gaming machines

JP2026040537A5Pending Publication Date: 2026-07-07KYORAKU IND CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
KYORAKU IND CO LTD
Filing Date
2025-12-19
Publication Date
2026-07-07

AI Technical Summary

Technical Problem

Conventional gaming machines lack effective means to enhance entertainment value and maintain player motivation without reducing the player's interest.

Method used

The gaming machine employs first and second light-emitting means to execute rainbow light-emitting displays with varying effects, including a flashing effect, to suggest the execution of a special game, increasing the likelihood of a specific light-emitting pattern that enhances player engagement.

Benefits of technology

The implementation of rainbow light-emitting displays with varying effects increases player interest and enjoyment by creating a more immersive gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of increasing the interest in games. [Solution] The device comprises a main control board 300 that controls the progress of the game, a presentation control board 320 that controls the presentation of the game, and one or more light emitting means, and is capable of executing a first presentation that displays light in a specific manner that appears rainbow-colored to the player, and a second presentation that displays light in a different light emitting manner from the first presentation. The light emitting manner can be changed when the game state is the first state and when the game state is the second state.
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Description

[Technical Field]

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

[0002] In conventional gaming machines, it is common for a gaming machine to determine whether or not to execute a special game that is advantageous to the player based on judgment information obtained when a starting condition is met, and then execute a game presentation (variable presentation) according to the result of that judgment.

[0003] Among such gaming machines, there are also known ones that use predetermined effect devices (effect buttons, movable members, lamps, image display devices, etc.) to perform effects (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2019-033816 Summary of the Invention [Problem to be solved by the invention]

[0005] However, there is a constant demand for improving the entertainment value of gaming machines. For example, efforts are being made to implement effects that leave a stronger impression on players, and to appropriately adjust the playing period without reducing the player's motivation.

[0006] The present invention has been made in consideration of the above-mentioned problems, and has as its object to provide a gaming machine that can increase the enjoyment of the game. [Means for solving the problem]

[0007] [Application example] In order to solve the above problem, the gaming machine (100) of the present invention is a gaming machine capable of executing a special game advantageous to the player, and is equipped with a first light-emitting means and a second light-emitting means capable of executing a rainbow light-emitting display in a manner that appears rainbow-colored to the player, and the slave control means is capable of executing a first effect that performs the rainbow light-emitting display, a second effect that performs the rainbow light-emitting display in a manner different from the first effect, and a third effect (flashing effect) that performs the rainbow light-emitting display in a manner different from the first and second effects, and is characterized in that in a predetermined effect (decisive effect) that suggests the execution of the special game, a light-emitting pattern in which the third effect is executed followed by the second effect is more likely to be executed than a light-emitting pattern in which the third effect is executed followed by the second effect. [Effects of the Invention]

[0008] According to the present invention, the interest of the player can be increased. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 1 is a front view of a gaming machine 100 according to a first embodiment. [Figure 2] 1 is a perspective view of the gaming machine 100 showing the state in which the glass frame 150 and the inner frame 170 are open relative to the outer frame 160. FIG. [Figure 3-1] 1 is a diagram showing functional blocks of a gaming machine 100. FIG. [Figure 3-2] 10 is a diagram for explaining the main ROM 301b of the main control board 300. FIG. [Figure 3-3] FIG. 10 is a diagram showing an example of a big win / win determination table T1. [Figure 3-4] FIG. 10 is a diagram showing an example of a symbol determination table T2. [Figure 3-5] 10 is an explanatory diagram for explaining the main RAM 301c of the main control board 300. FIG. [Figure 3-6] A block diagram showing details of the performance control board 320. [Figure 3-7] 10 is an explanatory diagram schematically illustrating a pre-determination information storage area 320c3 provided in the sub-RAM 320c. FIG. [Figure 4-1] FIG. 10 is a diagram illustrating the transition of game states. [Figure 4-2] 3 is an explanatory diagram showing a schematic flow of processing executed by the main control board 300. FIG. [Figure 4-3] An explanatory diagram showing a list of processes executed on the performance control board 320. [Figure 4-4] 10 is a flowchart illustrating a special symbol stop process, which is one of the processes performed by the main control board 300. [Figure 4-5] 10 is a flowchart illustrating a process for determining whether to transition to a time-shortened gaming state and a process for determining whether to terminate the time-shortened gaming state. [Figure 4-6] 10 is a diagram illustrating the end of time-shortened gaming state 3 and time-shortened gaming state 4. FIG. [Figure 4-7] FIG. 10 is a diagram illustrating details of an information display 302c. [Figure 4-8] 10 is a diagram illustrating a specific example of a counting period for a base value B. FIG. [Figure 5-1] 10A to 10C are diagrams showing examples of display effects for each effect mode. [Figure 5-2] A figure showing an example of the display of the number of pending orders. [Figure 5-3] 10A and 10B are diagrams illustrating the time-saving entry effects executed when transitioning to time-saving game state 1 and time-saving game state 2, and the display effects executed before the end of time-saving game state 1 and time-saving game state 2. [Figure 5-4] 10 is a diagram illustrating the display effects executed before and after transition to time-shortened gaming state 3 or time-shortened gaming state 4. FIG. [Figure 5-5] 10 is a diagram illustrating the display effects at the end of time-saving gaming states 1 to 4. FIG. [Figure 6-1] 10 is a diagram illustrating the transition of the gaming machine 100 state after the fluctuation is stopped and an overview of the display mode of the main display device 131. FIG. [Figure 6-2] FIG. 10 is a diagram illustrating an outline of the customer waiting demo performance. [Figure 7-1] This is a timing chart (1) when the variable effect in the normal game state ends and the state of waiting for customers is entered. [Figure 7-2]A figure showing examples of presentations at various timings in Figure 7-1. [Figure 7-3] A figure showing examples of presentations at various timings in Figure 7-1. [Figure 7-4] FIG. 10 is a diagram showing an example of a presentation when a prize is won while waiting for customers. [Figure 7-5] FIG. 10 is a diagram showing an example of the effect that occurs when the sword handle unit is operated during a changing display. [Figure 8-1] This is a timing chart for when the variable effects in time-saving game state 3 end and the machine enters a waiting state for customers. [Figure 8-2] A figure showing examples of presentations at various timings in Figure 8-1. [Figure 8-3] A figure showing examples of presentations at various timings in Figure 8-1. [Figure 9-1] This is a timing chart (2) when the variable effect in the normal game state ends and the state of waiting for customers is entered. [Figure 9-2] A figure showing examples of presentations at various timings in Figure 9-1. [Figure 10] 10A and 10B are diagrams illustrating examples of rendering in other embodiments. [Figure 11] FIG. 10 is a diagram showing a specific example of a rainbow effect. [Figure 12] FIG. 10 is a diagram showing a specific example of a rainbow effect. [Figure 13] FIG. 10 is a diagram showing a specific example of a rainbow effect. [Figure 14] FIG. 10 is a diagram showing an example of a rainbow-colored effect while waiting for customers. [Figure 15] FIG. 10 is a diagram showing an example of a rainbow-colored effect while waiting for customers. [Figure 16] FIG. 10 is a diagram showing an example of a rainbow-colored effect while waiting for customers. [Figure 17] 10A and 10B are diagrams showing examples of rainbow-colored effects when volume adjustment display, etc. is being executed. [Figure 18] A figure showing an example of a rainbow-colored effect while a variable effect is being executed. [Figure 19] This is a diagram showing an example of a presentation during a fluctuation that results in a jackpot after a reach. [Figure 20]This is a diagram showing an example of a presentation during a fluctuation that results in a jackpot after a reach. [Figure 21] FIG. 10 is a diagram showing an example of a light-emitting effect when a symbol enlargement effect is executed. [Figure 22] 10A and 10B are diagrams showing examples of light emission effects when the sword handle unit is operated. [Figure 23] This is a diagram showing examples of lighting effects when a jackpot is confirmed and when there is no jackpot (miss). [Figure 24] A figure showing an example of a rainbow-colored effect after a jackpot game has started. [Figure 25] FIG. 10 is a diagram showing an example of the presentation during initial operation when the main board is powered on. [Figure 26] This figure shows examples of rainbow-colored presentation patterns when waiting for customers in the first presentation, during the variable presentation, and during the jackpot game. [Figure 27] A figure showing an example of the execution rate of rainbow effect patterns after a winning effect. [Figure 28] 10A and 10B are diagrams showing examples of combination patterns of the main display device and the rainbow-colored effect of the frame lamp. [Figure 29] FIG. 10 is a diagram showing the change over time in the number of light-emitting means that execute a rainbow effect after a winning effect. [Figure 30] 10A and 10B are diagrams showing examples of rainbow-colored presentation patterns during waiting for customers and during jackpot games. [Figure 31] A figure showing examples of rainbow-colored presentation patterns under different starting conditions in the normal game state and the specific game state. [Figure 32] FIG. 10 is a diagram showing a specific example of rendering 1. [Figure 33] FIG. 10 is a diagram showing a specific example of rendering 1. [Figure 34] FIG. 10 is a diagram showing the execution rate of effects using color effects. [Figure 35] FIG. 10 is a diagram showing the execution rate of zone effects. [Figure 36] FIG. 10 is a diagram showing the execution rate of the change notification sound effect. [Figure 37] A diagram showing the execution rate of the pending icon change effect. [Figure 38]A diagram showing the execution rate of lamp change effects. [Figure 39] A diagram showing the execution rate of the operation performance of the first movable member. [Figure 40] FIG. 10 is a diagram showing a modified example of specific example 1 of rendering. [Figure 40-1] FIG. 10 is a diagram showing the execution rate of the light guide plate display effect. [Figure 41] A figure showing a timing chart of the normal game state in specific example presentation 2. [Figure 42] A figure showing the normal game state of specific example presentation 2. [Figure 43] A figure showing a timing chart of a specific game state in specific example presentation 2. [Figure 44] A figure showing a specific game state of specific example presentation 2. [Figure 45] FIG. 10 is a diagram showing a specific example of rendering 3. [Figure 46] FIG. 10 is a diagram showing a specific example of rendering 3. [Figure 47] FIG. 10 is a diagram illustrating the relationship between fluctuation times. [Figure 48] FIG. 10 is a diagram illustrating an execution rate of the preparatory operation. [Figure 49] FIG. 10 is a diagram showing the execution rate of the stop operation. [Figure 50] FIG. 10 is a diagram showing the execution rate of the fluctuation stop pattern. [Figure 50-1] FIG. 10 is a diagram showing the execution rate of the fluctuation start pattern. [Figure 51] FIG. 10 is a diagram showing a specific example 4 of rendering. [Figure 52] A diagram showing the execution rate of the pattern change effect. [Figure 53] A diagram showing the execution rate of the display size change effect of the effect pattern. [Figure 54] A diagram showing the execution rate of the display size change effect for the reach effect. [Figure 55] FIG. 10 is a timing chart of specific example 5 of the rendering. [Figure 56] FIG. 10 is a diagram showing specific example 5 of rendering. [Figure 57]FIG. 10 is a diagram showing a specific example of rendering 6. [Figure 58] A diagram showing the execution rate of notification effects. [Figure 59] FIG. 10 is a diagram showing the execution rate of vibration effects. [Figure 60] FIG. 10 is an explanatory diagram showing the relationship between a RAM clear operation and a specific function. [Figure 61] FIG. 10 is an explanatory diagram showing an example of the priority order of error notifications. [Figure 62] This is an explanatory diagram showing the relationship between the advance notification of a specific function activation based on the entry of a game ball into the first starting hole in normal game mode and the rainbow-colored effect. [Figure 63] An explanatory diagram showing the relationship between the advance notification of a specific function activation based on the entry of a game ball into the first starting hole in a specific game state and the rainbow-colored effect. [Figure 64] An explanatory diagram showing the relationship between the advance notification of a specific function activation based on the entry of a game ball into the second starting hole in a specific game state and the rainbow-colored effect. [Figure 65] This is an explanatory diagram showing the relationship between the advance notification of a specific function activation based on the entry of a game ball into the first starting hole in normal game mode and the rainbow-colored presentation of the hold icon. [Figure 66] An explanatory diagram showing the relationship between the advance notification of a specific function activation based on the entry of a game ball into the first starting hole in a specific game state and the rainbow-colored presentation of the hold icon. [Figure 67] An explanatory diagram showing the relationship between the advance notification of a specific function activation based on the entry of a game ball into the second starting hole in a specific game state and the rainbow-colored presentation of the hold icon. [Figure 68] FIG. 10 is an explanatory diagram showing the control flow depending on the game state when the specific function activation flag is set. [Figure 69] An explanatory diagram showing the state of each effect from the time the specific function activation flag is set to the time the specific function activation image is displayed. [Figure 70] FIG. 10 is an explanatory diagram of what happens when power is restored after a power outage when a specific function is not operating. [Figure 71]FIG. 10 is an explanatory diagram of what happens when power is restored after a power outage while a specific function is operating. [Figure 72] FIG. 1 is an explanatory diagram illustrating the process from power-on to the start of fluctuations. [Figure 73] 10 is a timing chart showing an example of a variable effect. [Figure 74] An explanatory diagram showing an example of the variable presentation of Figure 73. [Figure 75] This is a timing chart showing the case where a specific function is activated for specific example 1 of variable performance. [Figure 76] An explanatory diagram showing specific example 1 of the variable presentation of Figure 75. [Figure 77] This is a timing chart showing the case where a specific function is activated for specific example 2 of variable performance. [Figure 78] An explanatory diagram showing specific example 2 of the variable presentation in Figure 77. [Figure 79] 10 is an explanatory diagram showing the relationship between the motion presentation of the movable member and a specific function. FIG. [Figure 80] An explanatory diagram showing an example of a variable presentation in the normal game state. [Figure 81] An explanatory diagram showing an example of a variable presentation in the normal game state following Figure 80. [Figure 82] This is a timing chart showing an example of a variable presentation based on winning at the first starting slot during normal gameplay. [Figure 83] An explanatory diagram showing an example of a variable presentation based on winning at the first starting port during normal gameplay. [Figure 84] An explanatory diagram showing an example of a variable presentation based on winning at the second starting port in a specific game state. [Figure 85] This is a timing chart showing when a prize is won at the first starting port in a specific game state. [Figure 86] This is an explanatory diagram showing the case where a prize is won at the first starting port in a specific game state. [Figure 87] This is an explanatory diagram of when a specific function is activated by winning the first starting hole during normal gameplay. [Figure 88]This is an explanatory diagram of when a specific function is activated by winning at the second start port in a specific game state. [Figure 89] This is an explanatory diagram of when a specific function is activated by winning at the first starting port in a specific game state. [Figure 90] An explanatory diagram showing an example of advance notification of a specific function when a prize is won at the first starting port during normal gameplay. [Figure 91] An explanatory diagram showing an example of advance notification of a specific function by winning at the first starting port in a specific game state. [Figure 92] An explanatory diagram showing an example of advance notification of a specific function by winning at the second starting port in a specific game state. DETAILED DESCRIPTION OF THE INVENTION

[0010] [First embodiment] Hereinafter, a gaming machine 100 will be described as one embodiment of the gaming machine of the present invention, with reference to the drawings as appropriate. Note that the embodiment described below does not limit the present invention, and not all of the elements and combinations thereof described in the embodiment are necessarily essential to the solution of the present invention.

[0011] [Explanation of Gaming Machine 100] First, the configuration of a gaming machine 100 according to a first embodiment of the present invention will be described with reference to Figures 1 and 2. Figure 1 is a front view of the gaming machine 100 according to this embodiment. Figure 2 is a perspective view of the gaming machine frame of the gaming machine 100, showing a state in which the glass frame 150 and inner frame 170 are open relative to the outer frame 160. The gaming machine 100 is a pachinko gaming machine that fires gaming balls based on a player's firing operation, and when a gaming ball enters a specific winning slot, pays out a predetermined number of gaming balls to the player based on the winning.

[0012] In the following description, the left-right direction of the gaming machine 100 will also be referred to as the "X direction," and in particular, the right direction of the gaming machine 100 will also be referred to as the "+X direction," and the left direction of the gaming machine 100 will also be referred to as the "-X direction," as necessary. The up-down direction of the gaming machine 100 will also be referred to as the "Y direction," and in particular, the upward direction of the gaming machine 100 will also be referred to as the "+Y direction," and the downward direction of the gaming machine 100 will also be referred to as the "-Y direction." Furthermore, the depth direction of the gaming machine 100 will also be referred to as the "Z direction," and in particular, the direction toward the back of the gaming machine 100 will also be referred to as the "+Z direction," and the direction toward the front of the gaming machine 100 will also be referred to as the "-Z direction."

[0013] As shown in FIGS. 1 and 2 , the gaming machine 100 includes an outer frame 160 that is attached to an island facility in an amusement parlor, an inner frame 170 that is rotatably supported on the front side of the outer frame 160 relative to the outer frame 160, and a glass frame 150 that is rotatably supported on the front side of the inner frame 170 relative to the inner frame 170. A glass member 151 is attached to the glass frame 150 so that it can be attached and detached from the back side. A lock unit 190 is provided at a predetermined position on the glass frame 150 to enable the glass frame 150 and the inner frame 170 to be opened and closed relative to the outer frame 160 and to enable the upper unit 180 to be attached and detached. A glass frame opening switch (not shown) is provided at a predetermined position on the glass frame 150 to detect when the glass frame 150 is opened, and an inner frame opening switch (not shown) is provided at a predetermined position on the inner frame 170 to detect when the inner frame 170 is opened.

[0014] The inner frame 170 is provided with the main mechanisms, various parts, and circuit boards that make up the gaming machine 100, and also has a detachable gaming board unit 102. A gaming area 106 is provided between the glass member 151 and the gaming board unit 102. This gaming area 106 includes a gaming ball flow-down area where gaming balls flow down, and a display screen area for the main display device 131.

[0015] The game board unit 102 is composed of a game board 102A that constitutes the play area 106, a role unit 102B that has various movable role units, a main display device 131, a performance control board unit 102C that has a performance control board 320, and a main control board unit 102D that has a main control board 300. The game board 102A of the game board unit 102 has an opening 102AZ. The main display device 131 is placed in this opening 102AZ. This makes it easier for the player to view the main display device 131. In addition, the surface of the game board unit 102 facing the player is also called the front side, and the surface on the far side (the surface opposite the front side) is also called the back side.

[0016] A presentation operation unit BSU is provided on the lower side of the glass frame 150. The presentation operation unit BSU is provided with a sword handle unit 135 and a presentation operation stick 136. An upper tray 128 is provided at the back of the presentation operation unit BSU, and a launch handle device 103 is provided to the lower right of the presentation operation unit BSU. An upper unit 180, which performs a predetermined associated operation when a predetermined game state is reached, is provided on the upper side of the glass frame 150 so as to cover a portion of the upper part of the glass frame 150. The upper unit 180 is attached to the outer frame 160 and is configured to engage with the glass frame 150. A first side display device 132 and a second side display device 133 are provided on both the left and right sides of the glass frame 150 to display presentations during game and non-game play.

[0017] The upper tray 128 is a tray for storing game balls to be launched into the game area 106. The game balls stored in the upper tray 128 are led to a launch rail (not shown) and guided by the launch handle device 103 via the launch rail to a guide rail (not shown) at a predetermined launch strength, and are launched into the game area 106 (game ball flow area). In this case, depending on the degree to which the player rotates the launch handle device 103, the game ball launched from the launch handle device 103 passes through the left route 106a or the right route 106b of the game ball flow area included in the game area 106. Specifically, if the player rotates the launch handle device 103 relatively weakly, the game ball launched from the launch handle device 103 may pass through the left route 106a. On the other hand, if the player rotates the launching handle device 103 relatively strongly, the gaming ball launched from the launching handle device 103 may pass through the right route 106b.

[0018] A sword handle unit 135, modeled after the handle of a sword, is located in the center of the presentation operation unit BSU. The sword handle unit 135 includes a sword handle button that can be used to perform operations such as confirming a play (operation input) during gameplay, a sword handle button detection switch 137 for detecting the operation of the sword handle button, a button drive device including a button drive motor for changing the sword handle button between a normal state and a protruding state positioned higher than the normal state, and a button vibration motor for changing the sword handle button between the normal state and a vibration state in which it vibrates in a predetermined manner, and a button light-emitting LED for changing the sword handle button between an off state and a lit state in which it emits light in a predetermined manner, allowing the player to input predetermined information into the gaming machine 100. Also, a presentation operation stick 136, which is a joystick operated by the player to adjust the volume of the gaming machine 100, is located on the left side of the presentation operation unit BSU.

[0019] The game area 106 is provided with an upper role unit 154 at the back of the upper part, a lower role unit 156 at the bottom of the game ball flow area, and a light guide panel unit 181 having a light guide panel positioned between these units and the game board 102A so as to cover these movable role units and the main display device 131.

