40b, left key detection switch 40c, right key detection switch 40d) (see FIG. 3).

[0011] An operating handle 11 is provided on the lower right side of the glass frame 4. When a player touches the operating handle 11, a touch sensor 11a (see FIG. 4) within the operating handle 11 detects the player's touch and transmits a touch signal to a launch control board 160 (described later). When the launch control board 160 receives the touch signal from the touch sensor 11a (see FIG. 4), it permits the energization of the launch solenoid 12a. When the rotation angle of the operating handle 11 is changed, a gear directly connected to the operating handle 11 rotates, and the knob of the launch volume 11b (see FIG. 4) connected to the gear rotates. A voltage corresponding to the detected angle of the launch volume 11b is applied to the launch solenoid 12a provided in the game ball launching mechanism. When a voltage is applied to the launch solenoid 12a (see Figure 3), the launch solenoid 12a operates in accordance with the applied voltage, and the game ball is launched into the game area 10a of the game board 10 with a strength that corresponds to the rotation angle of the operating handle 11.

[0012] An outer rail R1 and an inner rail R2 are provided around the play area 10a of the play board 10. These outer rail R1 and inner rail R2 guide the game balls launched from the game ball launching mechanism to the upper part of the play area 10a when the operating handle 11 is operated. The game balls guided to the upper part of the play area 10a fall within the play area 10a. At this time, the game balls fall unpredictably due to multiple nails and windmills provided in the play area 10a.

[0013] A center member 12 is disposed approximately in the center of the game board 10. The center member 12 is provided with an image display device 31 such as a liquid crystal display device, and a performance accessory device 32 shaped like a sword. In addition, a first starting hole 13 through which game balls can enter is provided in the game area 10a below the center of the center member 12. A normal electric device unit is provided below this first starting hole 13. The normal electric device unit is a unit that integrates a second starting hole 14 through which game balls can enter (pass), a switch 14a that detects the entry of game balls into this entry hole, and a normal electric device. The normal electric device has, for example, an opening / closing door 14b (a so-called electric chute) that is controlled to move between a first state in which the opening / closing door 14b is kept closed and a second state in which the opening / closing door 14b is open. Therefore, when the normal electric device is in the first state (closed state), there is no opportunity for game balls to enter the second starting hole 14, but when the normal electric device is in the second state (open state), there is an increased opportunity for game balls to enter. However, even though the electric device is normally in the open state, when it is operated in the short opening (short opening) described below, the game ball rarely enters the second starting hole 14, but when it is operated in the long opening (long opening), the game ball is more likely to enter the second starting hole 14.

[0014] The first start hole 13 and the second start hole 14 are provided with a first start hole detection switch 13a (see FIG. 4) and a second start hole detection switch 14a, respectively, which detect the entry of a game ball, and when these detection switches detect the entry of a game ball, a lottery (hereinafter referred to as a "jackpot lottery") is held to determine the right to play a jackpot game, which will be described later. Also, when the first start hole detection switch 13a and the second start hole detection switch 14a detect the entry of a game ball, predetermined prize balls (for example, three game balls) are paid out. In the gaming machine 1 of this embodiment, when a gaming ball enters the first start opening 13 and the second start opening 14, for example, three gaming balls are paid out, but it is not necessary to pay out a gaming ball when it enters. Also, the number of payouts may be different for each start opening, for example, three for the first start opening 13 and one for the second start opening 14.

[0015] Gates 15 through which game balls can pass are provided in the game areas 10a on both sides of the center member 12. The gates 15 are provided with gate detection switches 15a (see FIG. 4) that detect the passage of game balls, and when the gate detection switches 15a detect the passage of game balls, a lottery for a normal symbol, which will be described later, is held. Furthermore, a large prize opening 16 and a specific area 17 into which game balls can enter are provided in the game area 10a on the right side of the center member 12. For this reason, the game balls cannot enter the large prize opening 16 or the specific area 17 unless they are shot with great force by rotating the operating handle 11 greatly.

[0016] The large prize opening 16 is normally kept closed by an opening / closing door 16b, preventing game balls from entering. In contrast, when a jackpot game, which will be described later, starts, the opening / closing door 16b opens and functions as a tray that guides game balls into the large prize opening 16, allowing the game balls to enter the large prize opening 16. A first large prize opening switch 16a is provided in the large prize opening 16, and when this first large prize opening switch 16a detects the entry of a game ball, a preset number of prize balls (for example, 15 game balls) is paid out.

[0017] The specific area 17 is normally maintained in a closed state by a movable piece 17b, preventing the entry of gaming balls. When a small jackpot game (described later) is initiated, the movable piece 17b is activated and opened, and this movable piece 17b functions as a guideway to guide the gaming ball into the specific area 17, allowing the gaming ball to enter the specific area 17. The specific area 17 is provided with a specific area detection switch 17a. When this specific area detection switch 17a detects the entry of a gaming ball during the valid period of the specific area 17 (small jackpot game), this triggers the execution of a jackpot game. The gate 15 (right gate) provided in the right area of ​​the gaming area may also serve as the specific area 17. In this case, the detection switch that detects the passage of a gaming ball through the specific area is the gate detection switch 15a of the right gate. When a gaming ball passes through the right gate during the valid period of the specific area, this triggers a lottery for a normal symbol and the opening of the jackpot opening 16. The gate 15 provided in the left area of ​​the play area cannot also serve as a special area. Furthermore, the gaming area 10a is provided with a plurality of general winning holes 18. When a gaming ball enters each of these general winning holes 18, predetermined prize balls (for example, 10 gaming balls) are paid out. At the bottom of the game area 10a, there is an outlet 19 for discharging game balls that do not enter any of the general winning opening 18, the first starting opening 13, the second starting opening 14, the big winning opening 16, and the specific area 17.

[0018] The image display device 31 displays images during standby when no game is being played, and also displays images according to the progress of the game. In particular, when a game ball enters the first start hole 13 or the second start hole 14, a performance symbol 35 is displayed in a variable manner to notify the player of the lottery result. The performance pattern 35 is, for example, a scrolling display of three patterns (numbers), namely, the first pattern (left pattern), the second pattern (right pattern), and the third pattern (center pattern), and after a predetermined time has elapsed, the scrolling is stopped and specific patterns (numbers) are displayed in an array. This gives the player the impression that a lottery is currently being drawn while the symbols are scrolling, and the result of the lottery is notified to the player by the symbols displayed when the scrolling stops. By displaying various images and characters during the variable display of the performance symbols 35, the player is given a high sense of anticipation that they may win a jackpot.

[0019] Although not shown, a fourth symbol is displayed on the image display device 31 in addition to the effect symbol 35. The fourth symbol is a symbol that indicates the changing state of the effect symbol 35 used to notify the result of the lottery process for the big win. The fourth symbol does not necessarily have to be displayed on the image display device 31, but may be displayed by a separate fourth symbol display lamp. A pair of stage lighting devices 33 are mounted on the left and right sides above the glass frame 4. Each stage lighting device 33 is equipped with multiple lights, and various effects can be created by changing the direction of light irradiation and the color of light emitted by each light.

[0020] Each of the stage lighting devices 33 is equipped with a plurality of lights, and various stage effects can be produced by changing the direction of light irradiation and the color of light emitted by each light. Furthermore, although not shown in Figure 1, the gaming machine 1 is provided with an audio output device 34 (see Figure 4) consisting of a speaker, and in addition to the image effects using the image display device 31 and the light effects using the effect lighting device 33, sound effects are also produced using BGM (background music), SE (sound effects), etc. output from the audio output device 34.

[0021] At the bottom left of the game area 10a, there is provided a display area 27 containing a first special pattern display device 20, a second special pattern display device 21, a normal pattern display device 22, a first special pattern reserved display device 23, a second special pattern reserved display device 24, a normal pattern reserved display device 25, a round count display device 26, etc., which will be described later. The first special symbol display device 20 notifies the result of the jackpot lottery, which is triggered by a gaming ball entering the first starting hole 13, and is composed of a plurality of LEDs. That is, a plurality of special symbols corresponding to the jackpot lottery results are provided, and the lottery results are notified to the player by displaying special symbols (lighting up) corresponding to the jackpot lottery results on the first special symbol display device 20. The special symbols displayed in this way are not displayed immediately, but are displayed in a variable manner (flashing) for a predetermined period of time, and then are displayed stationary.

[0022] More specifically, when a gaming ball enters the first starting hole 13, a lottery for a jackpot is held, but the result of this lottery for a jackpot is not immediately notified to the player, but is notified to the player after a predetermined time has passed. Then, after the predetermined time has passed, a special symbol corresponding to the result of the lottery for a jackpot is displayed in a stopped state, so that the result of the lottery is notified to the player. The second special pattern display device 21 is used to notify the results of the jackpot lottery that is triggered when a game ball enters the second starting hole 14, and its display mode is the same as the display mode of the special pattern on the first special pattern display device 20. The normal symbol display device 22 is for announcing the result of a lottery for a normal symbol, which is triggered when a gaming ball passes (enters) the gate 15. As will be described in detail later, if a predetermined win is won in the lottery for this normal symbol, the normal symbol display device 22 lights up, and then the second starting hole 14 is controlled to the second mode for a predetermined time. Note that the lottery result for this normal symbol is not announced immediately when the gaming ball passes (enters) the gate 15, but the normal symbol is displayed in a variable manner, such as by flashing the normal symbol display device 22, until the predetermined time has passed.

[0023] Furthermore, when a gaming ball enters first start opening 13 and a jackpot lottery cannot be held immediately, such as during the variable display of special symbols or during a special game described below, the right to a jackpot lottery is reserved under certain conditions. More specifically, the right to a jackpot lottery is reserved when a gaming ball enters first start opening 13. The upper limit of the reserved number of first special symbols is set to four, and this reserved number is displayed on first special symbol reserved indicator 23. The upper limit of the reserved number of second special symbols is set to three, and this reserved number is displayed on second special symbol reserved indicator 24 in the same manner as first special symbol reserved indicator 23. The upper limit of the number of reserved ordinary symbols is also set to four, and the reserved number is displayed on the ordinary symbol reserved indicator 25 in the same manner as the first special symbol reserved indicator 23 described above. The round number display 26 is for notifying the number of rounds of a round game that is performed during a special game, which will be described later.

[0024] A light guide plate 60 is disposed on the front side of the image display device 31. The light guide plate 60 has a plurality of vertical patterns formed thereon that emit light when light is incident thereon. It is equipped with multiple LED light sources that can direct light into each pattern, and by directing light sequentially from the central pattern to the left and right patterns, a ripple-like light-emitting pattern can be achieved.

[0025] 2, a main control board 110, a performance control board 120, a payout control board 130, a power supply board 170, a game information output terminal board 27, etc. are provided on the back surface of the gaming machine 1. In addition, a power plug 171 for supplying power to the gaming machine and a power switch (not shown) are provided on the power supply board 170.

[0026] Next, the effect button 8 will be described. The effect button 8 is incorporated in the center of the plate unit 7. The effect button 8 is configured to be movable between a normal operation position (not shown), a depressed position retracted below the normal operation position, and a protruding operation position protruding above the normal operation position. The effect button 8 is also configured to be capable of being depressed from any position including the normal operation position and the protruding operation position to the depressed position. In this specification, the detailed structure of the effect button 8 is not explained here as it is disclosed in, for example, Japanese Patent Application Laid-Open No. 2013-116168.

[0027] <Configuration of game control device> Next, a game control device that controls the progress of a game in the gaming machine 1 of this embodiment will be described with reference to FIG. 3, a main control board 110 controls the basic operations of the game. This main control board 110 is equipped with at least a one-chip microcomputer 114 consisting of a main CPU 111, a main ROM 112, and a main RAM 113, and input and output ports (not shown) for main control. The main CPU 111 reads out programs stored in the main ROM 112 and performs arithmetic processing based on input signals from each detection switch, and also directly controls each device and display, or sends commands to other boards depending on the results of the arithmetic processing. The main RAM 113 functions as a data work area during the arithmetic processing of the main CPU 111. The main CPU 111 performs a big win determination process for the special symbol display device using the table shown in FIG. 5, and a win determination process for the normal symbol display device. Further, the main CPU 111 performs a process of determining a big win symbol, a process of determining a small win symbol, and a process of determining a losing symbol using the table shown in FIG. The main CPU 111 also performs a process of determining a normal symbol using a table shown in Fig. 7. The main CPU 111 also performs a process of determining a variation pattern (variation time) of a normal symbol. In addition, the main CPU 111 performs a process of determining a variation pattern of a special symbol using the tables shown in FIGS. Furthermore, the main CPU 111 performs a pre-determination process of the special symbols using the table shown in FIG.

[0028] The input side of the main control board 110 is connected to the first start hole detection switch 13a, the second start hole detection switch 14a, the gate detection switch 15a, the first large prize hole detection switch 16a, the specific area detection switch 17a, and the general prize hole detection switch 18a, so that the detection signal of the game ball is input to the main control board 110. In addition, the output side of the main control board 110 is connected to a start opening / closing solenoid 14c which opens and closes the opening / closing door 14b of the normal electric device leading to the second start opening 14, a first large prize opening / closing solenoid 16c which opens and closes the opening / closing door 16b of the large prize opening 16, and a specific area opening / closing solenoid 17c which opens and closes the movable piece 17b of the specific area 17. Furthermore, the output side of the main control board 110 is connected to a first special pattern display device 20, a second special pattern display device 21, a normal pattern display device 22, a first special pattern reserved indicator 23, a second special pattern reserved indicator 24, a normal pattern reserved indicator 25, and a round count indicator 26, and various signals are output via the output ports. The main CPU 111 performs control processing for the opening and closing operation of the opening and closing door 14b of the normal electric device, control processing for the opening and closing operation of the opening and closing door 16b of the large prize opening 16, control processing for the opening and closing of the movable piece 17b of the specific area 17, display control processing for the first special pattern display device 20, the second special pattern display device 21, and the normal pattern display device 22, etc. In addition, the main control board 110 outputs to the game information output terminal board 27 external information signals required for managing the gaming machines in the hall computer of the gaming parlor or the like.

[0029] The main ROM 112 of the main control board 110 stores a game control program, which will be described later, as well as data and tables required for various games. Furthermore, the main RAM 113 of the main control board 110 has a plurality of storage areas. For example, the main RAM 113 is provided with a normal symbol reserved number (G) memory area, a normal symbol reserved memory area, a first special symbol reserved number (U1) memory area, a second special symbol reserved number (U2) memory area, a judgment memory area, a first special symbol memory area, a second special symbol memory area, a time-saving game count (J) memory area, a round game count (R) memory area, a number of openings (K) memory area, a first large prize slot entry ball count (C1) memory area, a game status memory area, a game status buffer, a stopped symbol data memory area, a performance transmission data storage area, etc. The game status memory area is provided with a time-saving game flag memory area, a special symbol special power processing data memory area, and a normal symbol normal power processing data memory area. Note that the above-mentioned memory areas are merely examples, and many other memory areas are provided.

[0030] The game information output terminal board 27 is a board for outputting external information signals generated on the main control board 110 to a hall computer or the like of an amusement parlor. The game information output terminal board 27 is connected to the main control board 110 by wiring, and is provided with a connector for connecting to a hall computer or the like of an amusement parlor. The power supply board 170 converts the power supply voltage supplied from the power plug 171 into a predetermined voltage and supplies it to each control board. The power supply board 170 also has a backup power supply consisting of a capacitor, which monitors the power supply voltage supplied to the gaming machine and outputs a power interruption detection signal to the main control board 110 when the power supply voltage drops below a predetermined value. More specifically, when the power interruption detection signal becomes high level, the main CPU 111 becomes operable, and when the power interruption detection signal becomes low level, the main CPU 111 becomes inoperative. The backup power supply is not limited to a capacitor and may be, for example, a battery, or a combination of a capacitor and a battery. Furthermore, the main control board 110 is connected to a magnetic sensor 50 for detecting unauthorized radio waves.

[0031] The performance control board 120 mainly controls each performance during game play, standby, etc. This performance control board 120 is equipped with a sub-CPU 121, a sub-ROM 122, and a sub-RAM 123, and is connected to the main control board 110 so as to be able to communicate in one direction from the main control board 110 to the performance control board 120. The sub-CPU 121 reads out a program stored in the sub-ROM 122 and performs arithmetic processing based on a command sent from the main control board 110 or an input signal from the effect button detection switch 8a input via the lamp control board 140, and transmits corresponding data to the lamp control board 140 or the image control board 150 based on the processing. The sub-RAM 123 functions as a work area for data used by the sub-CPU 121 during arithmetic processing.

[0032] The sub-ROM 122 of the effect control board 120 stores programs for effect control, data required for various games, and tables. For example, a presentation pattern determination table (not shown) for determining the content of presentation based on a variation pattern designation command received from the main control board 110, a presentation symbol pattern determination table (not shown) for determining the combination of presentation symbols 35 to be stopped and displayed, and the like are stored in the sub-ROM 122. Note that the above-mentioned tables are merely examples of characteristic tables among the tables in this embodiment, and many other tables and programs (not shown) are provided in the course of the game.

[0033] The sub-RAM 123 of the performance control board 120 has multiple storage areas. The sub-RAM 123 is provided with a command receiving buffer, a game status storage area, a performance mode storage area, a performance pattern storage area, a performance symbol storage area, a judgment storage area (0th storage area), a first reserved storage area, a second reserved storage area, etc. The above-mentioned storage areas are merely examples, and many other storage areas are provided. The performance control board 120 is also equipped with an RTC (real-time clock) 124 that outputs the current time. The sub-CPU 121 receives a date signal indicating the current date and a time signal indicating the current time from the RTC 124, and executes various processes based on the current date and time. The RTC 124 normally operates on power from the gaming machine when power is supplied to the gaming machine, and operates on power supplied from a backup power supply mounted on the power supply board 170 when the power to the gaming machine is turned off. Therefore, the RTC 124 can keep track of the current date and time even when the power to the gaming machine is turned off. The RTC 124 may be operated by a battery provided on the performance control board 120.

[0034] The payout control board 130 controls the launch of game balls and the payout of prize balls. This payout control board 130 is equipped with a payout CPU 131, a payout ROM 132, and a payout RAM 133, and is connected to the main control board 110 so as to be able to communicate bidirectionally. The payout CPU 131 reads out a program stored in the payout ROM 132 and performs arithmetic processing based on input signals from a payout ball counting switch 135, which detects whether game balls have been paid out, and a door opening switch 136, and also transmits corresponding data to the main control board 110 based on the processing.

[0035] Also, a payout motor 134 of a prize ball payout device for paying out a predetermined number of prize balls from a game ball storage unit to a player is connected to the output side of the payout control board 130. Based on a payout number designation command sent from the main control board 110, the payout CPU 131 reads out a predetermined program from the payout ROM 132 and performs arithmetic processing, and controls the payout motor 134 of the prize ball payout device to pay out a predetermined number of prize balls to a player. At this time, the payout RAM 133 functions as a data work area during arithmetic processing by the payout CPU 131. It also checks whether a game ball lending device (card unit) not shown is connected to the payout control board 130, and if the game ball lending device (card unit) is connected, it sends launch control data to the launch control board 160 to allow the game balls to be launched. In addition, a tray full detection switch 51 and a ball jam detection switch 52 are connected to the dispensing control board 130.

[0036] The tray full detection switch 51 is a switch for detecting that the storage tray (lower tray) for game balls is full. The ball jam detection switch 52 is a switch for detecting, for example, a jam of game balls in a passage through which game balls are paid out from a game ball storage section. The launch control board 160 permits launch when it receives the launch control data from the payout control board 130. Then, it reads the touch signal from the touch sensor 11a and the input signal from the launch volume 11b, controls the energization of the launch solenoid 12a and the ball feed solenoid 12b, and launches the game ball.

[0037] The firing solenoid 12a is a rotary solenoid. A firing member (not shown) is directly connected to the firing solenoid 12a, and the rotation of the firing solenoid 12a rotates the firing member. Here, the rotation speed of the launch solenoid 12a is set to approximately 99.9 (times / minute) based on the frequency based on the output cycle of the crystal oscillator provided on the launch control board 160. As a result, the number of game balls launched per minute is approximately 99.9 (balls / minute), since one game ball is launched per rotation of the launch solenoid. In other words, a game ball is launched approximately every 0.6 seconds. The ball feeding solenoid 12b is composed of a linear solenoid, and feeds the game balls on the upper tray 6a (see FIG. 1) one by one toward the firing member directly connected to the launch solenoid 12a.

[0038] The lamp control board 140 is connected to the performance control board 120 so as to be able to communicate in both directions, and its input side is connected to the performance button detection switch 8a provided on the performance button 8, and when a detection signal is input from the performance button detection switch 8a, it is output to the performance control board 120. The lamp control board 140 is also connected to the performance accessory device 32 and the performance lighting device 33 provided on the game board 10, and the lamp control board 140 controls the lighting of the performance lighting device 33 and controls the drive of a motor for changing the direction of light irradiation based on data transmitted from the performance control board 120. The lamp control board 140 also controls the supply of electricity to drive sources such as solenoids and motors that operate the performance accessory device 32. In this embodiment, the performance button 8 is configured to protrude, so the performance accessory device 32 includes the performance button 8. The image control board 150 is connected to the performance control board 120 so as to be capable of two-way communication, and the image display device 31 and the audio output device 34 are connected to the output side thereof.

[0039] <Image control board configuration> Here, the configuration of the image control board 150 will be described with reference to FIG. FIG. 4 is a block diagram showing the configuration of the image control board. The image control board 150 includes a host CPU 151, a host RAM 152, a host ROM 153, a CGROM 154, a crystal oscillator 155, a VRAM 156, and a VDP (Video Display Processor) 200 for controlling the image display of the image display device 31. The VDP 200 also includes a sound control circuit 300 for controlling sound output in the gaming machine.

[0040] Based on a performance pattern designation command (described later) received from the performance control board 120, the host CPU 151 instructs the VDP 200 to display the image data stored in the CGROM 154 on the image display device 31. This instruction is performed by setting data in the control register 201 of the VDP 200 and outputting a display list made up of a group of drawing control commands. Furthermore, when the host CPU 151 receives a V blank interrupt signal or a drawing end signal from the VDP 200, it performs appropriate interrupt processing.

[0041] Furthermore, the host CPU 151 also instructs the audio control circuit 300 included in the VDP 200 to output predetermined audio data to the audio output device 34 based on the performance pattern designation command received from the performance control board 120. The host RAM 152 is built into the host CPU 151, and functions as a work area for data during arithmetic processing by the host CPU 151, and temporarily stores data read from the host ROM 153.

[0042] In addition, the host ROM 153 is composed of a mask ROM, and stores the control processing program of the host CPU 151, pattern arrangement information that corresponds the pattern number of the performance pattern with the type of performance pattern 35, a display list generation program for generating a display list, animation patterns for displaying animations of performance patterns, animation scene information, etc. This animation pattern is referenced when displaying the animation of the effect pattern, and stores the combination of animation scene information included in the effect pattern, the display order of each animation scene information, etc. The animation scene information also stores information such as wait frame (display time), target data (sprite identification number, transfer source address, etc.), parameters (sprite display position, transfer destination address, etc.), drawing method, etc.

[0043] The CGROM 154 is composed of flash memory, EEPROM, EPROM, mask ROM, etc., and stores compressed image data (sprites, movies) consisting of a collection of pixel information for a predetermined range of pixels (e.g., 32 x 32 pixels). The pixel information consists of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. Furthermore, the CGROM 154 stores uncompressed palette data in which color number information specifying a color number is associated with display color information for actually displaying the color. The CGROM 154 may be configured to compress only part of the image data, rather than compressing all of it. As a compression method for movies, various known compression methods such as MPEG4 can be used. The CGROM 154 also stores a large amount of audio data.

[0044] The crystal oscillator 155 outputs a pulse signal to the clock generation circuit 205 of the VDP 200, and by dividing the frequency of this pulse signal, the clock generation circuit 205 generates a system clock for the VDP 200 to perform control, a synchronization signal for synchronizing with the image display device 31, etc.

[0045] The VRAM 156 is configured with an SRAM that allows high-speed writing and reading of image data. The VRAM 156 also has a display list storage area 156a that temporarily stores a display list output from the host CPU 151, a decompression storage area 156b that stores image data decompressed by the decompression circuit 206, and a first frame buffer 156c and a second frame buffer 156d for drawing or displaying images. The VRAM 156 also stores palette data. The two frame buffers 156c and 156d are alternately switched between a "drawing frame buffer" and a "display frame buffer" every time drawing starts.

[0046] The VDP200 is a so-called image processor that reads image data from one of the frame buffers (display frame buffers) based on instructions from the host CPU151, generates a video signal (RGB signal, etc.) based on the read image data, and outputs it to an image display device. However, in the gaming machine of this embodiment, the VDP 200 is not merely an image processor, but also has an audio output function. The VDP 200 also includes a control register 201, a CG bus I / F 202, a CPU I / F 203, a clock generation circuit 205, an expansion circuit 206, a drawing circuit 207, a display circuit 208, a memory controller 209, and an audio control circuit 300.

[0047] The control register 201 is a register used by the VDP 200 to control drawing and display, and drawing control and display control are performed by writing and reading data to and from the control register 201. The host CPU 151 can write and read data to and from the control register 201 via the CPU I / F 203. This control register 201 has six types of registers: a system control register for making basic settings necessary for the operation of the VDP 200; a data transfer register for making settings necessary for data transfer; a drawing register for making settings to control drawing; a bus interface register for making settings necessary for bus access; an expansion register for making settings necessary for expanding compressed images; and a display register for making settings to control display.

[0048] The CG bus I / F 202 is an interface circuit for communication with the CGROM 154 , and image data from the CGROM 154 is input to the VDP 200 via the CG bus I / F 202 . In addition, CPU I / F 203 is an interface circuit for communication with host CPU 151, and via CPU I / F 203, host CPU 151 outputs display lists to VDP 200, accesses control registers, and inputs various interrupt signals from VDP 200. The data transfer circuit 204 transfers data between various devices. Specifically, data transfer between the host CPU 151 and the VRAM 156, data transfer between the CGROM 154 and the VRAM 156, and data transfer between various storage areas of the VRAM 156 (including the frame buffer) are performed. The clock generation circuit 205 receives a pulse signal from the crystal oscillator 155 and generates a system clock that determines the processing speed of the VDP 200. It also generates a clock for generating a synchronization signal and outputs the synchronization signal to the image display device via the display circuit.

[0049] The decompression circuit 206 is a circuit for decompressing the image data compressed in the CGROM 154, and stores the decompressed image data in the decompression storage area 153b. The drawing circuit 207 is a circuit that performs sequence control using a display list that is made up of a group of drawing control commands. The display circuit 208 is a circuit that generates, as a video signal, an RGB signal (analog signal) that indicates the color data of an image from image data (digital signal) stored in a "display frame buffer" in the VRAM 156, and outputs the generated video signal (RGB signal) to the image display device 31. Furthermore, the display circuit 208 also outputs to the image display device 31 synchronization signals (vertical synchronization signal, horizontal synchronization signal, etc.) for synchronization with the image display device 31. In this embodiment, the image display device 31 is configured to output RGB signals obtained by converting digital signals into analog signals as video signals, but the video signals may be output as digital signals as they are.

[0050] When the host CPU 151 instructs the memory controller 209 to switch the frame buffer, the memory controller 209 controls the switching between the "drawing frame buffer" and the "display frame buffer." The audio control circuit 300 reads out a predetermined program based on a command sent from the performance control board 120 and controls the audio output of the audio output device 34 . The audio control circuit 300 outputs audio using audio data stored in the CGROM 154. In this case, the CGROM 154 includes an audio ROM for storing audio data.

[0051] It should be noted that instead of storing the audio data in the CGROM 154, a separate audio source ROM may be provided in the VDP 154. In this case, audio data is not stored in the CGROM 154, which has a fixed capacity, and more image data can be stored, making it possible to make the visual effects more diverse and impressive. Furthermore, the audio control circuit 300 may not be included in the VDP 200, but may be provided independently within the image control board 150. In this case, the audio source ROM may be included in the audio control circuit 300.

[0052] Next, various tables stored in the main ROM 112 will be described in detail with reference to FIGS. <Jackpot determination table> 5(a) and 5(b) are diagrams showing examples of jackpot determination tables referenced when the main CPU 111 determines whether the result of the special symbol variation is a jackpot, with FIG. 5(a) being the jackpot determination table referenced in the first special symbol display device, and FIG. 5(b) being the jackpot determination table referenced in the second special symbol display device. The tables in FIG. 5(a) and FIG. 5(b) differ in whether or not a small jackpot is won, but the jackpot probability is the same. In FIG. 5(b), a small jackpot is won, but in FIG. 5(a), a small jackpot is not won.

[0053] In this specification, a gaming state in which the fluctuation time shortening function of the special symbol display device and the fluctuation time shortening function of the normal symbol display device are not operating is referred to as a non-time shortening gaming state, and a gaming state in which the fluctuation time shortening function is operating is referred to as a time shortening gaming state. The fluctuation time shortening function is a function that shortens the fluctuation time of the special symbol and the normal symbol, thereby fluctuating the special symbol and the normal symbol efficiently and creating a state advantageous to the player. In addition, the opening extension function of the normal electric device operates in conjunction (synchronization) with the variable time shortening function of the special pattern display device. The "normal electric device opening extension function" is a function that sets the easy-to-win state of the normal electric device, which will be described later in Figure 7. The easy-to-win state of the normal electric device is a state in which the probability of a long opening is increased when a normal symbol is a winning symbol, compared to a state in which only a short opening of the normal electric device occurs even when a normal symbol is a winning symbol in a non-time-saving game state (non-easy-to-win state). The long opening of the normal electric device makes it easier for the game ball to enter the second starting hole 14, creating a state advantageous for the player. In the time-saving game state, multiple easy-to-win states (1, 3, 4) with different probabilities of a long opening can be set. When the time-saving game state is in effect, i.e., when the "variable time reduction function" is activated, the "normal electric device opening extension function" is also activated.

[0054] In the big win determination table shown in FIG. 5(a), the main CPU 111 determines whether it is a "big win" or a "loss" based on the extracted random number value for determining the special symbol. In the big win determination table shown in Figure 5(b), the main CPU 111 determines whether it is a "big win" or a "small win" based on the extracted random number value for determining the special symbol. Note that a "small win" is a type of miss and is not a win. For example, according to the jackpot determination table in the first special symbol display device shown in FIG. 5(a), one random number value for determining special symbols ("13") is determined to be a "jackpot." In the big win determination table in the first special symbol display device shown in FIG. 5(a), random number values ​​other than those mentioned above are determined to be "misses." Since the random number range of the special symbol determination random number value is "0" to "198", the probability of determining a jackpot in the jackpot determination table for the first special symbol display device shown in FIG. 5(a) is 1 / 199.

[0055] On the other hand, in the jackpot determination table for the second special pattern display device shown in Figure 5(b), the random number value for determining the special pattern that is determined to be a jackpot is the same as that of the first special pattern display device, but the random number value for determining the special pattern that is determined to be a small jackpot is different from that in the jackpot determination table for the first special pattern display device in Figure 5(a). More precisely, a small win that would not have been won in the big win determination table for the first special pattern display device can be won in the big win determination table for the second special pattern display device. In the big win determination table in the second special symbol display device of FIG. 5(b), either a big win or a small win is always won, and there is no loss. For example, in the big win determination table in the second special symbol display device, when the random number value for special symbol determination is any random number value other than those corresponding to a big win, it is determined as a "small win." Therefore, in the jackpot determination table for the second special pattern display device, the probability of being determined as a jackpot is 1 / 198, and the probability of being determined as a small jackpot is 198 / 199, just like the jackpot determination table for the first special pattern display device.

[0056] <Collision detection table> FIG. 5(c) is a diagram showing a win determination table that is referred to when the main CPU 111 determines whether or not the result of the normal symbol variation being stopped is a win. The win determination table shown in FIG. 5(c) is made up of a non-time-shortened gaming state random number determination table and a time-shortened gaming state random number determination table. The main CPU 111 refers to the game state, selects a random number determination table for non-time-shortened game state or a random number determination table for time-shortened game state, and determines whether it is a "win" or a "lose" based on the selected table and the extracted random number value for winning determination.

[0057] In the hit determination table shown in Figure 5(c), the probability that a normal symbol will be determined as a miss during non-time-saving gaming is 65400 / 65400 = 1 / 1 based on the normal symbol determination random number value (0 to 65399), and the normal symbol will always be a miss. On the other hand, the probability that a normal symbol will be determined as a win during time-saving gaming is 65400 / 65400 = 1 / 1 based on the normal symbol determination random number value, and the normal symbol will always be a win (a hit). That is, the gaming machine of this embodiment is a type 1 / 2 mixed type gaming machine that does not have a probability variation function for special symbols, but has a probability variation function for normal symbols.

[0058] <Pattern determination table> FIG. 6 is a diagram showing a symbol determination table that determines the symbols to be stopped for the special symbols. 6(a) is a jackpot symbol determination table for determining the symbols to be stopped when a jackpot occurs by the main CPU 111. The main CPU 111 determines the symbols to be stopped based on the extracted random number value for the jackpot symbol. Each symbol determination table is configured for each special symbol display device, and is configured from a symbol determination table for a first special symbol display device and a symbol determination table for a second special symbol display device.

[0059] 6(b) is a small win symbol determination table for determining the symbols to be stopped at the time of a small win by the main CPU 111. The main CPU 111 determines the symbols to be stopped based on the extracted random number value for the small win symbol. As explained about the big win determination table in Fig. 5, in the gaming machine of this embodiment, a small win is won only with the second special symbol display device, and a small win is not won with the first special symbol display device. Therefore, the small win symbol determination table only has a small win symbol determination table for the second special symbol display device. FIG. 6(c) is a losing symbol determination table for determining the symbols to be stopped when a losing symbol is displayed.

[0060] The symbol determination table in FIG. 6 will be explained in detail. In the jackpot symbol determination table shown in Fig. 6(a), the main CPU 111 refers to the random number value for the jackpot symbol. The processing by the main CPU 111 will be described below. When the first special symbol display device 20 determines that a jackpot has occurred, if the random number value for the jackpot symbol is between "0" and "499", "01" (first special symbol A) is determined as the stopping symbol data. Furthermore, when the special symbol starts to vary, a performance symbol designation command "E0H" or "01H" is generated as information on the special symbol based on the determined type of special symbol (stopping symbol data). The probability that the first special symbol A will be determined is 100%. When the first special symbol A is determined, the game will transition to a time-saving game state after a 2R jackpot (the time-saving function will be activated). This time-saving game state is the "first time-saving" state described below.

[0061] Furthermore, when the second special pattern display device 21 determines that a jackpot has occurred, if the random number value for the jackpot pattern is "0" to "64", it determines "01" (second special pattern C) as the stopping pattern data and generates the performance pattern designation commands "E1H" and "01H". The probability of the second special symbol C being determined is 13%. When the second special symbol C is determined, the game transitions to a time-saving game state after an 8R jackpot (the time-saving function is activated). This time-saving game state is the "evolution time-saving" described below.

[0062] Furthermore, when the second special pattern display device 21 determines that a jackpot has occurred, if the random number value for the jackpot pattern is between "65" and "349", it determines "02" (second special pattern D) as the stopping pattern data and generates the performance pattern designation commands "E1H" and "02H". The probability of the second special symbol D being determined is 57%. When the second special symbol D is determined, the game transitions to a time-saving game state after an 8R jackpot (the time-saving function is activated). This time-saving game state is the "standard time-saving" state described below.

[0063] Furthermore, when the second special pattern display device 21 determines that a jackpot has occurred, if the random number value for the jackpot pattern is between "350" and "499", it determines "03" (second special pattern E) as the stopping pattern data and generates the performance pattern designation commands "E1H" and "03H". The probability of the second special symbol E being determined is 30%. When the second special symbol E is determined, the game will transition to a time-saving game state after a 2R jackpot (the time-saving function will be activated). This time-saving game state is the "standard time-saving" state. In this way, in the gaming machine of this embodiment, when a jackpot is won in the lottery of the first special symbol and the second special symbol, the game always shifts to a time-saving gaming state after the jackpot (the time-saving function is activated).

[0064] In the small win symbol determination table shown in Fig. 6(b), the main CPU 111 refers to the random number value for the small win symbol. The processing by the main CPU 111 will be described below. When the second special symbol display device 21 determines that a small win has occurred, if the random number value for the small win symbol is "0" to "64", it determines "11" (special symbol A for small win) as the stopping symbol data. Then, when the special symbol starts to vary, it generates the performance symbol designation commands "E1H" and "0BH" based on the type of special symbol determined (stopping symbol data). The probability that the special symbol A for small wins will be determined is 13%. When the special symbol A for small wins is determined, the game will transition to a time-saving game state after the 8R big win following the small win (the time-saving function will be activated). This time-saving game state is called "evolution time-saving".

[0065] Furthermore, if the random number value for the small win pattern is "65" to "349" when the second special pattern display device 21 determines that a small win has occurred, it determines "12" (special pattern B for small win) as the stopping pattern data and generates the performance pattern designation commands "E1H" and "0CH". The probability that the special symbol B for small wins will be determined is 57%. When the special symbol B for small wins is determined, the game will transition to a time-saving game state after the 8R big win following the small win (the time-saving function will be activated). This time-saving game state is the "standard time-saving" state.

[0066] When the second special pattern display device 21 determines that a small win has occurred, if the random number value for the small win pattern is "350" to "499", it determines "13" (special pattern C for small win) as the stopping pattern data and generates the performance pattern designation commands "E1H" and "0DH". The probability that the special symbol C for small wins will be determined is 30%. When the special symbol C for small wins is determined, the game will transition to a time-saving game state after the 2R big win following the small win (the time-saving function will be activated). This time-saving game state is the "standard time-saving" state. In this way, in the gaming machine of this embodiment, if a small win is won in the lottery for the second special symbol, the game will always transition to a time-saving gaming state after the big win that follows the small win (the time-saving function will be activated).

[0067] In the losing symbol determination table shown in Figure 6 (c), when the first special symbol display device 20 determines a loss, it determines the stopping symbol data to be "00" (special symbol 0 (loss)), and when the special symbol starts to change, it generates the effect symbol designation commands "E0H" and "00H". Also, when the second special symbol display device 21 determines a loss, it determines the stopping symbol data to be "00" (special symbol 0 (loss)), and when the special symbol starts to change, it generates the effect symbol designation commands "E1H" and "00H". In addition, since the type of special pattern (stop pattern data) determines the game state and jackpot type after a jackpot, it can be said that the type of special pattern determines the game state and jackpot type after the jackpot game ends.

[0068] FIG. 7 shows a normal symbol determination table for determining a normal symbol, and a normal electric accessory opening pattern determination table based on the stopped normal symbol. The normal symbol determination table in Figure 7(a) is composed of a normal symbol determination table when a normal symbol wins and a normal symbol determination table when a normal symbol loses. The main CPU 111 determines the stop symbol based on the lottery results of the win / lose and the extracted random number value for the normal symbol. The opening pattern determination table for the normal electric device in Figure 7(b) is composed of a table for the non-time-saving game state, a table for easy-to-win state 1 which is set to the time-saving game state, a table for easy-to-win state 3 which is set to the time-saving game state, and a table for easy-to-win state 4 which is set to the time-saving game state. The main CPU 111 refers to the game state and determines the opening pattern of the normal electric device based on the stopped symbols. Easy-to-win state 1, easy-to-win state 3, and easy-to-win state 4 will be described later.

[0069] The processing by the main CPU 111 will be described below. When the random number value for the normal pattern of the normal pattern display device 22 is determined to be a win in the win determination table, if the random number value for the normal pattern is "0" to "327", normal pattern A is determined, if the normal pattern random number value is "328" to "2677", normal pattern B is determined, if the normal pattern random number value is "2678" to "3470", normal pattern C is determined, if the normal pattern random number value is "3471" to "4837", normal pattern D is determined, and if the normal pattern random number value is "4838" to "65433", normal pattern E is determined. The probability that normal pattern A will be selected is approximately 0.5%, the probability that normal pattern B will be selected is approximately 3.6%, the probability that normal pattern C will be selected is approximately 1.2%, the probability that normal pattern D will be selected is approximately 2.1%, and the probability that normal pattern E will be selected is approximately 92.6%.

[0070] In the normal symbol determination table shown in Figure 7 (a-1) when a normal symbol is hit, the main CPU 111 refers to the normal symbol random number value. When a hit is determined in the hit determination table of the normal symbol display device 22, if the normal symbol random number value is "0" to "327", normal symbol A is determined, "01" is determined as the stop symbol data, and the performance symbol designation commands "E8H" and "01H" are generated. The normal symbol variation time when this normal symbol A is determined is set to 0.3 seconds.

[0071] In addition, when a win is determined in the win determination table of the normal symbol random number value of the normal symbol display device 22, if the normal symbol random number value is "327" to "2677", the normal symbol B is determined, "02" is determined as the stop symbol data, and the performance symbol designation command "E8H" "02H" is generated. The normal symbol variation time when this normal symbol B is determined is set to 0.3 seconds.

[0072] Also, when a win is determined in the win determination table for the normal symbol random number of the normal symbol display device 22, if the normal symbol random number value is "2678" to "3470", the normal symbol C is determined, "03" is determined as the stop symbol data, and the performance symbol designation commands "E8H" and "03H" are generated. The normal symbol variation time when this normal symbol C is determined is set to 0.3 seconds.

[0073] Also, when a win is determined in the win determination table of the normal symbol random number value of the normal symbol display device 22, if the normal symbol random number value is "3471" to "4837", the normal symbol D is determined, "04" is determined as the stop symbol data, and the performance symbol designation commands "E8H" and "04H" are generated. The normal symbol variation time when this normal symbol D is determined is set to 0.3 seconds.

[0074] In addition, when a win is determined in the win determination table of the normal symbol random number value of the normal symbol display device 22, if the normal symbol random number value is "327" to "2677", the normal symbol E is determined, "05" is determined as the stop symbol data, and the performance symbol designation commands "E8H" and "05H" are generated. The normal symbol variation time when this normal symbol E is determined is set to 0.3 seconds.

[0075] Next, in the normal symbol determination table (missing symbol determination table) shown in Figure 7 (a-2) when the normal symbol is a miss, when it is determined to be a miss in the hit determination table for the normal symbol random number value of the normal symbol display device 22, "00" is determined as the stop symbol data, and when the normal symbol starts to change, the performance symbol designation command "E8H" "00H" is generated. The normal symbol change time when a miss is determined is set to 5.10 seconds.

[0076] In the opening pattern determination table for normal electric devices in the non-time-saving game state shown in Figure 7(b-1), when normal symbols A to E are displayed on the normal symbol display device 22, a 0.052-second operation of the normal electric device (so-called short opening) is determined as the opening pattern for the normal electric device. Here, the timing for determining whether the normal symbol wins or loses and the normal symbol is when the normal symbol begins to change, and the timing for determining the opening pattern for the normal electric device is when the normal electric device opens. Therefore, when the normal symbol begins to change, normal symbols A to E can be determined as the time-saving game state, and there may be cases where the game transitions from the time-saving game state to the non-time-saving game state while the normal symbol is changing. For such cases, an opening pattern for normal electric devices in the non-time-saving game state is set.

[0077] Next, in the opening pattern determination table for normal electric devices in the easy-to-win state 1 set in the time-saving game state (initial time-saving) shown in Figure 56 (b-2), when normal pattern A is displayed on the normal pattern display device 22, the opening pattern for the normal electric device is determined to be a 5.492-second operation of the normal electric device (so-called long opening). In addition, in the opening pattern determination table for normal electric roles in the easy-to-win state 1 set in the time-saving game state (first time time-saving) shown in Figure 56 (b-2), when normal patterns B to E are displayed on the normal pattern display device 22, the opening pattern for the normal electric role is determined to be 0.052 second operation of the normal electric role (so-called short opening). As a result, with the time-saving game state (first time saving), the normal electric device will open long with a probability of about 0.5%. At this time, the winning ease state of the normal electric device (ease of winning at the second winning slot 14) is called winning ease state 1.

[0078] Next, in the opening pattern determination table for normal electric roles in the easy-to-win state 3 set in the time-saving game state (evolved time-saving) shown in Figure 56 (b-3), when normal patterns A to E are displayed on the normal pattern display device 22, the opening pattern for the normal electric role is determined to be 4.0 seconds of operation (so-called long opening) of the normal electric role. As a result, with the time-saving game state (evolution time-saving), the normal electric device will open long with a 100% probability. The winning easy state of the normal electric device at this time is called winning easy state 3.

[0079] Next, in the opening pattern determination table for normal electric roles in the easy-to-win state 4, which is set to the time-saving game state (standard time-saving) shown in Figure 56 (b-4), when normal pattern C is displayed on the normal pattern display device 22, the opening pattern for the normal electric role is determined to be a 5.492-second operation of the normal electric role (so-called long opening). In addition, in the opening pattern determination table for normal electric roles in the easy-to-win state 4, which is set in the time-saving game state (standard time-saving) shown in Figure 56 (b-2), when normal patterns A, B, D, and E are displayed on the normal pattern display device 22, the opening pattern for the normal electric role is determined to be 0.052 seconds of operation of the normal electric role (so-called short opening). As a result, with the time-saving game state (standard time-saving), the normal electric device will open long with a probability of about 1.2%. The winning-easy state of the normal electric device at this time is called winning-easy state 4. 7 shows three operation patterns (operation modes) of the normal electric device: long release (operation for 5.492 seconds), long release (4.000 seconds), and short release (operation for 0.052 seconds), but there may be other operation patterns. In that case, the gaming machine 1 has other easy-to-win states in which the operation time of the normal electric device is set to other than the above 5.492 seconds, 4.000 seconds, and 0.052 seconds when normal symbols A to E are selected. In Figure 7, when the game state is a non-time-saving game state, the main CPU 111 illustrates the normal symbol fluctuation time as 5.10 seconds for the non-time-saving game state and 0.3 seconds for the time-saving game state, but there may be various variations other than those described above. Even in the same game state, the fluctuation time may be different depending on the normal symbol.

[0080] FIG. 8 is a diagram illustrating the time-saving game state according to the special symbol and the conditions for ending the time-saving game state. The termination conditions for each time-shortened gaming state will be described with reference to Figure 8. The conditions for terminating the time-shortened gaming state differ depending on the time-shortened gaming state, and the time-shortened termination conditions indicate the type of the time-shortened gaming state. In this embodiment, the conditions for ending the time-saving gaming state are determined based on the "gaming state at the time of winning the jackpot" that led to the transition to the time-saving gaming state. The "gaming state at the time of winning the jackpot" will be described later.

[0081] The first special symbol A is selected in the lottery for the jackpot symbol, and the time-saving game state to which the player transitions after the jackpot game is the "first time time-saving" state described above, which is accompanied by the setting of the easy-to-win state 1 for the normal electric device. This "first time time-saving" state ends when the jackpot is won in a non-time-saving game state or a time-saving game state according to the conditions described later in Figure 9, and the first special symbol that results in a small win has changed once, or the normal electric device has been activated 100 times. In addition, the second special symbol C is selected in the lottery for the jackpot symbol, and the time-saving game state to which the game transitions after the jackpot game is the "evolved time-saving" described above, and accompanying this, the normal electric device is set to the easy-to-win state 3. This "evolved time-saving" ends when the jackpot is won in the non-time-saving game state or the time-saving game state according to the conditions described later in Figure 9, and when the second special symbol changes once. Furthermore, when the second special symbol D is selected in the lottery for the jackpot symbol, the time-saving game state to which the player transitions after the jackpot game is the "standard time-saving" state described above, and accompanying this, the normal electric device is set to the easy-to-win state 4. This "standard time-saving" state ends when the jackpot is won in a non-time-saving game state or a time-saving game state according to the conditions described later in Figure 9, and the second special symbol changes once or the normal electric device operates 130 times. When the second special symbol E is selected in the lottery for the jackpot symbol, the time-saving game state to which the player transitions after winning the jackpot is the "standard time-saving" state described above, and the normal electric device is set to easy-to-win state 4. The "standard time-saving" state ends when the jackpot is won in a non-time-saving game state or in a time-saving game state, and the second special symbol changes once or the normal electric device operates 130 times.

[0082] In addition, the special symbol A for the small win is selected in the lottery for the big win symbol, and the time-saving game state to which the player transitions after the big win following the small win is the "evolved time-saving" state described above, and the normal electric device is set to the easy-to-win state 3. The "evolved time-saving" state ends when the big win is won in the non-time-saving game state or the time-saving game state according to the conditions described later in Figure 9, and when the second special symbol changes once. In addition, the special pattern B for small wins is selected in the lottery for the big win pattern, and the time-saving game state to which the player transitions after the small win and big win game is the above-mentioned "standard time-saving" state, and in addition, the easy-to-win state 4 for normal electric roles is set. The special pattern C for small wins is selected in the lottery for the big win pattern, and the time-saving game state to which the player transitions after the big win game following the small win is the above-mentioned "standard time-saving" state, and the easy-to-win state 4 for normal electric devices is also set. The "standard time reduction" ends when a jackpot is won during non-time reduction game mode or time reduction game mode, and when the second special symbol changes once or the normal electric device operates 130 times. In the following explanation, the special symbols for small wins will be referred to as "small win symbols."

[0083] As explained in Figure 8, in the gaming machine 1 of this embodiment, the conditions for terminating the time-saving game state are determined based on the "game state at the time of winning the jackpot" for the jackpot that has resulted in a transition to the corresponding time-saving game state. The "game state at the time of winning the jackpot" here refers to the game state at an appropriate timing before the start of the jackpot game, which will be explained below. In this embodiment, in both the case of a "Type 1 jackpot" with time reduction and a "Type 2 jackpot" with time reduction, the point at which the time to determine the variable symbol that triggered the jackpot has elapsed is considered to be the "game state at the time of winning the jackpot."

[0084] Here, a "Type 1 jackpot" is a jackpot that occurs without going through a small jackpot, and a "Type 2 jackpot" is a jackpot that occurs through a small jackpot. In the gaming machine 1, which is a type 1 / 2 mixed type, a jackpot state is reached when the gaming ball passes through the specific area 17 during a small win. When a small win occurs, the specific area 17 is opened, and when the gaming ball passes through the specific area 17 (when a V win occurs), a jackpot gaming state is reached. This is called a type 2 jackpot. The configuration of the specific area is not limited to the above. The large prize opening 16 or a separately provided second large prize opening (large prize device) may have a configuration in which a specific area 17 and a non-specific area are formed inside, through which a gaming ball that has passed through the large prize can pass. In this case, the large prize opening is provided with a sensor upstream of the specific area 17 and the non-specific area that detects the entry of a gaming ball into the large prize opening, the specific area 17 is provided with a specific area sensor that detects the passage of a gaming ball into the specific area 17, and the non-specific area is provided with a non-specific area sensor that detects the passage of a gaming ball into the non-specific area.

[0085] A distribution device for distributing game balls to a specific area 17 and a non-specific area is provided in the big prize opening, and this distribution device allows game balls to enter either the specific area 17 or the non-specific area. As explained in Figure 5, in the case of the gaming machine of this embodiment, the drawing of the first special symbol does not result in a small win, but the drawing of the second special symbol can result in both a small win and a big win. Therefore, in this specification, the drawing of the first special symbol can result in a type 1 big win, and the drawing of the second special symbol can result in a type 1 or type 2 big win. Here, it is written that "a type 2 jackpot is won," but what is actually won is a small jackpot, and as a result of winning the small jackpot, a type 2 jackpot is executed when the game ball passes through the specific area 17 during the small jackpot as described above.

[0086] As will be explained below with reference to Figure 9, in the gaming machine of this embodiment, in the case of a Type 1 jackpot with time reduction and a Type 2 jackpot with time reduction, the time when the pattern determination time for the variable winning jackpot has elapsed is used as the reference timing for the game state used to determine the time reduction end conditions. If you win a jackpot (special symbol A) that transitions to a time-saving game state after a jackpot, you will transition to a time-saving game state after a Type 1 jackpot. If you win a small jackpot (small jackpot symbols A to C) that transitions to a time-saving game state after a jackpot, a jackpot game (Type 2 jackpot) will be played when the game ball passes through the specific area 17 (enters the V), and then you will transition to a time-saving game state (the time-saving function will be activated). In this embodiment, after all of the first type jackpots and second type jackpots are executed, the game shifts to the time-shortened gaming state (the time-shortening function is activated).

[0087] FIG. 9 is a diagram for explaining the timing for referring to the gaming state. Figures 9(a) to 9(c) explain the reference timing of the game state for a Type 1 jackpot with time reduction, and Figures 9(d) to 9(e) explain the reference timing of the game state for a Type 2 jackpot with time reduction. In the explanation of Figure 9, a time lag is displayed between the time when the condition device is activated (the jackpot starts) in the case of a type 1 jackpot and the time when a small jackpot is generated in the case of a type 2 jackpot after the symbol determination time has elapsed. However, such a time lag is displayed for the convenience of explanation, and in reality, such a lag does not have to be provided.