[0020] The upper and lower gimmick units 154 and 156 are movable gimmicks (so-called gimmicks) provided in the gimmick unit 102B, and are configured to perform various effects by operating or moving in a predetermined manner depending on the progress of the game. The light guide panel unit 181 includes a light guide panel made of a resin such as transparent acrylic, and a light-emitting unit for illuminating the light guide panel. The light guide panel unit 181 allows the effect display displayed on the main display device 131 to be visible through the light guide panel, and light incident from the light-emitting unit illuminates a portion of the panel to display a pattern or the like. In this embodiment, the term "movable gimmick" is interpreted to mean a movable gimmick, and the term "gimmick" is interpreted broadly to include both movable and immovable gimmicks.

[0021] A first starting port 112 having a starting area into which a gaming ball can enter is provided in an area approximately below the center of the gaming area 106. This first starting port 112 is a general winning port type winning port, and when a gaming ball enters, a jackpot random number is obtained, a jackpot determination is made, and predetermined prize balls (e.g., three balls) are paid out. In addition, above the first starting port 112, a stage 140 is provided, which allows gaming balls to warp, mainly along the left-side route 106a of the gaming ball flow-down area, without passing between the nails, making it easier for the ball to enter the first starting port 112. Note that a gaming ball that enters the stage 140 may remain in the stage 140 and then return to the gaming ball flow-down area through a predetermined notch in the stage 140.

[0022] In addition, a second start opening 115 having a start area into which a gaming ball can enter is provided in an area on the lower right side of the gaming area 106. The second start opening 115 is a so-called attacca-type electric device, and a start opening is provided at its bottom. The second start opening 115 has a movable piece 115b above the start opening, and this movable piece 115b is movable between a protruding state in which it protrudes from the gaming board 102A and a retracted state in which it is retracted into the gaming board 102A. When the movable piece 115b is in the retracted state, it guides the gaming ball from the start opening into the second start opening 115, making it easier for the gaming ball to enter the second start opening 115. Conversely, when the movable piece 115b is in the protruding state, the gaming ball does not enter the start opening, and the gaming ball cannot win at the second start opening 115. That is, when the movable piece 115b is in the protruding state in the second start opening 115, there is no chance of the game ball winning, and when the movable piece 115b is in the retracted state, the chance of the game ball winning increases. When the game ball wins in the second start opening 115, similar to the first start opening 112, a jackpot random number is obtained and a jackpot determination is made, and the same prize balls (3 balls) as in the first start opening 112 are paid out, for example.

[0023] In addition, in the area to the right of the gaming area 106, there are provided a normal symbol activation gate 113b having a normal area through which gaming balls can pass, a first large winning opening 117 through which gaming balls can enter, and a second large winning opening 127 through which gaming balls can enter. When a gaming ball passes through the normal symbol activation gate 113b, a winning random number and a normal symbol random number are obtained and a win determination is made. Note that even if a gaming ball passes through the normal symbol activation gate 113b, no prize balls based on that passage are paid out.

[0024] The first large prize opening 117 is a so-called attacca-type electric device, and has an opening at its bottom and a movable piece 117b above the opening. This movable piece 117b, like the movable piece 115b of the second starting opening 115, is controlled to move between a protruding state in which it protrudes from the game board 102A and a retracted state in which it is retracted into the game board 102A. When the movable piece 117b is in the retracted state, it guides the game ball from the opening into the first large prize opening 117, making it possible for the game ball to win in the first large prize opening 117 (this state is also called "open" or "open state"). When a game ball wins in the first large prize opening 117, a predetermined number of prize balls (for example, 15 balls) are paid out. Conversely, when the movable piece 117b is in a protruding state, the gaming ball does not enter the opening, and the gaming ball cannot enter the first big winning hole 117 (this state is also called "blocked" or "blocked state").

[0025] Second large prize opening 127 is a so-called attacca-type electric device, and has an opening at the bottom with movable piece 127b above the opening. Like movable piece 115b of second starting opening 115 and movable piece 117b of first large prize opening 117, this movable piece 127b is controlled to move between a protruding state in which it protrudes from game board 102A, preventing game balls from winning in second large prize opening 127, and a retracted state in which it is retracted into game board 102A, allowing game balls to win in second large prize opening 127. When a game ball wins second large prize opening 127, a predetermined number of prize balls (for example, 10 balls) are paid out. A prize-winning assisting device (not shown) is provided above second large prize opening 127. This winning assistance device is designed so that when multiple game balls that have passed through the right route 106b of the game area 106 pass through the closed movable piece 127b, they remain on the movable piece 127b for a predetermined time, and the movable piece 127b is opened at every predetermined time, allowing the multiple game balls that have remained to enter the second large winning opening 127 at once, thereby increasing the player's interest.

[0026] At the bottom of the gaming area 106, there is provided an outlet 111 for discharging gaming balls that do not enter the first start opening 112, the second start opening 115, the first large prize opening 117, or the second large prize opening 127. Also, in the area on the right side of the gaming area 106, there is provided a cover 116 that covers the normal symbol activation gate 113b, the second start opening 115, the first large prize opening 117, and the second large prize opening 127 from the front side. This cover 116 has a guide portion that protrudes toward the gaming board 102A in order to guide gaming balls to the second start opening 115, the first large prize opening 117, and the second large prize opening 127.

[0027] A main display device 131, such as a liquid crystal display (LCD), is provided in the approximate center of the gaming area 106. This main display device 131 displays images during standby when no game is being played, and displays images according to the progress of the game. In particular, multiple effect symbols are displayed in a variable manner to indicate the result of a jackpot determination based on the entry of a gaming ball into the first start slot 112 or the second start slot 115. A jackpot is notified as a result of the jackpot determination when a specific effect symbol combination (e.g., 777) stops and is displayed as a fixed stop. In other words, when a gaming ball enters the first start slot 112 or the second start slot 115, the effect symbols are displayed in a variable manner in accordance with the variable display of special symbols displayed on the first special symbol display device 120 and the second special symbol display device 122 (described later), and are displayed as a fixed stop in accordance with the fixed display of the special symbols after a predetermined variable time has elapsed. That is, the timing of the display of the varying effect symbols by the main display device 131 and the display of the varying special symbols by the first special symbol display device 120 and the second special symbol display device 122 is synchronized. Also, during the display of the varying effect symbols, various images, characters, etc. are displayed, or a preview effect of the reserved display related to the special symbol is displayed, thereby giving the player a sense of anticipation that they may win a jackpot. In this embodiment, the main display device 131 is used as a liquid crystal display device, but a plasma display, an organic EL display, a projector, a so-called 7-segment LED, a dot matrix, a rotating drum, or other display device may also be used.

[0028] The main display device 131 is disposed approximately in the center of the gaming board unit 102, and displays three effect symbols in a variable manner, thereby displaying various effects. The effects displayed on the main display device 131 are executed based on effect patterns, which will be described later. Hereinafter, the effects displayed on the main display device 131 will also be simply referred to as "display effects." In the display effects on the main display device 131, if a player wins a jackpot in a jackpot determination, which will be described later, i.e., in the case of a jackpot, three effect symbols are stopped and displayed to finally display a jackpot symbol arrangement (e.g., a repeating number such as "7, 7, 7") representing a jackpot. In addition, in the display effects, if a player loses a jackpot in a jackpot determination, which will be described later, i.e., in the case of a loss, three effect symbols are stopped and displayed to finally display a loss symbol arrangement (e.g., a random number such as "2, 5, 1") representing a loss. This allows the player to recognize the result of the jackpot determination.

[0029] A display 125 is provided on the lower left side of the gaming area 106. The display 125 has a normal symbol display 118, a normal symbol reserved display 119, a first special symbol display 120, a second special symbol display 122, a first special symbol reserved display 123, and a second special symbol reserved display 124. Details of the display 125 will be described later.

[0030] When a player performs a so-called "left hit," in which the launch handle device 103 is rotated at a small rotation angle and maintained in a state where it is hit with a small amount of force, the game ball is launched with a relatively small amount of force. In this case, the game ball flows down the left side of the game area 106. On the other hand, when a player performs a so-called "right hit," in which the player maintains a state where the launch handle device 103 is rotated at a large rotation angle, the game ball is launched with a relatively large amount of force. In this case, the game ball flows down the right side of the game area 106. Therefore, a "right hit" is required to cause the ball to enter the normal symbol activation gate 113b, the second start hole 115, the first large prize hole 117, or the second large prize hole 127.

[0031] The first start opening 112 is a start opening that is always open. On the other hand, the second start opening 115 is normally blocked by a movable piece 115b. The movable piece 115b opens the second start opening 115 based on the result of a hit determination, which is conditioned on the entry of a gaming ball into the normal symbol activation gate 113b. In this case, a condition is created that makes it easier for the gaming ball to enter. When a gaming ball enters the first start opening 112 or the second start opening 115, a jackpot random number, various symbol random numbers (jackpot symbol random number, small jackpot symbol random number, time-saving symbol random number), reach random number, and variable pattern random number are obtained, and the following three determinations can be made: (1) A determination of whether or not to execute a jackpot game that is advantageous to the player (hereinafter also referred to as jackpot determination). (2) In the display 125, a determination of a pattern (hereinafter also referred to as a special pattern) indicating whether or not a jackpot has occurred to notify the result of the jackpot determination (hereinafter also referred to as a pattern determination). (3) In the display performance on the main display device 131, a determination of whether or not to perform a reach (hereinafter also referred to as a reach determination), and a determination of which variation pattern to use among a plurality of variation patterns (hereinafter also referred to as a variation pattern determination).

[0032] Here, a "jackpot game" is a special game consisting of multiple rounds of play (e.g., 10R), and in each round, the first large prize opening 117 or the second large prize opening 127 is opened in a predetermined time (e.g., 30 seconds). However, each round ends when a predetermined number of game balls (e.g., 10 balls) enter the first large prize opening 117 or the like. Also, a "small prize game" is a game in which the first large prize opening 117 or the second large prize opening 127 is opened in a time period in which game balls can enter (e.g., 1.8 seconds). Furthermore, a "reach" refers to a state in which two of the three effect symbols displayed variably on the main display device 131 are displayed stationary, and the two effect symbols constitute two of the three effect symbols that make up the jackpot pattern array. For example, this refers to a case where two of the three effect symbols displayed variably on the main display device 131 are displayed stationary, and the two effect symbols are in the same state. In this case, the effect symbols that make up two of the three effect symbols that make up the jackpot symbol arrangement are also called reach symbols. In the following explanation, the judgment that is executed on the condition that a gaming ball that has passed through the first starting hole 112 has won will also be called the "special 1 jackpot judgment" or the "first special symbol judgment," and the judgment that is executed on the condition that a gaming ball has won through the second starting hole 115 will also be called the "special 2 jackpot judgment" or the "second special symbol judgment."

[0033] Furthermore, when the gaming ball passes through the normal symbol activation gate 113b, a winning random number is obtained, and a determination is made as to whether or not to open the movable piece 115b of the second starting opening 115. Hereinafter, the determination made on the condition that the gaming ball passes through the normal symbol activation gate 113b will also be referred to as a "winning determination" or "normal symbol determination." In the gaming machine 100 of this embodiment, the probability of a winning result in the normal symbol determination, i.e., the probability of determining to open the movable piece 115b, is designed to change depending on the gaming state of the gaming machine 100.

[0034] The first large prize opening 117 is opened by the movable piece 117b in accordance with the result of the large prize determination. The first large prize opening 117 is normally blocked by this movable piece 117b. In contrast, if the result of the large prize determination is a large prize, the movable piece 117b is activated to open the first large prize opening 117, and a large prize game is executed. Therefore, by performing a "right hit" during a large prize game, the player can obtain more prize balls than when a large prize game is not being played. The second large prize opening 127 is opened by the movable piece 127b in substantially the same manner as the first large prize opening 117, and is opened during a large prize game in accordance with the result of the large prize determination.

[0035] (Explanation of display 125) The display 125 mainly displays information regarding jackpot symbol determination and normal symbol determination, and has a first special symbol display 120, a second special symbol display 122, a first special symbol reserve display 123, a second special symbol reserve display 124, a normal symbol display 118, and a normal symbol reserve display 119. Although not specifically shown, the display 125 is made up of a plurality of LEDs, and has an indication that makes it easy to determine that each LED corresponds to the above-mentioned respective displays such as the first special symbol display 120.

[0036] When a first special symbol determination is made, the first special symbol display 120 variably displays a special symbol and then displays it still, and notifies the result of the jackpot determination in the first special symbol determination by the special symbol that has been statically displayed. As the result of the jackpot determination, the first special symbol display 120 displays a jackpot symbol indicating a jackpot, or a losing symbol indicating that the result of the first special symbol determination is a losing symbol.

[0037] When the second special symbol determination is made, the second special symbol display 122 variably displays the special symbol and then displays it still, and notifies the result of the jackpot determination in the second special symbol determination by the special symbol that has been statically displayed. As the result of the jackpot determination, the second special symbol display 122 statically displays a jackpot symbol indicating a jackpot, or a losing symbol indicating that the result of the second special symbol determination is a losing symbol.

[0038] The gaming machine 100 of this embodiment is configured so that if a new gaming ball enters the first start slot 112 during, for example, the variable display of a special symbol related to the special symbol determination or during a jackpot game, the first special symbol determination and the variable display of the symbol are not immediately executed in response to the entry. Therefore, the gaming machine 100 is provided with a hold function that holds the first special symbol determination and stores four pieces of random number information for the first special symbol determination as a set of reserved information. The first special symbol reserve indicator 123 displays the number of reserved pieces of information for the first special symbol determination stored in this manner (first reserved number). Similarly, the gaming machine 100 is also provided with a hold function that holds the second special symbol determination and stores four pieces of random number information for the second special symbol determination as a set of reserved information in response to a new gaming ball entering the second start slot 115 during, for example, the variable display of a special symbol related to the special symbol determination or during a jackpot game. The second special symbol reserved display 124 displays the number of reserved information for determining the second special symbol stored in this way (second reserved number).

[0039] When a normal symbol determination is made, the normal symbol display 118 variably displays the normal symbol and then displays it in a static state, and the result of the win determination is announced by the normal symbol that has been statically displayed. Incidentally, even if the gaming ball passes through the normal symbol activation gate 113b, such as while the normal symbol display 118 is displaying a variable normal symbol, the gaming machine 100 is configured not to immediately execute the normal symbol determination and the variable display of the normal symbol related to the normal symbol determination. Therefore, the gaming machine 100 is provided with a hold function that holds the normal symbol determination and stores information on the normal symbol random number for the normal symbol determination as hold information. The normal symbol hold display 119 displays the number of hold information for the normal symbol determination stored in this manner.

[0040] The gaming machine 100 of this embodiment is equipped with a right-hit lamp (not shown) and a round lamp (not shown). The right-hit lamp lights up during a jackpot game state (described later) and a time-saving game state (described later), encouraging the player to make a right hit (details of which will be described later). The round lamp is composed of two or more lamps, and transitions from an off state to an on state upon a jackpot. When lit, the round lamp indicates the number of rounds of play depending on the type of jackpot upon a jackpot. For example, if there are two round lamps, lighting one round lamp indicates that three rounds of play will be played (i.e., indicating a 3R jackpot), and lighting the other round lamp indicates that ten rounds of play will be played (i.e., indicating a 10R jackpot).

[0041] (Internal configuration of gaming machine 100) The internal configuration of the gaming machine 100 will be described with reference to Figure 3-1. Figure 3-1 is a diagram showing the functional blocks of the gaming machine 100. The gaming machine 100 includes a main control board 300, a payout control board 310, a performance control board 320, an image / sound control board 330, a lamp control board 340, a launch control board 350, and a power supply board 360.

[0042] As shown in Fig. 3-1, the main control board 300 controls the basic operations of the gaming machine. The main control board 300 is equipped with a one-chip microcomputer 301. The one-chip microcomputer 301 includes a main CPU 301a, a main ROM 301b, and a main RAM 301c. The main control board 300 also has input and output ports for main control (neither of which is shown).

[0043] Connected to this main control input port are a gate detection switch 303 that detects that a gaming ball has entered the normal symbol activation gate 113b, a first start port detection switch 304 that detects that a gaming ball has entered the first start port 112, a second start port detection switch 305 that detects that a gaming ball has entered the second start port 115, a first prize port detection switch 306a that detects that a gaming ball has entered the first large prize port 117, a second prize port detection switch 306b that detects that a gaming ball has entered the second large prize port 127, and a payout control board 310. Various signals are input to the main control board 300 via this main control input port.

[0044] Also connected to the output port for main control are pattern indicators 118, 120, 122 that display special and normal patterns that open and close the movable piece 115b etc., pattern reserve indicators 119, 123, 124 that display the number of reserved information for special pattern determination and the number of reserved information for normal pattern determination, a game information output terminal board 309 that outputs external information signals, a payout control board 310, and a performance control board 320. Various signals are output from the main control board 300 via this output port for main control.

[0045] The game information output terminal board 309 is a board for outputting external information signals generated in the main control board 300 to a hall computer or the like of an amusement parlor. The game information output terminal board 309 is connected to the main control board 300 by wiring, and the game information output terminal board 309 is provided with a connector for connecting to a hall computer or the like of an amusement parlor.

[0046] In the one-chip microcomputer 301 of the main control board 300, the main CPU 301a reads out the programs stored in the main ROM 301b and performs arithmetic processing based on input signals from each detection switch and timer, and also directly controls each device or sends commands to other boards depending on the results of the arithmetic processing.

[0047] In addition, on the front side of the main control board 300, there are mounted an RWM (RAM) clear switch 302a for inputting a signal to clear the contents stored in the main RAM 301c or to update the setting value (probability of determining a jackpot), which is the stage of the advantageous degree of the game, a setting key switch 302b for inputting a signal to transition to a setting change mode or a setting confirmation mode, which will be described later, an information display 302c for displaying a base value B and a setting value that enable the actual performance of the gaming machine to be grasped, and other electronic components.

[0048] The information display 302c, which will be described in detail later, is composed of four 7-segment displays (302ca to 302cd) aligned horizontally. These four 7-segment displays 302ca to 302cd display the setting values ​​and the base value B in the normal gaming state, which will be described later. When displaying the base value B, dynamic lighting is performed, and when displaying a two-digit setting value, static lighting is performed on the two 7-segment displays 302cc and 302cd from the right.

[0049] The payout control board 310 controls the launch of game balls and the payout of prize balls. This payout control board 310 is equipped with a one-chip microcomputer consisting of a payout CPU, payout ROM, and payout RAM (not shown), and is connected to the main control board 300 for bidirectional communication. The payout CPU reads a program stored in the payout ROM and performs arithmetic processing based on input signals from a payout ball measurement switch 311, which detects whether game balls have been paid out, a door opening switch 312, and a timer, and transmits corresponding data to the main control board 300 based on the processing. The output side of the payout control board 310 is also connected to a payout motor 313 of a prize ball payout device that pays out a predetermined number of prize balls from the game ball storage unit to a player. Based on a payout number designation command transmitted from the main control board 300, the payout CPU reads a predetermined program from the payout ROM and performs arithmetic processing, and controls the payout motor 313 of the prize ball payout device to pay out a predetermined number of prize balls to a player. At this time, the payout RAM functions as a work area for data during the payout CPU's calculation processing.

[0050] The performance control board 320 mainly controls various display effects during game play, standby, etc. This performance control board 320 is equipped with a sub-CPU 320a, a sub-ROM 320b, and a sub-RAM 320c, and is connected to the main control board 300 so that communication can be performed in one direction from the main control board 300 to the performance control board 320. The sub-CPU 320a reads out programs stored in the sub-ROM 320b and performs arithmetic processing based on various commands received from the main control board 300, various units, the performance operation stick 136, the sword handle button detection switch 137, and input signals from the timer, and transmits corresponding data to the image / audio control board 330 and the lamp control board 340 based on the processing. The performance control board 320 is also provided with a selector switch 22 for switching adjustment modes related to the volume of the performance sounds output from the audio output device 331 and the light intensity of the display devices (main display device, first side display device, second side display device, etc.) and various lighting devices (performance lighting devices, etc.).

[0051] For example, upon receiving a variation start command from the main control board 300, the sub-CPU 320a determines a presentation pattern for causing the main display device 131, the first side display device 132, the second side display device 133, the audio output device 331, the sword handle unit 135, the upper unit 180, the upper role unit 154, the lower role unit 156, the role mechanism unit 158, the light guide panel unit 181, and the performance lighting device 342 to execute a game presentation, and transmits a presentation pattern designation command for executing the presentation pattern to the image / audio control board 330 and the lamp control board 340. Details of this presentation pattern determination will be described later. The sub-ROM 320b stores a presentation control program, data necessary for determining various game actions, and multiple tables. Details of these tables will be described later. The sub-RAM 320c functions as a data work area during the sub-CPU 320a's calculations, and stores game status, presentation patterns, presentation symbols, counting counters, firing operation information, and the like. The sub-RAM 320c is provided with a plurality of storage areas, which will be described in detail later.