[0088] Figure 9(a) shows the timing for referencing the game state at the time of winning a Type 1 jackpot with time-saving function that is won in a lottery for the first special pattern or the second special pattern during a non-time-saving game state (when the time-saving function is not activated). In Figure 9(a), the first or second special symbol that will win the jackpot starts to change during the non-time-saving game mode, and after the change time has ended and the symbol determination time has elapsed, the condition device is activated, the jackpot game mode is entered, and the player starts hitting the right button. The time-saving function is not activated from the time the symbols change until the jackpot game starts. As described above, the reference timing of the game state used to determine the time-saving termination condition is when the time has elapsed for determining the pattern of the variable that has won the jackpot. In the case of Figure 9(a), the game state when the pattern determination time has elapsed is a non-time-saving game state, and the time-saving game state after a jackpot is the time-saving game state after a "jackpot that has been won into a non-time-saving game state" as described in the explanation of Figure 8.

[0089] Figure 9(b) shows the reference timing of the game state at the time of winning a Type 1 jackpot, which is won by drawing a first special pattern or a second special pattern during the time-saving game state (while the time-saving function is operating) and which satisfies the conditions for ending the time-saving game state. In Figure 9(b), the first or second special symbol that will win the jackpot begins to change during the time-saving game state, and when the change time ends, the time-saving game state (activation of the time-saving function) that continued while the symbol was changing ends. After that, after the symbol determination time has passed, the condition device is activated and the jackpot game state begins. The player continues to hit the right button from the time the symbols change until the start of the big win game. As described above, the reference timing of the game state used to determine the time-saving termination condition is when the time has elapsed for determining the pattern of the variable that has won the jackpot. In the case of Figure 9(b), the game state when the pattern determination time has elapsed is a non-time-saving game state, and the time-saving game state after a jackpot is the time-saving game state after a "jackpot that has been won into a non-time-saving game state" as described in the explanation of Figure 8.

[0090] Figure 9(c) shows the reference timing of the game state at the time of winning a Type 1 jackpot, which is won by lottery for the first special pattern or the second special pattern that occurs during the time-saving game state (while the time-saving function is operating) and does not satisfy the conditions for ending the time-saving game state. In Figure 9(c), the first or second special symbol that will win the jackpot during the time-saving game state begins to fluctuate, the fluctuating time ends, and the symbol determination time passes, and the jackpot game begins (the condition device is activated), and the time-saving game state (activation of the time-saving function) ends. The player continues to hit the right button from the time the symbols change until the start of the big win game. As described above, the reference timing of the game state used to determine the time-saving termination condition is the time when the time for determining the variable symbol that resulted in the jackpot has elapsed. In the case of Figure 9(c), the game state when the pattern determination time has elapsed is still the time-saving game state, and the time-saving game state after the jackpot is the time-saving game state after the ``jackpot that has entered the time-saving game state'' as described in the explanation of Figure 8.

[0091] Figure 9(d) shows the reference timing of the game state at the time of winning a Type 2 jackpot, which was won as a result of a lottery for the second special pattern held during a non-time-saving game state (when the time-saving function is not activated). In Figure 9(d), the second special symbol that wins the small prize begins to change during the non-time-saving game mode (when the time-saving function is not activated), and after the change time ends and the fixed time has passed, the player starts hitting the right button during the small prize game, and when a V is won, the condition device is activated, and the game then enters the big prize mode. The time-saving function is not activated from the time the second special symbol changes until after the big prize game begins. The reference timing of the game state used to determine the time-saving termination condition is when the time has elapsed for the symbol determination of the variable that has won the jackpot. In the case of Figure 9(d), the game state when the pattern determination time has elapsed is a non-time-saving game state, and the time-saving game state after a jackpot is the time-saving game state after a "jackpot that has been won in a non-time-saving game state" as described in the explanation of Figure 8.

[0092] Figure 9(e) shows the reference timing of the game state when a Type 2 jackpot is won, which is the result of a lottery for the second special pattern that is performed other than the final variation during the time-saving game state (while the time-saving function is activated) and which satisfies the end condition for the number of small jackpot variations. In Figure 9(e), during the time-saving game state, the variation of the second special symbol that wins the small prize begins, and after the variation time ends, if the time-saving end condition is met by winning the small prize, the time-saving game state (activation of the time-saving function) that continued from the variation of the second special symbol ends at that point. If a V is won in the small prize game that is performed after the fixed time has passed, the condition device is activated, and then the game enters a big prize game state (not shown). The player continues to hit the right button from the time the symbols change until the start of the big win game. As described above, the reference timing of the game state used to determine the time-saving end condition is when the time has elapsed to determine the pattern of the variable that has won the jackpot. In the case of Figure 9(e), the game state when the pattern determination time has elapsed is a time-saving game state, and the time-saving game state after a jackpot is the time-saving game state after a "jackpot that has entered the time-saving game state" as described in the explanation of Figure 8.

[0093] Figure 9(f) shows the reference timing of the game state when a type 2 jackpot is won, which is won as a result of a lottery for the second special pattern that is performed other than the final variation during the time-saving game state (while the time-saving function is activated) and which satisfies the end condition for the number of variations of the second special pattern. In Figure 9(f), during the time-saving game state, the variation of the second special symbol that wins the small prize begins, and when the variation time ends, the time-saving game state that continued while the symbol was varying ends. When a V is won in the small prize game that takes place after the symbol determination time has elapsed, a condition device is activated, and then the game enters a big prize game state (not shown). The player continues to hit the right button from the time the symbols change until the start of the big win game. As described above, the reference timing of the game state used to determine the time-saving end condition is when the time has elapsed to determine the pattern of the variable that has won the jackpot. In the case of Figure 9(f), the game state when the pattern determination time has elapsed is a non-time-saving game state, and the time-saving game state after a jackpot is the time-saving game state after a "jackpot that has entered the time-saving game state" as described in the explanation of Figure 8.

[0094] <Fluctuation pattern determination table> Figures 10 and 11 are diagrams showing a variation pattern determination table for determining the variation pattern of special symbols, where Figure 10 is an example of a variation pattern determination table that is referenced in a non-time-shortened game state, and Figure 11 is an example of a variation pattern determination table that is referenced in a time-shortened game state. Specifically, the main CPU 111 determines the variation pattern based on the type of special pattern display device, the random number value for determining the special pattern (won or lost the jackpot), the random number value for the jackpot pattern (jackpot pattern), whether or not a time-saving game state is in effect, the number of reserved special patterns, the random number value for reaching a win and the random number value for the variation pattern (random number value for special pattern variation) using a variation pattern determination table. The variation pattern is determined when the special symbol starts to vary, and a variation pattern designation command is generated based on the determined variation pattern. This variation pattern designation command is transmitted from the main control board 110 to the performance control board 120 in the output control process.

[0095] In the gaming machine 1 of this embodiment, a reach is always made when a big win or a small win occurs, and therefore the random number value for reach determination is not referred to when a big win or a small win occurs. In this embodiment, "reach" refers to a state in which, after a part of the combination of effect symbols 35 that notifies a transition to a special game is stopped and displayed, the remaining part of the effect symbols 35 continues to be displayed in a variable manner. For example, when a combination of three-digit effect symbols 35, "777," is set as a combination of effect symbols 35 that notifies a transition to a jackpot game, the state in which two effect symbols 35 are stopped and displayed as "7," and the remaining effect symbols 35 are displayed in a variable manner, is referred to.

[0096] Furthermore, when the MODE of the variation pattern designation command is "E6H", it indicates that it is a variation pattern designation command corresponding to the variation pattern determined when a gaming ball enters the first start hole 13 and the variation of the special symbol on the first special symbol display device 20 begins, and when the MODE is "E7H", it indicates that it is a variation pattern designation command corresponding to the variation pattern determined when a gaming ball enters the second start hole 14 and the variation of the special symbol on the second special symbol display device 21 begins. The DATA of the variation pattern designation command indicates a specific variation pattern number. In other words, the variation pattern designation command is also information indicating a variation pattern.

[0097] <Fluctuation pattern determination table for non-time-reduction gaming state> The fluctuation pattern determination table for the non-time-shortened gaming state shown in FIG. 10 will be explained. In the variation pattern determination table shown in Figure 10, variation patterns 1, 2-1, 2-2, 3-1, 3-2, 10, 11, 12-1, 12-2, 13-1, 13-2, and 15 are set as variation patterns of the special patterns of the first special pattern display device 20. In addition, variation patterns 21, 22, 23, 24, 25, 26, 31, 32, 33, 34, 35, and 36 are set as variation patterns of the special symbols of the second special symbol display device 21. In the gaming machine of this embodiment, since the normal symbol does not become a winning symbol in the non-time-saving game state, the normal electric device is not opened, and therefore the second special symbol does not change. Therefore, the second special symbol change patterns 21 to 26 and 31 to 36 in the table of Figure 10 are considered to be unnecessary, but the change patterns of the second special symbol are set for the following reasons. That is, as explained in Figure 9 (e), when a small win with time reduction (two-type jackpot) is won, the time-saving game state ends after the time for determining the variation of the special pattern has elapsed (the game state becomes a non-time-saving game state), and if the game ball passes through the specific area 17 during the subsequent small win game (if a V win occurs), a jackpot will be won, and after the jackpot game ends, the game state will become a time-saving game state. However, if a V win does not occur during the small win game (if a jackpot is won), the jackpot game will not be played, and therefore the game state will not become a time-saving game state. If there are no reserved second special symbols, the player simply resumes play by aiming at the first start slot 13, but if there are reserved second special symbols, the reserved second special symbols will be changed in the non-time-saving game state. In order to enable the change of the second special symbols in the non-time-saving game state, the gaming machine 1 provides change patterns 21 to 26 and 31 to 36 of the second special symbols for the non-time-saving game state. Based on the type of special pattern display device, the random number value for determining the special pattern (won or lost the jackpot), the random number value for the jackpot pattern (jackpot pattern), the number of reserved special patterns, the random number value for reaching the target, and the random number value for the variation pattern, one variation pattern is selected from these variation patterns in the allocation shown in Figure 10.

[0098] In the following explanation, a "normal reach (effect)" is a reach effect with a low expectation of winning a jackpot, in which two effect patterns 35 (left pattern, right pattern) temporarily stop in the left and right areas of the display section of the image display device 31, and the remaining effect pattern 35 fluctuates in the central area. The "SP Reach Effect" is a super reach that has a higher chance of winning the jackpot (a special game being played) than the "Normal Reach (Effect)" described above. Furthermore, "SPSP Reach (effect)" is a reach that has a higher chance of winning the jackpot (a special game will be executed) than "SP Reach (effect)". It can develop from "SP Reach (effect)" or directly from "Normal Reach (effect)". It may display a different effect screen or movie from "SP Reach (effect)".

[0099] For example, when variation pattern 1 is selected, it corresponds to a performance in which a normal reach performance is executed and then a short win with time reduction occurs in the performance performed using a variation time of 40,000 ms by the performance control board 120. In this case, after a short win (2R), the game transitions to a time-shortened game state (the time reduction function is activated). In addition, when the variation pattern 2-1 is selected, in the performance performed using a variation time of 60,000 ms by the performance control board 120, after executing the normal reach performance, SP reach 1 is executed, and it corresponds to the performance of a short win with time reduction. In this case, after the short win (2R), it shifts to the time reduction game state (the time reduction function is activated). In addition, when the variation pattern 2-2 is selected, in the performance performed using a variation time of 60,000 ms by the performance control board 120, after executing the normal reach performance, SP reach 2 is executed, and it corresponds to the performance of a short win with time reduction. In this case, after the short win (2R), it shifts to the time reduction game state (the time reduction function is activated).

[0100] In addition, when the variation pattern 3-1 is selected, in the performance performed using a variation time of 70,000 ms by the performance control board 120, after executing the normal reach performance, SPSP reach 1 is executed via the SP reach performance or directly, and corresponds to the performance of a short win with time reduction. In this case, after the short win (2R), the game shifts to the time reduction game state (the time reduction function is activated). In addition, when the variation pattern 3-2 is selected, in the performance performed by the performance control board 120 using a variation time of 70,000 ms, after executing the normal reach performance, SPSP reach 2 is executed via the SP reach performance or directly, and corresponds to the performance of a short win with time reduction. In this case, after the short win (2R), the game shifts to the time reduction game state (the time reduction function is activated).

[0101] When variation pattern 10 is selected, it corresponds to a performance in which a miss occurs without a reach performance in a performance performed by the performance control board 120 using a variation time of 3,000 ms. For example, when variation pattern 11 is selected, it corresponds to a performance in which a normal reach performance is executed and then a miss occurs in a performance performed by the performance control board 120 using a variation time of 35,000 ms.

[0102] Furthermore, when variation pattern 12-1 is selected, in the performance performed by the performance control board 120 using a variation time of 55,000 ms, after a normal reach performance is executed, SP reach 1 is executed, which corresponds to a performance that results in a miss. Furthermore, when variation pattern 12-2 is selected, in the performance performed by the performance control board 120 using a variation time of 55,000 ms, after a normal reach performance is executed, SP reach 2 is executed, which corresponds to a performance that results in a miss.

[0103] Furthermore, when variation pattern 13-1 is selected, in the performance performed by the performance control board 120 using a variation time of 65,000 ms, after a normal reach performance is executed, SPSP reach 1 is executed via the SP reach performance or directly, resulting in a miss. Furthermore, when variation pattern 13-2 is selected, in the performance performed by the performance control board 120 using a variation time of 65,000 ms, after a normal reach performance is executed, SPSP reach 2 is executed via the SP reach performance or directly, resulting in a miss. Furthermore, when variation pattern 15 is selected, it corresponds to a performance that results in a miss without a reach performance in a performance that is performed by the performance control board 120 using an extremely short variation time of 2,000 ms.

[0104] When the variation patterns 21 and 22 are selected, they correspond to a long win with time reduction in the performance performed using a variation time of 300 ms (0.3 seconds) by the performance control board 120. After a long win (8R), the game shifts to a time-saving game state (the time reduction function is activated). When the variation patterns 23 and 24 are selected, they correspond to a long win with time reduction in the performance performed using a 300 ms variation time by the performance control board 120. After a long win (8R), the game transitions to a time-saving game state (the time reduction function is activated). When the variation patterns 25 and 26 are selected, they correspond to a short win with time reduction in the performance performed using a 300 ms variation time by the performance control board 120. After the short win (2R), the game transitions to a time-saving game state (the time reduction function is activated).

[0105] When the variation patterns 31 and 32 are selected, they correspond to a small win with time reduction in the performance performed using a 300 ms variation time by the performance control board 120. After the long win (8R) after the small win, the game will transition to a time-saving game state (the time-saving function will be activated). When the variation patterns 33 and 34 are selected, they correspond to a small win with time reduction in the performance performed using a 300 ms variation time by the performance control board 120. In this case, after the long win (8R) after the small win, the game transitions to a time-saving game state (the time reduction function is activated). When the variation patterns 35 and 36 are selected, they correspond to a small win with time reduction in the performance performed using a 300 ms variation time by the performance control board 120. After the short win (2R) after the small win, the game transitions to a time-saving game state (the time-saving function is activated).

[0106] In the above, when the number of reserved second special symbols is 0, the variable pattern 21 may be selected, and when the number of reserved symbols is 1 to 3, the variable pattern 22 may be selected. When the number of reserved second special symbols is 0, the variable pattern 23 may be selected, and when the number of reserved symbols is 1 to 3, the variable pattern 24 may be selected. When the number of reserved second special symbols is 0, the variable pattern 25 may be selected, and when the number of reserved symbols is 1 to 3, the variable pattern 26 may be selected.

[0107] When the number of reserved second special symbols is 0, the variable pattern 31 may be selected, and when the number of reserved symbols is 1 to 3, the variable pattern 32 may be selected. When the number of reserved second special symbols is 0, the variable pattern 33 may be selected, and when the number of reserved symbols is 1 to 3, the variable pattern 34 may be selected. When the number of reserved second special symbols is 0, the variable pattern 35 may be selected, and when the number of reserved symbols is 1 to 3, the variable pattern 36 may be selected. This allows you to switch the presentation to correspond to the fluctuation pattern depending on whether or not there are any reserved numbers. Instead of switching the presentation depending on the variation pattern based on the number of reserved balls, the presentation pattern determination table may be set so that different presentations are performed for the same variation pattern depending on the number of reserved balls.

[0108] <Fluctuation pattern determination table for time-saving game state> The variation pattern determination table for the time-shortened gaming state shown in FIG. 11 will be explained. In the variation pattern determination table shown in FIG. 11, variation patterns 41, 42, 51, 52, 53, 54, 55, and 56 are set as variation patterns of the special symbols of the first special symbol display device 20. In addition, variation patterns 61, 62, 63, 64, 65, and 66 are set as variation patterns of the special symbols of the second special symbol display device 21. Furthermore, (i) variation patterns 67, 68, and 69 are set as variation patterns of the special pattern of the second special pattern display device 21 during "initial time reduction," (ii) variation patterns 70, 71, 72, 73, 74, and 75 are set as variation patterns of the special pattern of the second special pattern display device 21 during standard time reduction, and (iii) variation patterns 76, 77, 78, 79, 80, and 81 are set as variation patterns of the special pattern of the second special pattern display device 21 during "evolution time reduction." Based on the type of special pattern display device, the random number value for determining the special pattern (won or lost the jackpot), the random number value for the jackpot pattern (jackpot pattern), the number of reserved special patterns, the random number value for reaching the target, and the random number value for the variation pattern, one variation pattern is selected from these variation patterns in the allocation shown in Figure 11. The variation pattern shown in FIG. 11 is also associated with the content of the performance that is performed when the performance control board 120 performs a variation performance (of the performance pattern 35).

[0109] For example, when the variation patterns 41 and 42 are selected, they correspond to a long win with time reduction in the performance performed using a variation time of 6,000 ms by the performance control board 120. In this case, after a short win (2R), the game transitions to a time-shortened game state (the time-shortening function is activated). For example, when the variation patterns 51 to 56 are selected, they correspond to a performance that will result in a miss in a performance that is performed by the performance control board 120 using an extremely short variation time of 500 ms.

[0110] When these variation patterns 61 and 62 are selected, they correspond to a long win with time reduction in the performance performed by the performance control board 120 using a variation time of 700 ms (0.7 seconds) and 300 ms (0.3 seconds), respectively. After a long win (8R), the game shifts to a time-reduction game state (the time reduction function is activated). For example, if the number of reserved second special symbols is 0, the variable pattern 61 is selected, and if the number of reserved symbols is 1 to 3, the variable pattern 62 is selected.

[0111] When these variation patterns 63 and 64 are selected, they correspond to a long win with time reduction in the performance performed by the performance control board 120 using a variation time of 700 ms (0.7 seconds) and 300 ms (0.3 seconds), respectively. After a long win (8R), the game shifts to a time-reduction game state (the time reduction function is activated). For example, when the number of reserved second special symbols is 0, the variation pattern 63 is selected, and when the number of reserved symbols is 1 to 3, the variation pattern 64 is selected. When these variation patterns 65 and 66 are selected, they correspond to a short win with time reduction in the performance performed using a variation time of 700 ms (0.7 seconds) and 300 ms (0.3 seconds) by the performance control board 120. After a short win (2R), the game shifts to a time-shortened game state (the time-shortening function is activated). When the number of reserved second special symbols is 0, variation pattern 65 is selected, and when the number of reserved symbols is 1 to 3, variation pattern 66 is selected.

[0112] (i) The variation patterns 67 to 69 selected during the "first time shortening" are explained. When this variation pattern is selected, the variation pattern 67 corresponds to a small win with time reduction in the performance performed using a variation time of 300 ms by the performance control board 120. After the long win (8R) after the small win, the game will transition to a time-saving game state (the time-saving function will be activated). When this variation pattern is selected, the variation pattern 68 corresponds to a small win with time reduction in the performance performed using a variation time of 60,000 seconds by the performance control board 120. After the long win (8R) after the small win, the game transitions to a time-saving game state (the time-saving function is activated). When this variation pattern is selected, the variation pattern 69 corresponds to a small win with time reduction in the performance performed using a variation time of 300 ms by the performance control board 120. After the short win (2R) after the small win, the game transitions to a time-saving game state (the time-saving function is activated).

[0113] (ii) The fluctuation patterns 70 to 75 selected during "standard time reduction" will be explained. When these variation patterns are selected, the variation patterns 70 and 71 correspond to a small win with time reduction in the performance performed using a variation time of 700 ms (0.7 seconds) and 300 ms (0.3 seconds) respectively by the performance control board 120. After a long win (8R) after a small win, the game shifts to a time-saving game state (the time-saving function is activated). For example, when the number of reserved second special symbols is 0, the variation pattern 70 is selected, and when the number of reserved symbols is 1 to 3, the variation pattern 71 is selected.

[0114] When these variation patterns are selected, the variation patterns 72 and 73 correspond to a small win with time reduction in the performance performed by the performance control board 120 using a variation time of 700 ms (0.7 seconds) and 300 ms (0.3 seconds), respectively. After a long win (8R) following a small win, the game shifts to a time-saving game state (the time-saving function is activated). For example, when the number of reserved second special symbols is 0, the variation pattern 72 is selected, and when the number of reserved symbols is 1 to 3, the variation pattern 73 is selected. When these variation patterns are selected, the variation patterns 74 and 75 correspond to a small win with time reduction in the performance performed using a variation time of 700 ms (0.7 seconds) and 300 ms (0.3 seconds) respectively by the performance control board 120. After a short win (2R) after the small win, the game shifts to a time-reduction game state (the time reduction function is activated). When the number of reserved second special symbols is 0, the variation pattern 74 is selected, and when the number of reserved symbols is 1 to 3, the variation pattern 75 is selected.

[0115] (iii) Explain the variation patterns 76 to 81 selected during "evolution time reduction." When these variation patterns 76 and 77 are selected, they correspond to a small win with time reduction in a performance performed using a variation time of 19,700 ms (19.7 seconds) and 300 ms (0.7 seconds) respectively by the performance control board 120. After a long win (8R) after a small win, the game shifts to a time-reduction game state (the time reduction function is activated). When the number of reserved second special symbols is 0, the variation pattern 76 is selected, and when the number of reserved symbols is 1 to 3, the variation pattern 77 is selected. When these variation patterns 78 and 79 are selected, they correspond to a small win with time reduction in the performance performed using a variation time of 19,700 ms (19.7 seconds) and 300 ms (0.3 seconds) respectively by the performance control board 120. After a long win (8R) after a small win, the game shifts to a time-saving game state (the time-saving function is activated). When the number of reserved second special symbols is 0, the variation pattern 78 is selected, and when the number of reserved symbols is 1 to 3, the variation pattern 79 is selected.

[0116] When these variation patterns are selected, the variation patterns 80 and 81 correspond to a small win with time reduction in the performance performed using a variation time of 19,700 ms (19.7 seconds) and 300 ms (0.3 seconds) respectively by the performance control board 120. After the short win (2R) after the small win, the game shifts to the time-reduction game state (the time-reduction function is activated). For example, when the number of reserved second special symbols is 0, the variation pattern 80 is selected, and when the number of reserved symbols is 1 to 3, the variation pattern 81 is selected.

[0117] In addition, when the number of reserved second special symbols is 0, the variable pattern 61 may be selected, and when the number of reserved second special symbols is 1 to 3, the variable pattern 62 may be selected. When the number of reserved second special symbols is 0, the variable pattern 63 may be selected, and when the number of reserved second special symbols is 1 to 3, the variable pattern 64 may be selected. When the number of reserved second special symbols is 0, variable pattern 65 may be selected, and when the number of reserved second special symbols is 1 to 3, variable pattern 66 may be selected. This allows you to change the presentation depending on whether or not there are any reserved numbers. Instead of switching the presentation depending on the variation pattern based on the number of reserved balls, the presentation pattern determination table may be set so that different presentations are performed for the same variation pattern depending on the number of reserved balls.

[0118] <Special pattern pre-determination table> FIG. 12 is a diagram showing a pre-determination table for determining the result of the big win lottery in advance. In the advance determination table shown in Fig. 12, winning information for determining the result of the jackpot lottery in advance is generated based on the type of special symbol display device (the type of start hole detection switch that detects that the gaming ball has entered the start hole), the random number value for special symbol determination, the random number value for jackpot symbol, the random number value for reach determination, the random number value for variation pattern, and the variation pattern determined based on these. Then, based on the generated winning information, a start winning designation command for determining the result of the jackpot lottery in advance is generated.

[0119] In the pre-determination table for the non-time-saving game state shown in Figure 12(a), winning information 1, 2-1, 2-2, 3-1, 3-2, 4, 5, 7-1, 7-2, 8-1, and 8-2 are set as winning information for the first special pattern display device 20, and winning information 9, 10, 11, 12, 13, and 14 are set as winning information for the second special pattern display device 21. Based on the type of special pattern display device, the random number value for determining the special pattern (won or lost the jackpot), the random number value for the jackpot pattern (jackpot pattern), the random number value for reaching the target and the random number value for the variable pattern, one winning information is selected from these winning information in the allocation shown in Figure 12(a).

[0120] For example, when the winning information 1 is selected, it corresponds to a performance in which a normal reach performance is executed and then a big win occurs in a performance performed by the performance control board 120 using a variable time of 40,000 ms. When the winning information 2-1 is selected, the performance control board 120 executes a normal reach performance using a variable time of 60,000 ms, and then executes an SP reach 1, resulting in a jackpot. When the winning information 2-2 is selected, the performance control board 120 executes a normal reach performance using a variable time of 60,000 ms, and then executes an SP reach 2, resulting in a jackpot.

[0121] When the winning information 3-1 is selected, in the performance performed by the performance control board 120 using a variable time of 70,000 ms, a normal reach performance is executed, and then an SPSP reach performance 1 is executed via an SP reach performance or directly, resulting in a big win. When the winning information 3-2 is selected, in the performance performed by the performance control board 120 using a variable time of 70,000 ms, after a normal reach performance is performed, the SPSP reach performance 2 is performed via the SP reach performance or directly, and corresponds to a performance resulting in a jackpot.

[0122] When this winning information 9 is selected, it corresponds to an effect of a long win with time reduction (8R) in an effect performed by the effect control board 120 using a variable time of 60,000 ms. When this winning information 10 is selected, it corresponds to a performance in which a long win with time reduction (8R) occurs in a performance performed by the performance control board 120 using a variable time of 60,000 ms. When this winning information 11 is selected, it corresponds to an effect in which a time-shortened short win (2R) occurs in an effect performed by the effect control board 120 using a variable time of 60,000 ms.