[0052] The image / audio control board 330 includes an image CPU, control ROM, control RAM, CGROM, VRAM, and VDP (not shown) for controlling the image display of the main display device 131, as well as an audio CPU, audio ROM, and audio RAM. This image / audio control board 330 is connected to the performance control board 320 for bidirectional communication, with the main display device 131, first side display device 132, second side display device 133, and audio output device 331 connected to its output side. The image CPU controls the VDP to display a specified image based on commands received from the performance control board 320. The control RAM functions as a data work area during the image CPU's calculation processing and temporarily stores data read from the control ROM. The control ROM also stores the image CPU's control processing program, animation patterns for displaying animations based on performance patterns, animation scene information, and the like. The CGROM stores a large amount of image data such as effect patterns and backgrounds to be displayed on the main display device 131, etc. The image CPU reads out a predetermined program based on an effect pattern designation command sent from the effect control board 320, expands the predetermined image data stored in the CGROM into the VRAM, and controls the image data expanded in the VRAM to be displayed on the main display device 131, etc., thereby realizing a display effect. The audio ROM stores a large amount of audio data to be output from the audio output device 331, and the audio CPU reads out a predetermined program based on an effect pattern designation command sent from the effect control board 320, and controls the audio output of the audio output devices 331, such as speakers provided in the glass frame 150, the first side display device 132, and the second side display device 133, thereby realizing an audio effect.

[0053] The lamp control board 340 controls various movable props (LEDs, etc.), the sword handle unit 135 (button drive device, button light-emitting LEDs), and the light guide panel unit 181, as well as lighting devices 342 for effects such as lamps built into the launching handle device 103 and lamps of decorative members provided in the glass frame 150. Specifically, the lamp control board 340 drives and controls the motors provided in each of the sword handle unit 135, the upper unit 180, the upper prop unit 154, the lower prop unit 156, and the prop mechanism unit 158, thereby realizing a moving prop effect using the movable props (movable bodies) of the units. The lamp control board 340 also controls the light-emitting LEDs of the various movable props and the light-emitting parts of the light guide panel unit 181 to realize a light-emitting effect using the light guide panel, and controls the lighting / flashing of the lighting device 342 for effects to realize a lighting effect using the lighting device 342 for effects. The lamp control board 340 is connected so as to be able to receive predetermined signals from the sword handle unit 135, the upper unit 180, and the like.

[0054] The launch control board 350 receives a touch signal from a touch sensor 351 provided on the launch handle device 103 and controls the energization of the launch solenoid 353 and the ball-feeding solenoid 354 based on the voltage supplied from the launch volume 352. The touch sensor 351 is composed of a capacitance-type proximity switch that utilizes a change in capacitance caused by a player touching the launch handle device 103. When it detects that the player has touched the launch handle device 103, it outputs a touch signal to the launch control board 350 to allow energization of the launch solenoid 353. The launch volume 352 is composed of a variable resistor, and divides a constant voltage (e.g., 5 V) applied to the launch volume 352 using the variable resistor, and supplies the divided voltage to the launch control board 350. The rotation speed of the launch solenoid 353 is set to approximately 99.9 (rotations / minute) based on a frequency based on the output cycle of a crystal oscillator provided on the launch control board 350. As a result, the number of game balls fired per minute is approximately 99.9 (balls / minute), since one game ball is fired per rotation of the firing solenoid. In other words, one game ball is fired approximately every 0.6 seconds. The touch signal from the touch sensor 351 and the voltage signal from the firing volume 352 are input to the performance control board 320. This makes it possible for the performance control board 320 to detect the firing of game balls.

[0055] The power supply board 360 is equipped with a backup power supply consisting of a capacitor, and supplies power supply voltage to the gaming machine 100. Specifically, it supplies power supply voltage to the main control board 300, the payout control board 310, the performance control board 320, and the launch control board 350. It also monitors the power supply voltage supplied to the gaming machine 100, and outputs a power interruption detection signal to the main control board 300 when the power supply voltage drops below a predetermined value. More specifically, when the power interruption detection signal becomes high level, the main CPU 301a becomes operable, and when the power interruption detection signal becomes low level, the main CPU 301a becomes inoperative. Note that 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.

[0056] (Electrical configuration of main control board 300) The electrical configuration of the main control board 300 will be described with reference to Figs. 3-2 to 3-5. Fig. 3-2 is a diagram illustrating the main ROM 301b of the main control board 300. Fig. 3-3 is a diagram showing an example of a big win / win determination table T1. Fig. 3-4 is a diagram showing an example of a symbol determination table T2. Fig. 3-5 is an explanatory diagram illustrating the main RAM 301c of the main control board 300.

[0057] As shown in Figure 3-2, the main ROM 301b stores programs for game control and tables necessary for various games, such as a jackpot / win determination table T1, a pattern determination table T2, a reach determination table T3, a first variation pattern table T4, and a second variation pattern table T5.

[0058] The jackpot / win determination table T1 is a table for determining a jackpot based on a jackpot random number, and includes a special 1 jackpot determination table T1A that is referenced when determining whether the result of the stop of the special symbol fluctuation in the first special symbol display 120 will be a jackpot, a minor jackpot, a time-saving 4 (time-saving game state 4) described later, or a miss (jackpot lottery), a special 2 jackpot determination table T1B that is referenced when determining the result of the stop of the special symbol fluctuation in the second special symbol display 122, and a win determination table T1C that is referenced in a win determination to determine whether the result of the stop of the normal symbol fluctuation is a win. Note that the special 1 jackpot determination table T1A and the special 2 jackpot determination table T1B in the jackpot / win determination table T1 have different jackpot random numbers set according to multiple setting values, and are configured so that the probability of determining a jackpot differs for each setting value. Specifically, for example, in the special 1 jackpot determination table T1A, the setting value is set to four levels from "1" to "4," and when the setting value is "1," the probability of determining a jackpot is approximately 1 / 300, when the setting value is "2," it is approximately 1 / 290, when the setting value is "3," it is approximately 1 / 280, and when the setting value is "4," it is approximately 1 / 270. Similarly, in the special 2 jackpot determination table T1B, the setting value is set to four levels from "1" to "4," and when the setting value is "1," the probability of determining a jackpot is approximately 1 / 30, when the setting value is "2," it is approximately 1 / 29, when the setting value is "3," it is approximately 1 / 28, and when the setting value is "4," it is approximately 1 / 27. When these setting values ​​are displayed on the information display 302c, they are displayed as "01" to "04" on the two 7-segment displays 302cc and 302cd.

[0059] The symbol determination table T2 is a table that is referenced when determining the stopping symbols of special symbols and the like on the symbol display 125 based on the jackpot symbol random number, the small win symbol random number, the time-saving symbol random number, and the normal symbol random number, and includes a jackpot symbol determination table, a small win symbol determination table, a losing symbol determination table, a time-saving symbol determination table, and a normal symbol determination table. Details of these determination tables will be described later.

[0060] The reach determination table T3 is a table referenced when making a reach determination based on the reach determination random number. The reach determination table T3 includes various tables that can be selected depending on the game state and the type of special symbol, such as a special 1 normal time reach determination table and a special 2 time-saving reach determination table. Specifically, for example, the special 1 normal time reach determination table is a table for selecting whether to execute a reach in a display effect based on a ball entering the first start hole 112 in a normal game state, and the special 2 time-saving reach determination table is a table for selecting whether to execute a reach in a display effect based on a ball entering the second start hole 115 in time-saving game state 1 and time-saving game state 2. Details of various game states, such as non-probability variable game states and probability variable game states, will be described later.

[0061] The first variation pattern table T4 is a table for determining a variation pattern based on a variation pattern random number. The average variation time (average presentation time) is shorter than that of the second variation pattern table T5, and is selected when the acquisition hold order information (described later) is "3" or "4." The first variation pattern table T4 includes four variation pattern tables: the first special 1 normal variation pattern table T4A, the first special 1 high probability variation pattern table T4B, the first special 2 normal variation pattern table T4C, and the first special 2 high probability variation pattern table T4D. These four variation pattern tables can be selected based on the game state and the type of special symbol. Specifically, the first special 1 normal variation pattern table T4A is a table for selecting the variation pattern of the first special symbol based on the ball entering the first starting hole 112 in a non-high probability game state. The first special 1 probability variable time fluctuation pattern table T4B is a table for selecting a fluctuation pattern of the first special symbol based on a ball entering the first starting hole 112 in a probability variable game state. The first special 2 normal time fluctuation pattern table T4C is a table for selecting a fluctuation pattern of the second special symbol based on a ball entering the second starting hole 115 in a non-probability variable game state. The first special 2 probability variable time fluctuation pattern table T4D is a table for selecting a fluctuation pattern of the second special symbol based on a ball entering the second starting hole 115 in a probability variable game state.

[0062] The second fluctuation pattern table T5 is a table for determining fluctuation patterns based on fluctuation pattern random numbers. Its average fluctuation time is longer than that of the first fluctuation pattern table T4, and it is a table selected when the acquisition hold order information (described later) is "1" or "2." The second fluctuation pattern table T5 includes four fluctuation pattern tables: the second special 1 normal fluctuation pattern table T5A, the second special 1 high probability fluctuation pattern table T5B, the second special 2 normal fluctuation pattern table T5C, and the second special 2 high probability fluctuation pattern table T5D. These four fluctuation pattern tables can be selected based on the game state and the type of special symbol. Specifically, the second special 1 normal fluctuation pattern table T5A is a table for selecting the fluctuation pattern of the first special symbol based on the ball entering the first starting hole 112 in a non-high probability game state. The second special 1 probability variable time fluctuation pattern table T5B is a table for selecting a fluctuation pattern of the first special symbol based on a ball entering the first starting hole 112 in a probability variable game state. The second special 2 normal time fluctuation pattern table T5C is a table for selecting a fluctuation pattern of the second special symbol based on a ball entering the second starting hole 115 in a non-probability variable game state. The second special 2 probability variable time fluctuation pattern table T5D is a table for selecting a fluctuation pattern of the second special symbol based on a ball entering the second starting hole 115 in a probability variable game state.

[0063] Note that, when determining the variation pattern, either one of the first variation pattern table T4 and the second variation pattern table T5 is selected, and they are not selected simultaneously. Furthermore, the first variation pattern table T4 and the second variation pattern table T5 have various variation patterns. Specifically, they are variation patterns that combine various effects such as pseudo consecutive effects, normal miss effects, normal reach (miss or win) effects, SP reach (miss or win) effects (development effects after the execution of reach formation effects), SPSP reach (miss or win) effects (development effects after the execution of SP reach effects), SPSP reach revival (win) effects, effects in which a miss pattern arrangement is formed, and effects in which a jackpot pattern arrangement with a specific pattern is formed. Here, the pseudo consecutive effects (or pseudo continuous variation effects) are effects in which, during the variable display of a special pattern, the effect patterns are displayed in a variable manner, temporarily stopped, and then displayed in a variable manner again, thereby repeating the variable display of the effect patterns in a pseudo manner. In this case, in the pseudo consecutive performance, the performance pattern is temporarily stopped, but this is not limited to this, and the performance pattern may not be temporarily stopped, but may be slowed down, and then the performance pattern may be displayed in a changing manner.

[0064] Here, various game states in this embodiment will be described. First, there are a "low probability state (non-variable probability game state)" and a "high probability state (variable probability game state)" as states related to jackpot determination, and a "non-time-saving game state" and a "time-saving game state" as states related to the opening and closing of the movable piece 115b of the second starting port 115. Therefore, this embodiment provides a "low probability non-time-saving game state (normal game state)" which is a low probability state and a non-time-saving game state, a "low probability time-saving game state (time-saving game state 2 / time-saving game state 3 / time-saving game state 4)" which is a low probability state and a time-saving game state, and a "high probability time-saving game state (time-saving game state 1)" which is a high probability state and a time-saving state, and details will be described later. Note that the initial game state of the gaming machine 100 is set to the "normal game state," and during jackpot play, it is set to the "normal game state," but since jackpot play is being executed, it becomes a game state different from the normal game state.

[0065] First, a "low probability state (non-variable probability game state)" refers to a game state in which the jackpot probability is set low at approximately 1 / 300 when the setting value (for the jackpot probability), which is the level of game advantage, is "1" as described above. In contrast, a "high probability state (variable probability game state)" refers to a game state in which the jackpot probability is set high at approximately 1 / 30 when the setting value is "1" as described above, making it more advantageous for the player than the low probability state. The transition from the low probability state to the high probability state occurs after the jackpot game ends.

[0066] Next, the "non-time-shortened gaming state" refers to a gaming state in which the probability of winning in the normal symbol determination, which is performed on the condition that the gaming ball has passed through the normal symbol activation gate 113b, is set low at 1 / 20, the average time for the normal symbol variable display is set to about 30 seconds, and the opening time of the second start port 115 in the event of a win is set to 0.180 seconds. In contrast, the "time-shortened gaming state" refers to a gaming state in which the probability of winning in the normal symbol determination is set high at 19 / 20, the average time for the normal symbol variable display is set to about 3 seconds, and the opening time of the second start port 115 in the event of a win is set to 3 to 6 seconds, making it easier for the gaming ball to enter the second start port 115 compared to the "non-time-shortened gaming state," thereby reducing the consumption of gaming balls and favoring the player. Note that the "time-saving game state" is set to be more advantageous than the "non-time-saving game state" in terms of the average fluctuation time of the normal symbols, the opening time of the second start port 115, and the winning probability, but it is also possible to set only one of the average fluctuation time of the normal symbols, the opening time of the second start port 115, and the winning probability to be more advantageous. Also, while the winning probability in the "non-time-saving game state" is 1 / 20, it is also possible to set the winning probability to 0 / 20 so that no winning is determined. In such a case, the auxiliary game is not executed in the "non-time-saving game state," and the game ball does not enter the second start port 115 (win).

[0067] As shown in FIG. 3-3(a-1), in the special 1 jackpot determination table T1A, values ​​of the jackpot random numbers are set corresponding to the determination results (jackpot, small win, time-saving 4, miss) of the jackpot determination in each state of the low probability state and the high probability state based on the ball entering the first starting hole 112. Then, although details will be described later, for example, if a jackpot is won in the jackpot determination, a jackpot symbol (special symbol A1, etc.) is displayed, if a small win is won, a small win symbol (special symbol K) is displayed, if time-saving 4 is won, a time-saving symbol (special symbol J1) that suggests a transition to the time-saving game state 4 described later is displayed, and if a miss occurs, a miss symbol (special symbol H) is displayed.

[0068] As shown in FIG. 3-3(a-2), in the special 2 jackpot determination table T1B, the value of the jackpot random number is set corresponding to the determination result (jackpot, small win, time-saving 4, miss) of the jackpot determination in each state of the low probability state and the high probability state based on the ball entering the second starting port 115. Note that, although the probability of winning a jackpot is the same for a jackpot determination based on the ball entering the first starting port 112 and a jackpot determination based on the ball entering the second starting port 115, the probability of winning a small win and the probability of winning time-saving 4 are different. Also, in the special 1 jackpot determination table T1A and the special 2 jackpot determination table T1B, it is possible to win time-saving 4 in the low probability state, but it is not possible to win time-saving 4 in the high probability state.

[0069] Here, the jackpot determination with reference to the special 1 jackpot determination table T1A and the special 2 jackpot determination table T1B will be explained. First, the main CPU 301a of this embodiment refers to the game state (low probability state or high probability state) at the time of the game ball's entry, and selects a table corresponding to each game state in the special 1 jackpot determination table T1A and the special 2 jackpot determination table T1B. Next, the main CPU 301a compares the jackpot random number (the random number range is a number from "0" to "598") obtained when the game ball enters the first start hole 112 or the second start hole 115 as described above with the setting of the special 1 jackpot determination table T1A or the special 2 jackpot determination table T1B, and if they match, it determines that a jackpot, a small jackpot, or time reduction 4 has been won, and if they do not match, it determines that a loss has occurred. In addition, when determining whether or not a jackpot is won by referring to the special 1 jackpot determination table T1A and the special 2 jackpot determination table T1B, the probability of winning a small jackpot and the probability of winning time reduction 4 are the same regardless of whether the above-mentioned setting value is "1" to "4."

[0070] As shown in FIG. 3-3(b), the hit determination table T1C has set therein values ​​of hit random numbers corresponding to the determination results (hit, miss) of the hit determination in each of the non-time-shortened game state and the time-shortened game state based on the passage of the gaming ball through the normal symbol activation gate 113b. Here, the hit determination with reference to the hit determination table T1C will be explained. First, the main CPU 301a of this embodiment refers to the game state (non-time-shortened game state or time-shortened game state) at the time of the winning of the gaming ball, and selects a table corresponding to each game state in the hit determination table T1C. Next, the main CPU 301a compares the hit random number (the range of the random number is from 0 to 19) obtained when the gaming ball passes through the normal symbol activation gate 113b as described above with the setting of the hit determination table T1C, and determines a hit or miss if they match.

[0071] As shown in Fig. 3-4, the symbol determination table T2 includes a jackpot symbol determination table that is referenced when determining the stop symbol (jackpot symbol) when the jackpot determination determines a jackpot, a small win symbol determination table that is referenced when determining the stop symbol (small win symbol) when the jackpot determination determines a small win, a loss symbol determination table that is referenced when determining the stop symbol (loss symbol) when the jackpot determination determines a loss, and a time-saving symbol determination table that is referenced when determining the stop symbol (time-saving symbol) when the jackpot determination determines time-saving 4. It also includes a normal symbol determination table X that is referenced when determining the stop symbol (long opening symbol, short opening symbol) when the hit determination determines a win, and a normal symbol determination table Y that is referenced when determining the stop symbol (loss symbol) when the hit determination determines a loss.

[0072] As shown in FIG. 3-4(a-1), the jackpot symbol determination table has a first special symbol that is referenced when a jackpot is determined based on a ball entering the first starting hole 112, and a second special symbol that is referenced when a jackpot is determined based on a ball entering the second starting hole 115. Here, the symbol determination with reference to the jackpot symbol determination table will be explained. First, the main CPU 301a of this embodiment selects either a table for the first special symbol or a table for the second special symbol in the jackpot symbol determination table in response to a gaming ball entering the first starting hole 112 or the second starting hole 115. Next, the main CPU 301a compares the jackpot symbol random number (the random number range is a number from "0" to "99") obtained when a gaming ball enters the first starting hole 112 or the second starting hole 115 as described above with the setting of the jackpot symbol determination table. The main CPU 301a generates a performance symbol designation command that can identify the stop symbol data (type of special symbol) when the special symbol starts to change.

[0073] Specifically, for example, when a jackpot is determined in the jackpot determination and the jackpot symbol random number obtained at the time of winning in the first starting hole 112 is "0" to "59", the main CPU 301a determines "01 (special symbol A1)" as the stopping symbol, causing the special symbol A1 to be stopped and displayed on the first special symbol display 120, and generating "E0H" and "01H" as the effect symbol designation commands. Also, for example, when a jackpot is determined in the jackpot determination and the jackpot symbol random number obtained at the time of winning in the second starting hole 115 is "70" to "99", the main CPU 301a determines "05 (special symbol B2)" as the stopping symbol, causing the special symbol B2 to be stopped and displayed on the second special symbol display 122, and generating "E1H" and "02H" as the effect symbol designation commands. In this way, after the special symbols are stopped and displayed on the display 125, jackpot games such as the first variable long win, the first short variable win, the first normal long win, the second variable long win, and the second normal long win corresponding to each special symbol are started. As mentioned above, a jackpot game is made up of multiple round games, and a long win (for example, 10R) is made up of more rounds than a short win (for example, 3R), and the total opening time of the first large prize opening 117 or the second large prize opening 127 is longer.

[0074] As shown in FIG. 3-4(a-2), the small win symbol determination table has a first special symbol that is referenced when a small win is determined in the jackpot determination based on the ball entering the first start hole 112, and a second special symbol that is referenced when a small win is determined in the jackpot determination based on the ball entering the second start hole 115. Here, the symbol determination with reference to the small win symbol determination table will be explained. First, the main CPU 301a of the gaming machine 100 of this embodiment selects either a table for the first special symbol or a table for the second special symbol in the small win symbol determination table in response to the entry of a gaming ball into the first start hole 112 or the second start hole 115. Next, the main CPU 301a compares the small win symbol random number (the random number range is a value between "0" and "99") obtained when the gaming ball enters the first start hole 112 or the second start hole 115 as described above with the setting of the jackpot symbol determination table. The main CPU 301a generates an effect symbol designation command that can identify the stop symbol data (type of special symbol) when the special symbol starts to vary. Specifically, for example, even if a small win is determined in the big win determination and the small win symbol random number obtained at the time of winning in the first starting slot 112 is any of "0" to "99," the main CPU 301a determines "11 (special symbol K)" as the stop symbol, causing the special symbol K to be stopped and displayed on the first special symbol display 120, and generating "E0H" and "0AH" as effect symbol designation commands. In this way, after the special symbol is stopped and displayed on the display 125, the small win game starts.