[0123] When this winning information 12 is selected, it corresponds to an effect of a small win with time reduction (8R) in an effect performed by the effect control board 120 using a variable time of 60,000 ms. When this winning information 13 is selected, it corresponds to an effect of a small win with time reduction (8R) in an effect performed by the effect control board 120 using a variable time of 60,000 ms. When this winning information 14 is selected, it corresponds to an effect of a time-shortened small win (2R) in an effect performed by the effect control board 120 using a variable time of 60,000 ms. Winning information 4, 5, 7-1, 7-2, 8-1, and 8-2 apply to losing tickets.

[0124] In the pre-judgment table for the time-saving game state shown in Figure 12(b), winning information 15, 16, and 17 are set as winning information for the first special pattern display device 20, and 18, 19, 20, 21, 22, and 23 are set as winning information for the second special pattern display device 21. Based on the type of special pattern display device, the random number value for determining the special pattern (won or lost the jackpot), the random number value for the jackpot pattern (jackpot pattern), the random number value for reaching the target and the random number value for the variable pattern, one winning information is selected from these winning information in the allocation shown in Figure 12(b).

[0125] For example, when the winning information 15 is selected, the winning information 15 corresponds to an effect that results in a short win with time reduction (2R) in the effect performed by the effect control board 120. When this winning information 18 is selected, it corresponds to an effect that becomes a long win with time reduction (8R) in the effect performed by the effect control board 120. When this winning information 19 is selected, it corresponds to an effect that becomes a long win with time reduction (8R) in the effect performed by the effect control board 120. When this winning information 20 is selected, it corresponds to an effect that results in a time-shortened short win (2R) in the effect performed by the effect control board 120. When this winning information 21 is selected, it corresponds to an effect that becomes a small win (8R) with time reduction in the effect performed by the effect control board 120. When this winning information 22 is selected, it corresponds to an effect that becomes a small win (8R) with time reduction in the effect performed by the effect control board 120. When this winning information 23 is selected, it corresponds to an effect that becomes a small win with time reduction (2R) in the effect performed by the effect control board 120. Winning information 16 and 17 apply to losing cases.

[0126] As mentioned above, in the special symbol pre-determination table, the random number value for determining the special symbol determines whether it is a "jackpot" or a "miss," and the random number value for the jackpot symbol also determines the type of special game (number of rounds), whether it is a "long hit" or a "short hit." In particular, in the case of a small hit, a pre-determination (pre-reading) of the small hit symbol is performed. Furthermore, the "presence or absence of a reach" is determined by the reach determination random number value. The variation pattern is determined based on the type of special pattern display device, the random number value for determining the special pattern (won or lost the jackpot), the random number value for the jackpot pattern (jackpot pattern), the random number value for reaching the target and the random number value for the variation pattern. Therefore, the data of the start winning specification command can determine the type of jackpot, the variation pattern, whether or not a reach occurs, and the number of prize balls based on the number of jackpot rounds before the special symbol begins to vary. In addition, since a jackpot always involves a "reach," it can also be determined that a reach occurs because of a jackpot.

[0127] <Explanation of game status> Next, the game state as the game progresses will be described. In this embodiment, the "non-time-saving game state" is a game state in which the time for the normal symbol to change and be displayed, which is performed on the condition that the game ball has passed (entered) gate 15, is set to 5.1 seconds, and the operation time of the normal electric device is set to 0.052 seconds when the short-open symbol is determined by lottery for the normal symbol. In contrast, the "time-saving game state" is a game state in which, when the above-mentioned "time-saving function" is activated, the time for the normal symbol variable display, which is performed on the condition that the game ball has passed (entered) gate 15, is set to 0.3 seconds, and the long-open symbol is determined by lottery for the normal symbol, and the operating time of the normal electric device is set to 5.492 seconds or 4,000 seconds.

[0128] In the "time-shortened game state," the operating time of the normal electric device is extremely longer than in the "non-time-shortened game state," and the game ball is more likely to enter the second starting slot 14, so the player can play without consuming game balls. Also, the time it takes for the normal symbols to fluctuate is shorter than in the "non-time-shortened game state," so the normal symbols can be fluctuated efficiently, improving game efficiency and creating an advantageous state for the player. Furthermore, in the "time-saving game state," the time-saving function also shortens the time it takes for the special symbols to change compared to the "non-time-saving game state." By shortening the time it takes for the special symbols to change, the special symbols can be changed more efficiently, improving game efficiency and creating an advantageous state for the player.

[0129] Next, the progress of the game in the gaming machine 1 of this embodiment will be described. <Main processing of the main control board> FIG. 13 is a flowchart illustrating the main processing by the main control board. When power is supplied from the power supply board 170, a system reset occurs in the main CPU 111, and the main CPU 111 performs the following main processing. First, in step S10, the main CPU 111 performs initialization processing. In this processing, the main CPU 111 reads a startup program from the main ROM 112 and also performs processing to initialize flags stored in the main RAM 113.

[0130] In step S20, the main CPU 111 performs a game random number value update process for updating the random number values ​​for the variation pattern and the reach determination random number values. In step S30, the main CPU 111 updates the initial random number value for determining the special symbol, the initial random number value for the big win symbol, and the initial random number value for the small win symbol. Thereafter, the main CPU 111 repeats the processes of steps S20 and S30 until a predetermined interrupt process is performed.

[0131] <Main control board timer interrupt processing> FIG. 14 is a flowchart illustrating the timer interrupt process by the main control board. A reset clock pulse generating circuit provided on the main control board 110 generates a clock pulse at a predetermined period (4 milliseconds, hereinafter referred to as "4 ms"), thereby executing the timer interrupt process described below. First, in step S101, the main CPU 111 saves the information stored in the register in the stack area. Next, in step S102, the main CPU 111 performs time control processing to update various timer counters, such as updating a special pattern time counter, updating a special game timer counter such as the opening time of a special electric device, updating a normal pattern time counter, and updating a normal electric opening time counter. Specifically, the main CPU 111 performs a process of subtracting 1 from the special symbol time counter, the special game timer counter, the normal symbol time counter, and the normal power open time counter.

[0132] In step S103, the main CPU 111 performs random number update processing for the random number values ​​for special symbol determination, the random number values ​​for big win symbol, the random number values ​​for small win symbol, and the random number values ​​for win determination. Specifically, each random number counter is updated by adding 1 to it. If the result of the addition exceeds the maximum value of the random number range, the random number counter is reset to 0, and when the random number counter has completed one cycle, the random number is updated from the initial random number value at that time. In step S104, the main CPU 111 performs an initial random number counter update process to update the initial random number counters by adding 1 to the initial random number counters for determining the special symbol, the initial random number counters for the big win symbol, and the initial random number counters for the small win symbol.

[0133] In step S105, the main CPU 111 performs input control processing. In this input control process, the main CPU 111 determines whether or not there is an input to each of the first start hole detection switch 13a, the second start hole detection switch 14a, the gate detection switch 15a, the special prize hole detection switch 16a, the general prize hole detection switch 18a, and the specific area detection switch 17a. Details will be described later using Figures 15 to 19. In step S106, the main CPU 111 performs a special symbol and special electric control process for controlling the special symbols and the special electric device, which will be described in detail later with reference to Figs.

[0134] In step S107, the main CPU 111 performs normal symbol and normal electric control processing for controlling the normal symbol and normal electric accessory. In step S108, the main CPU 111 performs a payout control process. In this payout control process, the main CPU 111 checks whether or not a game ball has entered the large prize opening 16, the first start opening 13, the second start opening 14, or the general prize opening 18, and if a prize has been entered, it sends a payout number designation command corresponding to each of the prizes to the payout control board 130. More specifically, it checks the general prize opening prize ball counter, the large prize opening prize ball counter, and the start prize opening prize ball counter, and sends a payout number designation command corresponding to each prize opening to the payout control board 130. After that, it updates the prize ball counter corresponding to the sent payout number designation command by subtracting a predetermined data from it.

[0135] In step S109, the main CPU 111 performs data creation processing for external information data, start gate opening / closing solenoid data, big prize gate opening / closing solenoid data, special symbol display device data, normal symbol display device data, and memory number designation command. In step S110, the main CPU 111 performs an output control process. In this output control process, the main CPU 111 performs port output process to output signals of the external information data, the start opening / closing solenoid data, and the special winning opening / closing solenoid data created in step S109.

[0136] The main CPU 111 also performs a display device output process to output the special symbol display device data and the normal symbol display device data created in step S109 in order to light up the LEDs of the first special symbol display device 20, the second special symbol display device 21, and the normal symbol display device 22. Furthermore, the main CPU 111 also performs a command transmission process to transmit the commands set in the performance transmission data storage area of ​​the main RAM 113. In step S111, the main CPU 111 restores the information saved in step S101 to the register of the main CPU 111.

[0137] <Input control processing> FIG. 15 is a flowchart illustrating the input control process performed by the main control board. First, in step S121, the main CPU 111 determines whether a detection signal has been input from the general prize opening detection switch 18a, that is, whether a gaming ball has entered the general prize opening 18. When a detection signal has been input from the general prize opening detection switch 18a, the main CPU 111 adds predetermined data to the general prize opening prize ball counter used for prize balls to update it. In step S122, the main CPU 111 determines whether or not a detection signal has been input from the special winning opening detection switch 16, that is, whether or not a gaming ball has entered the special winning opening 16. When the main CPU 111 receives a detection signal from the large prize opening detection switch 16a, it updates the large prize opening prize ball counter used for prize balls by adding predetermined data to it, and also adds and updates a counter in the large prize opening ball counter (C1) memory area for counting the game balls that have entered the large prize opening 16.

[0138] In step S123, the main CPU 111 determines whether a detection signal has been input from the first start hole detection switch 13a, that is, whether a game ball has entered the first start hole 13, and sets predetermined data for determining whether or not a jackpot has occurred. Details will be described later with reference to FIG. 15. In step S124, the main CPU 111 determines whether a detection signal has been input from the second start hole detection switch 14a, that is, whether a gaming ball has entered the second start hole 14 or not. When the main CPU 111 receives a detection signal from the second start port detection switch 14a, it performs the same process as step S123. However, in this second start hole detection switch input process, the extracted random number value for determining the special symbol, the random number value for the big win symbol, and the random number value for the small win symbol are stored in the second special symbol storage area. In step S125, the main CPU 111 determines whether the gate detection switch 15a has input a signal, that is, whether the gaming ball has passed through the normal symbol gate 15. In step S126, the main CPU 111 determines whether a signal has been input from the specific area detection switch 17a, that is, whether the gaming ball has passed through the specific area (V zone) 17 or not.

[0139] <First start port detection switch input processing> FIG. 16 is a flowchart illustrating the first start hole detection switch input processing by the main control board. First, in step S131, the main CPU 111 determines whether or not a detection signal has been input from the first start hole detection switch 13a. If a detection signal is input from the first start port detection switch 13a (Yes in step S131), processing proceeds to step S132; if a detection signal is not input from the first start port detection switch 13a (No in step S131), the first start port detection switch input processing is terminated. In step S132, the main CPU 111 performs a process of updating the start port prize ball counter used for prize balls by adding predetermined data to the counter. Next, in step S133, the main CPU 111 determines whether the reserved number set in the first special symbol reserved number (U1) storage area is less than 4. If the reserved number set in the first special symbol reserved number (U1) storage area is less than 4, the process proceeds to step S134, and if the reserved number set in the first special symbol reserved number (U1) storage area is not less than 4, the first start hole detection switch input process is terminated.

[0140] In step S134, the main CPU 111 acquires a random number value for determining a special pattern, searches through available memory units in the first special pattern memory area in order starting from the first memory unit, and stores the acquired random number value for determining a special pattern in an available memory unit. In step S135, the main CPU 111 acquires a random number value for the jackpot symbol, searches through available memory units in the first special symbol memory area in order starting from the first memory unit, and stores the acquired random number value for the jackpot symbol in an available memory unit. In step S136, the main CPU 111 acquires random number values ​​for game play (random number values ​​for variation patterns and random number values ​​for reach determination), searches through available memory units in order starting from the first memory unit in the first special pattern memory area, and stores the acquired random number values ​​for game play (random number values ​​for variation patterns and random number values ​​for reach determination) in an available memory unit. In step S137, the main CPU 111 adds "1" to the first special symbol reserved number (U1) storage area and stores the result. In step S138, the main CPU 111 performs a pre-determination process (FIG. 17) for determining the random number values ​​acquired in steps S134 to S136 based on the pre-determination table corresponding to the current gaming state.

[0141] <Preliminary judgment process> FIG. 17 is a flowchart illustrating the preliminary determination process performed by the main control board. First, in step S151, the main CPU 111 determines the random number value for determining the special symbol newly written in the special symbol reservation storage area based on the pre-determination table shown in FIG. Next, in step S152, the main CPU 111 determines whether or not a provisional jackpot has been determined as a result of the jackpot determination in step S151. If it is provisionally determined that there is a big win (Yes in step S152), the main CPU 111 shifts the process to step S153, and if it is not provisionally determined that there is a big win (No in step S152), the main CPU 111 shifts the process to step S156. If it is provisionally determined in step S152 that a jackpot has occurred, the main CPU 111 determines the newly written random number value for the jackpot symbol in step S153, and provisionally determines the type of special symbol (stop symbol data).

[0142] Next, in step S154, the main CPU 111 determines the newly written random number value for special symbol variation, and provisionally determines the variation pattern of the special symbol. Next, in step S155, the main CPU 111 generates a start winning designation command corresponding to the provisionally determined type of special symbol and the provisionally determined variation pattern, sets it in the performance transmission data storage area, and ends the preliminary determination process. The start winning designation command is provided so as to be identifiable in the same manner as the variation pattern designation command shown in Figures 10 and 11, and is associated with information on a big win or a miss. In step S152, if it is not provisionally determined as a big win (No in step S152), the main CPU 111 provisionally determines in step S156 whether it is determined as a loss or not.

[0143] If it is provisionally determined to be a loss in step S156 (Yes in step S156), the main CPU 111 determines the random number value for special symbol variation in step S157 to provisionally determine the variation pattern of the special symbol. Then, in step S158, the main CPU 111 sets a start winning designation command indicating a loss (including the provisionally determined 20 variation patterns) in the performance transmission data storage area, and ends the preliminary determination process. If it is not provisionally determined to be a loss (No in step S156), the main CPU 111 ends the preliminary determination process without doing anything.

[0144] By the above-described advance determination process, when the game ball enters the first starting hole 13, winning information can be transmitted to the performance control board 120 as a starting winning designation command. Therefore, the sub-CPU 121 of the performance control board 120 that receives the start winning designation command can analyze the start winning command and execute the specified performance before the special pattern begins to change as a result of the game ball winning the first start port 13 this time. This pre-determination process is determined according to the game state at the time when the game ball enters the first starting hole 13. In the case of the gaming machine 1 of this embodiment, which is a type 1 / type 2 type, the jackpot probability does not change even if the game state (time-shortened game state, non-time-shortened game state) is changed before processing the reserved ball that entered the machine, so the result of the jackpot determination process and the result of the pre-determination process are the same. <Second start port detection switch input processing> FIG. 18 is a flowchart illustrating the second start hole detection switch input processing by the main control board. First, in step S161, the main CPU 111 determines whether or not a detection signal has been input from the second start hole detection switch 14a. If a detection signal is input from the second start port detection switch 14a (Yes in step S161), processing proceeds to step S162; if a detection signal is not input from the second start port detection switch 14a (No in step S161), the second start port detection switch input processing is terminated. In step S162, the main CPU 111 performs a process of updating the start port prize ball counter used for prize balls by adding predetermined data to the counter.

[0145] Next, in step S163, the main CPU 111 determines whether the reserved number set in the second special symbol reserved number (U2) storage area is less than 4. If the reserved number set in the second special symbol reserved number (U2) storage area is less than 4 (Yes in step S168), the process proceeds to step S164, and if the reserved number set in the second special symbol reserved number (U2) storage area is not less than 4 (No in step S168), the second start hole detection switch input process ends. In step S164, the main CPU 111 acquires a random number value for determining a special symbol, and stores the acquired random number value for determining a special symbol in the storage unit. In step S165, the main CPU 111 acquires a random number value for a jackpot symbol, and stores the acquired random number value for a jackpot symbol in the storage unit. In step S166, the main CPU 111 acquires a random number value for a small win symbol, and stores the acquired random number value for a small win symbol in the storage unit. In step S167, the main CPU 111 acquires the random number values ​​for gaming (random number values ​​for variation pattern and random number values ​​for reach determination), and stores the acquired random number values ​​for gaming (random number values ​​for variation pattern) in the storage unit. In step S168, the main CPU 111 adds "1" to the second special symbol reserved number (U2) storage area and stores the added value, and ends the second start hole detection switch input process. It is possible that the first special symbol may remain reserved during the time-saving game state (time-saving function in operation) after a jackpot due to the change of the first special symbol. The change of the first special symbol, which occurs when the reserved second special symbol disappears during the time-saving game state (time-saving function in operation), interferes with the next change of the second special symbol. Therefore, when the game transitions to the time-saving game state after a jackpot (time-saving function in operation), the time lag before the game ball enters second start hole 15 and the change of the second special symbol begins is used to quickly consume all reserved first special symbols (the change time is "0.5 seconds" as shown in Figure 11). The high-speed consumption of the reserved first special symbol is carried out by utilizing the time until the game ball enters the second starting hole 15, and does not mean that the first special symbol is changed in priority to the reserved second special symbol.

[0146] <Specific area detection switch input processing> FIG. 19 is a flowchart illustrating specific area detection switch input processing by the main control board. First, in step S171, the main CPU 111 determines whether or not a detection signal has been input from the specific area detection switch 17a. If a detection signal is input from the specific area detection switch 17a (Yes in step S171), the main CPU 111 transfers the processing to step S172, and if a detection signal is not input from the specific area detection switch 17a (No in step S171), the main CPU 111 terminates the specific area detection switch input processing. In step S172, the main CPU 111 determines whether or not the specific area 17 is currently in an effective period in which the specific area 17 has been opened due to a small win. If it is determined that the validity period is in progress (Yes in step S172), the main CPU 111 proceeds to step S173, and if it is determined that the validity period is not in progress (No in step S172), the main CPU 111 proceeds to step S175. In step S173, the CPU 111 sets a specific area passing flag indicating that the gaming ball has passed through the specific area 17, and specific area passing game status information indicating the game status when the gaming ball passed through the specific area 17.

[0147] As explained in Figure 7, if a small win that transitions to a time-shortened gaming state after a big win is won, the game will transition to a time-shortened gaming state (the time-shortened ending condition is set) when the small win (type 2 big win) is considered to have been won during a non-time-shortened gaming state (when the time-shortened function is not operating). Therefore, from a control perspective, the gaming state when passing through a specific area, which indicates that the gaming state for a type 2 big win with time-shortened gaming is definitely a non-time-shortened gaming state, is important. In step S174, the CPU 111 sets a specific area passage designation command that notifies the performance control board 120 that the gaming ball has passed through the specific area 17 and that a transition to a big win game is possible. In step S175, the CPU 111 sets a specific area passage error designation command, assuming that an error has occurred in which a gaming ball is detected during the non-valid period of a specific area that the gaming ball should not normally pass through. The performance control board 120 can display a warning or output a warning sound based on the specific area passage error designation command.

[0148] <Special diagram special electric control processing> FIG. 20 is a flowchart illustrating the special chart special power control processing by the main control board. First, the main CPU 111 loads the value of the special picture special power processing data in step S181, and refers to a branch address from the loaded special picture special power processing data in step S182. If the special symbol special power processing data=0 in step S183 (Yes in step S183), the main CPU 111 shifts the process to the special symbol memory determination process (step S184). If the special picture special power processing data is not 0 in step S183 (No in step S183), the main CPU 111 determines whether the special picture special power processing data is 1 in step S185. In step S185, if the special symbol special power processing data=1 (Yes in step S185), the main CPU 111 shifts the process to special symbol variation processing (step S186).

[0149] In the special pattern change processing of step S186, when the change time of the special pattern set in the special pattern memory determination processing has elapsed, the special pattern set in the special pattern memory determination processing is displayed on the special pattern display devices 20, 21 in a stopped state for a predetermined pattern stop time (for example, 0.5 seconds). If the special picture special electric processing data is not 1 in step S185 (No in step S185), the main CPU 111 determines whether the special picture special electric processing data is 2 in step S187.

[0150] In step S187, if the special symbol special power processing data=2 (Yes in step S187), the main CPU 111 shifts the process to the special symbol stop processing (step S188). In the processing when the special symbol stops in step S188, when the predetermined symbol stop time set in the special symbol change processing has elapsed, if the special symbol displayed as stopped is a big win symbol, the special symbol special electric processing data is set to "3", and then an opening command and opening time for a big win are set, and if the special symbol displayed as stopped is a small win symbol, the special symbol special electric processing data is set to "4", and then an opening command and opening time for a small win are set.

[0151] If the special picture special electric processing data is not equal to 2 in step S187 (No in step S187), the main CPU 111 determines whether the special picture special electric processing data is equal to 3 in step S189. In step S189, if the special symbol special power processing data=3 (Yes in step S189), the main CPU 111 shifts the process to the big win game process (step S190). In the jackpot game processing of step S190, when the opening of the jackpot is completed, the jackpot opening 16 is opened for a predetermined period according to the opening mode determination table for the jackpot (not shown). After the opening of the jackpot opening 16 is completed, an ending is performed for a predetermined period, and after the ending is completed, the special symbol special power processing data is set to "5".

[0152] If the special picture special electric processing data is not 3 in step S189 (No in step S189), the main CPU 111 determines whether the special picture special electric processing data is 4 in step S191. In step S191, if the special symbol special power processing data=4 (Yes in step S191), the main CPU 111 shifts the process to small winning game processing (step S192).

[0153] In the small prize game processing of step S192, when the opening of the small prize is completed, the large prize opening 16 is opened for a predetermined period according to the opening mode determination table for the small prize (not shown). After the opening of the large prize opening 16 is completed, an ending is performed for a predetermined period, and after the ending is completed, "5" is set in the special chart special power processing data. If the special symbol special power processing data is not 4 in step S191 (No in step S191), the main CPU 111 determines that the special symbol special power processing data is 5, and transfers the processing to the special game end processing (step S193). In the special game end processing in step S193, after the end of the jackpot, the game state after the jackpot game is set to a time-saving game state, and then the special chart special electric processing data is set to "0".

[0154] <Special symbol memory determination process> FIG. 21 is a flowchart illustrating the special symbol memory determination process performed by the main control board. In step S201, the main CPU 111 determines whether or not a special symbol is being displayed in a variable manner. If the special symbol is being displayed in a variable manner, that is, if the special symbol time counter is not 0 (Yes in step S201), the special symbol storage determination process ends. Also, if the special pattern is not being displayed in a variable manner, that is, if the special pattern time counter is 0 (No in step S201), the main CPU 111 transfers the processing to step S202 and determines whether the value stored in the second special pattern reserved number (U2) memory area is "1" or greater.

[0155] If the value stored in the second special symbol reserved number (U2) storage area is not "1" or more (No in step S202), the CPU 111 moves the process to step S204, and if it determines that the value stored in the second special symbol reserved number (U2) storage area is "1" or more, it moves the process to step S203. As a result, the second special symbol storage area is processed with priority over the first special symbol storage area. In step S203, the main CPU 111 subtracts "1" from the value stored in the second special symbol reserved number (U2) storage area and stores the result.

[0156] In step S204, the main CPU 111 determines whether the value stored in the first special symbol reserved number (U1) storage area is equal to or greater than 1. If the value stored in the first special symbol reserved number (U1) storage area is not equal to or greater than 1 (No in step S204), the process proceeds to step S215, and if it is determined that the value stored in the first special symbol reserved number (U1) storage area is equal to or greater than 1 (Yes in step S204), the process proceeds to step S205. In step S205, the main CPU 111 subtracts "1" from the value stored in the first special symbol reserved number (U1) storage area and stores the result.

[0157] In step S206, the main CPU 111 performs a shift process of predetermined random number values ​​(random number value for special symbol determination, random number value for big win symbol, random number value for small win symbol, random number value for reach determination, random number value for variable pattern) and start winning designation command stored in the special symbol reservation memory area corresponding to the special symbol reservation number (U) memory area subtracted in the above steps S202 to S205. Specifically, the main CPU 111 shifts the predetermined random number values ​​and start winning designation command stored in the first memory section to the fourth memory section in the first special symbol memory area or the second special symbol memory area to the previous memory section.

[0158] Here, the predetermined random number value and start winning designation command stored in the first storage unit are shifted to the judgment storage area (zeroth storage unit). At this time, the predetermined random number value and start winning designation command stored in the first storage unit are written to the judgment storage area (zeroth storage unit), and the data already written to the judgment storage area (zeroth storage unit) is erased from the special symbol reserved storage area. This erases the predetermined random number value and start winning designation command used in the previous game. Furthermore, after the shift, the MODE of the start winning designation command is processed so as to correspond to the storage area after the shift.

[0159] In step S207, the main CPU 111 executes a jackpot determination process based on the data (random number value for special pattern determination, random number value for jackpot pattern, random number value for small jackpot pattern) written in the determination memory area (0th memory section) of the special pattern reserved memory area in step S206.

[0160] In step S208, the main CPU 111 performs a fluctuation pattern determination process. The fluctuation pattern determination process first determines a fluctuation pattern determination table based on the current gaming state by referring to the gaming state storage area of ​​the main RAM 113. Specifically, if the gaming state is not time-shortened, the fluctuation pattern determination table for the non-time-shortened gaming state shown in Figure 10 is determined, and if the gaming state is time-shortened, the fluctuation pattern determination table for the time-shortened gaming state shown in Figure 11 is determined. Thereafter, the random number value for determining the special symbol, the random number value for the big win symbol, the random number value for reaching the goal and the random number value for the variation pattern are referenced, and the variation pattern is determined based on the determined variation pattern determination table.

[0161] In step S209, the main CPU 111 sets a variation pattern designation command corresponding to the determined variation pattern in the transmission data storage area for performance. In step S210, the main CPU 111 checks the game state at the start of the fluctuation, and sets a game state designation command corresponding to the current game state in the transmission data storage area for presentation.

[0162] In step S211, the main CPU 111 starts the variable display of the special symbols on the special symbol display devices 20 and 21. That is, the variable display data of the special symbols is set in the processing area. As a result, if the information written in the processing area relates to the first reserved (U1), the first special symbol display device 20 will be made to flash, and if it relates to the second reserved (U2), the second special symbol display device 21 will be made to flash.

[0163] In step S212, when the main CPU 111 starts the variable display of the special symbols as described above, it sets the variable time (counter value) based on the variable pattern determined in step S208 in the special symbol time counter. Note that the special symbol time counter is decremented every 4 ms in step S110. In step S213, the main CPU 111 sets the customer waiting determination flag to 00H. In other words, the customer waiting determination flag is cleared. A customer waiting determination flag of "00H" indicates that a special symbol is currently being displayed in a variable manner or that a special game is currently being played. On the other hand, if a special symbol is not being displayed in a variable manner or a special game is not being played, the customer waiting determination flag "01H" is stored. If the customer waiting determination flag is "01H", a customer waiting command is set in step S217, which will be described later, and the performance control board 120 is notified that a special symbol is not being displayed in a variable manner or that a special game is not being played.

[0164] In step S214, the main CPU 111 sets the special symbol special power processing data to 1, and ends the special symbol memory determination process. If it is determined in step S204 above that the first reservation (U1) is "0", that is, if neither the first reservation (U1) nor the second reservation (U2) is reserved, the main CPU 111 determines in step S215 whether the customer waiting determination flag is set to 01H.

[0165] If the customer waiting determination flag is set to 01H (Yes in step S215), the special symbol memory determination process is terminated, and if the customer waiting determination flag is not set to 01H (No in step S215), the process proceeds to step S216. In step S216, the main CPU 111 sets the customer waiting determination flag to 01H so that the customer waiting command is not set multiple times in step S217, which will be described later. In step S217, the main CPU 111 sets the customer waiting command in the transmission data storage area for performance, and ends the special symbol storage determination process.

[0166] FIG. 22 is a flowchart illustrating the processing performed by the main control board when a special symbol stops. First, in step S221, the main CPU 111 determines whether or not the stop time of the special symbol has elapsed. If it is determined that the stop time has elapsed (Yes in step S221), the main CPU 111 shifts the process to step S222. If it is determined that the stop time has not elapsed (No in step S221), the main CPU 111 shifts the process at the time of special symbol stop to step S222.

[0167] In step S222, the main CPU 111 determines whether or not the special symbol that has stopped is a special symbol that has won a big win. If it is determined that the special symbol is a jackpot winning symbol (Yes in step S222), the main CPU 111 proceeds to step S223. If it is determined that the special symbol is not a symbol that has won a jackpot (No in step S222), the main CPU 111 proceeds to step S225. In step S223, the main CPU 111 executes a big win opening transition process. In step S224, the main CPU 111 sets the special picture special power processing data to 3, and moves the process to step S228.

[0168] In step S225, the main CPU 111 determines whether or not the stopped special symbol is a special symbol that has won a small prize. When it is determined that the stopped special symbol is not a special symbol that has won a small prize, that is, a losing symbol (No in step S225), the main CPU 111 moves the process to step S230. When it is determined that the stopped special symbol is the special symbol that has won the small prize (Yes in step S225), the main CPU 111 executes a small prize opening transition process in step S226. Next, in step S227, the main CPU 111 sets 4 to the special telephone special diagram processing data.

[0169] In step S228, the main CPU 111 sets the opening time for the big win or small win. In step S229, the main CPU 111 sets an opening designation command for a big win or a small win.

[0170] In step S230, the main CPU 111 determines whether the first time-shortening flag is set. The time-shortening flag is set at the end of a jackpot game when a time-shortening jackpot or a time-shortening minor jackpot is won (FIG. 24), and indicates that the game is in a time-shortening mode. If it is determined that the time-reduction flag is set (Yes in step S230), it means that time reduction is being performed, and therefore in step S231, the main CPU 111 determines whether or not a time-reduction termination condition has been met. If it is determined that the time-saving ending condition is not satisfied (No in step S231), the main CPU 111 moves the process to step S240. When it is determined that the time-reduction ending condition is satisfied (Yes in step S231), the main CPU 111 clears the time-reduction flag (ends the time-reduction) in step S232, and moves the process to step S240.

[0171] FIG. 23 is a flowchart illustrating the small win game processing by the main control board. In step S241, the main CPU 111 determines whether or not the opening is in progress. Specifically, it determines whether or not the opening time set in the special symbol stop time process described above is equal to or greater than "0". If it is determined that the opening is in progress (Yes in step S241), the main CPU 111 advances the process to step S242. If it is determined that the game is not currently opening (No in step S241), the main CPU 111 advances the process to step S244. In step S242, the main CPU 111 determines whether or not the opening time set in the above-described special symbol stop processing has elapsed. When it is determined that the opening time has elapsed (Yes in step S242), the main CPU 111 sets the open / close game in progress flag in step S243 and ends the small win game process. When it is determined that the opening time has not elapsed (No in step S242), the main CPU 111 ends the current small win game process.

[0172] In step S244, the main CPU 111 determines whether or not an open / close game (small win game) is being performed. When it is determined that the open game is not in progress (No in step S244), the main CPU 111 determines in step S261 whether or not the ending is in progress. If it is determined that the ending is in progress (Yes in step S261), the main CPU 111 determines in step S262 whether or not the ending time has elapsed. When it is determined that the ending time has not elapsed (No in step S261), the main CPU 111 ends the current small win game process. When it is determined that the ending time has elapsed (Yes in step S262), the main CPU 111 sets the special symbol special power processing data to 0 in step S263, and ends the small win game processing. When it is determined that the ending time has not elapsed (No in step S262), the main CPU 111 ends the small win game process.

[0173] If it is determined in step S244 that an open / close game is in progress (Yes in step S244), then in step S245 the main CPU 111 determines whether or not the conditions for opening the large prize opening have been met. Specifically, it determines whether or not the opening or interval of the small prize game has ended. If it is determined that the conditions for opening the large prize opening have been met (Yes in step S245), then in step S246 the main CPU 111 executes the large prize opening opening process. Next, in step S247, the main CPU 111 determines whether or not the specific area release condition is met (whether or not the timing for releasing the specific area has come). If it is determined that the specific area release condition is met (Yes in step S247), the main CPU 111 executes a specific area release process in step S248.

[0174] Next, in step S249, the main CPU 111 determines whether or not the specific area closing condition is met (whether or not the timing for closing the specific area has come). If it is determined that the specific area closing condition is met (Yes in step S249), the main CPU 111 executes a specific area closing process in step S250. Next, in step S251, the main CPU 111 determines whether or not the special prize opening closing condition has been met (whether or not the timing for closing the special prize opening has come). When it is determined that the special prize opening closing condition is met (Yes in step S251), the main CPU 111 executes special prize opening closing processing in step S252. Next, in step S253, the main CPU 111 determines whether or not the final interval time has elapsed. When it is determined that the final interval time has elapsed (Yes in step S253), the main CPU 111 clears the open / close game in progress flag in step S254.

[0175] Next, in step S255, the main CPU 111 determines whether or not the specific area passage flag (FIG. 19, step S173) is set. Then, the main CPU 111 clears the specific area passing flag in step S256, executes the big win game transition process in step S257, sets the special chart special power processing data to 3 in step S258, and ends the small win game process. If the specific area passing flag (Figure 19, step S173) is not set (No in step S255), the main CPU 111 executes the ending transition process in step S259, and sets the ending designation command in step S260 to end the small win game process.

[0176] When it is determined in step S245 that the condition for opening the special prize opening is not met (No in step S245), the main CPU 111 advances the process to step S247. If it is determined in step S247 that the specific area opening condition is not met (No in step S247), the main CPU 111 advances the process to step S249. If it is determined in step S249 that the specific area closing condition is not met (No in step S249), the main CPU 111 advances the process to step S251. When it is determined in step S251 that the condition for closing the special prize opening is not met (No in step S251), the main CPU 111 advances the process to step S253.

[0177] FIG. 24 is a flowchart illustrating the special game ending process by the main control board. At the end of the special game, the subsequent game state (time-shortened game state, non-time-shortened game state) is set, and if the time-shortened game state is set after the end of the special game, an end condition for the time-shortened game state (time-shortened end condition) is further set. As explained in Figure 8, the conditions for ending the time-saving mode are the number of small win variations and the number of times the normal electric device operates when the special game is played after winning the first special symbol A, the number of variations of the second special symbol when the special game is played after winning the second special symbol C or the small win symbol A, and the number of variations of the second special symbol and the number of times the normal electric device operates when the special game is played after winning the second special symbol D, E, or the small win symbol B, C. The conditions for ending the time-saving mode are determined based on the game state at the time of winning the jackpot, which caused the game to transition to the short-time game state. Based on the reference timing explained above, the game state when a jackpot is won is the game state when the time to determine the pattern of the variable that resulted in the jackpot has elapsed in the case of a "Type 1 jackpot," and the game state when the time to determine the pattern of the variable that resulted in the small jackpot has elapsed in the case of a "Type 2 jackpot."

[0178] In step S281, the main CPU 111 acquires stop symbol data. In step S282, the main CPU 111 determines whether or not the stopped symbol based on the stopped symbol data is a special symbol that has won a big win. If it is determined that the stopped symbol is a special symbol that has been selected for a jackpot (Yes in step S282), this corresponds to the type 1 jackpot described above, so in step S283, the CPU 111 acquires the game status at the time when the symbol determination time for the variable symbol that resulted in the jackpot has elapsed. If it is determined that the stopped pattern is not a special pattern that resulted in a jackpot (it is a small jackpot) (Yes in step S282), this corresponds to the above-mentioned two types of jackpot, so in step S284, the CPU 111 acquires the game status at the time when the pattern determination time for the variable that resulted in a small jackpot has elapsed. In step S285, the CPU 111 determines whether or not the winning combination is a small win or a big win with time reduction, based on the symbols stopped. If it is determined that a small win or a big win with time reduction has been won (Yes in step S285), in step S286, the CPU 111 determines and sets the time reduction end conditions (number of small win variations, number of second special pattern variations, number of times normal electric device operations) based on the game status at the time of winning the small win or big win with time reduction obtained in step S283 or step S284 (Figure 7), and determines and sets a game status flag (time reduction game flag) that indicates the time reduction game status after the big win. If it is determined that the result is a small win or a big win without time reduction (No in step S285), in step S287, the CPU 111 determines and sets a game state flag indicating a non-time reduction game state after the big win, without determining and setting a time reduction end condition. In step S288, the CPU 111 sets a game state designation command according to the game state flag. In step S289, the CPU 111 sets the special symbol special power processing data to 0 and ends the special game end processing.

[0179] Next, the processing executed by the sub-CPU 121 of the performance control board 120 will be described. When the performance control board 120 receives a variation pattern designation command from the main control board 110, it determines by lottery a performance corresponding to the received variation pattern designation command and executes it.

[0180] <Main processing of the performance control board> FIG. 25 is a flowchart illustrating the main processing by the performance control board. In step S510, the sub CPU 121 performs initialization processing. In this processing, in response to power-on, the sub CPU 121 reads the main processing program from the sub ROM 122 and performs processing to initialize and set flags and the like stored in the sub RAM 123. When this processing is completed, the process proceeds to step S520. In step S520, the sub CPU 121 performs a random number value update process for effect. In this process, the sub CPU 121 performs a process for updating various random number values ​​stored in the sub RAM 123. Thereafter, the process of step S510 is repeated until a predetermined interrupt process is performed.

[0181] <Timer interrupt processing for performance control board> FIG. 26 is a flowchart explaining the timer interrupt processing by the performance control board. Although not shown in the figure, a reset clock pulse generating circuit provided in the performance control board 120 generates a clock pulse at a predetermined period (2 milliseconds), reads a timer interrupt processing program, and executes the timer interrupt processing of the performance control board 120. First, in step S601, the sub CPU 121 saves information stored in its own registers in a stack area.

[0182] In step S602, the sub-CPU 121 performs update processing of various timer counters used in the performance control board 120. In step S603, the sub CPU 121 performs command analysis processing. In this processing, the sub CPU 121 performs processing to analyze the command stored in the receive buffer of the sub RAM 123. A specific description of the command analysis processing will be given later with reference to FIGS. 27 and 28. When the performance control board 120 receives a command transmitted from the main control board 110, a command reception interrupt process (not shown) of the performance control board 120 occurs, and the received command is stored in a reception buffer. Then, in step S603, the received command is analyzed.

[0183] In step S604, the sub-CPU 121 checks the signal of the effect button detection switch 8a input via the lamp control board 140, and performs effect input control processing for the effect button 8. A specific description of the effect input control processing will be given later with reference to FIG. In step S605, the sub-CPU 121 transmits the various data set in the transmission buffer of the sub-RAM 123 to the image control board 150 and the lamp control board 140. In step S606, the sub CPU 121 restores the information saved in step S601 to the register of the sub CPU 121.

[0184] <Command analysis process> 27 and 28 are flowcharts illustrating the command analysis process by the performance control board. Note that command analysis process 2 shown in Fig. 27 is performed following command analysis process 1 shown in Fig. 26. In step S611, the sub CPU 121 checks whether or not there is a command in the receive buffer, and checks whether or not a command has been received. If there is no command in the receive buffer (No in step S611), the sub CPU 121 ends the command analysis process, and if there is a command in the receive buffer (Yes in step S611), the process proceeds to step S621.

[0185] In step S621, the sub-CPU 121 checks whether the command stored in the receive buffer is a customer waiting command. If the command stored in the receive buffer is a customer waiting command (Yes in step S621), the sub CPU 121 moves the process to step S622, and if it is not a customer waiting command (No in step S621), the sub CPU 121 moves the process to step S631. In step S622, the sub-CPU 121 performs a customer waiting effect pattern determination process to determine a customer waiting effect pattern. Specifically, the sub-CPU 121 determines a customer waiting effect pattern, sets the determined customer waiting effect pattern in the effect pattern storage area, and sets data based on the determined customer waiting effect pattern in the transmission buffer of the sub-RAM 123 to transmit information on the determined customer waiting effect pattern to the image display control board 150 and the lamp control board 140.

[0186] In step S631, the sub-CPU 121 checks whether the command stored in the reception buffer is a start winning designation command. If the command stored in the receiving buffer is a start winning designation command (Yes in step S631), the sub-CPU 121 transfers the process to step S632, and if it is not a start winning designation command (No in step S631), the sub-CPU 121 transfers the process to step S641. In step S632, the sub-CPU 121 analyzes the received start winning designation command and executes a data update process corresponding to the start winning designation command. The start winning designation command is associated with information related to the jackpot, miss, and fluctuation pattern provisionally determined by the preliminary determination process. Therefore, information about the newly reserved first reservation (U1) is stored in a predetermined storage area of ​​the sub-RAM 123.

[0187] In step S633, the sub-CPU 121 analyzes the start winning designation command and performs a hold display mode determination process to transmit a hold display command to the image control board 150 and the lamp control board 140 to display the hold in a predetermined mode. As a result, the image display device 31 displays the current number of reserved items in the first hold (U1).

[0188] In step S641, the sub-CPU 121 checks whether the command stored in the receive buffer is a variation pattern designation command. If the command stored in the receive buffer is a fluctuation pattern designation command (Yes in step S641), the sub-CPU 121 transfers the process to step S642, and if it is not a fluctuation pattern designation command (No in step S641), the sub-CPU 121 transfers the process to step S651. In step S642, the sub-CPU 121 performs a performance pattern determination process to determine a performance pattern based on the received variation pattern designation command. In step S643, the sub-CPU 121 executes the advance notice effect determination process. In the advance notice effect determination process, the sub-CPU 121 determines an advance notice effect that is independent of the effect pattern.

[0189] Next, in step S644, the sub-CPU 121 shifts the hold display data stored in the first hold memory area and the second hold memory area and the data corresponding to the start winning designation command, and performs a hold display mode update process to send the information of the shifted hold display data to the image control board 150 and the lamp control board 140.

[0190] In step S651, the sub-CPU 121 checks whether the command stored in the reception buffer is a performance symbol designation command. If the command stored in the receiving buffer is a performance symbol designation command (Yes in step S651), the sub-CPU 121 transfers the processing to step S652, and if it is not a performance symbol designation command (No in step S651), the sub-CPU 121 transfers the processing to step S661.

[0191] In step S652, the sub-CPU 121 performs a performance symbol determination process based on the content of the received performance symbol designation command to determine the performance symbol 35 to be stopped and displayed on the image display device 31. Specifically, the sub-CPU 121 analyzes the performance symbol designation command, determines performance symbol data that constitutes a combination of performance symbols 35 depending on the presence or absence of a jackpot and the type of jackpot, and sets a symbol command based on the determined performance symbol data in a performance symbol storage area.

[0192] In step S661, the sub-CPU 121 checks whether the command stored in the reception buffer is a symbol determination command. If the command stored in the reception buffer is a symbol determination command (Yes in step S661), the sub-CPU 121 proceeds to step S662, and if not (No in step S661), the sub-CPU 121 proceeds to step S671. In step S662, the sub-CPU 121 performs a performance symbol stop process to set a symbol stop command for stopping and displaying the performance symbol in the transmission buffer of the sub-RAM 123.

[0193] In step S671, the sub-CPU 121 checks whether the command stored in the receive buffer is a normal variation pattern designation command. If the command stored in the receiving buffer is a normal map variation pattern designation command (Yes in step S671), the sub-CPU 121 transfers processing to step S672, and if it is not a normal map variation pattern designation command (No in step S671), the sub-CPU 121 transfers processing to step S681. In step S672, the sub-CPU 121 performs a normal map variation presentation pattern determination process to determine one normal map variation presentation pattern from among a plurality of normal map variation presentation patterns based on the received normal map variation pattern designation command.

[0194] In step S681, the sub-CPU 121 checks whether the command stored in the receive buffer is a long release start command. If the command stored in the receive buffer is a long release start command (Yes in step S681), sub-CPU 121 transfers the process to step S682, and if it is not a long release start command (No in step S681), sub-CPU 121 transfers the process to step S700. In step S682, the sub-CPU 121 performs a long-time open effect process. Here, a notification effect is executed to notify the player that the normal electric device will be opened for a long time (5.492 seconds or 4.000 seconds) in the time-saving game state. This notification effect may be, for example, an effect such as "Aim to the right!" as shown in FIG. 39(a), which will be described later.

[0195] In step S691, the sub-CPU 121 checks whether the command stored in the reception buffer is a normal symbol determination command. If the command stored in the receiving buffer is a normal symbol determination command (Yes in step S691), the sub-CPU 121 transfers the process to step S692, and if it is not a normal symbol determination command (No in step S691), the sub-CPU 121 transfers the process to step S700. In step S692, the sub-CPU 121 performs a normal pattern variation stop process to set the effect pattern data corresponding to the received normal pattern confirmation command and the pattern stop command for stopping the normal pattern display in the transmission buffer of the sub-RAM 123 in order to stop the normal pattern display.

[0196] In step S700, the sub-CPU 121 determines whether or not the command stored in the reception buffer is a game state designation command. If the command stored in the receiving buffer is a game status designation command (Yes in step S700), the sub-CPU 121 transfers processing to step S701, and if it is not a game status designation command (No in step S700), the sub-CPU 121 transfers processing to step S711. In step S701, the sub-CPU 121 sets the game state based on the received game state designation command in the game state storage area in the sub-RAM 123. In step S711, the sub CPU 121 checks whether the command stored in the receive buffer is an opening command. If the command stored in the receive buffer is an opening command (Yes in step S711), the sub CPU 121 proceeds to step S712, and if it is not an opening command (No in step S711), the sub CPU 121 proceeds to step S721.

[0197] In step S712, the sub-CPU 121 performs a winning start effect pattern determination process to determine a winning start effect pattern. Specifically, the sub-CPU 121 determines a winning start effect pattern based on the opening command, sets the determined winning start effect pattern in the effect pattern storage area, and sets data based on the determined winning start effect pattern in the transmission buffer of the sub-RAM 123 to transmit information on the determined winning start effect pattern to the image control board 150 and the lamp control board 140. In step S721, the sub-CPU 121 checks whether the command stored in the reception buffer is a command to specify opening of the big prize opening, which indicates the start of a round of games in the event of a big win. If the command stored in the receiving buffer is a command to specify the opening of the large prize opening (Yes in step S721), the sub-CPU 121 transfers processing to step S722, and if it is not a command to specify the opening of the large prize opening (No in step S721), the sub-CPU 121 transfers processing to step S731.

[0198] In step S722, the sub-CPU 121 performs a process for determining a mid-round effect pattern to determine a jackpot effect pattern. Specifically, the sub-CPU 121 determines a mid-round effect pattern for each round that starts based on the jackpot opening command, which contains information about the number of rounds of play that will start. The sub-CPU 121 then sets the determined mid-round effect pattern in the effect pattern storage area, and sets corresponding data in the transmission buffer of the sub-RAM 123 to transmit information about the effect pattern to the image control board 150 and the lamp control board 140. In step S731, the sub-CPU 121 checks whether the command stored in the receive buffer is a round end command. If the command stored in the receive buffer is a round end command (Yes in step S731), the sub CPU 121 moves the process to step S732, and if it is not a round end command (No in step S731), the sub CPU 121 moves the process to step S741. In step S732, the sub-CPU 121 performs pause effect pattern determination processing to determine the effect pattern between each round.

[0199] In step S741, the sub CPU 121 checks whether the command stored in the receive buffer is an ending command. If the command stored in the receive buffer is an ending command (Yes in step S741), the sub CPU 121 moves the process to step S742, and if it is not an ending command (No in step S741), the sub CPU 121 moves the process to step S751. In step S742, the sub-CPU 121 performs a winning end effect pattern determination process to determine a winning end effect pattern. Specifically, the sub-CPU 121 determines a winning end effect pattern based on the ending command, sets the determined winning end effect pattern in the effect pattern storage area, and sets data based on the determined winning end effect pattern in the transmission buffer of the sub-RAM 123 to transmit information on the determined winning end effect pattern to the image control board 150 and the lamp control board 140.

[0200] In step S751, the sub-CPU 121 checks whether the command stored in the reception buffer is a command for entering a ball into the big prize opening. If the command stored in the receiving buffer is a ball entry command in the big prize slot (Yes in step S751), the sub-CPU 121 transfers processing to step S752, and if it is not a ball entry command in the big prize slot (No in step S751), it terminates the command analysis processing. In step S752, the sub-CPU 121 sets the command for the ball entering the big prize opening in the transmission buffer of the sub-RAM 123 in order to transmit the command to the image control board 150 and the lamp control board 140.

[0201] <Performance input control processing> FIG. 29 is a flowchart illustrating the performance input control process performed by the performance control board. First, in step S831, the sub-CPU 121 determines whether or not there has been a valid effect button detection signal from the effect button detection switch 8a, based on the effect button detection command from the lamp control board 140. If the sub-CPU 121 determines that there has been no effect button detection signal (No in step S831), it ends the process, and if it determines that there has been an effect button detection signal (Yes in step S831), it proceeds to the process of step S832.

[0202] In step S832, the sub-CPU 121 determines whether or not the button operation performance execution enable flag = 01 is set in the storage area of ​​the sub-RAM 123. If the button operation performance execution enable flag = 01 is not set (No in step S832), the sub-CPU 121 ends the processing, and if the button operation performance execution enable flag = 01 is set (Yes in step S832), the sub-CPU 121 proceeds to the processing of step S833.

[0203] The button operation effect execution enable flag determines whether or not a state is present in which an effect corresponding to the operation can be executed based on the button operation performed; if the flag is "01", it means that an effect corresponding to the operation can be executed, and if the flag is "00", it means that an effect corresponding to the operation cannot be executed. The flag "01" is set at the start of the valid operation period of the effect button 8, and the flag "00" is set when the effect button 8 is operated or when the valid operation period ends without the effect button 8 being operated.

[0204] In step S833, the sub-CPU 121 sets a button operation effect execution command in the transmission buffer. This command is a command for causing the image control board 150 to execute an effect corresponding to the operation of the effect button 8. Here, the sub-CPU 121 transmits the command set in the transmission buffer in step S605 (see FIG. 25) after the performance input control process to the image control board 150 and the lamp control board 140. The image control board 150 operates the image display device 31 and the audio output device 34 based on the received command, and the lamp control board 140 operates the performance prop device 32 and the performance lighting device 33 based on the received command.

[0205] Next, the image control board 150 will be described. When the image control board 150 receives a command for performance from the performance control board 120, the host CPU 151 reads out an audio output device control program from the host ROM 153 based on the received command for performance and controls the output of audio in the audio output device 342, and also reads out an animation control program from the host ROM 153 and controls the image display on the image display device 31.

[0206] Here, the processing executed by host CPU 151 in image control board 150 will be described.

[0207] <Host CPU main processing> FIG. 30 is a flowchart illustrating the main processing by the image control board. When power is supplied from the power supply board 170, a system reset occurs in the host CPU 151, and the host CPU 151 performs the following main processing. First, in step S901, the host CPU 151 performs initialization processing. In this processing, when the host CPU 151 is powered on, it reads a main processing program from the host ROM 153 and instructs the initial settings of various modules of the host CPU 151 and the VDP 200.

[0208] In step S902, the host CPU 151 performs a performance pattern designation command analysis process to analyze the performance pattern designation command transmitted from the performance control board 120 (the command stored in the reception buffer of the host RAM 152). When the image control board 150 receives a command transmitted from the performance control board 120, a command reception interrupt process (not shown) of the image control board 150 occurs, and the received command is stored in a reception buffer. Then, in step S902, an analysis process of the received command is performed.

[0209] The effect pattern designation command analysis process checks whether or not an effect pattern designation command is stored in the receive buffer. If an effect pattern designation command is not stored in the receive buffer, the process proceeds directly to step S903. If a performance pattern designation command is stored in the receiving buffer, a new performance pattern designation command is read, and one or more animation groups to be executed are determined based on the read performance pattern designation command, and an animation pattern is determined from each animation group. Then, once the animation pattern is determined, the read performance pattern designation command is deleted from the transmitting buffer.

[0210] In step S903, the host CPU 151 performs animation control processing, updating the addresses of various animation scenes based on the "scene switch counter," "wait frame," and "frame counter" updated in step S921 (described later) and the animation pattern determined in step S902. In step S904, the host CPU 151 generates a display list from the display information (sprite identification number, display position, etc.) of one frame of the animation scene at the updated address, in accordance with the priority (drawing order) of the animation group to which the animation scene belongs. Then, when generation of the display list is completed, the host CPU 151 outputs the display list to the VDP 200. The display list output here is stored in the display list storage area 156a of the VRAM 156 via the CPU I / F 203 in the VDP 200.

[0211] In step S905, the host CPU 151 determines whether the FB switching flag is 01 or not. 30(b), if the drawing of the previous display list is completed at the V blank interrupt every 1 / 60 seconds (approximately 16.6 ms), the FB switching flag becomes 01. That is, in step S905, it is determined whether the previous drawing is completed. If the FB switching flag is 01 (Yes in step S905), the host CPU 151 proceeds to step S906, and if the FB switching flag is 00 (No in step S905), the host CPU 151 waits until the FB switching flag is 01.