[0075] As shown in FIG. 3-4(a-3), the losing symbol determination table has a first special symbol that is referred to when a jackpot determination based on a ball entering the first starting hole 112 is determined to be a loss, and a second special symbol that is referred to when a jackpot determination based on a ball entering the second starting hole 115 is determined to be a loss. Here, the symbol determination with reference to the losing symbol determination table will be explained. First, the main CPU 301a of this embodiment selects either a table for the first special symbol or a table for the second special symbol in the losing symbol determination table in response to the entry of a gaming ball into the first starting hole 112 or the second starting hole 115, and determines the stopped symbol. Note that the main CPU 301a generates a performance symbol designation command that can identify the stopped symbol data (type of special symbol) when the special symbol starts to vary. Specifically, for example, if the jackpot determination based on winning into the first starting port 112 is determined to be a miss, the main CPU 301a determines "00 (special pattern H)" as the stopping pattern, causing the special pattern K to be displayed stopped on the first special pattern display 120, and generating "E0H" and "00H" as performance pattern designation commands.

[0076] As shown in FIG. 3-4(a-4), in the time-saving symbol determination table, the one to be referenced when the time-saving symbol determination is determined as 4 in the jackpot determination based on the ball entering the first start hole 112 and the second start hole 115 is set commonly for the first start hole 112 and the second start hole 115. Here, the symbol determination with reference to the time-saving symbol determination table will be explained. The main CPU 301a of this embodiment determines the stop symbol in correspondence with the time-saving symbol random number (the random number range is a number from "0" to "99") obtained based on the winning of the game ball into the first start hole 112 or the second start hole 115. Note that the main CPU 301a generates an effect symbol designation command capable of identifying the stop symbol data (type of special symbol) when the special symbol starts to vary. Specifically, for example, when the jackpot determination determines time-saving 4 and the jackpot symbol random number obtained at the time of winning into the first starting slot 112 is "0" to "70," the main CPU 301a determines "21 (special symbol J1)" as the symbol to be stopped, causing the special symbol J1 to be stopped and displayed on the first special symbol display 120, and generating "E0H" and "11H" as effect symbol designation commands. In this way, after the special symbol is stopped and displayed on the display 125, the game state transitions to time-saving game state 4, as will be described later, and time-saving gameplay begins.

[0077] At this time, more specifically, for example, the first special symbol display device 120 may display a variable pattern for approximately 40,000 ms, and the main display device 131 may execute a normal reach effect (described later) and then notify a transition to the time-shortened gaming state 4, or the main display device 131 may execute a predetermined time-shortened transition effect (a performance in a manner that notifies a transition to the time-shortened gaming state 4) for approximately 40,000 ms and then transition to the time-shortened gaming state 4. Also, for example, the first special symbol display device 120 may display a variable pattern for approximately 60,000 ms, and the main display device 131 may execute a normal reach effect and an SP reach effect (miss) (described later) and then notify a transition to the time-shortened gaming state 4, or the main display device 131 may execute a predetermined time-shortened transition effect (a performance in a manner that notifies a transition to the time-shortened gaming state 4) for approximately 60,000 ms and then transition to the time-shortened gaming state 4.

[0078] As shown in FIGS. 3-4(b-1) and 3-4(b-2), the normal symbol determination table X is set to be referenced when a win is determined based on the pass of the gaming ball through the normal symbol activation gate 113b, and the normal symbol determination table Y is set to be referenced when a loss is determined based on the pass of the gaming ball through the normal symbol activation gate 113b. These normal symbol determination tables are common to various game states. Here, the pattern determination using the normal symbol determination table will be explained. In this embodiment, the main CPU 301a selects either the normal symbol determination table X or the normal symbol determination table Y in accordance with the result of the win determination, and determines the stopped symbol by comparing it with the normal symbol random number (the random number range is a value between "0" and "10") obtained based on the pass of the gaming ball through the normal symbol activation gate 113b. When the special symbol starts to change, the main CPU 301a generates an effect symbol designation command that can identify the stopped symbol data (the type of special symbol). Specifically, for example, when a win is determined in the win determination and the normal pattern random number acquired when the game ball passes through the normal pattern activation gate 113b is "2" to "10", the main CPU 301a determines "02 (short opening pattern)" as the stopping pattern, and the short opening pattern is stopped and displayed on the normal pattern display 118, and "E8H" and "02H" are generated as the performance pattern designation commands. In this way, after the special patterns (long opening pattern, short opening pattern, losing pattern) are stopped and displayed on the display 125, the opening or closing of the second start hole 115 corresponding to each special pattern is executed. Note that a long opening (for example, 6 seconds) means that the second start hole 115 is opened for a longer time than a short opening (for example, 3 seconds), and a losing is a state in which the second start hole 115 is not opened.

[0079] 3-5(A), the main RAM 301c functions as a data work area during the calculation process of the main CPU 301a, and has multiple storage areas, such as a reserve information storage area 301cx (described later) and a reserve information determination area 301cy (determining a symbol pattern based on the reserve information). The main RAM 301c also has a storage area (not shown) for storing various flags (such as a high probability flag, a time-saving flag, and a jackpot flag (described later)) and various recorded values.

[0080] As shown in FIG. 3-5(B), the reserved information storage area 301cx has four reserved information areas (first reserved information area, second reserved information area, third reserved information area, fourth reserved information area) that can store reserved information related to the first start port 112 and reserved order information at the time of acquisition in association with each other, and four reserved information areas (first reserved information area, second reserved information area, third reserved information area, fourth reserved information area) that can store reserved information related to the second start port 115. In the reserved information area corresponding to the first special symbol in the reserved information storage area 301cx, the priority order for storing reserved information is as follows: the first reserved information area is the first reserved information area to be stored; if reserved information is stored in the first reserved information area, the second reserved information area is the second reserved information area to be stored; then the third reserved information area is the third reserved information area to be stored; and finally, the fourth reserved information area is selected as the storage area. The same applies to the reserved information area corresponding to the second special symbol. Regarding whether or not pending information is stored, a "◯" is indicated for a pending information area in which pending information is stored, and a "-" is indicated for a pending information area in which no pending information is stored. Furthermore, the pending order information at the time of acquisition stored in the pending information area of ​​the pending information storage area 301cx is information that indicates the pending order when the pending information was acquired. Specifically, the pending order information at the time of acquisition corresponds to the number of the pending information area in which the pending information is stored when acquired. For example, when pending information is acquired and the pending information is stored only in the first pending information area, the pending information will be stored in the second pending information area, and the pending order information at the time of acquisition is "2." When pending information is acquired and the pending information is stored in the first, second, and third pending information areas, the pending information will be stored in the fourth pending information area, and the pending order information at the time of acquisition is "4." In other words, Figure 3-5(B) shows that when the third pending information is acquired, pending information is already stored in the second pending information area and the third pending information area, the third pending information is stored in the first pending information area, and the fourth pending information is stored in the fourth pending information area.

[0081] (Electrical configuration of performance control board 320) The electrical configuration of the performance control board 320 will be described with reference to FIGS. 3-6 and 3-7. FIG. 3-6 is a block diagram showing the details of the performance control board 320. FIG. 3-7 is an explanatory diagram schematically showing the pre-determination information storage area 320c3 provided in the sub-RAM 320c. The performance control board 320 determines a performance pattern based on commands (including variation patterns, etc.) sent from the main control board 300, and sends a performance pattern designation command based on the performance pattern to the image / audio control board 330 and the lamp control board 340. As described above, the main display device 131 and the like are electrically connected to the image / audio control board 330, and the sword handle unit 135 and the like are electrically connected to the lamp control board 340. With this configuration, the image / audio control board 330 and the lamp control board 340 can execute display effects, audio effects, lighting effects, and role object movement effects based on the performance pattern designation commands sent from the performance control board 320.

[0082] As shown in FIG. 3-6, the sub-ROM 320b stores a core display effect designation table TS1, a display symbol determination table TS2, and a chance-up determination table TS3. The core display effect designation table TS1 is a table for designating one of the above-mentioned normal miss effects, normal reach (miss or win) effects, SP reach (miss or win) effects, SPSP reach (miss or win) effects, and SPSP reach revival (win) effects as the core effect (hereinafter also referred to as the core display effect) of the display effect based on the variation pattern transmitted from the main control board 300. In this embodiment, the variation pattern transmitted from the main control board 300 corresponds one-to-one with the core display effect. Alternatively, multiple core display effects may be associated with a variation pattern, and the sub-CPU 320a of the effect control board 320 may select a core display effect by lottery. In this way, the content of the effect can be changed even if the variation pattern is the same. Also, one core display effect may be made to correspond to a plurality of variation patterns. The effect symbol determination table TS2 is a table for determining the combination of effect symbols for provisional stop display or fixed stop display, and the reach symbol when a reach is executed, in a display effect based on an effect pattern. The chance up determination table TS3 is a table for determining a predetermined chance up effect in a display effect. Here, the chance up effect is an effect that executes a display effect of a type different from a normal effect, and increases the likelihood of a jackpot compared to a normal effect.

[0083] As shown in FIG. 3-7, the sub-RAM 320c has a reserved memory area 320c1 and a preliminary determination information memory area 320c3. The sub-RAM 320c also has a flag memory area (not shown) in which predetermined flags (continuous execution effect flag, pseudo-continuous execution effect flag, etc.) are stored. The reserved memory area 320c1 is divided into eight areas: a first reserved area, a second reserved area, a third reserved area, and a fourth reserved area corresponding to the first special symbol, and a first reserved area, a second reserved area, a third reserved area, and a fourth reserved area corresponding to the second special symbol, and each area can store one reserved flag. In the reserve area corresponding to the first special symbol in the reserve memory area 320c1, the priority for storing the reserve flag is as follows: the first reserve area is the top priority storage target; if a reserve flag is stored in the first reserve area, the second reserve area is the next priority storage target; then the third reserve area is the next priority storage target; and finally the fourth reserve area is selected as the storage target. The same applies to the reserve area corresponding to the second special symbol. When the performance control board 320 receives a reserve command from the main control board 300, it identifies the reserve area in the reserve memory area 320c1 where the reserve flag is stored, and stores the reserve flag in the reserve area that should be given the next priority after the reserve area. However, if a reserve flag is stored in the fourth reserve area and a reserve command is received, the reserve flag will not be stored. In addition, the priority order for deleting the reserved flag is the opposite of the priority order for storing, that is, the fourth reserved area is the top priority for deletion, and if no reserved flag is stored in the fourth reserved area, the third reserved area is the next priority for deletion, then the second reserved area is the next priority for deletion, and finally the first reserved area is selected as the deletion target. When the performance control board 320 receives a pattern determination command from the main control board 300, it identifies the reserved area in which the reserved flag is stored in the reserved memory area 320c1 and deletes the reserved flag of the reserved area that should be deleted first. Note that if no reserved flag is stored in the first reserved area, the deletion process is not performed.

[0084] The pre-determination information storage area 320c3 is a storage area for storing pre-determination information (pre-determination special symbols, pre-determination variable patterns, and acquisition hold order information), and four storage areas (first storage area, second storage area, third storage area, and fourth storage area) are provided corresponding to the types of special symbols. Each storage area is provided with a jackpot determination information column for storing jackpot determination information based on the pre-determination special symbols, a jackpot symbol information column for storing jackpot symbol information based on the pre-determination symbols, a variable pattern information column for storing variable pattern information based on the pre-determination variable patterns, an acquisition hold order information column for storing acquisition hold order information, and a continuous performance presence / absence information column for storing continuous performance presence / absence information indicating whether or not continuous performance is activated. Note that the continuous performance presence / absence information includes continuous performance activation information and continuous performance non-activation information.

[0085] The hold command sent from the main control board 300 includes pre-determination information (pre-determination special symbol, pre-determination variable pattern, and acquisition hold order information). These pieces of pre-determination information are stored in association with each other in the pre-determination information memory area 320c3. In the storage area for the first special symbol, the priority order for storing pre-determination information is as follows: the first storage area is the storage target with the highest priority; if pre-determination information is stored in the first storage area, the second storage area is the storage target with the highest priority; then the third storage area is the storage target with the highest priority; and finally the fourth storage area is selected as the storage target. The same applies to the storage area for the second special symbol. For example, when pre-determination information for a new first special pattern (specific pattern A, variation pattern 7B, hold order information at time of acquisition "4") is to be stored in the third storage area for the first special pattern (see Figure 3-7), information representing "4" is stored in the hold order information column at time of acquisition of the fourth storage area, information representing "variation pattern 7B" is stored in the variation pattern information column of the fourth storage area, information representing "specific pattern A" is stored in the jackpot pattern information column of the fourth storage area, and information representing "jackpot" is stored in the jackpot determination information column of the fourth storage area.

[0086] In FIG. 3-7, the pre-determination information for the first storage area relating to the first special symbol is stored as follows: "Miss" information in the jackpot determination information column, "None" information in the jackpot symbol information column, "Variation Pattern 1" information in the variation pattern information column, and information representing "3" in the hold order information column at the time of acquisition. The pre-determination information for the second storage area is stored as follows: "Miss" information in the jackpot determination information column, "None" information in the jackpot symbol information column, "Variation Pattern 2AX" information in the variation pattern information column, and information representing "1" in the hold order information column at the time of acquisition. The pre-determination information for the third storage area is stored as follows: "Miss" information in the jackpot determination information column, "None" information in the jackpot symbol information column, "Variation Pattern 4BX" information in the variation pattern information column, and information representing "2" in the hold order information column at the time of acquisition. Furthermore, the continuous effect presence / absence information column stores continuous effect activation information indicating whether or not continuous effects will be executed in the pre-reading process described below. In addition, in the continuous performance information column corresponding to the fourth storage area related to the first special pattern, "O" is displayed as continuous performance activation information, which is information indicating that continuous performance will be activated, and in the other storage areas, "-" is displayed as continuous performance non-activation information, which is information indicating that continuous performance will not be activated.

[0087] (Explanation of game status) Next, the transition of the game state as the game progresses will be described with reference to Fig. 4-1. Fig. 4-1 is a diagram for explaining the transition of the game state.

[0088] As shown in FIG. 4-1, in the gaming machine 100 of this embodiment, as in conventional gaming machines, there are cases where a transition occurs from a "normal gaming state" to a "time-shortened gaming state (time-shortened gaming state 1)" via a "jackpot game" ((A) → (D)), and cases where a "jackpot game" is executed when a jackpot determination process determines a jackpot in the "time-shortened gaming state (time-shortened gaming state 1 or time-shortened gaming state 2)" ((C)), and cases where a transition occurs to the "normal gaming state" ((E)) when a jackpot is not determined. Furthermore, unlike conventional gaming machines, when a "predetermined condition is met" in the "normal gaming state," it is possible to transition to a "time-shortened gaming state (time-shortened gaming state 3 or time-shortened gaming state 4)" ((B)) without a jackpot game. In addition, when a game transitions from the "normal game state" to the "time-saving game state" via a "jackpot game," the number of playable times in the "high-probability time-saving game state (time-saving game state 1)" is "100 times," and the number of playable times in the "low-probability time-saving game state (time-saving game state 2)" is "100 times." On the other hand, when a game transitions from the "normal game state" to the "low-probability time-saving game state (time-saving game state 3 or time-saving game state 4)" without a "jackpot game," the number of playable times is "700 times." In other words, the number of playable times in the "time-saving game state" is greater when a game transitions from the "normal game state" to the "time-saving game state" upon the "fulfillment of a predetermined condition" without a "jackpot game" than when a game transitions from the "normal game state" to the "time-saving game state" via a "jackpot game." For example, in this embodiment, the number of times that can be played may be set to "700 times" in time-saving game state 3 and time-saving game state 4 so that the probability of determining a jackpot in the normal game state is approximately 3.8 times or less the reciprocal of the lowest probability (1 / 300 when the set value is "1").

[0089] In addition, the number of times that the "time-saving game state 4" can be played may be set differently depending on the game state in which the time-saving symbol is stopped and displayed. For example, when the time-saving symbol is stopped and displayed in the "time-saving game state", the number of times that the time-saving symbol can be played may be set to be more than when the time-saving symbol is stopped and displayed in the "normal game state", or may be set to be less than when the time-saving symbol is stopped and displayed.

[0090] Here, in this embodiment, the "fulfillment of a predetermined condition" refers to a first predetermined condition and a second predetermined condition. The first predetermined condition is when the cumulative number "n," which is the number of times the variable display of the special symbol has been executed since the "starting point," reaches a predetermined number. Specifically, the main RAM 301c is provided with an area for counting and storing the cumulative number "n," which is the number of times the variable display of the special symbol has been executed in the "low-probability non-time-saving game state (normal game state)." When the cumulative number "n" counted and stored in this area reaches a predetermined number, the "low-probability non-time-saving game state (normal game state)" transitions to the "low-probability time-saving game state (time-saving game state 3)." The second predetermined condition is when the game stops on a preset "time-saving symbol (specific losing symbol)." In this case, the "normal game state" transitions to the "low-probability time-saving game state (time-saving game state 4)." Note that the rate at which the "time-saving symbol" is determined may be any rate. For example, the probability may be the same as or close to the probability of determining a jackpot for each set value, or may be a probability that is more difficult to determine than the probability of determining a jackpot for each set value, or may be a probability that is more easily determined. Furthermore, "the fulfillment of a predetermined condition" may include only one of the first and second predetermined conditions, or may include both conditions, or may include conditions other than these.

[0091] The predetermined number of times under the first predetermined condition can be set to any number corresponding to the probability of determining a jackpot for each setting value. For example, in this embodiment, the predetermined number of times may be set to "800 (times)" so that the probability of determining a jackpot in the normal game state is approximately 2.5 to 3.0 times the reciprocal of the highest probability (1 / 270 when the setting value is "4"). Furthermore, the "starting point" can be set, for example, to the end of the "jackpot game" or the time when the RAM is cleared, such as when the setting is changed as described above. In other words, in the area of ​​the main RAM 301c that counts and stores the cumulative number of times "n," initialization processing of the cumulative number of times "n" is executed upon transition to the "jackpot game," the end of the "jackpot game," or when the RAM is cleared. Furthermore, multiple types of symbols may be preset as the "time-saving symbol" under the second predetermined condition, and different numbers of times may be set for each type of "time-saving symbol" in the time-saving game state 4.

[0092] This provides players with information to help them decide whether or not to play, reducing the number of players who play recklessly. Furthermore, if the predetermined number of times is, for example, around 800, it is possible to provide relief measures to players who have not won a jackpot for a long time, which helps prevent players from abandoning the game. Furthermore, when a transition to a "time-saving game state" occurs due to the "fulfillment of a predetermined condition," the number of playable times in the "low-probability time-saving game state (time-saving game state 3 or time-saving game state 4)" is greater than when a transition to a "low-probability time-saving game state (time-saving game state 2)" occurs via a "jackpot game." This encourages players to actively try playing the "low-probability non-time-saving game state (normal game state)," thereby improving the operation of the gaming machine.

[0093] Here, we will explain the counting process of the cumulative number "n" in the area in the main RAM 301c that counts and stores the number of times the variable display of the special symbol is performed. Specifically, for example, the main CPU 301a initializes the cumulative number "n" to "800" at the "starting point" such as the end of a "jackpot game," and executes a subtraction process of "1" from the cumulative number "n (800)" each time the variable display of the special symbol is completed in a low-probability game state such as the "time-shortened game state 2" or the "normal game state." Then, when the cumulative number "n" becomes "0," it is determined that the first predetermined condition has been met, and the main CPU 301a executes a transition process to the "time-shortened game state 3" for the game state. Even after the gaming state has transitioned to "time-reduced gaming state 3" in this manner, the main CPU 301a continues to execute the subtraction process, but does not execute the process of transitioning to "time-reduced gaming state 3" based on the second fulfillment of the first predetermined condition unless the "starting point" is reached again and the cumulative count "n" is updated to "800." Furthermore, the subtraction process is also executed at the end of the variable display of special symbols, which results in a small win or time-reduced state 4, in determining a jackpot. This subtraction process prevents the cumulative count "n" from being updated unless the "starting point" is reached, even if the variable display of special symbols is executed 800 or more times in a low-probability gaming state. Therefore, it is possible to prevent the storage capacity of the main RAM 301c and the control capacity of the main CPU 301a from increasing.

[0094] Furthermore, if the first or second predetermined condition described above is satisfied in the "time-shortened game state 2 (low-probability time-shortened game state)" state during the game state, the game machine may be controlled to transition from the "time-shortened game state 2" to the "time-shortened game state 3" or the "time-shortened game state 4." With such a gaming machine, the "time-shortened game state 3" or the "time-shortened game state 4" may continue during the "time-shortened game state 2," allowing the player to continue playing in the "time-shortened game state," further enhancing the game's enjoyment. On the other hand, even if the first or second predetermined condition is satisfied in the "time-shortened game state 2," the game machine may be controlled to remain in the "time-shortened game state 2" only, and not transition to the "time-shortened game state 3" or the "time-shortened game state 4." Such a gaming machine can prevent the player from gaining a significant advantage.

[0095] Furthermore, if the second predetermined condition described above is satisfied in the "time-shortened game state 3 (low-probability time-shortened game state)" during the game state, the game machine may be controlled to transition from the "time-shortened game state 3" to the "time-shortened game state 4." Even with this type of gaming machine, game play can be continued in the "time-shortened game state" as described above, further enhancing the game's enjoyment. On the other hand, even if the second predetermined condition is satisfied in the "time-shortened game state 3," the game machine may be controlled to remain in the "time-shortened game state 3" and not transition to the "time-shortened game state 4." Similarly to the above, this type of gaming machine can prevent the player from gaining a significant advantage. As described above, since the first predetermined condition is not satisfied in the "time-shortened game state 3," the game machine is not controlled to transition from the "time-shortened game state 3" to the "time-shortened game state 3."

[0096] Then, if the first or second predetermined condition described above is satisfied in the "time-shortened game state 4" state during the game state, the game may be controlled to transition from the "time-shortened game state 4" state to the "time-shortened game state 3" or the "time-shortened game state 4." Specifically, for example, if the first predetermined condition is satisfied when the special symbol variable display is executed 600 times in the "time-shortened game state 4" state, the game may be controlled to end the "time-shortened game state 4" and not transition to the "time-shortened game state 3" from the 601st display of the special symbol variable display, but to remain in the "time-shortened game state 4" and the "time-shortened game state 4" state until the 700th display of the special symbol variable display, and then transition to only the "time-shortened game state 3" from the 701st display onward. Even with such a gaming machine, it is possible to continue playing in the "time-shortened game state" as described above, thereby further increasing the game's enjoyment. On the other hand, even if the first or second predetermined condition is met in the "time-shortened gaming state 4," the gaming machine may be controlled to remain in only the "time-shortened gaming state 4" and not transition to the "time-shortened gaming state 3" or the "time-shortened gaming state 4." In this type of gaming machine, it is possible to prevent the player from gaining a significant advantage, as described above.

[0097] (Processing list on main control board 300) 4-2, a description will be given of the processing executed by the main control board 300. FIG. 4-2 is an explanatory diagram showing a schematic flow of the processing executed by the main control board 300.

[0098] 4-2, when power is supplied, the main CPU 301a of the main control board 300 executes main processing based on a program stored in the main ROM 301b. As main processing, the main CPU 301a executes a power recovery process for restoring the game state from a power outage to the state before the power outage, a setting change process for changing (updating) a setting value (probability of determining a jackpot in a jackpot determination) that indicates the degree of advantage in the game based on the operation of the setting key switch 302b, a RAM clear process for initializing the main RAM 301c based on the operation of the RWM clear switch 302a, and a setting confirmation process for displaying the setting values ​​saved in the storage area of ​​the main RAM 301c on the information display 302c based on the operation of the setting key switch 302b, as well as updating the initial values ​​of various random numbers (for example, jackpot random numbers, etc.). Furthermore, the main CPU 301a repeatedly executes timer interrupt processes (random number update process, switch process, special symbol process, normal symbol process, big prize device opening control process, payout process, command transmission process) at regular intervals (for example, every 4 milliseconds) while the main process is being executed. The various processes are explained below.

[0099] The setting change process is a process of switching to a setting change mode in response to a predetermined operation of the setting key switch 302b (e.g., pressing for two seconds or more), displaying the current setting value on the information display 302c, and changing the setting value in response to a predetermined operation of the setting key switch 302b during the setting change mode (e.g., pressing the key switch 302b for one second or less). The setting change process can also be a process of terminating the setting change mode and setting the changed setting value in response to a predetermined operation of the setting key switch 302b during the setting change mode (e.g., pressing the key switch 302b for two seconds or more). The setting confirmation process is a process of switching to a setting confirmation mode in response to a predetermined operation of the setting key switch 302b during a state other than the setting change mode (e.g., pressing the key switch 302b for one second or less), displaying the current setting value on the information display 302c, and ending the setting confirmation mode in response to a predetermined operation of the setting key switch 302b during the setting confirmation mode (e.g., pressing the key switch 302b for one second or less).

[0100] The random number update process is a process for updating various random numbers such as jackpot random numbers, win random numbers, reach random numbers, jackpot pattern random numbers, small win pattern random numbers, time-saving pattern random numbers, normal pattern random numbers, and variable pattern random numbers. The switch process is a process executed when a detection signal is input from each switch, and includes a start port switch process that acquires a jackpot random number or the like and stores it as reserved information when a ball entering the first start port 112 or the second start port 115 is detected, a gate switch process that acquires and stores a normal pattern random number when a gaming ball passes through the normal pattern activation gate 113b, and a large prize device switch process that detects a gaming ball that has entered the first large prize port 117 or the second large prize port 127 while a jackpot game is being played (in a jackpot game state). The start port switch process includes a pre-determination process that performs a jackpot determination, a jackpot pattern determination, etc. based on the reserved information.

[0101] The special symbol processing is a process related to the special symbol according to the processing result in the above-mentioned switch processing (first start port 112, second start port 115) and the special symbol special electric processing data described later, and when the variable display of the special symbol is finished, the reserved information shift process shifts the reserved information in the reserved information storage area 301cx of the main RAM 301c and the reserved order information at the time of acquisition, the reserved information shifted to the reserved information judgment area 301cy by the reserved information shift process, and the jackpot random number of the reserved information and the win / jackpot judgment table T1, and the jackpot judgment result is a jackpot judgment process. This process includes a jackpot pattern determination process that determines a jackpot pattern (special pattern) based on the jackpot pattern random number contained in the reserved information and the pattern determination table T2 in the event of a win, a reach determination process that executes a reach determination based on the reach random number contained in the reserved information and the reach determination table T3, a fluctuation pattern setting process that sets a fluctuation pattern based on the fluctuation pattern table and the fluctuation pattern random number of the reserved information, and a special pattern stop process (details will be described later) that stops the fluctuation display of the first special pattern display device 120 or the second special pattern display device 122.

[0102] The normal pattern processing is processing related to the normal pattern according to the processing result in the switch processing (normal pattern activation gate 113b), and includes a hit determination processing that performs a hit determination based on a hit random number and a hit / jackpot determination table T1, a normal pattern determination processing that determines a normal pattern based on a normal pattern random number and a normal pattern determination table T6 when there is reserved information for a normal pattern, an operation pattern setting processing that sets the operation pattern of the movable piece 115b when a hit is determined in the normal pattern determination, and an opening / closing member control processing that controls the opening and closing of the movable piece 115b of the second starting port 115 based on the operation pattern set in the operation pattern setting processing.

[0103] The large prize device opening control process is a process related to the opening and closing control of the first large prize opening 117 and the second large prize opening 127 based on the special chart special electric processing data described later, and includes an opening pattern setting process that sets an opening pattern during the initial opening performance of a large prize game, and a game state setting process that turns off the large prize game flag when the final ending performance of a large prize game has ended, turns on a high probability flag indicating that the game is in a high probability game state, or a time-saving 1 / time-saving 2 flag indicating that the game is in time-saving game state 1 / time-saving game state 2, and sets the number of times that time-saving game can be played to a predetermined number (for example, 100 times).

[0104] The payout process is a process for controlling the payout of prize balls according to the detection result (winning of game balls) in the switch process. The command transmission process is a process for transmitting various commands generated in the above process and information required to determine the performance content to the performance control board 320.

[0105] (Processing list on the performance control board 320) Next, referring to Fig. 4-3, we will explain the processing executed by the performance control board 320. Fig. 4-3 is an explanatory diagram showing a list of processing executed by the performance control board 320.

[0106] As shown in FIG. 4-3, when power is supplied, the sub-CPU 320a of the performance control board 320 executes a performance main process based on the program stored in the sub-ROM 320b. As the performance main process, the sub-CPU 320a executes a power restoration notification process corresponding to the power restoration process executed by the main control board 300, a setting change notification process corresponding to the setting change process executed by the main control board 300, a RAM clear notification process corresponding to the RAM clear process executed by the main control board 300, and a setting check notification process corresponding to the setting check process executed by the main control board 300. In addition, the sub-CPU 320a repeatedly executes performance timer interrupt processes (random number update process, command reception process, performance button process, command transmission process, etc.) at regular intervals (for example, every 2 milliseconds) while the performance main process is being executed. The various processes are described below.

[0107] The power restoration notification process is a process that executes power restoration notifications such as displaying a power restoration screen on the main display device 131 for a predetermined period (e.g., 30 seconds) to let the player know that the game control status has returned to the state it was in before the power was cut off, lighting the performance lighting device 342 in a predetermined light color (e.g., white) for a predetermined period (e.g., 60 seconds), and outputting a power restoration notification sound (buzzer sound) from the audio output device 331 for a predetermined period (e.g., 30 seconds) to indicate that the power has been restored (from a power outage).

[0108] The RAM clear notification process is a process that executes a power-on notification such as displaying the initial power-on screen (background image and initial effect pattern "135") on the main display device 131 to make the player aware that the game control state has been initialized while the RAM clear process is being executed on the main control board 300, lighting up the effect lighting device 342 in a predetermined light color (e.g., white) for a predetermined period (e.g., 60 seconds), and outputting a power-on notification sound ("RWM has been cleared" + buzzer sound) from the audio output device 331 for a predetermined period (e.g., 30 seconds) indicating that the memory area has been initialized.

[0109] The setting change notification process is a process for executing a setting change notification during a setting change mode while the main control board 300 is executing a setting change process, such as displaying a setting change screen on the main display device 131 or the like indicating that a setting value is being changed, lighting all of the lighting devices for effect 342 in a predetermined light color (e.g., white) while the setting is being changed, or outputting a setting change notification sound ("settings are being changed") from the audio output device 331 indicating that the setting is being changed. The setting confirmation notification process is a process for executing a setting confirmation notification during a setting confirmation mode while the main control board 300 is executing a setting confirmation process, such as displaying a setting confirmation screen on the main display device 131 or the like indicating that the setting is being confirmed, lighting all of the lighting devices for effect 342 in a predetermined light color (e.g., white) while the setting is being confirmed, or outputting a setting confirmation notification sound ("settings are being confirmed") from the audio output device 331 indicating that the setting is being confirmed.

[0110] The random number update process is a process for updating various random numbers used in the effects (for example, effect symbol determination random numbers, chance-up random numbers). The command reception process is a process based on various commands transmitted from the main control board 300, including a game state setting process for setting the game state based on a game state designation command etc., which will be described later, a look-ahead process for determining whether or not to perform continuous effects, pseudo consecutive effects, icon change effects etc. based on a hold command, a performance pattern determination process for determining a performance pattern based on the core display performance designation table TS1, the performance symbol determination table TS2 and the chance-up determination table TS3, and a hold flag for storing a hold flag in the hold storage area 320c1 of the sub-RAM 320c when a hold command is received, and a hold table for displaying a hold on the main display device 131. The processing includes a hold processing for setting a display command, a pre-determination information shift processing for shifting pre-determination information in the pre-determination information storage area 320c3 of the sub-RAM 320c when a variation start command is received, a normal symbol effect processing for performing an effect corresponding to the variation of a normal symbol on the main display device 131 according to the result of the normal symbol determination, a pattern determination processing for displaying a fixed and stopped display of the varying effect symbol on the main display device 131 based on a pattern determination command, and a jackpot processing for performing an opening effect, ending effect, or round effect corresponding to an opening designation command in a jackpot game. The effect button processing is a processing for detecting input via the sword handle unit 135 (sword handle button detection switch 137) or the effect operation stick 136 and performing a predetermined effect. The command transmission processing is a processing for transmitting various commands generated by the various processing described above to the image / audio control board 330 and the lamp control board 340.

[0111] Here, the continuous effect is an effect that can be executed on the main display device 131, and is an effect that can be executed during the change start effect across multiple variable displays of the special symbol. This continuous effect may be composed of only one type of effect, or may include multiple types of effects. If the continuous effect includes multiple types of effects, one of the multiple types of effects may be selected and executed. Furthermore, the continuous effect may be executed for one variable display of the special symbol. Furthermore, the pseudo consecutive effect may be composed of only one type of effect, or may include multiple types of effects. If the pseudo consecutive effect includes multiple types of effects, one of the multiple types of effects may be selected and executed. Furthermore, the icon change effect is an effect that suggests the expectation (possibility) of a special game being executed by displaying a reserved icon or the icon displayed on the main display device 131 in a special display mode (special icon) that is different from the normal display mode (normal icon). Special display modes (special icons) come in a variety of colors, sizes, and shapes. For example, while normal icons are white, special icons are blue, green, red, gold, etc., and the expectation level increases in the order of white → blue → green → red → gold.

[0112] In addition to the above-described processing, the sub-CPU 320a also performs a presentation mode update process as a main presentation process. Specifically, the sub-CPU 320a determines whether update conditions (such as a change in the game state, winning a mode update lottery, or execution of a SP / SPSP reach effect resulting in a loss) for the presentation mode (presentation stage) that defines presentation elements (such as background images, presentation images, and background music) for the audio output device 331, the main display device 131, the first side display device 132, and the second side display device 133 have been met, and performs processing to update the presentation mode to one of a plurality of presentation modes if the update conditions have been met. Here, the "presentation modes" include presentation modes A to C that are set in the normal game state (low-probability non-time-shortened game state), presentation mode D that is set in the time-shortened game state 1 (high-probability time-shortened game state) described later, presentation mode E that is set in the time-shortened game state 2 (low-probability time-shortened game state) described later, and presentation mode F that is set in the time-shortened game state 3 (low-probability time-shortened game state). When the power is turned on and the game is controlled to the normal game mode (for example, after changing the settings, clearing the RWM, or checking the settings), the first presentation mode set is always presentation mode A. Regarding "BGM," there are also provided variable BGMs 1-3 that are output during the variable display of each of presentation modes A-C in the normal game mode, variable BGM 4 that is output during the variable display of presentation mode D in time-saving game state 1, variable BGM 5 that is output during the variable display of presentation mode E in time-saving game state 2, and variable BGM 6 that is output during the variable display of presentation mode F in time-saving game state 3. Furthermore, as background music that is output during the execution of various reach presentations, normal reach BGM, SP reach BGM, SPSP reach BGM, etc. are also provided. As will be described later, the variable BGM settings can be changed according to the player's operation; for example, it is possible to set variable BGM 4 to be output during presentation mode A.

[0113] (Explanation of special symbol stop processing) Next, the transition from the gaming state to the time-shortened gaming state 3 or the time-shortened gaming state 4 will be described with reference to Fig. 4-4 and Fig. 4-5. Fig. 4-4 is a flowchart explaining the special symbol stop processing, which is one of the processes in the main control board 300 described above. Fig. 4-5 is a flowchart explaining the transition determination processing to the time-shortened gaming state and the termination determination processing of the time-shortened gaming state, where (a) is a flowchart explaining the time-shortened gaming state 3 transition determination processing, (b) is a flowchart explaining the time-shortened gaming state 4 transition determination processing, and (c) is a flowchart explaining the time-shortened gaming state termination determination processing.

[0114] As shown in FIG. 4-4, immediately after the variable display of the special symbol stops, the main CPU 301a first executes a time-shortening 3 transition determination process to determine whether the gaming state has transitioned to the time-shortening gaming state 3 (S231), and then executes a time-shortening 4 transition determination process to determine whether the gaming state has transitioned to the time-shortening gaming state 4 (S232). Details of the time-shortening 3 transition determination process and the time-shortening 4 transition determination process will be described later.

[0115] Next, the main CPU 301a determines whether the display wait period (for example, about 0.5 seconds) has elapsed (S233). If it determines that the display wait period has not ended (NO in S233), it waits until it determines that it has ended. On the other hand, if it determines that the display wait period has ended (YES in S233), it executes the next step. The display wait period is a period set so that the player can recognize the stopped display of the special symbol in the current game. In other words, the variable display (start of variation) of the special symbol in the next game is prohibited until the display wait period ends.

[0116] Next, the main CPU 301a executes a time-saving game end determination process to determine whether or not the time-saving game has ended (S234). Details of the time-saving game end determination process will be described later. Next, the main CPU 301a sets a game state designation command corresponding to the game state of the game in a performance transmission data storage area of ​​the main RAM 301c (S235), determines whether or not the special symbol that has stopped in the game is a jackpot symbol (S236), and if it is determined to be a jackpot symbol (YES in S236), sets the special symbol special power processing data to "3" (big prize device opening control process) (S237). Here, the special symbol special electricity processing data is data used in the large prize device opening control process to control the operation of the first special symbol display 120, the second special symbol display 122 and the movable pieces 117b, 127b of the large prize opening, and is set, for example, so that in the case of "3", after the opening performance of the large prize game is executed, the movable pieces 117b etc. are opened and closed in a predetermined pattern for the large prize game state, in the case of "4", after the opening performance of the small prize game is executed, the movable pieces 117b etc. are opened and closed in a predetermined pattern for the small prize game, and in the case of "0", the movable pieces 117b etc. are not opened.

[0117] Next, the main CPU 301a executes initialization processing at the time of a jackpot to initialize various information (S238). In this initialization processing at the time of a jackpot, for example, the high probability flag that is ON in the high probability game state is changed to OFF and the game state is shifted to a low probability game state, or the time-saving flag that is ON in the time-saving game state is changed to OFF and the game state is shifted to a non-time-saving game state. In addition, initialization processing is executed to initialize the cumulative number of times "n" to "800 (times)", and initialization processing is executed to initialize the remaining number of times "M", which indicates the (remaining) number of times play can be continued in the time-saving game state, to "0". The time-saving flags include a first time-saving flag that is ON in time-saving game state 1, a second time-saving flag that is ON in time-saving game state 2, a third time-saving flag that is ON in time-saving game state 3, and a fourth time-saving flag that is ON in time-saving game state 4, and all of the time-saving flags are changed to OFF in the initialization process at the time of a jackpot. Also, the number of playable times "M" corresponds to each time-saving game state, such as the number of playable times "M1" in time-saving game state 1, the number of playable times "M3" in time-saving game state 2, the number of playable times "M4" in time-saving game state 3, and the number of playable times "M4" in time-saving game state 4, and all of the number of playable times "M" are initialized in the initialization process at the time of a jackpot.

[0118] Next, the main CPU 301a executes a jackpot start preparation process that determines the pattern for opening the movable piece 117b of the first large prize opening 117 and the movable piece 127b of the second large prize opening 127 in a jackpot game according to the special symbol (type of jackpot) (S239), sets an opening designation command according to the type of jackpot in a performance transmission data storage area (S240), sets an opening time according to the type of jackpot (S241), and ends the process when the special symbol stops. On the other hand, if the main CPU 301a determines in the above-mentioned step S236 that the special symbol that stopped in the game is not a jackpot symbol (NO in S236), it determines whether the stopped special symbol is a small prize symbol (S242), and if it determines that the stopped special symbol is a small prize symbol (YES in S242), it sets the special symbol special power processing data to "4" (large prize device opening control process) (S243), and ends the process when the special symbol stops. On the other hand, if the main CPU 301a determines in the above-mentioned step S232 that the special symbol that has stopped in the game is not a small winning symbol (NO in S242), it sets the special symbol special power processing data to "0" (S243) and terminates the processing when the special symbol has stopped.

[0119] In step S233 of the special symbol stop processing described above, the display wait period when transitioning to all time-saving game states is set to a constant value. However, this is not limited to this and various other modes may be used. For example, the display wait period when a time-saving symbol (such as special symbol J1) is displayed may be longer than the normal display wait period. More specifically, the display wait period when a time-saving symbol is displayed may be the same as the ending period of the jackpot game. Furthermore, during the display wait period when a time-saving symbol is displayed, a time-saving entry effect, which is an effect suggesting a transition to time-saving game state 4, may be executed, or the game may transition to time-saving game state 4 after the display wait period has ended. Furthermore, if a time-saving entry effect is executed when transitioning to time-saving game state 4 after the display wait period has ended, the effect symbols and small symbols described below may or may not be displayed during the display wait period.