[0212] In step S906, the host CPU 151 sets the FB switching flag to 00 (turns the FB switching flag off), and moves the process to step S906. In step S907, the host CPU 151 performs a drawing execution start process. In this process, drawing execution start data is set in the drawing register to instruct the VDP 200 to perform drawing on the display list that has already been output. That is, drawing on the display list output in step S904 is instructed. Thereafter, the processes of steps S902 to S907 are repeated until a predetermined interrupt shown in FIG. 27 occurs.

[0213] <Image control board interrupt processing> The interrupt processing of the image control board 150 will be described with reference to FIG. The interrupt processing of the image control board 150 includes at least a drawing end interrupt processing that is performed in response to input of a drawing end interrupt signal, and a V blank interrupt processing that is performed in response to input of a V blank interrupt signal.

[0214] <Host CPU drawing end interrupt processing> FIG. 31(a) is a flowchart for explaining the drawing end interrupt process by the image control board. When the VDP 200 finishes drawing a predetermined unit of frames (one frame), it outputs a drawing end interrupt signal to the host CPU 151 via the CPU I / F 203 . When the host CPU 151 receives the drawing end interrupt signal from the VDP 200, it executes drawing end interrupt processing. In the drawing end interrupt process, in step S911, the host CPU 151 sets the drawing end flag to 01 (turns on the drawing end flag) and ends the current drawing end interrupt process. That is, the drawing end flag is turned on every time drawing ends.

[0215] <Host CPU V blank interrupt processing> FIG. 31(b) is a flowchart illustrating the V blank interrupt process by the image control board. The VDP 200 outputs a V blank interrupt signal (vertical synchronization signal) to the host CPU 151 via the CPU I / F 203 every 1 / 60 seconds (approximately 16.6 ms). When the host CPU 151 receives a V blank interrupt signal from the VDP 200, it executes V blank interrupt processing.

[0216] In step S921, the host CPU 151 performs processing to update various counters such as the "scene change counter," "wait frame," and "frame counter." In step S922, the host CPU 151 determines whether the rendering end flag is 01. That is, it determines whether rendering of a predetermined unit of frames has ended. If the drawing end flag is 01 (Yes in step S922), the host CPU 151 proceeds to step S923, and if the drawing end flag is not 01 (No in step S922), the host CPU 151 ends this V blank interrupt process. In other words, even if a V blank interrupt signal is input, if drawing is not completed, the processes from step S923 onwards are not performed.

[0217] In step S923, the host CPU 151 sets the drawing end flag to 00 (clears the drawing end flag). In step S924, the host CPU 151 instructs the memory controller 209 of the VDP 200 to switch between the "display frame buffer" and the "drawing frame buffer." In step S925, the host CPU 151 sets the FB switching flag to 01 (turns the FB switching flag on), releases the standby state in step S905 (see FIG. 24), and ends the current V blank interrupt process.

[0218] Next, the lamp control board 140 will be briefly described. When the lamp control board 140 receives a performance command from the performance control board 120, it reads out a performance prop device operation program based on the received performance command to operate and control the performance prop device 32, and also reads out a performance lighting device control program based on the received performance command to control the performance lighting device 33 and light guide 60. In addition, when the lamp control board 140 receives a command for the performance button from the image control board 150 via the performance control board 120, it reads out the performance button operation program based on the received command for the performance button and controls the performance button 8.

[0219] The features of the gaming machine of this embodiment will be described in detail below. As described above, the gaming machine 1 of this embodiment is a type 1 / type 2 mixed gaming machine. As explained in Figures 6 and 8, the gaming machine 1 has three types of time-saving game states: "initial time-saving," "evolved time-saving," and "standard time-saving," each with a different ending condition. The time-saving game state is a state in which the function for reducing the time for special and normal symbol fluctuations is active. The "initial time reduction" is terminated by a predetermined number of small win fluctuations (1 time) or a predetermined number of activations (100 times) of a normal electric device. The winning likelihood state of a normal electric device set during the "initial time reduction" is winning likelihood state 1 (Figure 7, (a-2)). The "evolution time reduction" ends when the second special symbol changes a predetermined number of times (1 time). The winning probability state of the normal electric device set during the "evolution time reduction" is the winning probability state 3 (Figure 7, (a-3)). The "standard time reduction" is terminated when the second special symbol changes a predetermined number of times (1 time) or when the normal electric device operates a predetermined number of times (130 times). The winning likelihood state of the normal electric device set during the "standard time reduction" is winning likelihood state 4 (Figure 7, (a-4)).

[0220] As explained in Figure 5, when the gaming state is the non-time-saving gaming state, the winning probability of the normal symbol is 0%, and the lottery for the normal symbol does not result in a winning. When the gaming state is the time-saving gaming state, the winning probability of the normal symbol is 100%, and the lottery for the normal symbol results in a winning. In other words, the gaming machine 1 is equipped with a probability variation function for the normal symbol. In the time-saving gaming state, the opening pattern of the normal electric device is specified based on the long opening or short opening assigned to the normal symbols A to E for each easy-to-win state explained in Fig. 7. The gaming machine 1 has a function to extend the opening of the normal electric device (a function to set the easy-to-win state), and in the time-saving gaming state, when a normal symbol becomes a winning symbol, the easy-to-win state is set and the normal electric device opens long with a certain probability. During the time-saving play mode, normal symbols have a 100% chance of winning, so the number of times the normal symbols change is equal to the number of times the normal electric device operates. In the gaming machine 1, during the time-saving game state (when the time-saving function for special and normal symbols is activated), the probability variation function for normal symbols and the opening extension function for normal electric devices (function for setting the state where it is easy to win) are functioning. In addition, when the time-saving end conditions are met and the time-saving game state (time-saving function for special symbols) ends, the probability fluctuation function for normal symbols and the opening extension function for normal electric devices (function for setting the state where it is easy to win) also end. Therefore, the time-shortening function for special symbols, the probability-varying function for normal symbols, and the opening extension function for normal electric devices (function for setting the state in which it is easy to win) are synchronized. In the case of "initial time reduction" and "standard time reduction," when the normal symbol changes a predetermined number of times and the normal electric device is activated a predetermined number of times, the time reduction end condition is met and the time reduction game state ends, and accordingly the probability change function of the normal symbol and the opening extension function of the normal electric device (function for setting the state in which it is easy to win) also end. In the case of "evolved time-saving," when the second special symbol changes a predetermined number of times, the time-saving end condition is met and the time-saving game state ends, and the probability change function of the normal symbol and the opening extension function of the normal electric device (function for setting the state where it is easy to win) also end. If you win a small prize in the second special symbol lottery during the time-saving game mode, and do not enter a V during the small prize game (puncture), the big prize (Type 2 big prize) will not be executed. As a result, the time-saving game mode will not be activated. In that case, the time-saving game mode will end, and the probability fluctuation function of the normal symbol and the opening extension function of the normal electric device will also end. More specifically, as shown in Figure 9(e), when a player wins a time-saving small prize (a type 2 jackpot), the time-saving game state ends (the game state becomes non-time-saving game state) after the time to determine the special symbol variation has elapsed. If the game ball passes through the specific area 17 during the subsequent small prize game (a V win occurs), a jackpot is awarded, and the game state becomes time-saving game state after the jackpot game ends. However, if a V win does not occur during the small prize game (a blowout occurs), the jackpot game does not occur, and therefore the game state does not become time-saving game state after the jackpot game. Once the time to determine the special symbol variation has elapsed, the time-saving game state ends, and the probability variation function of the normal symbol and the opening extension function of the normal electric device also end. The fact that these functions are not reset after the jackpot is referred to here as the end of the probability variation function of the normal symbol and the opening extension function of the normal electric device.

[0221] FIG. 32 is a diagram outlining the flow of play in the gaming machine of this embodiment. Using FIG. 32, the flow of play on the gaming machine 1 having the "initial time reduction," "advanced time reduction," and "standard time reduction" will be briefly explained. As explained above, it is possible to win a big prize (Type 1 big prize) by drawing the second special pattern, but most (198 / 199) are small prizes, and the following will explain in particular what happens when you win a small prize.

[0222] In the non-time-saving gaming state (A), the probability of winning a jackpot is 1 / 199, and the probability of winning a normal symbol is 0%. The gaming machine 1 performs lottery and fluctuation of the first special symbol. The fluctuation of the first special symbol in the non-time-saving gaming state will be described in detail in Figures 36 to 47. When a jackpot is won in the lottery of the first special symbol, the gaming machine 1 controls the gaming state to the time-shortened gaming state (first time shortened) of (B) after executing a 2R jackpot. In the "initial time reduction" of (B), the gaming machine 1 sets the probability of winning a normal symbol to 100%, controls the normal electric device to the easy-to-win state 1, and opens the normal electric device for a long period with a probability of 1 / 199. The gaming machine 1 ends the time-reduction gaming state after the normal electric device has been activated 100 times, and controls to the (A) non-time-reduction gaming state. The "initial time reduction" is explained in more detail in Figure 48.

[0223] When a small win B (small win pattern B) or a small win C (small win pattern C) is won in the lottery for the second special pattern that is performed before the normal electric device is operated 100 times and during the "first time time reduction" by long opening, the gaming machine 1 controls the gaming state to the time-reduced gaming state (standard time reduction) of (C) after an 8R jackpot or a 2R jackpot. In the "standard time reduction" mode (C), the gaming machine 1 sets the winning probability of the normal symbol to 100%, controls the normal electric device to easy-to-win state 4, and opens the normal electric device for a long period with a probability of 1 / 82. The gaming machine 1 ends the time-reduction gaming mode after the normal electric device has been activated 130 times, and controls to the non-time-reduction gaming mode (A). The "standard time reduction" mode is explained in more detail in Figure 53.

[0224] If a small prize A (small prize pattern A) is won in the lottery for the second special pattern by long opening performed during the "initial time reduction" or "standard time reduction" before the normal electric device is operated 130 times, the gaming machine 1 executes an 8R jackpot (evolution bonus) and then controls the gaming state to the time-reduced gaming state (evolution time reduction) of (D). During the "evolution time reduction" of (D), the lottery for the normal pattern becomes 100% and the normal electric role is opened for a long time with a 1 / 1 chance. The "evolution time reduction" is explained in detail in Figure 49. In the "evolution time reduction", the change of the second special symbol due to the first winning entry into the second starting slot 14 results in a long change time (E) because there are no reserved second special symbols, as explained below, and during this long change time, up to the maximum number (3) of reserved symbols can be accumulated (charge effect). The charge effect is explained in detail in Figure 50.

[0225] The gaming machine 1 starts the count-up effect detailed in FIG. 51 during the jackpot game (F) resulting from the first winning small win (A, B, or C). Concurrently with the count-up effect, variations based on the reserved second special symbols, small wins, and even a jackpot (G) are continuously performed. If the small win A is won by the variation of the last reserved second special symbol, after the jackpot described in FIG. 52, the maximum number (3) of reserved balls can be accumulated during the long variation time of the second special symbol during the "evolution time reduction" mode, allowing for consecutive jackpots. In this embodiment of the gaming machine 1, it is possible to win a large number of prize balls by repeatedly winning the small win A, subsequently charging the reserved second special symbol during the "evolution time reduction" mode, and winning the small win A with the last reserved symbol charged.

[0226] Figure 33 is a diagram explaining how to determine the results of the normal symbols and the opening pattern of the normal electric device. In the gaming machine 1 of this embodiment, the winning / losing and change pattern of the normal pattern are determined based on the game state (time-saving game state / non-time-saving game state) at the time when the normal pattern starts to change (first timing before the normal pattern starts to change), and the opening pattern of the normal electric device is determined based on the game state at the time when the normal electric device is opened (second timing after the normal pattern starts to change). As explained above, the symbol variation time reduction function and the probability variation of the normal symbol are synchronized in the gaming machine 1. Therefore, in the time-shortened game state (the variation time reduction function is activated), the probability variation of the normal symbol is activated, and in the non-time-shortened game state (the variation time reduction function is not activated), the probability variation of the normal symbol is not activated.

[0227] As shown in Figure 33(a), when the game state is a non-time-saving game state when the normal symbol starts to change (the first timing before the normal symbol starts to change), the probability variation function of the normal symbol is inactive. Therefore, the probability that the normal symbol lottery will be a winning one is 0%, and the normal symbol lottery will be a losing one. As a result, when determining the opening pattern of the normal electric device, the gaming machine 1 determines not to open the normal electric device regardless of the game state at that time (even if the game state is a time-saving game state). On the other hand, as shown in Figure 33(b), when the game state is in the time-saving game state when the normal symbol starts to change (the first timing before the normal symbol starts to change), the probability variation function of the normal symbol is activated. Therefore, the probability of winning the lottery for the normal symbol is 100%, and the lottery for the normal symbol is a win.

[0228] When determining the opening pattern of a normal electric accessory, if the game state at the time of opening the normal electric accessory (second timing after the start of variation of normal symbols) is still in a time-shortened game state, the game machine 1 determines the opening pattern of the normal electric accessory to be a long opening with a certain probability according to the winning likelihood state accompanying the time-shortened game state at that time. In addition, in relation to the explanation of Figure 35 described later, if the game state is a non-time-reduction game state when the opening pattern of the normal electric device is determined after the normal pattern has finished changing, the gaming machine 1 will refer to the opening pattern set in the non-time-reduction game state and determine the opening pattern of the normal electric device to be a short opening.

[0229] As explained in Figure 7, normal symbols A to E are assigned short release for non-time-saving game states (Figure 7, a-1). For example, suppose normal symbol C, which corresponds to the long release of a normal electric device, is selected when the normal symbol starts to change in the time-saving game state (standard time-saving). If the game state is a non-time-saving game state when the normal symbol change ends and the release pattern of the normal electric device is determined, the normal electric device is short-released by referring to the release pattern assigned in Figure 7 (a-1) for the same normal symbol C for the non-time-saving game state.

[0230] 34 and 35 are diagrams illustrating the control for realizing and continuing the "charge effect" during the "evolution time reduction." During the time-saving game state (evolution time-saving) that is controlled after the big win (evolution bonus) after the small win A, the normal electric device is set to easy-to-win state 3 and opens long with a probability of 1 / 1. As shown in Figure 34, after the "evolution time-saving" mode begins, a normal symbol is drawn, the normal electric device opens long, and a game ball enters the second starting slot 14, resulting in a win (1), which initiates the second special symbol variation. At this point, there are no reserved second special symbols. As explained in Figure 11, if there are no reserved symbols during the "evolution time-saving" mode, the variation time for the second special symbol is 19.7 seconds. During this 19.7-second variation time, as the player continues to play right, the normal electric device always opens long (1 in 1), a game ball enters the second starting slot 14, and the reserved symbols can be accumulated up to a maximum of three. Note that the normal electric device has a specified winning limit of one, and even though a long opening occurs, the normal electric device closes when one game ball enters the second starting slot 14.

[0231] The reserved prizes (2) to (4) in Figure 34 will be changed after the small prize won for prize (1) and the subsequent big prize. During the change of prizes (2) to (4), the electric device will only short-circuit and no prize will be awarded for the second starting slot 14. This is for the following reason. When the winning symbols (2) to (4) begin to change, the game state can be either a "standard time-saving" or "evolved time-saving" time-saving game state. However, regardless of the type of time-saving game state, because there are 1 to 3 reserved symbols, the change time of the second special symbol is set to 0.3 seconds, the same as the change time of the normal symbol during the time-saving game state (0.3 seconds), or shorter. Therefore, regardless of when the change of the second special symbol begins during the change of the normal symbol, the change of the normal symbol always ends after the change of the second special symbol has ended.

[0232] Whether the time-saving game state is "evolution time-saving" or "standard time-saving," it ends with one change of the second special symbol, as shown in Figure 8. Therefore, at the end of the change of the normal symbol, the game state becomes a non-time-saving game state, as explained in Figure 33(b). Although the lottery result of the normal symbol that starts to change during the time-saving game state is a winning result, the opening pattern of the normal electric device will only be a short opening, referring to the case of the non-time-saving game state (Figure 7, (a-1)). Therefore, the game ball will not enter the second starting hole 14.

[0233] If the second special symbol is reserved during the fluctuation of the winning symbols (2) to (4), even if you win the small prize A in the last winning symbol (4), the fluctuation time (19.7 seconds) of the winning symbol (1) as explained in Figure 34 cannot be achieved, and three reserved symbols cannot be charged. By controlling as shown in Figure 34, it becomes easier to win a large number of prize balls by repeating the winning of small prize A, the subsequent reserved charging of the second special pattern during the "evolution time reduction", and the winning of small prize A with the last reserved pattern charged.

[0234] The effects performed by the gaming machine of this embodiment will be explained below with reference to Figures 36 to 53. The presentation screen displayed on the image display device 31, which will be described below using Figures 36 to 53, is realized by the sub-CPU 121 of the gaming machine 1 executing the presentation content determined based on the presentation pattern determination table in response to a variation pattern designation command. The gaming machine 1 is equipped with a main screen 31A and a sub-screen 31B as the image display device 31. The gaming machine 1 displays a normal symbol icon 36, which indicates whether or not the normal symbol is changing, on the sub-screen 31B. The gaming machine 1 displays a "○" on the normal symbol icon 36 when the normal symbol is stopped as a winning symbol, and an "×" when the normal symbol is stopped as a losing symbol, and displays a change mode represented by a "↓" on the normal symbol icon 36 while the normal symbol is changing. The gaming machine 1 also displays a special symbol display area 37, which shows the variation and stopping state of the special symbol, on the sub-screen 31B. The special symbol display area 37 includes a first special symbol display area 37A and a second special symbol display area 37B. The number added to the special symbol display area 37 is the number of reserved symbols. The special symbol's performance symbol is displayed as a small symbol. The small symbol may be displayed only while the special symbol is changing and when the change has stopped. When the change has stopped, not only the small symbol but also the large performance symbol (performance symbol 35) can be displayed. The normal symbol icon 36, the special symbol display area 37, and the small symbols may be displayed on the main screen 31A instead of the sub-screen 31B. 36 to 47 below, the display of the normal symbol icon 36, the special symbol display area 37, and the small symbol is omitted, and the image display is described as being performed on the image display device 31 as the main screen 31A. The images of Figs. 36 to 47 may be displayed on the main screen 31A, and the normal symbol icon 36, the special symbol display area 37, and the small symbol may be displayed on the sub-screen 31B.

[0235] FIG. 36 is a diagram illustrating the flow of effects relating to the variation of the first special symbol in the gaming machine of this embodiment. (1) After the first special symbol changes, the variation effect begins. (2) If the 35 symbol does not reach the target, a normal variation or shortened variation occurs, followed by a (3) miss notification effect. If a variation effect based on a scenario corresponding to a reach effect or higher is being performed, (4) a reach is achieved. In that case, (5) a normal reach symbol variation occurs, resulting in a win or a miss, and (9) a win notification effect or a miss notification effect may be performed.

[0236] (5) After the pattern change of the normal reach, (6) it may develop into the SP reach, resulting in a win or a miss, and (9) a win notification effect or a miss notification effect may be performed. (5) After the normal reach pattern changes, (6) it develops into an SP reach, and then it develops into an SPSP reach (8), and it may result in a win or a miss, and (9) a win notification or a miss notification may be performed. (5) After the pattern change of the normal reach, (6) it may develop into the SPSP reach (8) without developing into the SP reach, resulting in a win or a miss, and (9) a win notification effect or a miss notification effect may be performed.

[0237] After the (5) normal reach symbol change has been made, a reach strong notice (7) or a reach weak notice (not shown) may be made before developing into (6) SP reach or (8) SPSP reach, according to the performance scenario. For convenience, the reach strong notice (7) is displayed separately from the normal reach symbol change (5), but the reach strong notice may be made during the normal reach symbol change.

[0238] In some SPSP reaches (8), a battle effect is performed. In an SPSP reach accompanied by a battle effect, after the battle (20) begins, for example, a pushing effect (21) is performed between the player's character and the enemy character. Then, according to the effect scenario, a relatively low-expectation enemy character preemptive attack effect (22) or a relatively high-expectation player character preemptive attack effect (23) is performed. Next, a cut-in effect (24) and a button effect (25) are performed in a manner based on the effect scenario. If a jackpot is achieved without a revival effect according to the effect scenario, a winning action effect (26) and a victory effect (27) are performed, resulting in a jackpot and a winning notification effect (28).

[0239] If the revival effect is performed according to the effect scenario and a jackpot is reached, the (25) button effect is followed by the (29) loss suggestion effect, followed by the (26) winning action effect, the (27) victory effect, the jackpot is reached, and the (28) win notification effect is performed. If a loss occurs, the (25) button effect is followed by the (29) loss suggestion effect, followed by the (30) loss notification effect.

[0240] An example of the effects performed in the gaming machine of this embodiment will be described in detail below. In the following description, "normal light emission" refers to the light emission mode of the board lamp 60 and the frame lamp 61 "after the variation ends (after the pattern is determined and stopped)." Alternatively, "normal lighting" refers to the lighting mode when "waiting for customers (during demonstration)" and is performed in response to a customer waiting command, with the panel lamp 60 and frame lamp 61 controlled to light up in the lighting mode for waiting for customers. When a variation pattern designation command is received while waiting for customers, a performance scenario is determined based on the variation pattern designation command, and the board lamp 60 and the frame lamp 61 emit light in a color based on the determined performance scenario. If a special symbol is reserved, the board lamp 60 and frame lamp 61 change from the illumination corresponding to the variable effect to "normal illumination" at the end of the variation, and at the start of the variation based on the performance scenario determined based on the next received variation pattern designation command, the board lamp 60 and frame lamp 61 again change to the illumination corresponding to the variable effect.

[0241] Furthermore, in the presentation of the gaming machine of this embodiment, the light colors of the board lamp 60 and the frame lamp 61 are realized as a result of always selecting the light color (of the presentation) with the highest priority while various presentations and notices occur simultaneously based on the presentation scenario. [Reach not successful] Figure 37 is a diagram showing the change display when, after the start of the change, the reach is not achieved and a miss notification effect is performed, and shows the change display corresponding to (1) → (2) → (3) in Figure 36. Fig. 37(A) shows a case where shortening fluctuation is performed, and Fig. 36(B) shows a case where normal fluctuation is performed. Normal fluctuation is a fluctuation that shortens the fluctuation time of the miss fluctuation when the number of reserved fluctuations of the first special symbol is relatively small in the non-time-saving game state. It does not involve a reach. In contrast, the shortened variation is a variation in which the variation time of the miss variation related to the second special symbol is shortened in the time-saving game state. Also, the shortened variation can be performed when the number of pending variations of the first special symbol is large in the non-time-saving game state. The shortened fluctuation does not involve a reach like the normal fluctuation, but the shortened fluctuation is set to have a shorter fluctuation time than the normal fluctuation.

[0242] In Figure 37(A), (a) of Figure 37(A) shows the state of the image display device 31 from before the start of the variable effect to immediately after the start of the variable effect. The normal effect screen and the effect pattern 35 are displayed. Here, the effect pattern 35 is the first mode in which decoration is applied to the number pattern. In the figure, the number pattern is displayed with a frame as decoration, but other decorations may be applied, such as adding a different character image for each effect pattern (1 to 9). As the special pattern begins to change, the performance pattern 35 also begins to change.

[0243] When a variable effect corresponding to a shortened variation that results in a miss without a reach effect is performed, the display of the variable effect pattern 35 shown in (b) of Figure 37(A) is changed, and then the display of the variable effect pattern 35 stops and appears in a miss state as shown in (c) of Figure 37(A) without a reach effect. During the time-saving game, the variable display is performed by the effect symbol 35 without the decorative part (only the number part). During the period shown in FIG. 37(A), the effect button 8 is always turned off.

[0244] Also, FIG. 37(B) shows the case where normal fluctuation is performed. In Figure 37(B), (a) of Figure 37(B) shows the state of the image display device 31 from before the start of the variable effect to immediately after the start of the variable effect. The normal effect screen and the effect pattern 35 are displayed. The effect pattern 35 is a first form in which decoration is applied to the number pattern. In the figure, the number pattern is displayed with a pattern on the background, but other decorations may be applied, such as adding different character images for each effect pattern (1 to 9). When the special pattern starts to change and the performance pattern 35 also starts to change, the illumination of the board lamp 60 and frame lamp 61 corresponds to the change performance as specified in the performance scenario, even while the change of the performance pattern 35 shown in (b) of Figure 36 (B) is being displayed.

[0245] Unlike the shortened variation in Fig. 37(A), in the case of the normal variation in Fig. 37(B), the performance symbol 35 is temporarily stopped and displayed as (c) in Fig. 36(B). Here too, the board lamp 60 and the frame lamp 61 emit light in a color other than the rainbow color specified in the performance scenario. After that, the performance pattern 35 is fixed and stopped at (d) in Figure 37 (B). At the same time, the board lamp 60 and the frame lamp 61 are shifted from the variable effect corresponding light emission defined by the effect scenario to the normal light emission. During the period shown in FIG. 37(B), the effect button 8 is always turned off. As shown in Figures 37(A) and 37(B), in the case of normal fluctuation or shortened fluctuation in which no reach effect is performed, the decorated effect pattern 35 does not change display after the start of the fluctuation, and the fluctuation is stopped while still decorated.

[0246] FIG. 38 is a diagram showing the variable display during a normal reach, and shows the variable display corresponding to (4) → (5) → (9) in FIG. When a reach effect is performed, as shown in Figure 37(a), the effect symbol 35 becomes a reach state in which the left and right symbols temporarily stop with the same number symbol (for example, "4", "↓", "4"). Also, the effect symbol 35 maintains the first state in which decoration is applied. Regardless of whether the game state is a non-time-saving game state or a time-saving game state, the display mode of the effect pattern 35 does not change before and after a normal reach (as will be described later, the display mode of the effect pattern 35 differs depending on the game state before and after an SP reach). The board lamp 60 and the frame lamp 61 emit light in a color corresponding to the variable performance determined by the performance scenario.

[0247] When a variable effect based on a variable scenario that results in a jackpot without performing a pseudo consecutive effect is performed in a normal reach, the effect pattern 35 is temporarily stopped in a jackpot pattern (for example, "4", "4", "4"), as shown in Figure 37(b).

[0248] In addition, when the effect symbol 35 provisionally stops in the jackpot mode, a jackpot is confirmed. Therefore, the provisional stopping of the effect symbol 35 in the jackpot mode is a jackpot confirmation effect. Therefore, the board lamp 60 and the frame lamp 61 emit light in rainbow colors corresponding to the confirmed effect. The effect button 8 is turned off. The rainbow light emitted by the board lamp 60 and the frame lamp 61 in association with the temporary stopping of the performance symbol 35 in a jackpot state is the light emitted with the highest priority at this point. After that, as the variation time ends (variation of the special symbols stops), the performance symbols 35 are fixed and stopped in the big win mode ("4", "4", "4") as shown in FIG. 38(c). Here, the board lamp 60 and the frame lamp 61 continue to emit rainbow-colored light corresponding to the confirmed effect, and the effect button 8 is turned off. The rainbow-colored illumination of the board lamp 60 and the frame lamp 61 corresponding to the confirmation effect may continue until the opening of the jackpot game. Also, the rainbow-colored illumination corresponding to the confirmation effect may end before the symbol is confirmed (by FIG. 38(c)).