[0120] As shown in FIG. 4-5(a), when the main CPU 301a starts executing the time-reduction 3 shift determination process, it first determines whether or not a jackpot has been won in the game (S261), and if it determines that a jackpot has been won (YES in S261), it terminates the time-reduction 3 shift determination process. On the other hand, if the main CPU 301a determines that a jackpot has not been won in step S261 (NO in S261), it determines whether or not the game is in a low-probability game state (normal game state or time-reduction game state 2) (S262), and if it determines that the game is not in a low-probability game state (NO in S262), it terminates the time-reduction 3 shift determination process. On the other hand, when the main CPU 301a determines in step S262 that the game is in a low-probability gaming state (YES in S262), it subtracts a value of "1" from the cumulative number of times "n" (S263), determines whether the cumulative number of times "n" has become "0" for the first time since the update (after the execution of the jackpot initialization process or RAM clear process in S238) (S264), and when it determines that the cumulative number of times "n" has not become "0" for the first time since the update (NO in S264), it terminates the time-reduction 3 transition determination process. On the other hand, when the main CPU 301a determines in step S264 that the cumulative number of times "n" has become "0" for the first time since the update (YES in S264), it sets the remaining number of times M3 of games in the time-reduction gaming state 3 to an initial value of "700" (S265), updates the time-reduction 3 flag to the ON state (S266), and terminates the time-reduction 3 transition determination process.

[0121] In this way, if the time-reduction 3 transition determination process is executed immediately after the stop display of the special symbol on the first special symbol display device 120 or the second special symbol display device 122, and if the jackpot is not won and the game is in a low-probability game state, the cumulative number of times "n" is subtracted. Furthermore, during the period from the end of the current jackpot game to the start of the next jackpot game, unless the RAM clear process is executed, the game will transition to the time-reduction game state 3 only once, and will not transition to the time-reduction game state 3 more than once. The main CPU 301c may transmit a time-reduction 3 remaining number command indicating the available number of plays "M3" to the performance control board 320 when the available number of plays "M3" is set to its initial value, or may transmit a time-reduction 3 remaining number command and a time-reduction 3 cumulative number command indicating the cumulative number of plays "n" when a game ends or starts. With this configuration, for example, even if the number of available plays "M3" or the cumulative number of plays "n" is erased on the performance control board 320, the performance control board 320 can refer to the remaining time-saving 3 command and the cumulative number of time-saving 3 commands that it receives periodically.

[0122] As shown in FIG. 4-5(b), when the main CPU 301a starts executing the time-shortening 4 transition determination process, it first determines whether the current game is in a low-probability non-time-shortening game state (S281), and if it determines that it is not in a low-probability non-time-shortening game state (NO in S281), it terminates the time-shortening 4 transition determination process. On the other hand, if the main CPU 301a determines in step S281 that it is in a low-probability non-time-shortening game state (YES in S261), it determines whether the time-shortening pattern J1 is displayed as stopped on the first special pattern display 120 or the second special pattern display 122 (S282), and if it determines that the time-shortening pattern J1 is displayed as stopped on the first special pattern display 120 or the second special pattern display 122 (YES in S282), it sets the available number of plays "M4" in time-shortening game state 4 to the initial value "100" (S283), updates the time-shortening 4 flag to the ON state (S286), and terminates the time-shortening 4 transition determination process. On the other hand, if the main CPU 301a determines in step S282 that the time-saving symbol J1 has not been displayed as stopped (NO in S282), it determines whether the first special symbol display device 120 or the second special symbol display device 122 has displayed the time-saving symbol J2 as stopped (S284), and if it determines that the time-saving symbol J2 has been displayed as stopped (YES in S284), it sets the number of plays available in time-saving game state 4 "M4" to the initial value "700" (S285), updates the time-saving 4 flag to the ON state in step S286, and ends the time-saving 4 transition determination process. On the other hand, if the main CPU 301a determines in step S284 that the time-saving symbol J2 has not been displayed as stopped (NO in S284), it ends the time-saving 4 transition determination process as is.

[0123] Thus, when the time-saving 4 transition determination process is executed immediately after the first special symbol display device 120 or the second special symbol display device 122 stops displaying a special symbol, if the time-saving symbol J1 stops as the special symbol, the game transitions to time-saving game state 4, where the number of available plays is "100 (plays)." If the time-saving symbol J2 stops as the special symbol, the game transitions to time-saving game state 4, where the number of available plays is "700 (plays)." Therefore, with this configuration, the player's interest in the game can be increased compared to when the number of available plays in time-saving game state 4 is fixed. Note that, similar to when executing the above-described time-saving 3 transition determination process, the main CPU 301c may transmit a time-saving 4 remaining number command indicating the number of available plays "M4" to the performance control board 320 when the number of available plays "M4" is set to the initial value or when game play ends or starts.

[0124] As shown in Figure 4-5 (c), when the main CPU 301a starts executing the time-shortening end determination process, it first determines whether the time-shortening 1 flag or the time-shortening 2 flag is in the ON state (S301), and if it determines that the time-shortening 1 flag or the time-shortening 2 flag is in the OFF state (NO in S301), it determines whether the time-shortening 3 flag is in the ON state (S305), and if it determines that the time-shortening 3 flag is in the OFF state (NO in S305), it determines whether the time-shortening 4 flag is in the ON state (S309), and if it determines that the time-shortening 4 flag is in the OFF state (NO in S309), it ends the time-shortening end determination process. In other words, if the game state is not a time-shortening game state, the time-shortening end determination process is not executed. As mentioned above, when a jackpot game is started during the special pattern stop processing, the jackpot initialization processing changes all of the time-saving flags, namely the time-saving 1 flag, the time-saving 2 flag, the time-saving 3 flag, and the time-saving 4 flag, to the OFF state (S238 in Figure 4-4), so the main CPU 301c will not execute the time-saving end determination processing during the jackpot game.

[0125] On the other hand, when the main CPU 301a determines in step S301 that the time-shortening 1 flag or the time-shortening 2 flag is in the ON state (YES in S301), it subtracts the value "1" from the available number of plays "M1" in the time-shortening gaming state 1 and the time-shortening gaming state 2 (S302), determines whether the available number of plays "M1" is "0" or not (S303), and when it determines that the available number of plays "M1" is "0" (YES in S303), it sets the time-shortening 1 flag or the time-shortening 2 flag to the OFF state (S304), and shifts the processing to step S305. In addition, when the main CPU 301a determines in step S303 that the available number of plays "M1" is not "0" (NO in S303), it also shifts the processing to step S305. By executing the processing from step S301 to step S304, unless a jackpot is won, the time-saving play in time-saving play state 1 and time-saving play state 2 can be continued up to 100 times, as indicated by the initial value "100" of the number of times playable "M1" in time-saving play state 1 and time-saving play state 2.

[0126] On the other hand, when the main CPU 301a determines in step S305 that the time-shortening 3 flag is in the ON state (YES in S305), it subtracts the value "1" from the number of times that can be played "M3" in the time-shortening gaming state 3 (S306), determines whether the number of times that can be played "M3" is "0" or not (S307), and when it determines that the number of times that can be played "M3" is "0" (YES in S307), it sets the time-shortening 3 flag to the OFF state (S308), and shifts the processing to step S309. In addition, when the main CPU 301a determines in step S307 that the number of times that can be played "M3" is not "0" (NO in S307), it also shifts the processing to step S309. By executing the processing from step S305 to step S308, unless a jackpot is won, the time-saving play in time-saving play state 3 can be continued up to 700 times, as indicated by the initial value "700" of the number of times playable in time-saving play state 3 "M1".

[0127] On the other hand, when the main CPU 301a determines in step S309 that the time-shortening 4 flag is in the ON state (YES in S309), it subtracts the value "1" from the number of times that can be played "M4" in the time-shortening game state 4 (S310), determines whether the number of times that can be played "M4" is "0" or not (S311), and when it determines that the number of times that can be played "M4" is "0" (YES in S311), it sets the time-shortening 4 flag to the OFF state (S312), and ends the time-shortening end determination process. In addition, when the main CPU 301a determines in step S311 that the number of times that can be played "M4" is not "0" (NO in S311), it also ends the time-shortening end determination process. By executing the processing from step S309 to step S312, unless a jackpot is won, the time-saving play in time-saving play state 4 can be continued up to 700 times, as indicated by the initial value "700" of the number of times playable in time-saving play state 4 "M1".

[0128] In this way, in the time-shortening end determination process, when an end trigger for a time-shortening game state (time-shortening game state 1, time-shortening game state 2, time-shortening game state 3, time-shortening game state 4) is established, the time-shortening game state is ended by changing the time-shortening flag (time-shortening flag 1, time-shortening flag 2, time-shortening flag 3, time-shortening flag 4) corresponding to that time-shortening game state to the OFF state. Note that in the time-shortening end determination process, the number of available plays "M (M1, M2, M3, M4)" is subtracted each time the variable display of either the first special symbol display 120 or the second special symbol display 122 is stopped.

[0129] Furthermore, in the above-described time-saving end determination process, each time-saving game state is set to end when the available play count "M (M1, M2, M3, M4)" becomes "0," i.e., when the total number of variable displays on the first special symbol display 120 and the second special symbol display 122 reaches a predetermined initial value. However, this is not limited to this, and various other modes may be used. For example, each time-saving game state may end upon the first of the following triggers: when the total number of variable displays on the first special symbol display 120 and the second special symbol display 122 reaches 50, when the number of variable displays on the second special symbol display 122 reaches 5, or when a small win is first won. Furthermore, the trigger for ending each time-saving game state may be different. For example, the time-saving game state 1 ends when the total number of variable displays on the first special symbol display 120 and the second special symbol display 122 reaches 50 times, when the number of variable displays on the second special symbol display 122 reaches 5 times, or when a small win is first won, and the time-saving game state 3 ends when the total number of variable displays on the first special symbol display 120 and the second special symbol display 122 reaches 500 times, when the number of variable displays on the second special symbol display 122 reaches 5 times, or when a small win is first won. The time-saving game state 4 may be ended when the first of the following occurs: when the total number of variable displays on the first special pattern display 120 and the second special pattern display 122 reaches 30; when the number of variable displays on the second special pattern display 122 reaches 6; or when the small prize is won three times.

[0130] With reference to Figure 4-6, the end of the time-shortened gaming state 3 and the time-shortened gaming state 4 will now be described. Figure 4-6 is a diagram illustrating the end of the time-shortened gaming state 3 and the time-shortened gaming state 4, with (a) illustrating a case where a jackpot game occurs during the time-shortened gaming state 3 and the time-shortened gaming state 3 ends, and (b) illustrating a case where a jackpot game occurs during the time-shortened gaming state 4 and the time-shortened gaming state 4 ends. Note that Figure 4-6 illustrates the jackpot game period (including the opening period and the ending period), the operation periods of the time-shortened gaming state 1, the time-shortened gaming state 3, and the time-shortened gaming state 4, and the available number of plays "M1," "M3," and "M4."

[0131] As shown in FIG. 4-6(a), when a jackpot game is started at time tb1 during time-shortened game state 3, jackpot initialization processing is executed at time tb1. Therefore, the number of playable times "M3" in time-shortened game state 3 at time tb1 is updated from "500" to "0," and time-shortened game state 3 ends. Furthermore, at time tb2 when the jackpot game ends, the number of playable times "M1" in time-shortened game state 1 is reset to the initial value "100," and the game is transitioned to time-shortened game state 1, and time-shortened game state 3 is not resumed. Thus, when a jackpot is won during time-shortened game state 3, time-shortened game state 3 may be terminated without resuming time-shortened game state 3 after the jackpot game, so that the maximum number of playable times "700" in time-shortened game state 3 can be consumed.

[0132] As shown in FIG. 4-6(b), when a jackpot game is started at time tc1 during time-shortened game state 4, jackpot initialization processing is executed at time tc1. Therefore, the number of playable times "M4" in time-shortened game state 4, which was "10" at time tc1, is updated to "0," and time-shortened game state 4 ends. Furthermore, at time tc2 when the jackpot game ends, the number of playable times "M1" in time-shortened game state 1 is reset to the initial value "100," and the game is transitioned to time-shortened game state 1, and time-shortened game state 4 is not resumed. Thus, even when a jackpot is won during time-shortened game state 4, time-shortened game state 4 may be ended without resuming the time-shortened game state 4 after the jackpot game, so that the maximum number of playable times "700" in time-shortened game state 4 can be consumed.

[0133] (Explanation of information display 302c) Next, the information display 302c of this embodiment will be described with reference to FIGS. 4-7 and 4-8. FIG. 4-7 is a diagram illustrating the details of the information display 302c. FIG. 4-8 is a diagram illustrating a specific example of the counting period of the base value B. Here, the base value B is a numerical value calculated by dividing the total number of prize balls paid out in a specific section of the normal game mode (low-probability non-time-saving game mode) by the number of outs (the total number of game balls shot out). The number of outs is the number of game balls detected by an out ball detection switch (not shown). For example, the number of game balls detected by the out ball detection switch is game balls that have entered the out hole 111, a start hole such as the first start hole 112, a prize hole such as the first large prize hole 117, or a general prize hole (not shown).

[0134] As shown in FIG. 4-7(a), first, various counters (a base calculation out counter, a base calculation prize ball counter, and a total out counter) provided in the main RAM 301c are used to control the display of the base value B on the information display 302c. The base calculation out counter counts the number of outs in a specific interval. For example, each time a game ball is detected by the out ball detection switch, a value of "1" is added to the base calculation out counter. The base calculation prize ball counter counts the number of prize balls in a specific interval. For example, the base calculation prize ball counter is incremented by a value of "10" when a game ball enters a regular prize slot, by a value of "15" when a game ball enters a prize slot such as the first large prize slot 117, and by a value of "3" when a game ball enters a start slot such as the first start slot 112. The total out counter counts the number of outs since the power was first turned on (hereinafter, sometimes referred to as the "total number of outs"). The main CPU 301a then calculates a base value B for a specific interval by multiplying the result of dividing the value of the base calculation prize ball counter by the value of the base calculation out counter by the value "100," and stores (stores) the base value B for that interval each time a predetermined interval ends. In this embodiment, the base value B is stored each time the number of outs reaches 60,000. Specifically, the main CPU 301a calculates and stores the base value B from the current values ​​of the base calculation prize ball counter and the base calculation out counter each time the total out counter is incremented by the value "60,000," and initializes the base calculation prize ball counter and the base calculation out counter. In this embodiment, the period during which the base calculation out counter and the base calculation prize ball counter are incremented is referred to as a "counting period," and periods other than the counting period are sometimes referred to as a "non-counting period."

[0135] As shown in Figure 4-7(b), next, 60,000 outs are counted in section 3, then 60,000 outs are counted in section 2, then 60,000 outs are counted in section 1, and then section L (where the number of outs is less than 60,000 (0 to 59,999)) begins. Here, the base value B for section 3 is set to "B3", the base value B for section 2 is set to "B2", the base value for section 1 is set to "B1", and the base value B for section L is set to "BL". On the information display 302c for such section L, the base value BL for section L (real time), the base value B1 for section 1, the base value B2 for section 2, and the base value B3 for section 3 are displayed, switching in this order approximately every 5 seconds. Furthermore, when the number of outs in section L reaches 60,000, the base value BL of section L is stored as the base value B of the newest section, the base value B1 of section 1 is stored as the base value B of the next newest section, the base value B2 of section 2 is stored as the base value B of the third newest section, and the base value B3 of the oldest section 3 is discarded. In other words, when one section ends (60,000 outs are counted), the base value B of that section is saved as the base value B of the previous section, and the base value B of the oldest section is discarded. In this embodiment, these base values ​​B are continuously displayed on the information display 302c, including the period during which play is possible.

[0136] As shown in FIG. 4-7(c), the information display 302c is composed of four seven-segment displays 302ca to 302cd. As described above, the two seven-segment displays 302cc and 302cd display the two-digit base value B in the order of base value BL, base value B1, base value B2, and base value B3, switching approximately every five seconds. If the base value B is greater than the numeric value "100," "99." is displayed (the dot display section lights up). Furthermore, the two seven-segment displays 302ca and 302cb display identification information "bL," "b1," "b2," and "b3," which correspond to the base values ​​B displayed on the two seven-segment displays 302cc and 302cd and enable identification of which interval of the base value B is displayed. Specifically, on the two 7-segment displays 302ca and 302cb of the information display 302c, the identification information "bL" is displayed during the period when the base value BL of section L is displayed, the identification information "b1" is displayed during the period when the base value B1 of section 1 is displayed, the identification information "b2" is displayed during the period when the base value B2 of section 2 is displayed, and the identification information "b3" is displayed during the period when the base value B3 of section 3 is displayed.

[0137] Here, the display mode on the information display 302c in each of sections L to 3 will be explained in more detail. For example, when the total number of outs is less than 60,000 and the identification information "b1," "b2," and "b3" are displayed, the base value B may not be calculated. When the total number of outs is less than 60,000, each identification information is displayed in a flashing manner on the seven-segment displays 302ca and 302cb, and the special symbol "--" is displayed in a lit state on the seven-segment displays 302cc and 302cd. Furthermore, when the total number of outs is greater than 60,000 and less than 120,000, the base value B1 is calculated, but the base value B2 for the identification information "b2" and the base value B3 for the identification information "b3" may not be calculated. In this way, when the total number of outs is greater than or equal to 60,000 but less than 120,000, during the period when the identification information "b1" is displayed, the identification information is displayed lit and the base value B1 is displayed lit, but during the period when the identification information "b2" and "b3" are displayed, each identification information is displayed flashing and the special symbol "--" is displayed lit. Furthermore, when the total number of outs is greater than or equal to 120,000 but less than 180,000, the base value B1 and base value B2 are calculated, but the base value B3 for the identification information "b3" may not be calculated. In this way, when the total number of outs is greater than or equal to 120,000 but less than 180,000, during the period when the identification information "b1" or "b2" is displayed, the identification information is displayed lit and the base value B1 or base value B2 is displayed lit, and during the period when the identification information "b3" is displayed, the identification information is displayed flashing and the special symbol "--" is displayed lit. As described above, in this embodiment, during the period in which the identification information "bL" is displayed, the real-time base value BL is displayed, but if the number of normal outs in section L is not sufficiently large, it may be difficult to calculate an accurate (original) base value B. In such a case, for example, if the number of normal outs in section L is less than 6,000, the identification information "bL" may be displayed in a flashing manner, and if the number of normal outs is 6,000 or more, the identification information "bL" may be displayed in a lit state.With this type of display mode, whether the number of normal outs in section L is sufficiently high is essentially notified, allowing the administrator of the gaming machine 100 to evaluate the base value B after taking into consideration whether the number of normal outs in section L is sufficient.

[0138] Incidentally, before a player actually plays, an administrator typically checks the operation of the gaming machine 100. This check includes checking whether gaming balls are properly detected by various detection switches (such as an out ball detection switch). When this check is performed, for example, in a configuration in which the base calculation prize ball counter and the base calculation out counter are incremented immediately after the gaming machine 100 is first powered on, the base value B calculated immediately after the first power-on may differ from the base value B calculated during actual play. In such a case, in this embodiment, the base calculation prize ball counter and the base calculation out counter may not be incremented until the total out counter reaches a predetermined value (e.g., the value "300"). This prevents the base value immediately after the first power-on from differing.

[0139] Here, we will specifically explain the counting process, which is one of the processes executed in the main processing on the main control board 300, and which counts the number of prize balls and the number of outs to calculate a base value B in the normal game state (low-probability non-time-shortened game state), and the base display process, which displays the base value B on the information display 302c. When the counting process is executed, the main CPU 301a adds a numerical value "10" (the number of prize balls corresponding to the normal prize opening) to the prize ball counter for base calculation when a game ball enters a normal prize opening and is detected by the general prize opening detection switch in the normal game state, adds a numerical value "3" when a game ball is detected by the first prize opening detection switch 304 or the second prize opening detection switch 305, and adds a numerical value "15" when a game ball is detected by the first prize opening detection switch 306a or the second prize opening detection switch 306b. Furthermore, when a gaming ball is detected by the out ball detection switch in the normal gaming state, the main CPU 301a adds a value "1" to the base calculation out counter. Note that in gaming states other than the normal gaming state, no values ​​are added to the base calculation prize ball counter and the base calculation out counter. After executing the counting process, the main CPU 301a calculates a base value from the normal prize ball count and normal out count counted in the above-mentioned counting process, and executes a base display process, which is a process for displaying the identification information and the base value B on the information display 302c. By executing this base display process, the identification information and the base value B are displayed on the information display 302c in the manner described above.

[0140] Next, referring to FIG. 4-8, a specific example of the counting period, which is a period during which the counting process required to display the base value B on the information display 302c is performed, will be described. First, FIG. 4-8(a) is a diagram for explaining a specific example of the counting period before and after a transition from a low-probability non-time-shortened gaming state (normal gaming state) to time-shortened gaming state 3. Also, FIG. 4-8(b) is a diagram for explaining a specific example of the counting period before and after a transition from a low-probability non-time-shortened gaming state (normal gaming state) to time-shortened gaming state 4. Furthermore, FIG. 4-8(c) is a diagram for explaining another specific example of the counting period before and after a transition from a low-probability non-time-shortened gaming state (normal gaming state) to time-shortened gaming state 4. Note that the counting period in the following description refers to a period during which the above-mentioned counting process is performed, and the non-counting period refers to a period during which the counting process is not performed.

[0141] As shown in FIG. 4-8(a), here, we will explain a case where the 800th game (variable display of special symbols) in the low-probability non-time-saving game state starts at time tn1, a losing symbol is displayed as a static symbol during the 800th game, and at time tn2, the losing symbol is displayed as a static symbol and the cumulative number of times "n" of the first predetermined condition becomes "0." In such a case, the low-probability non-time-saving game state before time tn2 becomes the counting period, and the time-saving game state 3 from time tn2 onwards becomes the non-counting period. We will also explain a case where a jackpot game is not won in time-saving game state 3, and the final game in time-saving game state 3 (variable display of special symbols for the 700th time) starts at time tn3, a losing symbol is displayed as a static symbol during the final game at time tn4, and the number of times available for play becomes "0 (games)." In such a case, the game enters a low-probability non-time-saving game state from time tn4 onwards, and the counting period resumes from time tn4. Note that, in the above description, the start point of the non-counting period at the time of transition to time-saving game state 3 was set to time tn2, but it may also be set to time tn1. Also, the restart point of the counting period at the time of transition to a low-probability non-time-saving game state after the end of time-saving game state 3 was set to time tn4, but it may also be set to time tn3.

[0142] As shown in Figure 4-8(b), this section describes a case where a game in which the time-saving symbol J2 is displayed as a static display in a low-probability non-time-saving game state begins at time t01, and the time-saving symbol J2 is displayed as a static display at time t02. In such a case, the low-probability non-time-saving game state prior to time t02 constitutes the counting period, and the time-saving game state 4 from time t02 onward constitutes the non-counting period. Also, a case where a jackpot game is not won in time-saving game state 4, and the final game in time-saving game state 4 (the 700th special symbol variable display) begins at time t03, and a losing symbol is displayed as a static display in that final game at time t04, and the number of available plays becomes "0" is described. Note that, at this time, the cumulative number "n" of the first predetermined condition is not "0." In such a case, the game enters a low-probability non-time-saving game state from time t04 onward, and the counting period resumes from time t04. For example, if a time-saving symbol J1 or the like is displayed as a stopped symbol in the final game of time-saving game state 4, the counting period may be resumed in the same manner as when a losing symbol is displayed as a stopped symbol, as described above. Also, if a small win symbol is displayed as a stopped symbol in the final game of time-saving game state 4, the counting period may be resumed after the small win game ends. Furthermore, although the start point of the non-counting period upon transition to time-saving game state 4 was set to time t02 in the above description, it may also be set to time t01. Furthermore, although the restart point of the counting period upon transition to a low-probability non-time-saving game state after the end of time-saving game state 4 was set to time t04, it may also be set to time t03.

[0143] As shown in FIG. 4-8(c), a case will be described in which a game in which the time-saving symbol J2 is displayed as a static display in a low-probability non-time-saving game state begins at time tp1, and the time-saving symbol J2 is displayed as a static display at time tp2. In such a case, the low-probability non-time-saving game state prior to time tp2 is the counting period, and the time-saving game state 4 from time tp2 onward is the non-counting period. Also, a case will be described in which a jackpot game is not won in time-saving game state 4, and the final game of time-saving game state 4 (the 700th special symbol variable display) begins at time tp3, and a losing symbol is displayed as a static display in the final game at time tp4, and the number of available plays becomes "0." At this time, it is assumed that the cumulative number "n" of the first predetermined condition becomes "0." In such a case, time-saving game state 3 begins from time tp4 onward, and the non-counting period continues even after time tp4. In addition, if the cumulative number of times "n" of the first predetermined condition becomes "0" in the final game of the time-saving game state 4, the non-counting period will continue even if the time-saving pattern J1 or a small winning pattern is displayed in the game.

[0144] (Examples of display effects for each mode) 5-1 and 5-2, we will explain examples of presentation displays (before change, before stop, etc.) for each presentation mode on the main display device 131, and examples of presentation displays for the number of reserved items. Fig. 5-1 is a diagram showing examples of presentation displays (before change, before stop, etc.) for each presentation mode on the main display device 131, and Fig. 5-2 is a diagram showing an example of presentation displays for the number of reserved items on the main display device 131.

[0145] As shown in Figures 5-1 and 5-2, the main display device 131 displays various effects according to the progress of the game. The display effects include a customer waiting demo effect that is performed when the variable display of the special symbol is not being executed, a variable effect accompanied by a variable display (pre-variation action, update variation) of the effect symbol 50a that is performed while the variable display of the special symbol is being executed, a variable display (update variation) of the special symbol TZ (so-called fourth symbol) that is performed while the variable display of the special symbol is being executed, and a jackpot effect that is performed while a jackpot game is being executed. The display section (effective display area) of the main display device 131 is formed with a variable display area for displaying the three effect symbols 50a (left symbol, center symbol, right symbol), a mode display area for indicating the effect mode related to the execution of the variable effect, and the like. In addition, the main display device 131 is formed with a first hold icon display area 50b for displaying a number of first hold icons (first hold information) corresponding to the first hold number in normal game mode, a second hold icon display area 50d (not shown) for displaying a number of second hold icons (second hold information) corresponding to the second hold number in time-saving game mode, an icon display area 50c for displaying the icon (execution information) indicating that a variable effect is being executed, a first hold number display area SA for displaying the first hold number numerically, and a second hold number display area SB for displaying the second hold number numerically.

[0146] The effect symbols 50a are composed of symbols representing numbers from "1" to "9," for example, and begin to change in response to the start of the changing display of the special symbols executed by the first special symbol display device 120 and the second special symbol display device 122, and are stopped in response to the stop of the changing display of the special symbols. The effect symbols 50a are also stopped and displayed for a predetermined time (e.g., 0.5 seconds) in a mode (miss mode, jackpot mode) that notifies the result of the jackpot determination. The jackpot mode is a combination of the same effect symbols 50a, such as "777" or "555," while the miss mode is any other mode. The changing display mode of the effect symbols 50a is vertical scrolling, but it may also be horizontal scrolling, or may be switched on the spot or rotated (spinning). In addition, during the changing display (changing performance) of the performance pattern 50a, various performance images such as background images and characters, movies, etc. are displayed on the main display device 131, etc., depending on the result of the jackpot determination, thereby increasing the player's anticipation for the execution of a jackpot game (special game).

[0147] The first hold icon display area 50b is divided into a first display section 50b1 (first area), a second display section 50b2 (second area), a third display section 50b3 (third area), and a fourth display section 50b4 (fourth area) from the side closest to the icon display area 50c, and the first display section 50b1 to the fourth display section 50b4 display a number of first hold icons corresponding to the first hold number. Specifically, the first display unit 50b1 displays a first hold icon indicating the first hold information in which the first special symbol variable display is executed first, the second display unit 50b2 displays a first hold icon indicating the first hold information in which the first special symbol variable display is executed second, the third display unit 50b3 displays a first hold icon indicating the first hold information in which the first special symbol variable display is executed third, and the fourth display unit 50b4 displays a first hold icon indicating the first hold information in which the first special symbol variable display is executed fourth. Note that the second hold icon display area 50d is divided into a first display unit 50d1, a second display unit 50d2, a third display unit 50d3, and a fourth display unit 50d4 from the side closest to the icon display area 50c, and the first display unit 50d1 to the fourth display unit 50d4 display second hold icons in the number corresponding to the second hold number.

[0148] The icon display area 50c is larger than the display areas of the first hold icon display area 50b to clearly distinguish it from the first hold icon display area 50b and the second hold icon display area 50d, and the displayed icon is also displayed in a larger size than the first hold icon. Specifically, for example, as the variable display of the first special symbol (effect symbol 50a) begins, the first hold icon displayed in the first hold icon display area 50b moves (shifts) one by one toward the icon display area 50c, and the first hold icon displayed in the first display unit 50b1 moves (shifts) to the icon display area 50c, becoming the icon, and the icon disappears (deletes) (disappears (deletes) the icon) when the variable display of the first special symbol (effect symbol 50a) ends. Note that the icon may disappear during the variable display of the first special symbol (effect symbol 50a).

[0149] As shown in Figure 5-1 (a), in presentation mode A (normal game state), the mode A background image is always displayed in a state of horizontal scrolling or scene change (presentation operation), presentation pattern 50a is displayed in the first form (rectangular base image BG, character image CG, number image SG surrounded by hexagonal images), special pattern TZ is displayed in a common form (number image) common to all presentation modes, and cumulative number image RK indicating the number of games corresponding to the cumulative number "n" described above is displayed. Then, the presentation pattern 50a of the first form scrolls downward (update fluctuation) in the variable presentation, and as a pre-variation operation suggesting the start of this scrolling display, a floating display in which the pattern floats upward from the stopping position is performed for 0.75 seconds, and as a pre-stop operation suggesting the end of this scrolling display, a display in which the character image CG shakes its head at the stopping position of the pattern is performed for 0.9 seconds. In addition, in the icon display area (first pending icon display area 50b, icon display area 50c), the normal icon is displayed in a first form (hexagonal). The normal icon in the first form is configured to perform a swinging motion (presentation motion) that always repeats with one cycle of 2 seconds, from a first position (initial position) tilted to the left, to a second position tilted to the right, and then back to the first position. In addition, during the variable display in presentation mode A, variable BGM1 is output. Furthermore, the cumulative count image RK is not displayed before the cumulative count "n" in the normal game state reaches a predetermined number (for example, 780 times), and begins to be displayed after the predetermined number is reached, and is updated to an image of a number incremented by "1" each time one game in the normal game state ends (stop display with a losing symbol, etc.).

[0150] As shown in FIG. 5-1(b), in presentation mode B (normal game state), the mode B background image is always displayed in a state of horizontal scrolling or scene change (presentation operation), the presentation pattern 50a is displayed in the second form (a lantern-shaped base image BG, a character image CG, and a number image SG surrounded by a hexagonal image), the special pattern TZ is displayed in a common form (number image) common to all presentation modes, and the cumulative number image RK is displayed in the same form as the presentation mode A described above. The presentation pattern 50a in the second form scrolls downward (updates and changes) in the change presentation, but as a pre-change operation before starting this scroll display (update operation), the presentation pattern 50a is reduced and displayed for 0.5 seconds, and as a pre-stop operation before ending this scroll display (update operation), the presentation pattern 50a is reduced and displayed normally at the pattern stop position for 0.5 seconds. In addition, in the icon display area (first pending icon display area 50b, icon display area 50c), the normal icon is displayed in the second mode (shuttle shape). The normal icon in the second mode is configured to repeatedly perform a swinging motion (performance motion) from a first position (initial position) tilted to the left, via a second position tilted to the right, to the first position again, with one cycle of 2 seconds while displayed on the main display device 131. In addition, during the variable display in performance mode B, variable BGM2 is output.

[0151] As shown in FIG. 5-1(c), in presentation mode C (normal game state), the mode C background image is always displayed in a state of horizontal scrolling or scene change (presentation operation), the presentation pattern 50a is displayed in the third form (R-chamfered rectangular base image BG, character image CG, number image SG surrounded by R-chamfered hexagonal image), the special pattern TZ is displayed in a common form (number image) common to all presentation modes, and the cumulative number image RK is displayed in the same form as the presentation mode A described above. Then, the presentation pattern 50a of the third form scrolls downward (updates and changes) in the change presentation, but as a pre-change operation before starting this scroll display (update and change), the presentation pattern 50a is enlarged and displayed for 0.5 seconds, and as a pre-stop operation before ending this scroll display (update and change), the presentation pattern 50a is rotated and displayed at the pattern stop position for 0.7 seconds. In addition, in the icon display area (first pending icon display area 50b, icon display area 50c), normal icons are displayed in the third form (star shape). The normal icon in the third form rotates from a first position (initial position) in which the specific apex is located at the top, passes through a second position in which the specific apex has moved, and then returns to the first position, a rotational movement (performance movement) that is always repeated every 3 seconds. In addition, during the variable display in performance mode C, variable BGM3 is output.

[0152] Although the cumulative count image RK has a common appearance in the above-described presentation modes A to C, it may have a different appearance depending on the presentation mode. For example, the character font may be different, or the size may be different. Furthermore, although the cumulative count image RK is assumed to start displaying after the cumulative count in the normal game state reaches a predetermined number (e.g., 790 times), it may be constantly displayed during the normal game state. Furthermore, while the cumulative count image RK indicates the number of games corresponding to the above-described cumulative count "n," this is not limited to this. For example, it may be displayed in a manner that indicates the number of games until transition to time-saving game state 3. Specifically, it may be displayed in a manner that indicates the number of games until transition to time-saving game state 3, such as "20 more games until play time starts (transition to time-saving game state 3)!!" to encourage anticipation of transition to time-saving game state 3.

[0153] As shown in FIG. 5-1(d), in presentation mode D (time-saving game state 1), the mode D background image is always displayed in a state of horizontal scrolling or scene change (presentation operation), presentation pattern 50a is displayed in the fourth form (rectangular base image BG, number image SG), special pattern TZ is displayed in a common form (number image) common to all presentation modes, remaining number image JK indicating the remaining number of plays available in time-saving game state 1 (corresponding to the number of plays available "M1") is displayed, and right-hit image MG indicating a right hit is displayed. The presentation pattern 50a in the fourth form scrolls downward (updates and changes) in the change presentation, and as a pre-change operation indicating the start of this scrolling display, a floating display in which the pattern floats upward from the stop position is displayed for 0.4 seconds, and as a pre-stop operation indicating the end of this scrolling display, a bounding display in which the pattern floats upward from the stop position and then falls downward is displayed for 0.4 seconds. The bounce display, which is the pre-stop action, has a similar presentation to the floating display, which is the pre-variation action, but the bounty display has a faster movement speed of the presentation symbol 50a and a lower floating height. In the icon display area (second reserved icon display area 50d, icon display area 50c), the normal icon is displayed in the fourth form (round). The normal icon in the fourth form rotates from the first position (initial position) with the internal black dot at the top, passes through the second position where the black dot moves, and then returns to the first position, a rotational motion (presentation motion) that is constantly repeated every three seconds. During the variable display in presentation mode D, variable BGM4 is output. Furthermore, the remaining number image JK is updated to an image with a value subtracted by "1" each time a game in time-saving game state 1 is completed (stop display with a losing symbol, etc.). The right hit image MG is displayed while the right hit lamp is lit, and is not displayed while the right hit lamp is off.

[0154] As shown in FIG. 5-1(e), in presentation mode E (time-saving game state 2), the mode E background image is always displayed in a state of horizontal scrolling or scene change (presentation operation), presentation pattern 50a is displayed in the fourth form (rectangular base image, number image), special pattern TZ is displayed in a common form (number image) common to all presentation modes, remaining number image JK indicating the remaining number of plays available in time-saving game state 2 (corresponding to the number of plays available "M2") is displayed, and right-hit image MG indicating a right hit is displayed. The presentation pattern 50a in the fourth form scrolls downward (updates and changes) in the variable presentation, and as a pre-change operation indicating the start of this scrolling display, a floating display in which the pattern floats upward from the stop position is performed for 0.4 seconds, and as a pre-stop operation indicating the end of this scrolling display, a rotating (small) display of presentation pattern 50a is performed at the stop position for 0.4 seconds. In addition, in the icon display area (second reserved icon display area 50d, icon display area 50c), the normal icon is displayed in the fourth form (circular). The normal icon in the fourth form rotates from a first position (initial position) in which the internal black dot is located at the top, passes through a second position in which the black dot moves, and then returns to the first position, a rotational movement (presentation movement) that is always repeated in a cycle of 3 seconds. In addition, during the variable display in presentation mode E, variable BGM 5 is output. Furthermore, the remaining number image JK is updated to an image with a number subtracted by "1" each time one play in time-saving game state 2 ends (stop display with a losing symbol, etc.). The right hit image MG is displayed while the right hit lamp is lit, and is hidden while the right hit lamp is off.

[0155] As shown in FIG. 5-1(f), in presentation mode F (time-saving game state 3), the mode F background image is always displayed in a state of horizontal scrolling or scene change (presentation operation), presentation pattern 50a is displayed in the fourth form (rectangular base image, number image), special pattern TZ is displayed in a common form (numerical image) common to all presentation modes, remaining number image JK indicating the remaining number of plays available in time-saving game state 3 (corresponding to the number of plays available "M3") is displayed, and right-hit image MG indicating a right hit is displayed. Then, presentation pattern 50a in the fourth form is scrolled downward (updated and changed) in the variable presentation, and as a pre-variation operation indicating the start of this scrolling display, presentation pattern 50a is displayed in a reduced size for 0.4 seconds, and as a pre-stop operation indicating the end of this scrolling display, a bound (small) display floating upward from the pattern stop position is displayed for 0.4 seconds. In addition, in the icon display area (second reserved icon display area 50d, icon display area 50c), the normal icon is displayed in the fifth form (pentagon). The normal icon in the fifth form rotates from a first position (initial position) in which the specific apex is located at the top, passes through a second position in which the specific apex has moved, and then returns to the first position, a rotational movement (presentation movement) that is always repeated in a cycle of 3 seconds. In addition, during the variable display in presentation mode F, variable BGM 6 is output. Furthermore, the remaining number image JK is updated to an image with a number subtracted by "1" each time one play in time-saving game state 3 is completed (stop display with a losing symbol, etc.). The right hit image MG is displayed while the right hit lamp is lit, and is hidden while the right hit lamp is off.

[0156] In addition, even if the performance pattern 50a executes any of the multiple types of pre-change operations (floating display, enlarged display, reduced display) in the change performance, the start order of the pre-change operations and scroll display (update change) of the three performance patterns 50a is set to be the same (left → center → right), but the start order of the pre-change operations and scroll display (update change) of the three performance patterns 50a may be set to be different depending on the type of multiple types of pre-change operations (floating display: left → center → right, enlarged display: center → left → right, reduced display: right → center → left, etc.). Also, multiple types of pre-change operation modes of the performance pattern 50a may be provided for each performance mode so that the probability of winning is different. Furthermore, even if the performance pattern 50a executes any of the multiple types of pre-stop actions (head shaking display, shrinking → normal display, rotating display, bouncing display, rotating (small) display, bouncing (small) display) in the variable performance, the order of pre-stop actions and temporary stops of the three performance patterns 50a is made the same (left → right → center), but the order of pre-stop actions and temporary stops of the three performance patterns 50a may be made different depending on the type of multiple types of pre-stop actions (head shaking display: left → right → center, rotating display: left → center → right, etc.). Furthermore, multiple types of pre-stop action modes of the performance pattern 50a may be provided for each performance mode so that the likelihood of a jackpot is different.

[0157] Although the details of the presentation mode corresponding to time-saving game state 4 are not described, it may be the same as presentation mode F corresponding to time-saving game state 3, or it may be different from presentation modes A to F described above. For example, presentation mode G may be configured such that the background image and background music of presentation mode F are replaced by the background image and background music of mode G. Furthermore, the presentation patterns 50a in time-saving game states 1 to 4 may also be different. Since the background images and background music are different in each of time-saving game states 1 to 4, the player can easily recognize the type of time-saving game state they are in after transitioning to time-saving game states 1 to 4. Furthermore, although the presentation modes are different in each of time-saving game states 1 to 4, the same presentation mode is used during each time-saving game. However, the presentation mode may be changed depending on the number of available plays during each time-saving game. For example, in time-saving game state 3, when the number of plays available "M3" reaches "100" (when 600 plays have been played in time-saving game state 2), the presentation mode may be changed from F to a different presentation mode.