[0249] When a variable effect based on a variable scenario that results in a miss without performing a pseudo consecutive effect is performed in a normal reach, the effect pattern 35 is temporarily stopped in a miss pattern (for example, "4", "5", "4"), as shown in Figure 38(d). At this point, the board lamp 60 and the frame lamp 61 continue to emit light in the color corresponding to the variable effect determined in the effect scenario. After that, as the variation time ends (the variation of the special symbols stops), the performance symbols 35 are fixed and stopped in a losing pattern ("4", "5", "4") as shown in FIG. 38(e). The board lamp 60 and the frame lamp 61 are changed from the variable effect corresponding color determined by the effect scenario to normal light emission. During the period shown in FIG. 37, the effect button 8 is always turned off.

[0250] FIG. 39 shows the normal reach mid-strong notice performance, and shows the changing display corresponding to (4) → (5) → (7) in FIG. In FIG. 39(a), the performance symbol 35 is in a reach state. In Fig. 39(b) to (d), when a strong notice effect is performed during a normal reach, the effect symbol 35 is not displayed. As shown in Figure 39(e), when the normal reach strong notice effect ends, the effect symbol 35 returns to its original display. After that, the variable effect develops into an SP reach or an SPSP reach. To explain the strong notice performance during normal reach in Figures 39(b) to (d), during normal reach, as shown in Figures 39(b) and 39(c), a door closes on the screen and then opens again, changing the scene, and in Figure 39(d), the main character's own character is shown holding a specific item (a drink in this figure). When this display occurs, it will definitely develop into SP reach or higher. During the normal reach mid-strong notice performance, the board lamp 60 and frame lamp 61 will light up in the "normal reach mid-strong notice corresponding color" which is the light color that has the highest priority at this time. During the normal reach mid-strong notice performance shown in Figure 39, the performance button 8 is always off.

[0251] FIG. 40 is a diagram showing the pseudo consecutive effects performed in the gaming machine of this embodiment. In the gaming machine of this embodiment, the pseudo consecutive effects are described as being performed during a normal reach, but they may also be performed before the reach is established. If performed during a normal reach, the transition is possible from the state shown in Figure 38(a).

[0252] During the pseudo consecutive performance, the board lamp 60 and the frame lamp 61 emit light in a color corresponding to the variable performance ("light emission corresponding to pseudo consecutive performance"). Also, during the period shown in FIG. 40, the effect button 8 is always off. In the case of a pseudo consecutive performance that is determined using the table of Fig. 29 and that undergoes two re-fluctuations, the performance symbol 35 temporarily stops in a pseudo consecutive performance chance pattern (for example, "4," "☆," "4" including special symbols) in Fig. 40(a), then displays a display indicating the start of the pseudo consecutive performance in Fig. 40(b) (for example, "x2" is displayed in green letters indicating a second fluctuation), then re-fluctulates in Fig. 40(c), temporarily stops again in Fig. 40(d) with a pseudo consecutive performance chance pattern, then re-fluctulates in Fig. 40(e), and (again) becomes a reach pattern in Fig. 40(f). At this point, the board lamp 60 and frame lamp 61 return to "fluctuation performance corresponding light emission" that corresponds to the performance scenario. If this re-variation is carried out two times, the game will develop into an SP reach or higher, which will be explained in Figure 41 and subsequent figures. If this pseudo consecutive performance is performed before a reach is established, a transition to a normal reach may occur from FIG. In the case of a pseudo consecutive performance in which one re-change occurs, after the re-change occurs in Figure 39(c), the display transitions to the normal reach display in Figure 37.

[0253] FIG. 41 is a diagram showing a variable display during the SP reach effect, and shows a variable display corresponding to (6) in FIG. In Figure 41 (a), the performance patterns 35 (right pattern, left pattern) are in a state without decoration (second state) and move to the left and right sides of the top edge of the image display device 31 (transition performance), and the SP reach performance begins. In addition, the presentation screen is a special presentation screen that is different from the normal presentation screen at the start of the variation.

[0254] The second mode of the performance pattern 35 is a display mode that does not include the frame that was present in the first mode. The board lamp 60 and the frame lamp 61 emit light in a color corresponding to the variable effect other than the rainbow color. Before a reach or during a normal reach, the effect symbols 35 are decorated with characters, etc., and when the game state is a normal game state, the display mode of the effect symbols 35 changes when an SP reach develops (a second mode with no decoration), but when the game state is a time-saving game state, the display mode of the effect symbols 35 does not change when an SP reach develops. They are displayed in a variable manner while remaining in the decorated first mode. In other words, if the game progresses to SP Reach or higher during normal gameplay, the decorations will disappear.

[0255] As an example, the SP reach effect is an effect in which a warrior as the player character CH1 captures a demon as the enemy character CH2, and success in the effect in FIG. 41(f) indicates a big win. The board lamp 60 and the frame lamp 61 emit light in a color corresponding to the variable performance determined by the performance scenario.

[0256] In FIG. 41(b), the enemy character CH2 is presented, and a caption such as "Capture the demon!" is displayed. In FIG. 41(c), a caption such as "Where is the demon?" is displayed and the player character CH1 begins to search for the enemy character CH2. According to the production scenario, the caption "Where is the demon?" is displayed in white (weak mode) or red (strong mode). If it is determined that a sub-character will appear according to the presentation scenario, the sub-character CHS will appear and join the player character CH1's party, as shown in Figure 41(c) and Figure 41(c'). In this case, the caption "Where's the demon?" and the sub-character CHS's lines such as "I'll help you" are also displayed in white (weak mode) or red (strong mode) according to the presentation scenario. When the SP reach changes to a big win, the player character CH1 captures the enemy character CH2 in FIG. 41(f). At this point, the board lamp 60 and the frame lamp 61 still emit light in the color corresponding to the variable effect determined in the effect scenario.

[0257] Then, in FIG. 41(g), the performance symbols 35 are temporarily stopped in the jackpot mode (for example, "4," "4," "4") while remaining in the second mode without decoration. From FIG. 41(g), it is possible to proceed to a re-lottery effect shown in FIG. 41(a) described later, or to a final display without a re-lottery effect shown in FIG. 41(g). In addition, when the effect symbol 35 provisionally stops in the jackpot mode, a jackpot is confirmed. Therefore, the provisional stopping of the effect symbol 35 in the jackpot mode is a confirmed jackpot effect. The board lamp 60 and frame lamp 61 emit rainbow colors corresponding to the confirmed effect. The effect button 8 is turned off. The rainbow light emission (light emission corresponding to the confirmed effect) of the board lamp 60 and the frame lamp 61 accompanying the temporary stop of the effect symbol 35 in the jackpot mode is the light emission with the highest priority at this point.

[0258] If the SP reach is a miss or there is a change that develops into an SPSP reach, a message indicating a failure of the performance ("There is no demon!") will be displayed in Figure 41(d), and the performance pattern 35 will be temporarily stopped in a miss mode. The board lamp 60 and the frame lamp 61 emit light in a color corresponding to the variable performance determined by the performance scenario. In FIG. 41(e), the player character CH1 and the enemy character CH2 are hidden, the board lamp 60 and the frame lamp 61 light up in a color corresponding to the variable effect determined in the effect scenario, and the effect button 8 is turned off.

[0259] From Figure 41(e), it is possible to develop into the state after temporary stop when losing shown in Figure 43 described later, or the SPSP reach in Figure 44. From FIG. 41(g), it is possible to develop into a re-lottery effect shown in FIG. 42 described later, or a confirmation display without a re-lottery effect shown in FIG. 42(g). Figure 41 shows a case where the performance pattern 35 reaches with the roll of "4", "↓", "4" and is temporarily stopped with the roll of "4", "4", "4" (normal pattern), but it is not limited to this, and it is of course possible that the performance pattern reaches with the roll of "5", "↓", "5" and is temporarily stopped with the roll of "5", "5", "5" (special pattern). In this case, the process proceeds to FIG. 42 and a confirmation display is made in FIG. 42(g) without proceeding to FIG. 42 and performing a re-lottery effect.

[0260] FIG. 42 is a diagram for explaining the effects leading up to a big win in the SP reach, and shows the variable display (big win) from (6) to (9) in FIG. Figure 42(a) shows the temporary stop display of the performance pattern 35 continuing from Figure 41(g). The board lamp 60 and frame lamp 61 continue to emit rainbow colors corresponding to the confirmed effect from FIG. 40(g). In Figure 42(b), the effect pattern 35 begins to change again (starts to move away in the depth direction), and the effect pattern 35 finally becomes invisible in Figure 42(c). If this changing display involves a re-change (promotion), the performance pattern 35 will move (approach) towards the player in Figure 42 (d) and when it becomes visible again, it will change to another form (for example, a special pattern of "5", "5", "5") and be temporarily stopped.

[0261] Then, with the end of the fluctuation time (stop of fluctuation of the special symbols), the performance symbol 35 is fixed and stopped in FIG. 42(e). In addition, in Figure 42 (e), the performance symbol 35 is fixed and stopped in the first mode with decoration from the second mode without decoration. It may be fixed and stopped in the second mode without decoration. Here, the board lamp 60 and the frame lamp 61 continue to emit rainbow-colored light corresponding to the confirmation effect from FIG. 42(a), and the effect button 8 is turned off.

[0262] If this changing display does not involve a further change (promotion), when the performance pattern 35 moves (approaches) towards the player in Figure 42(f) and becomes visible again, it will be temporarily stopped without changing from the result in Figure 42(a) (promotion will fail). Then, with the end of the fluctuation time (stop of fluctuation of the special symbols), the performance symbol 35 is fixed and stopped in FIG. 42(g). In addition, in Figure 42 (g), the performance pattern 35 is fixed and stopped in the first mode with decoration from the second mode without decoration. It may be fixed and stopped as it is in the second mode without decoration.

[0263] Here, the board lamp 60 and the frame lamp 61 continue to emit light in rainbow colors corresponding to the final effect, and the effect button 8 is turned off. If a re-lottery effect is not performed, the display transitions directly from the temporary stop mode of the temporary stop mode of the effect pattern 35 in Figure 41(g) to the final display in Figure 42(g).

[0264] FIG. 43 is a diagram for explaining the flow of effects (mode after temporary stop at the time of loss) until a loss occurs in the SP reach, and shows the variable display (loss) from (6) to (9) in FIG. Figure 43(a) shows the temporary stop display of the performance pattern 35 continuing from Figure 41(e). At this point, the board lamp 60 and the frame lamp 61 continue to show the color corresponding to the variable effect determined in the effect scenario, and the effect button 8 is turned off.

[0265] In Fig. 43(b), a screen transition effect is performed, leaving the effect symbol 35. For example, the screen goes black as a transition effect. During this time, the board lamp 60 and frame lamp 61 continue to display the color corresponding to the variable effect determined in the effect scenario, and the effect button 8 is turned off. Then, in Figure 43 (c), when the blackout ends, the presentation screen returns to the normal presentation screen (at the start of the change), and the presentation pattern 35 is also returned to the decorated first form and displayed in a swinging manner. The board lamp 60 and the frame lamp 61 continue to display the color corresponding to the variable effect determined in the effect scenario, and the effect button 8 is turned off.

[0266] After that, as the variation time ends (the variation of the special symbols stops), the performance symbols 35 are fixed and stopped in a losing pattern ("4", "5", "4") as shown in FIG. 43(d). In this way, in the gaming machine of this embodiment, the end of the SP reach is the trigger, and the performance symbol 35 stops (misses) without any characters, etc. After that, the screen goes black as a conversion performance, and when the performance screen returns to the normal screen (the screen before the reach development) after the blackout, the performance symbol 35 returns to the decorated state and is fixed. The board lamp 60 and the frame lamp 61 are changed from the variable effect corresponding color determined by the effect scenario to normal light emission, and the effect button 8 is turned off.

[0267] 44 and 45 are diagrams illustrating the effects that are performed during an SPSP reach in the gaming machine of this embodiment. FIG. 44(A) shows the state immediately after the SPSP reach development corresponding to (8) in FIG. At this point, the board lamp 60 and the frame lamp 61 still emit light in a color corresponding to the variable effect other than the rainbow color, and the effect button 8 is turned off.

[0268] Figure 44(B) shows the start of the battle and the subsequent pushing and shoving performance, which corresponds to (20) and (21) in Figure 36. A sub-character CHS may appear according to the performance scenario. In FIG. 44(B), the battle between the player's character CH1 and the enemy character CH2 begins, and an effect of the two characters pushing against each other begins. According to the presentation scenario, the caption "Fight!" is displayed in white (weak mode), red (medium mode), or gold (strong mode). At this point, the board lamp 60 and the frame lamp 61 still emit light in a color corresponding to the variable effect other than the rainbow color, and the effect button 8 is turned off.

[0269] FIG. 44 (C-1) corresponds to (23) in FIG. 36 and shows a presentation in which the player character CH1 launches a preemptive attack on the enemy character CH2. FIG. 44 (C-2) corresponds to (22) in FIG. 36 and shows a presentation in which the enemy character CH2 launches a preemptive attack on the player character CH1. The presentation of the player's character's preemptive attack in Figure 44 (C-1) is performed in response to a presentation scenario with high expectations, and the presentation of the enemy character's preemptive attack in Figure 44 (C-2) is performed in response to a presentation scenario with high expectations. In either case, the board lamp 60 and the frame lamp 61 emit light in a color corresponding to the variable effect other than the rainbow color. The effect button 8 is turned off.

[0270] FIG. 44(D) shows a cut-in effect corresponding to (24) in FIG. The cut-in effects in this embodiment include a premium cut-in effect indicating a guaranteed jackpot, a strong cut-in effect with high expectations, a medium cut-in effect with a mid-term attitude, and a weak cut-in effect with low expectations. As will be described later, the display mode of the image display device 31, the light emission modes of the board lamp 60 and frame lamp 61, and the light emission mode of the effect button 8 vary depending on the cut-in effect being performed. The premium cut-in effect is performed only for a jackpot fluctuation, and is an effect that notifies the player that a jackpot has been confirmed. Therefore, the board lamp 60 and the frame lamp 61 emit light in rainbow colors as cut-in effect corresponding colors (confirmation effect corresponding colors) that indicate the degree of expectation (confirmation), and the effect button 8 is turned off. However, in the premium cut-in effect, the effect button 8 may emit light in rainbow colors or in a normal light color.

[0271] Although there are differences in the degree of expectation for strong cut-in effects, medium cut-in effects, and weak cut-in effects, they can result in either a big hit or a miss. In the strong cut-in effect, the board lamp 60 and the frame lamp 61 emit light in the color corresponding to the cut-in effect, red, which indicates the degree of expectation, and the effect button 8 goes out. In the middle cut-in effect, the board lamp 60 and the frame lamp 61 emit light in the green color corresponding to the cut-in effect, which indicates the degree of expectation, and the effect button 8 goes out. In the weak cut-in effect, the board lamp 60 and the frame lamp 61 emit light in the blue color corresponding to the cut-in effect, which indicates the degree of expectation, and the effect button 8 goes out. The illumination of the board lamp 60 and frame lamp 61 accompanying these cut-in effects is the illumination corresponding to the variable effects, which has the highest priority at this point. During the cut-in effect, all of the effect symbols 35 are displayed so as to be visible.

[0272] FIG. 45(E) shows the button effect corresponding to (25) in FIG. As will be explained below with reference to FIG. 51, in the button effect, effect button images 80 (80A to 80C) and a remaining time gauge 81 are displayed on the image display device 31. In addition, the button effects in this embodiment include a premium button effect that indicates a guaranteed big win, a strong button effect with high expectations, and a weak button effect with low expectations. The premium button effect itself is an effect (confirmation effect) that notifies the player that a jackpot has been confirmed. Therefore, during this time, the board lamp 60 and frame lamp 61 emit light in the rainbow colors corresponding to the button effect (colors corresponding to the confirmation effect), and the effect button 8 also emits light in the rainbow colors.

[0273] In contrast, the strong button effect and the weak button effect can result in either a big hit or a miss, although there is a difference in the degree of expectation. In the strong button effect, the board lamp 60 and the frame lamp 61 emit light in a color corresponding to the button effect other than rainbow colors, and the effect button 8 emits light in red. In the weak button effect, the board lamp 60 and the frame lamp 61 emit light in a color corresponding to the button effect other than rainbow colors, and the effect button 8 emits light in blue. The illumination of the board lamp 60 and frame lamp 61 accompanying these button effects is the illumination corresponding to the variable effects, which has the highest priority at this point.

[0274] FIG. 45(F) shows a loss suggestion effect corresponding to (28) in FIG. If the fluctuation that is occurring recovers from a miss or a hint of a miss to a jackpot, the confirmation gimmick 32 indicating a confirmed win will not be activated (fall) in Figure 45 (F) even if the button is operated in the strong button effect or the weak button effect, and furthermore, the effect pattern 35 is temporarily stopped in a miss mode along with the appearance of the player's character CH1 being defeated. At this time, the board lamp 60 and the frame lamp 61 flash in blue, for example, as part of the button effect corresponding light emission, and the effect button 8 goes out.

[0275] FIG. 45(G) shows a winning action presentation corresponding to (26) in FIG. When the effect button 8 is operated in the premium button effect, or in the strong button effect or the weak button effect resulting in a big win, the confirmation gimmick 32 is activated as a winning action effect. The board lamp 60 and frame lamp 61 emit light in rainbow colors corresponding to the button effects (colors corresponding to the confirmed effects), and the effect button 8 also emits light in rainbow colors. The illumination of the board lamp 60 and the frame lamp 61 accompanying this winning action presentation is the illumination corresponding to the confirmed presentation, which has the highest priority at this point. In addition, if this change is accompanied by a performance of reviving from a miss suggestion, the confirmation gimmick 32 is activated from a state in which the performance pattern 35 is temporarily stopped in a miss mode.

[0276] FIG. 45(H) shows the winning effect corresponding to (27) in FIG. After the winning motion effect of FIG. 45(G), the determination gimmick 32 returns to the origin position, and then the winning effect shown in FIG. 45(H) is performed. In the winning effect, the effect symbols 35 are temporarily stopped in a winning state, and a scene in which the player character CH1 defeats the enemy character CH2 is displayed. In addition, when the effect symbol 35 provisionally stops in the jackpot mode, a jackpot is confirmed. Therefore, the provisional stopping of the effect symbol 35 in the jackpot mode is a confirmed jackpot effect. The board lamp 60 and frame lamp 61 emit rainbow colors corresponding to the confirmed effect. The effect button 8 is turned off. The rainbow light emitted by the board lamp 60 and the frame lamp 61 in association with the temporary stopping of the performance symbol 35 in this jackpot mode is the light corresponding to the variable performance, which has the highest priority at this point.

[0277] FIG. 46 is a diagram illustrating the effects leading up to a big win in an SPSP reach. This corresponds to the winning notification effect ((29) in FIG. 36) after the winning effect in FIG. 45(H). Figure 46(a) shows the temporary stop display of the effect symbol 35, continuing from Figure 45(H). The board lamp 60 and frame lamp 61 continue to emit light in the rainbow colors corresponding to the confirmed effect, continuing from Figure 45(H).

[0278] In Figure 45(b), the performance pattern 35 begins to change again (starts to move away in the depth direction), and the performance pattern 35 finally becomes invisible in Figure 46(c).

[0279] If this changing display involves a re-change (promotion), the performance pattern 35 will move (approach) towards the player in Figure 46 (d) and when it becomes visible again, it will change to another form (for example, a special pattern of "5", "5", "5") and be temporarily stopped. Then, with the end of the fluctuation time (stop of fluctuation of the special symbols), the performance symbol 35 is fixed and stopped in FIG. 46(e). In addition, in Figure 46 (e), the performance symbol 35 is fixed and stopped in the first mode with decoration from the second mode without decoration. Not limited to that, it may be fixed and stopped in the second mode without decoration.

[0280] Here, the board lamp 60 and the frame lamp 61 continue to emit rainbow-colored light corresponding to the confirmation effect from FIG. 46(a), and the effect button 8 is turned off. The rainbow-colored illumination of the board lamp 60 and frame lamp 61 corresponding to the confirmation effect may be continued until the opening of the jackpot game. Also, the rainbow-colored illumination of the board lamp 60 and frame lamp 61 corresponding to the confirmation effect may be ended before the symbol is confirmed (by FIG. 46(e)).

[0281] If this changing display does not involve a further change (promotion), when the performance pattern 35 moves (approaches) towards the player in Figure 46(f) and becomes visible again, it will be temporarily stopped without changing from the result in Figure 46(a) (promotion will fail). Then, with the end of the fluctuation time (stop of fluctuation of the special symbols), the performance symbol 35 is fixed and stopped in FIG. 46(g). In Figure 46 (g), the performance symbol 35 is fixed and stopped in the first mode with decoration from the second mode without decoration. However, it may be fixed and stopped in the second mode without decoration.

[0282] Here, the board lamp 60 and the frame lamp 61 continue to emit rainbow-colored light corresponding to the confirmed effect, and the effect button 8 is turned off. The rainbow-colored illumination of the board lamp 60 and frame lamp 61 corresponding to the confirmation effect may be continued until the opening of the jackpot game. Also, the rainbow-colored illumination of the board lamp 60 and frame lamp 61 corresponding to the confirmation effect may be ended before the symbol is confirmed (by FIG. 46(g)).

[0283] In addition, Figures 44 and 45 show a case where the SPSP reach starts when the performance pattern 35 shows the numbers "4", "↓", and "4", and the winning performance temporarily stops with the numbers "4", "4", and "4" (normal patterns), but this is not limited to this, and it is of course possible for the SPSP reach to start when the performance pattern 35 shows the numbers "5", "↓", and "5", and the winning performance temporarily stops with the numbers "5", "5", and "5" (special pattern). In such a case, without proceeding to Figure 42(a) and performing a re-draw performance, the display will move directly from the provisional stopping mode of the performance pattern 35 in the winning performance of Figure 45(H) or the changing mode of the provisional stopping mode of the performance pattern 35 to the final display of Figure 42(g).

[0284] FIG. 47 is a diagram for explaining the flow of the presentation until a loss occurs in an SPSP reach (the mode after a temporary stop at the time of a loss), and shows the variable display (loss) from (6) to (9) in FIG. Figure 47(a) shows the temporary stop display of the performance pattern 35 continuing from Figure 45(F). At this point, the board lamp 60 and the frame lamp 61 are lit in a color corresponding to the variable effect other than rainbow colors, and the effect button 8 is turned off. In Figure 47(b), the screen goes black except for the performance pattern 35. The board lamp 60 and frame lamp 61 continue to emit light in a color corresponding to the variable effect other than rainbow colors, and the effect button 8 is turned off. Then, in Figure 47 (c), when the blackout ends, the presentation screen returns to the normal presentation screen (at the start of the change), and the presentation pattern 35 is also returned to the decorated first form and displayed in a swinging manner. The board lamp 60 and frame lamp 61 continue to emit light in a color corresponding to the variable effect other than rainbow colors, and the effect button 8 is turned off.

[0285] After that, as the fluctuation time ends (the fluctuation of the special symbols stops), the performance symbols 35 are fixed and stopped in a losing pattern ("4", "5", "4") as shown in FIG. 47(d). The board lamp 60 and the frame lamp 61 are changed from the color corresponding to the variable effect determined by the effect scenario to normal light emission, and the effect button 8 is turned off. In this way, in the gaming machine of this embodiment, the end of the SP reach is triggered by the effect symbol 35 stopping (missing) without any characters, etc. After that, the screen goes black, and when the effect screen returns to the normal screen (the screen before the reach development) after the blackout, the effect symbol 35 returns to the decorated state and is confirmed.

[0286] Figures 48 to 53 are diagrams explaining the transition of the presentation screen during right-hand play. Fig. 48 is a diagram mainly explaining the effects during "initial time reduction". Fig. 49 is a diagram explaining the effects when small win A is won. Fig. 50 is a diagram explaining the charge effects. Fig. 51 is a diagram explaining the count-up effects. Fig. 52 is a diagram explaining the big win effects after the count-up effects. Fig. 53 is a diagram explaining the effects when small win B or small win C is won.

[0287] 48(a), a jackpot (big battle bonus) is being won after a type 1 jackpot has been won. A display instructing "hit right" is displayed across the main screen 31A and the sub-screen 31B, for example. After the "Big Battle Bonus" ends, the "Initial Time Reduction (Standard Time Reduction Challenge)" begins in Figure 48(b). The game state is the time-reduction game state, and the normal electric device is in the easy-to-win state 1 (probability of long opening is 1 / 199). A display instructing "Continue right-hitting" is displayed across, for example, the main screen 31A and the sub-screen 31B. As a right-hit is performed, the normal pattern changes. In the time-saving game mode, the regular symbol lottery is guaranteed to be a winning combination. In the "initial time-saving" mode, the long-open symbol is selected with a probability of 1 / 199, resulting in the regular electric device being extended. The "initial time-saving" mode ends when the regular electric device is activated 100 times. If the regular symbol for the long-open symbol is selected (the regular symbol is extended) before the regular electric device is activated 100 times, the regular electric device is extended in Figure 48(d). A game ball enters the second starting slot 14 in Figure 48(e), and the second special symbol begins to fluctuate. As a result, the second special symbol is selected in Figure 48(f), and the "Aim for V" message is displayed in Figure 48(g), resulting in a small jackpot. If a V is entered during the small jackpot, the jackpot is awarded in Figure 48(h).

[0288] If the small win A is won in FIG. 48(f), the display effect described in FIG. 49 will be displayed, and if the small win B or C is won, the display effect described in FIG. 53 will be displayed. If you win the small win A, the 8R big win will start in Figure 49(a), and in Figure 49(b), evolution will be triggered in a predetermined round during the big win. If you win the small win A, the trigger will be successful in Figure 49(c), and the big win will be an "evolution bonus" that will lead to evolution time reduction. After the big win, the "evolution time reduction" starts in Fig. 49(d). The message "Aim for evolution!" is displayed on the main display device 31A. With the "evolution time reduction", the normal electric device is in the winning state 3 (the probability of long opening is 1 / 1), and the normal symbol of the long opening symbol is always selected in Figure 49 (e) (the normal symbol wins long). Based on the number of winning balls of the evolution bonus (8R), a fractional display of 1200 / 1200 points is displayed on the main display device 31A.

[0289] In Figure 50(a), a game ball enters the second starting hole 14 by the long opening of a normal electric device, and a win (1) occurs, starting the fluctuation. The main display device 31A displays a remaining time gauge 38 based on the fluctuation time of the win (1) and four charge number icons 39. Of the four charge number icons 39, the icon 39 with the number that is the sum of the change based on the winning (1) and the reserved number of the second special symbol is highlighted. Therefore, in the state of Figure 50(a), the first icon 39 from the left in the figure is highlighted, and the remaining icons 39 are displayed blank.

[0290] In Figure 50(b), while the fluctuation based on the winning (1) continues, the long opening of the normal electric role device, which is performed 1 / 1, causes the game ball to enter the second starting hole 14, resulting in a winning (2), and one reserved second special symbol is generated. The two charge number icons 39 from the left, which correspond to the sum of the fluctuation and the number of reserved second special symbols, are highlighted. In Figure 50(c), while the fluctuation based on the winning (1) continues, the long opening of the normal electric role device, which is performed 1 / 1, causes the game ball to enter the second starting hole 14, resulting in a winning (3), and one more reserved second special symbol is generated. The three charge number icons 39 from the left, which correspond to the total number of the fluctuation and the two reserved numbers of the second special symbol, are highlighted.

[0291] In Figure 50(d), while the fluctuation based on the winning (1) continues, the long opening of the normal electric role device, which is performed 1 / 1, causes the game ball to enter the second starting hole 14, resulting in a winning (4), and one more second special symbol is reserved. All four charge number icons 39 are highlighted, corresponding to the total number of the fluctuation and the three reserved numbers of the second special symbol. In the gaming machine 1, the maximum number of reserved second special symbols is three, and since it is not possible to increase the number of reserved symbols by any more than S, the "charge complete" state is displayed at this point and the remaining time gauge 38 is hidden. Only three charge number icons 39 are allowed, and the charge number icon does not have to be displayed for the winning prize (1).

[0292] As shown in Figure 50(d), the charge number icon 39 is also hidden as a pre-counter stage, and as shown in Figure 50(f), the fluctuation based on the winning (1) ends and a small win is won. In Figure 50(g), a small win game is played based on the small win won for the winning (1), a V win is made, and in Figure 50(h), the "Continue right hit" display is displayed again.

[0293] During the jackpot of the prize (1), a count-up effect is performed starting from Fig. 51(a). The count-up effect is an advancement effect that notifies the player by counting up the total number of prize balls that can be won in the jackpot based on the prize (1), which is added on top of the 1200 prize balls won in the jackpot (evolution bonus) when the first small prize A was won, and the prize balls that can be won according to the number of rounds based on the patterns that were pre-judged (pre-read) for the three reserved numbers that were "charged." Using the pre-determination table explained in Figure 12, it is possible to determine in advance from the small win symbol how many rounds of big win will result from the small win, so it is possible to predict how many total rounds can be added to the big win resulting from the above winnings (1) to (4).

[0294] In Figure 51(a), the "1200 / 1200pt" acquired as an "evolution bonus" when the player first wins small prize A is displayed large as "1200", and the numbers are counted up from 1200 in Figures 51(b), 51(c), 51(d), and 51(e) until the final display in Figure 51(f). The denominator number based on the number of prize balls that can be won in the winning combinations (1) to (4) is counted up. As will be described later, the second special symbol changes during the count-up effect, resulting in a small prize win, a small prize game (V prize), and a big prize game. Therefore, when a big prize game is played, prize balls are paid out, and the number of payouts as the numerator of the fractional display increases, but this is not displayed during the count-up effect. Each time the count-up display in Figures 51(b), 51(c), 51(d), and 51(e) is displayed, an air vibration (not shown) is activated to notify that a jackpot has been confirmed. In addition, a jackpot confirmation gimmick 32 is activated (dropped). The air vibration or confirmation gimmick 32 may be activated at the start of the count-up presentation in Figure 51(a). By activating a gimmick that notifies that a jackpot has been confirmed, such as the air vibration or confirmation gimmick 32, the player is notified that consecutive jackpots will occur due to the wins (2) to (4), which can significantly increase the player's interest.

[0295] The numbers shown in Figure 51(f) are calculated as follows: If the prize (1) is a small prize A or B with 1200 prize balls, the prize (2) is a small prize A or B with 1200 prize balls, the prize (3) is a small prize A or B with 1200 prize balls, and the prize (4) is a small prize A or B with 1200 prize balls, the count will go up to 1200 balls won in the first evolution bonus + 1200 x 4 = 6000. This means that you will get 6000 prize balls, which is 1200 balls won when you first won a small prize A plus 1200 x 4 = 4800 balls. Also, if the prize (1) is a small prize C with 300 balls, the prize (2) is a small prize C with 300 balls, the prize (3) is a small prize C with 300 balls, and the prize (4) is a small prize C with 300 balls, the count will go up to 1200 balls won in the first evolution bonus + 300 x 4 = 2400 balls. This means that you will get 2400 prize balls, which is 1200 balls won when you win the small prize A, plus 300 x 4 = 1200 balls.

[0296] Also, if the prize (1) is a small prize A or B with 1200 prize balls, the prize (2) is a small prize C with 300 prize balls, the prize (3) is a small prize C with 300 prize balls, and the prize (4) is a small prize C with 300 prize balls, the count will go up to 1200 balls won in the first evolution bonus + 1200 x 1 + 300 x 3 = 3300. This means that you will get 1200 prize balls when you first won a small prize A, plus 1200 + 300 x 3 = 2100 balls. This means that you will get 3300 prize balls. Also, if the prize (1) is a small prize A or B with 1200 prize balls, the prize (2) is a small prize A or B with 1200 prize balls, the prize (3) is a small prize C with 300 prize balls, and the prize (4) is a small prize C with 300 prize balls, the count will go up to 1200 balls won in the first evolution bonus + 1200 x 2 + 300 x 2 = 4200. This means that you will get 1200 prize balls when you first won a small prize A, plus 1200 x 2 + 300 x 2 = 3000 balls.

[0297] Also, if the prize (1) is a small prize A or B with 1200 balls, the prize (2) is a small prize A or B with 1200 balls, the prize (3) is a small prize A or B with 1200 balls, and the prize (4) is a small prize C with 300 balls, the count will go up to 1200 balls won in the first evolution bonus + 1200 x 3 + 300 x 1 = 5100. This means that you will get 5100 prize balls, which is 1200 balls won in the first small prize A win plus 1200 x 3 + 300 x 1 = 3900 balls.

[0298] The flow of the "count-up effect" performed by the gaming machine of this embodiment will be explained below with reference to FIG. In the following explanation, it will be explained that winning (1) is a small prize A or B with 1200 prize balls, winning (2) is a small prize A or B with 1200 prize balls, winning (3) is a small prize A or B with 1200 prize balls, winning (4) is a small prize A or B with 1200 prize balls, and the count will go up to 1200 balls won in the first evolution bonus + 1200 x 4 = 6000 balls.

[0299] In Figure 51(a), the denominator of the fraction display that was displayed in Figure 50 is displayed on the entire screen. At this time, the jackpot of prize (1) that has been held since Figure 50(h) has been won. In FIG. 51(b), the numbers count up from 1200 to 2400. Confirmation gimmick 32 is activated, and the air vibration is activated. Subsequently, the jackpot of prize (1) is won. After FIG. 51(b), the big win of the prize (1) ends, the prize (2) changes and a small win is won, and then a V prize is won, resulting in a big win. In Figure 51(c), the jackpot (2) is won, and the number counts up from 2400 to 3300. Confirmation gimmick 32 is activated, and the air vibration is activated. In Figure 51(d), the numbers count up from 3300 to 4200. Confirmation gimmick 32 is activated, and the air vibration is activated. The jackpot (2) continues. After FIG. 51(d), the big win of the prize (2) ends, the prize (3) changes and a small win is won, and then a V prize is won, resulting in a big win. In Figure 51(e), the jackpot (3) is won, and the numbers count up from 4200 to 5100. Confirmation gimmick 32 is activated, and the air vibration is activated. In Figure 51(f), the numbers count up from 5100 to 6000, and this count-up effect ends. Confirmation gimmick 32 is activated, and the air vibration is activated. Next, the jackpot (3) is awarded. After FIG. 51(f), the big win of the prize (3) ends, the prize (4) changes and a small win is won, and then a V prize is won, resulting in a big win.

[0300] In Figure 52(a), when the jackpot of prize (4) starts, the counted-up 6000 is displayed as the denominator and, for example, 2400 as the numerator. This numerator does not necessarily have to be the number of prize balls paid out so far. After that, the numerator increases as shown in Figure 51(b), Figure 51(c), and Figure 51(d) as the big win of prize (4) is won, and after that, if prize (4) is small win B or C, the display shown in Figure 53 will be displayed. If prize (4) is small win A, the charge shown in Figure 49 will be performed again. In the gaming machine 1, the winnings (1) to (4) when the small prize A is won, and further the successive big prizes when the small prize A is finally won, can be shown in a single performance.

[0301] When a small win B is won during the "initial time reduction", an 8R big win starts in Figure 53(a), and an evolution boost is performed in a predetermined round during the big win in Figure 53(b). If a small win B is won, the boost fails in Figure 49(c), and it is shown that the big win that is performed is not an "evolution bonus" that leads to evolution time reduction. After the big win, the "standard time reduction" starts in Fig. 53(d). The message "Aim to the right!" is displayed on the main display device 31A. If you win small prize C during the "initial time reduction", the "standard time reduction" will start in Figure 53 (d) without any exciting performance. In FIG. 53(e), a small win is won, and in FIG. 53(f), a small win game is played. If the small win A is won, the charge shown in FIG. 49 is performed after V is won. If you have won small prize B, you will return to Figure 53(a) after winning V. If you have won small prize C, you will return to Figure 53(g) after winning V.

[0302] In the gaming machine 1 of this embodiment configured as described above, it is possible to win a large number of prize balls by repeatedly winning the small prize A, then reserving and charging the second special symbol during the "evolution time reduction" and winning the small prize A with the last reserved symbol charged. Therefore, the interest in the game can be significantly increased.

[0303] Although the specifications for the big win and small win have been explained in Figs. 5 to 12, other specifications for the big win and small win may also be used. Next, various tables stored in the main ROM 112 in other specifications for big wins and small wins will be described in detail. <Jackpot determination table> Figures 54(a) and 54(b) are diagrams showing an example of a jackpot determination table referenced when the main CPU 111 determines whether or not the result of the special symbol variation is a jackpot. Figure 54(a) is a jackpot determination table referenced in the first special symbol display device, and Figure 54(b) is a jackpot determination table referenced in the second special symbol display device. The tables in Figure 54(a) and Figure 54(b) differ in whether or not a small jackpot is won, but the jackpot probability is the same. A small jackpot is won in Figure 54(b), but not in Figure 54(a).

[0304] In the big win determination table shown in FIG. 54(a), the main CPU 111 determines whether it is a "big win" or a "miss" based on the extracted random number value for determining the special symbol. In the big win determination table shown in Figure 54(b), the main CPU 111 determines whether it is a "big win" or a "small win" based on the extracted random number value for determining the special symbol. A "small win" is a type of miss and is not a win. For example, according to the jackpot determination table of the first special symbol display device shown in FIG. 54(a), 328 random number values ​​for determining special symbols are determined as "jackpots." In the big win determination table of the first special symbol display device shown in FIG. 54(a), if the random number value is other than the above, it is determined as a "miss." Since the random number range of the special symbol determination random number value is 0 to 65338, the probability of being determined as a jackpot in the jackpot determination table of the first special symbol display device is 1 / 199.9.

[0305] On the other hand, in the jackpot determination table of the second special symbol display device shown in Figure 54(b), the random number value for determining the special symbol that determines a jackpot is the same as that of the first special symbol display device, but the random number value for determining the special symbol that determines a small jackpot is different from that of the jackpot determination table of the first special symbol display device. More precisely, a small jackpot that would not be won in the jackpot determination table of the first special symbol display device is won in the jackpot determination table of the second special symbol display device. According to the jackpot determination table of the second special pattern display device in Figure 54(b), 328 random number values ​​for determining special patterns are determined as "jackpots," 1996 random number values ​​for determining special patterns are determined as "small jackpots," and if the random number value is any other than those listed above, it is determined as a "miss." Since the random number range for determining the special pattern is 0 to 65338, the probability of determining a big win in the big win determination table of the second special pattern display device is 1 / 199.9, and the probability of determining a small win is approximately 1 / 32.7.

[0306] <Collision detection table> FIG. 54(c) is a diagram showing a win determination table that is referred to when the main CPU 111 determines whether or not the result of the normal symbol variation being stopped is a win. The hit determination table shown in Figure 54(c) is composed of a random number determination table for non-time-shortened game state and a random number determination table for time-shortened game state, and by referring to the game state, the random number determination table for non-time-shortened game state or the random number determination table for time-shortened game state is selected, and a ``hit'' or ``miss'' is determined based on the selected table and the extracted random number value for hit determination. In the winning determination table shown in Figure 54(c), the probability that a normal symbol will be determined to be a losing symbol in a non-time-saving game state is 65536 / 65536 = 1 / 1, meaning that the normal symbol will always be a losing symbol. On the other hand, the probability that a normal symbol will be determined to be a winning symbol in a time-saving game state is 65536 / 65536 = 1 / 1, meaning that the normal symbol will always be a winning symbol. Here, the system is set up so that the winning probability of a normal symbol changes (the normal symbol probability variation function is activated) when the system switches from a non-time-saving game state to a time-saving game state (the time-saving function is stopped). Similarly, the system is set up so that the winning probability of a normal symbol changes (the normal symbol probability variation function is stopped) when the system switches from a time-saving game state to a non-time-saving game state (the time-saving function is stopped). That is, the gaming machine of this embodiment is a type 1 / 2 mixed type gaming machine that does not have a probability variation function for special symbols, but has a probability variation function for normal symbols. Although the example shown shows that all normal symbols are misses when the game is not in a time-saving mode, the symbols may be set to win with a low probability, such as 1 / 35536.

[0307] <Pattern determination table> FIG. 55 is a diagram showing a symbol determination table that determines the symbols to be stopped for the special symbols. 55(a) is a jackpot symbol determination table for determining the symbols to be stopped when a jackpot occurs by the main CPU 111. The main CPU 111 determines the symbols to be stopped based on the extracted random number value for the jackpot symbol. Each symbol determination table is configured for each special symbol display device, and is configured from a symbol determination table for a first special symbol display device and a symbol determination table for a second special symbol display device. 55(b) is a small win symbol determination table for determining the symbols to be stopped at the time of a small win by the main CPU 111. The main CPU 111 determines the symbols to be stopped based on the extracted random number value for the small win symbol. As explained in the big win determination table in Figure 54, in the gaming machine of this embodiment, a small win is won only with the second special symbol display device, and a small win is not won with the first special symbol display device. Therefore, the small win symbol determination table only has a small win symbol determination table for the second special symbol display device. FIG. 55(c) is a losing symbol determination table for determining the symbols to be stopped when a losing symbol is displayed.

[0308] In the big win symbol determination table shown in Figure 55(a), the main CPU 111 refers to the random number value for the big win symbol. The processing by the main CPU 111 will be described below. When the first special symbol display device 20 determines that a jackpot has occurred, if the random number value for the jackpot symbol is "0" to "119", "01" (first special symbol A) is determined as the stopping symbol data. Furthermore, when the special symbol starts to vary, a performance symbol designation command "E0H" or "01H" is generated as information on the special symbol based on the determined type of special symbol (stopping symbol data). Since the random number range for the jackpot symbol is 0 to 199, the probability that the first special symbol A will be determined is 60%. When the first special symbol A is determined, the game transitions to a time-saving game state after a 3R jackpot (the time-saving function is activated). This time-saving game state is the "lower time-saving" state described below. Here, "lower time reduction" refers to a time reduction that continues until the second special symbol changes 21 times, and if a small win occurs in the lottery for the second special symbol 21 times (plus 4 remaining reserved times), the lower time reduction continues. This "lower time reduction" will continue with a probability of approximately 60%.

[0309] Furthermore, when the first special pattern display device 20 determines that a jackpot has occurred, if the random number value for the jackpot pattern is between "120" and "199", it determines "02" (first special pattern B) as the stopping pattern data and generates the performance pattern designation commands "E0H" and "02H". The probability of the first special symbol B being determined is 40%. When the first special symbol B is determined, the game transitions to a non-time-saving game state after a 3R jackpot (the time-saving function does not operate). This time-saving game state is the so-called "normal" state.

[0310] Furthermore, when the second special pattern display device 21 determines that a jackpot has occurred, if the random number value for the jackpot pattern is between "0" and "199", it determines "01" (second special pattern C) as the stopping pattern data and generates the performance pattern designation commands "E1H" and "01H". The rate (probability) that the second special symbol C will be determined is 100%. When the second special symbol C is determined, the game will transition to a time-saving game state after a 2R jackpot (the time-saving function will be activated). The time-saving game state after this 2R jackpot will differ depending on the game state when the second special symbol C was determined. If the game state when the second special symbol C was determined was a non-time-saving game state, the game will transition to the "upper time-saving" state described below, and if the game state when the second special symbol C was determined was a time-saving game state, the game will transition to the "falling time-saving" state described below. Here, the "higher time reduction" is a time reduction that continues until the second special symbol C is drawn, and if a minor win occurs in the lottery for the second special symbol during this "higher time reduction," the high-order time reduction continues. This "higher time reduction" will continue with a probability of approximately 88%. Here, "fall time reduction" refers to a time reduction controlled by winning the second special symbol C when the "higher time reduction" is in effect, and is a game state that continues until the second special symbol changes four times or until the normal symbol A is displayed once (the normal symbol changes after the fall time reduction). When controlled in "fall time reduction," even if four second special symbols are reserved, all changes are displayed in approximately 1.5 seconds. Note that the normal symbol changes after the fall time reduction is in effect takes 2.3 seconds, so all reserved special symbol changes will end before the normal symbol changes finish.

[0311] In the small win symbol determination table shown in Figure 55 (b), the main CPU 111 refers to the random number value for the small win symbol. The processing by the main CPU 111 will be described below. When the second special symbol display device 21 determines that a small win has occurred, if the random number value for the small win symbol is "0" to "49", "11" (special symbol A for small win) is determined as the stopping symbol data. Then, when the special symbol starts to vary, the effect symbol designation commands "E1H" and "0BH" are generated based on the type of special symbol determined (stopping symbol data). Since the random number range for the small win symbol is 0-199, the rate (probability) that the special small win symbol A will be determined is 25%. When the special small win symbol A is determined, the game will transition to a time-saving game state after the 10R jackpot following the small win (the time-saving function will be activated). This time-saving game state is the "higher time-saving" state. Note that if the special small win symbol A is determined but no jackpot is executed, the game will not transition to a new time-saving game state as a result of the special small win symbol A being determined.

[0312] Furthermore, if the random number value for the small win pattern is "50" to "60" when the second special pattern display device 21 determines that a small win has occurred, it determines "12" (special pattern B for small win) as the stopping pattern data and generates the performance pattern designation commands "E1H" and "0CH". The probability that the special B symbol for small wins will be determined is 5.5%. When the special B symbol for small wins is determined, the game will transition to a time-saving game state after the 10R jackpot following the small win (the time-saving function is activated). The time-saving game state after this 10R jackpot differs depending on the game state when the special B symbol for small wins was determined. If the game state when the special B symbol for small wins was determined was a non-time-saving game state, the game will transition to a "lower time-saving" state. If the game state when the special B symbol for small wins was determined was a time-saving game state, the game will transition to a "higher time-saving" state, as described below. Note that if the special B symbol for small wins is determined and no jackpot is executed, the game will not transition to a new time-saving game state when the special B symbol for small wins is determined.

[0313] Furthermore, when the second special pattern display device 21 determines that a small win has occurred, if the random number value for the small win pattern is between "61" and "199", it determines "13" (special pattern C for small win) as the stopping pattern data and generates the performance pattern designation commands "E1H" and "0DH". The probability that the special small win symbol C will be selected is 69.5%. When the special small win symbol C is selected, the game will transition to a time-saving game state after the 10R jackpot following the small win (the time-saving function is activated). The time-saving game state after this 10R jackpot differs depending on the game state when the special small win symbol C was determined. If the game state when the special small win symbol C was determined was a non-time-saving game state, the game will transition to a "lower time-saving" game state. If the game state when the special small win symbol C was determined was a time-saving game state, the game will transition to a "higher time-saving" game state, as described below. Note that if the special small win symbol B is selected and no jackpot is executed, the game will not transition to a new time-saving game state when the special small win symbol B is selected.

[0314] In this way, in the gaming machine of this embodiment, if a small win is won in the lottery for the second special symbol, the game will always transition to a time-saving gaming state after the big win that follows the small win (the time-saving function will be activated).

[0315] Next, in the losing symbol determination table shown in Figure 55 (c), if the first special symbol display device 20 determines a loss, it determines the stopping symbol data to be "00" (special symbol 0 (loss)), and when the special symbol starts to change, it generates the performance symbol designation commands "E0H" and "00H". Also, if the second special symbol display device 21 determines a loss, it determines the stopping symbol data to be "00" (special symbol 0 (loss)), and when the special symbol starts to change, it generates the performance symbol designation commands "E1H" and "00H". In addition, since the type of special pattern (stop pattern data) determines the game state and jackpot type after a jackpot, it can be said that the type of special pattern determines the game state and jackpot type after the jackpot game ends.

[0316] FIG. 56 shows a normal symbol determination table for determining a normal symbol, and a normal electric accessory opening pattern determination table based on the stopped normal symbol. 56(a) is composed of a normal symbol determination table when a normal symbol wins and a normal symbol determination table when a normal symbol loses. The main CPU 111 determines the stop symbols based on the lottery results of the win / lose and the extracted random number value for the normal symbol. The opening pattern determination table for the normal electric device in Figure 56 (b) is composed of a table for the non-time-saving game state, a table for the easy-to-win state 1 set in the time-saving game state, and a table for the easy-to-win state 2 set in the time-saving game state. The main CPU 111 refers to the game state and determines the opening pattern of the normal electric device based on the stopped symbols. The easy-to-win state 1 and the easy-to-win state 2 will be described later.

[0317] The processing by the main CPU 111 will be described below. In the normal pattern determination table shown in Figure 56 (a-1) when a normal pattern is won, the main CPU 111 refers to the normal pattern random number value. When a win is determined in the win determination table of the normal pattern display device 22, if the normal pattern random number value is "0" to "65534", normal pattern A is determined, "01" is determined as the stop pattern data, and performance pattern designation commands "E8H" and "01H" are generated. The normal pattern variation time when this normal pattern A is determined is set to 0.2 seconds for "lower time reduction" and "upper time reduction", and 2.3 seconds for "fall time reduction".

[0318] Furthermore, when a win is determined in the win determination table for the normal symbol random number value of the normal symbol display device 22, if the normal symbol random number value is "65535", normal symbol B is determined, "02" is determined as the stop symbol data, and performance symbol designation commands "E8H" and "02H" are generated. The normal symbol variation time when this normal symbol B is determined is set to 0.2 seconds for "lower time reduction" and "upper time reduction", and 0.2 seconds for "fall time reduction".

[0319] Next, in the normal symbol determination table (missing symbol determination table) shown in Figure 56 (a-2) when the normal symbol is a miss, when it is determined to be a miss in the hit determination table for the normal symbol random number value of the normal symbol display device 22, "00" is determined as the stopping symbol data, and when the normal symbol starts to change, the performance symbol designation command "E8H" "00H" is generated. The normal symbol change time when a miss is determined is set to 2.3 seconds.

[0320] In the opening pattern determination table for normal electric devices in the non-time-saving game state shown in Figure 56 (b-1), when normal pattern A is displayed on the normal pattern display device 22, a 0.052-second operation of the normal electric device (so-called short opening) is determined as the opening pattern for the normal electric device. Here, the timing for determining whether the normal pattern is a win or a miss and the normal pattern is when the normal pattern begins to change, and the timing for determining the opening pattern for the normal electric device is when the normal electric device opens. Therefore, when the normal pattern begins to change, normal patterns A to B can be determined as the time-saving game state, and there may be cases where the game transitions from the time-saving game state to the non-time-saving game state while the normal pattern is being displayed. For such cases, an opening pattern for normal electric devices in the non-time-saving game state is set.

[0321] In addition, in the opening pattern determination table for normal electric roles in the non-time-saving play state shown in Figure 56 (b-1), when normal pattern B is displayed on the normal pattern display device 22, the opening pattern for the normal electric role is determined to be 0.052 seconds of operation (so-called short opening).

[0322] Next, in the opening pattern determination table for normal electric roles in the easy-to-win state 1, which is set to the time-saving game state shown in Figure 56 (b-2), when normal pattern A is displayed on the normal pattern display device 22, the opening pattern for the normal electric role is determined to be 5.766 seconds of operation (so-called long opening).

[0323] In addition, in the opening pattern determination table for normal electric roles in the easy-to-win state 1, which is set to the time-saving game state shown in Figure 56 (b-2), when normal pattern B is displayed on the normal pattern display device 22, the opening pattern for the normal electric role is determined to be a 5.766 second operation of the normal electric role (so-called long opening).

[0324] Next, in the opening pattern determination table for normal electric roles in the easy-to-win state 2, which is set to the time-saving game state shown in Figure 56 (b-3), when normal pattern A is displayed on the normal pattern display device 22, the opening pattern for the normal electric role is determined to be 5.766 seconds of operation (so-called long opening).

[0325] In addition, in the opening pattern determination table for normal electric roles in the easy-to-win state 2, which is set to the time-shortened game state shown in Figure 56 (b-3), when normal pattern B is displayed on the normal pattern display device 22, the opening pattern for the normal electric role is determined to be 0.052 seconds of operation (so-called short opening).

[0326] FIG. 57 is a diagram for explaining the gaming state to which the game transitions after a big win. The game state to which the game is transitioned after a jackpot will be described using Figure 57. In this embodiment, the time-saving game state is determined based on the special symbol that is won and the game state at the time of the jackpot. The game state at the time of the jackpot will be described later.

[0327] If the game state when the first special symbol A is selected in the jackpot symbol lottery is a non-time-saving game state, the time-saving game state that is entered after the jackpot game ends when one of...

Claims

[Claim 1] The prize entrance and An acquisition means for acquiring judgment information in response to a win at the winning slot; a special game determination means for determining whether or not to execute a special game advantageous to a player based on the determination information; A special symbol display means for variably displaying the special symbol for a predetermined period based on the determination information and for displaying the special symbol in a stationary state in a manner that represents the determination result; a special game execution means for executing the special game when it is determined that the special game is to be executed; A performance control means for controlling the performance is provided. A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2015062748A