[0158] Furthermore, although the remaining number image JK has a common form in the above-mentioned presentation modes D to F, etc. (time-shortened game states 1 to 4), it may have a different form depending on the presentation mode, for example, it may have a different character font or a different size. Also, depending on the above-mentioned presentation modes D to F, etc. (time-shortened game states 1 to 4), it may be set so that the remaining number image JK is displayed or not displayed. Furthermore, the remaining number image JK may be always displayed during each time-shortened game state, or it may be displayed only until a predetermined number of games have been played after transition to each time-shortened game state, after the available number of games "M" has reached a predetermined number, or for a predetermined period during the time-shortened game state. For example, the remaining number of times image JK may be displayed in time-saving play state 1 (presentation mode D) and time-saving play state 2 (presentation mode E), and the remaining number of times image JK may not be displayed in the early stages of play after transitioning to time-saving play state 3 (presentation mode F), etc., and the remaining number of times image JK may begin to be displayed after the number of times available for play in time-saving play state 3, "M3," has been reduced to "100."

[0159] The first hold icon display area 50b, the icon display area 50c, and the second hold icon display area 50d are assumed to have a common appearance across all presentation modes, but may have different appearances for each presentation mode, such as different colors, decorations, or shapes. In addition, in the presentation modes D to F, a display indicating the current game status may be displayed. For example, a display such as "Time-saving 1 mode," "Time-saving 2 mode," or "Time-saving 3 mode" may be displayed at the top of the main display device 131. Furthermore, the first hold number display area SA, the second hold number display area SB, and the special symbol TZ are displayed in different positions in presentation modes A to C and in presentation modes D to F, but they may be displayed in the same position, such as the lower right or lower left corner of the main display device 131.

[0160] Here, we will explain the time-saving effect symbols that correspond to the time-saving symbols and are composed of three predetermined effect symbols 50a. As described above (see Figure 3-4 (a-4)), the time-saving symbols are set as special symbols J1 that correspond to a transition to time-saving game state 4 where the number of available plays is 100, and special symbols J2 that correspond to a transition to time-saving game state 4 where the number of available plays is 700. The time-saving effect symbols that correspond to these special symbols J1 and J2 may be composed of the same effect symbol 50a (e.g., "151"), or may be composed of different effect symbols 50a (e.g., "151" and "515"), or multiple types of time-saving effect symbols may be set for each special symbol.

[0161] Furthermore, the time-saving effect symbols are primarily comprised of effect symbols 50a that are comprised of symbols such as numbers, but are not limited to this and may take various forms. For example, the time-saving effect symbols may be configured to include a dedicated symbol primarily comprised of the character "Time Saving." Specifically, the time-saving effect symbols may be configured as "1" effect symbols 50a, a "Time Saving" dedicated symbol, or another "1" effect symbol 50a. In particular, during the variable effect of the effect symbols 50a, the "Time Saving" dedicated symbol may temporarily stop after two "1" effect symbols 50a temporarily stop. In such a form, when playing with a variable pattern in which a reach effect is executed, the variable effect symbols 50a may not include a dedicated symbol during the period in which the reach effect is not executed, and the dedicated symbol may be displayed after the reach effect is executed. Furthermore, in a game in which the time-saving effect symbol is not displayed as a stop symbol (a game in which the jackpot determination process determines that time-saving 4 has not been won), the temporarily stopped special symbol may be changed to the normal effect symbol 50a. In such a case, even in a game in which the time-saving symbol is not displayed as a stop symbol, the expectation of transitioning to time-saving game state 4 can be increased by the time-saving symbol being displayed as a stop symbol. Furthermore, in a transition to time-saving game state 3 according to the accumulated number of times, the effect symbol 50a may be displayed as a stop symbol such as the special symbol described above (a symbol different from the time-saving effect symbol or the effect symbol 50a corresponding to a jackpot / minor jackpot, for example, a symbol consisting of the words "Time-saving game begins!") at the time of transition.

[0162] As shown in Figure 5-2(a), first, when the number of pending calls is "0" and the system is waiting for a customer, no icon is displayed in the first pending icon display area 50b and the icon display area 50c, and "0" is displayed in the first pending number display area SA and the second pending number display area SB.

[0163] As shown in FIG. 5-2(b), next, when a game ball enters the first start hole 112 and the first reserved number becomes "1", the reserved icon HI in the normal display mode is additionally displayed (increased display) in the first display section of the first reserved icon display area 50b, and the reserved number in the first reserved number display area SA is updated (increased display) to "1". At this time, the reserved icon HI is displayed in a first position (initial position) tilted to the left, and from there, a performance operation (swinging operation) starts.

[0164] As shown in FIG. 5-2(c), next, when the first reserved number decreases to "0" and the variable display of the first special symbol starts, the reserved icon HI displayed in the first reserved icon display area 50b starts to shift display (decrease display, change display) toward the icon display area 50c, and the reserved number in the first reserved number display area SA is updated (decrease display) to "0". At this time, the transparency of the reserved icon HI changes from opaque to semi-transparent, but the performance operation (shaking operation) continues.

[0165] As shown in Figure 5-2(d), when the shift display of the hold icon HI ends, the hold icon HI is displayed as the icon TI in a larger size than the hold icon HI and in an opaque state, and the performance action (shaking action) continues.

[0166] As shown in FIG. 5-2(e), when a game ball enters the first start hole 112 and the first reserved number becomes "1," the reserved icon HI in the normal display mode is additionally displayed (increased display) in the first display section of the first reserved icon display area 50b, and the reserved number in the first reserved number display area SA is updated (increased display) to "1." At this time, the additionally displayed reserved icon HI starts a performance operation (shaking operation) so as to synchronize with other icons in the normal display mode (here, the icon TI), and is enlarged and displayed from a translucent, extremely small size to a normal size accompanied by an effect image. In other words, when the special symbol is being displayed in a variable manner, the reserved icon HI may not start displaying from the first position (initial position).

[0167] As shown in Figure 5-2(f), when the additional display (increasing display) of the hold icon HI in the normal display mode is completed, the additionally displayed hold icon HI in the normal display mode is displayed in normal size and opaque, and the performance action (shaking action) continues.

[0168] As shown in FIG. 5-2(g), when a game ball enters the first starting hole 112, the first reserved number becomes "2", and it is determined that an icon change effect will be executed, an additional display (increasing display) of the reserved icon HI in the first special display mode (blue) is started in the second display section of the first reserved icon display area 50b, and the reserved number in the first reserved number display area SA is updated (increasing display) to "2". At this time, the additionally displayed reserved icon HI starts a performance operation (rotating operation) that is not synchronized with the icon in the normal display mode (here, the icon TI) from the first posture (initial posture) in which the specific part is located at the top, and is enlarged and displayed from a translucent, extremely small size to a normal size accompanied by an effect image.

[0169] As shown in Figure 5-2(h), next, when the additional display (increasing display) of the hold icon HI in the first special display mode (blue) is completed, the additionally displayed hold icon HI in the first special display mode (blue) is displayed in normal size and opaque, and the performance operation (rotation operation) continues.

[0170] As shown in Fig. 5-2(i), when the variable display of the first special symbol ends and stops, the icon TI displayed in the icon display area 50c starts to disappear. At this time, the icon TI disappears with the effect image gradually increasing in transparency, but even during the disappearance display, a performance action (shaking action) is performed.

[0171] As shown in FIG. 5-2(j), next, when the first reserved number decreases to "1" and the variable display of the first special symbol starts, the two reserved icons HI displayed in the first reserved icon display area 50b start to shift display (decrease display) toward the icon display area 50c, and the reserved number in the first reserved number display area SA is updated (decrease display) to "1". At this time, the transparency of the two reserved icons HI changes from opaque to semi-transparent, but the performance operation (swinging operation, rotating operation) continues.

[0172] As shown in Fig. 5-2(k), next, when the shift display of the two hold icons HI is completed, the hold icon HI in the normal display mode that was displayed in the first display section of the first hold icon display area 50b is displayed as the icon TI in a larger size than the hold icon HI and in an opaque state, and the performance action (swinging action) continues. Also, the hold icon HI in the first special mode that was displayed in the second display section of the first hold icon display area 50b is displayed in the first display section in a normal size and in an opaque state, and accordingly changes to the second special display mode (red) by the icon change performance, but the performance action (spinning action) continues.

[0173] As shown in FIG. 5-2(l), when a game ball enters the first starting hole 112 and the first reserved number becomes "2", the reserved icon HI in the normal display mode is additionally displayed (increased display) in the second display section of the first reserved icon display area 50b, and the reserved number in the first reserved number display area SA is updated (increased display) to "2". At this time, the additionally displayed reserved icon HI starts a performance operation (shaking operation) so as to synchronize with other icons in the normal display mode (here, the icon TI), and is enlarged and displayed from a semi-transparent extremely small size to a normal size accompanied by an effect image.

[0174] As shown in Figure 5-2(m), when the additional display (increasing display) of the hold icon HI in the normal display mode is completed, the additionally displayed hold icon HI in the normal display mode is displayed in normal size and opaque, and the performance action (shaking action) continues.

[0175] As shown in Fig. 5-2(n), when the variable display of the first special symbol ends and stops, the disappearance display of the icon TI displayed in the icon display area 50c starts. At this time, the disappearing icon TI gradually becomes more transparent accompanied by an effect image and disappears, but even during the disappearance display, a performance action (shaking action) is performed.

[0176] As shown in FIG. 5-2(o), next, when the first reserved number decreases to "1" and the variable display of the first special symbol starts, the two reserved icons HI that were displayed in the first reserved icon display area 50b and are currently performing a performance start to shift display (decreasing display) toward the icon display area 50c, and the reserved number in the first reserved number display area SA is updated to "1" (decreasing display). At this time, the transparency of the two reserved icons HI changes from opaque to semi-transparent, but the performance operation (swinging operation, rotating operation) continues.

[0177] As shown in Figure 5-2(p), for example, when the conditions for switching from presentation mode A to presentation mode B are met, an obscured image (blackout image BO, whiteout image WO, etc.) is displayed on the entire screen of the main display device 131, and while the hold numbers in the first hold number display area SA and the second hold number display area SB remain visible, visibility of the icons in the first hold icon display area 50b and the icon display area 50c is restricted.

[0178] As shown in Figure 5-2(q), in the rear layer of the occlusion image, the display mode and presentation action (rotation action) of the icon TI are maintained, and the hold icon HI is switched to a hold icon HI in a normal display mode corresponding to presentation mode B. At this time, the hold icon HI is displayed in a first position (initial position) tilted to the left, and from there the presentation action (swinging action) begins.

[0179] As shown in Figure 5-2(r), when the occlusion image is erased, the hold icon HI in the normal display mode displayed in the first hold icon display area 50b and the icon TI in the second special display mode displayed in the icon display area 50c become visible.

[0180] In addition, when two or more hold icons are displayed in the normal display mode, an effect is performed so that the hold icons in the normal display mode and the corresponding icon in the normal display mode are synchronized, just as an effect is performed so that the multiple hold icons in the normal display mode are synchronized. Also, while the hold display example in effect mode A has been mainly described here, the display mode and the effect of the operation of the hold icons are different in other effect modes, but basically the same hold number display (including the display when the effect mode is switched) is performed. Furthermore, the timing at which the display of the hold numbers begins to decrease may be set to precede the timing at which the display of the hold icons changes to the corresponding icon (shifting the hold icons to the corresponding icon), and the timing at which the display of the hold numbers ends to decrease may be set to precede the timing at which the display of the hold icons changes to the corresponding icon (shifting the hold icons to the corresponding icon). Furthermore, the timing at which the display of the hold numbers begins to increase and the timing at which the display of the hold icons ends to increase may be set to precede the timing at which the display of the hold icons begins to increase. Furthermore, the shape, etc. of the hold icons may be different, rather than just the transparency, between the start and completion of the display of the hold icons.

[0181] The timing at which the presentation operation of the reserved icon displayed in the normal display mode based on a new start winning is synchronized with the presentation operation of other reserved icons may be when the display starts, when a predetermined time has elapsed since the display start, when the shift display starts, or when the shift display is completed. Also, when the presentation operation of the reserved icon is resumed after the shift display of the reserved icon, the reserved icon may resume its presentation operation from its initial position at the position after the shift display (reserved icon display area, the icon display area).

[0182] In addition, even when a special symbol (effect symbol) stops and the icon disappears, the icon continues to perform its effect operation, but the effect operation may be terminated by the stop display of the special symbol (effect symbol). Also, multiple icons (reserved icons, and the reserved icon and the icon) displayed in the normal display mode are configured to perform their effect operation in synchronization, but they may not perform their effect operation in perfect synchronization, but may perform their effect operation in approximately synchronization. In addition, the timing at which the effect operation of a reserved icon displayed in the normal display mode based on a new start winning is approximately synchronized with the effect operation of other reserved icons may be at the start of display, after a predetermined time has elapsed since the start of display, at the start of shift display, or at the completion of shift display.

[0183] (Example of display for each time-saving game state) Specific examples of display effects in time-shortened game states 1 to 4 will now be described with reference to Figures 5-3 to 5-5. Figure 5-3 is a diagram illustrating the time-shortened entry effect executed when transitioning to time-shortened game state 1 and time-shortened game state 2, and the display effects executed before the end of time-shortened game state 1 and time-shortened game state 2, where (a-1) and (a-2) are diagrams showing examples of the display effects of the time-shortened entry effect when transitioning to time-shortened game state 1, etc., (a-3) is a diagram showing an example of the display effects before the end of time-shortened game state 1, etc., and (b) is a diagram illustrating various display effects before and after transitioning to time-shortened game state 1, etc. FIG. 5-4 is a diagram explaining the display effects executed before and after the transition to time-shortened game state 3 or time-shortened game state 4, (a-1) and (a-2) are diagrams showing examples of the display modes of the display effects before and after the transition to time-shortened game state 3, (b-1) is a diagram explaining various display effects before and after the transition to time-shortened game state 3, and (b-2) is a diagram explaining various display effects before and after the transition to time-shortened game state 4. FIG. 5-5 is a diagram explaining the display effects at the end of time-shortened game states 1 to 4, (a) is a diagram showing an example of the display mode at the end of time-shortened game state 1 and time-shortened game state 2, (b-1) is a diagram explaining the display mode before and after the end of time-shortened game state 1 and time-shortened game state 2, (b-2) is a diagram explaining the display mode before and after the end of time-shortened game state 3, and (b-3) is a diagram explaining the display mode before and after the end of time-shortened game state 4.

[0184] As shown in FIGS. 5-3(a-1) and 5-3(a-2), when the state ends and transitions to time-saving gaming state 1 or time-saving gaming state 2, a time-saving entry effect is executed, suggesting the start of time-saving gaming state 1 or the like. During the time-saving entry effect of time-saving gaming state 1 or the like, the main display device 131 displays, for example, a background image corresponding to the entry effect as a background image. The main display device 131 also displays a entry image CT, which is an image notifying the player of the transition to time-saving gaming state 1, a prevention image CH, which is an image notifying the player of the need to remove a gaming card inserted into the gaming device, and a right-hit image MG, which is an image suggesting a right-hit. After that, a warning image nh, which is an image warning the player of game addiction, is displayed in place of the prevention image CH. The right-hit image MG is displayed from the start of the jackpot game and throughout the jackpot game when the game transitions to time-saving gaming state 1 or the like, and continues to be displayed even after the transition to time-saving gaming state 1 or the like.

[0185] As shown in Fig. 5-3(a-3), before the time-shortened gaming state 1 or the time-shortened gaming state 2 ends, a remaining number image GJ, which is an image notifying the remaining number of times that can be played in the time-shortened gaming state 1 or the like (corresponding to the number of times that can be played "M1" / "M2"), is displayed on the main display device 131. The remaining number image GJ starts to be displayed when the number of times that can be played becomes a predetermined number (for example, 5 times) or less, and is displayed to notify the number of times that has been decremented by "1" each time one play in the time-shortened gaming state 1 or the like ends (stop display of a losing symbol or the like). At this time, since the main display device 131 is in time-saving game state 1, as described above (see FIG. 5-1(d)), the Mode D background image, remaining number of times image JK, effect symbol 50a (variable display or stopped display), special symbol TZ, reserved number display area (first reserved number display area SA, second reserved number display area SB), icon display area (second reserved icon display area 50d, icon display area 50c), icon TI, etc. are displayed, and the remaining number of times image GJ is displayed large in front of the effect symbol 50a in approximately the center of the main display device 131. Note that in the final game in time-saving game state 1, etc., the remaining number of times image GJ may be displayed in the form of "LAST." Furthermore, although the remaining number of times image GJ is displayed before the end of time-saving game state 1 or time-saving game state 2, it may also be displayed in a similar manner before the end of time-saving game state 3 and time-saving game state 4.

[0186] As shown in FIG. 5-3(b), before and after the transition to time-saving game state 1 and time-saving game state 2, the display effects are executed in the following order: jackpot effect → time-saving entry effect → time-saving entry effect. Here, time th1 is the time when the round period of the jackpot game ends and the ending period begins, and time th2 is the time when the ending period ends. First, during the round period of the jackpot game before time th1, the effect symbol 50a, entry image CT, prevention image CH, and warning image nh are not displayed, and a jackpot background image corresponding to the jackpot effect is displayed, and a jackpot effect consisting of a predetermined type of video or the like is executed. Next, during the period from time th1 to time th2, the effect symbol 50a is not displayed, and a time-saving entry effect is executed in which the entry image CT, prevention image CH, and warning image nh are displayed, and a entry background image is displayed (see FIGS. 5-3(a-1) and (a-2)). However, during this period, only the prevention image CH and the warning image nh are displayed for a predetermined period from the start of the game. After that, the prevention image CH is hidden and the warning image nh is displayed instead. In this way, the prevention image CH and the warning image nh are not displayed simultaneously. Then, during the time-saving game state 1 after the time-saving game th2, the entry image CT, the prevention image CH, and the warning image nh are hidden, and a time-saving background image, such as the Mode D background, is displayed. A variable display using the fourth mode effect pattern 50a is displayed, and a time-saving effect consisting of a predetermined mode of video or the like is executed. The period during which the prevention image CH and the warning image nh are displayed is not limited to the above-described period and may be various periods. For example, the warning image nh may also be displayed for at least a portion of the period during which the prevention image CH is displayed. Furthermore, the prevention image CH and the warning image nh may be displayed at the start of the time-saving effect or immediately before the end of the time-saving game state 1.Furthermore, during the period from time th1 to th2, after displaying the entry image CT for a predetermined period on the main display device 131, a right-hit start image suggesting the start of right-hit, such as "Please start right-hit!", may be displayed in a size that covers almost all of the three effect patterns 50a while displaying the Mode D background image, the fourth mode effect pattern 50a, etc. When the right-hit start image is displayed, a sound instructing the start of right-hit game may also be output.

[0187] As shown in FIG. 5-4(a-1), next, before the transition to the time-shortened gaming state 3, for example, an accumulated number image AK, which is an image notifying the accumulated number of times of play in the normal gaming state or the like (corresponding to the accumulated number "n"), is displayed on the main display device 131. The accumulated number image AK notifies the number of times of play remaining until the transition to the time-shortened gaming state 3, and starts to be displayed when the accumulated number reaches a predetermined number (for example, 795 times), and every time one game in the normal gaming state or the like ends (stop display of a losing symbol or the like), it is displayed to notify the number of times decremented by "1". At this time, since the main display device 131 is in the normal game mode, as described above (see FIG. 5-1(a)), the Mode A background image, cumulative count image RK, effect symbol 50a (variable display or stopped display), special symbol TZ, reserved number display area (first reserved number display area SA, second reserved number display area SB), icon display area (first reserved icon display area 50b, icon display area 50c), icon TI, etc. are displayed, and the cumulative count image AK is displayed large on the front, approximately in the center of the main display device 131, overlapping the effect symbol 50a. The cumulative count image AK is displayed immediately after the start of play and is hidden after a predetermined time (for example, a time shorter than the fluctuation time of the fluctuation pattern with the shortest fluctuation time) has elapsed. This display time for the cumulative count image AK can prevent the cumulative count image AK displayed during the current game from being displayed again during the next game. In addition, in the game immediately before transitioning to time-saving game state 3, the cumulative number image AK may be displayed as "LAST," or may be displayed together with a message that encourages anticipation of transitioning to time-saving game state 3, such as "Two more until chance time."

[0188] As shown in Fig. 5-4(a-2), when the normal gaming state ends and transitions to the time-shortened gaming state 3, a time-shortened entry effect is executed to suggest the start of the time-shortened gaming state 3. Then, in the time-shortened entry effect of the time-shortened gaming state 3, for example, a background image at entry corresponding to the time-shortened entry effect is displayed as a background image on the main display device 131, and a entry image CT which is an image announcing the transition to the time-shortened gaming state 3 is displayed. At this time, in order to transition to time-saving game state 3, the main display device 131 displays the fourth mode effect pattern 50a (variable display or stop display), right-hit image MG, special pattern TZ, reserved number display area (first reserved number display area SA, second reserved number display area SB), icon display area (first reserved icon display area 50b, icon display area 50c), icon TI, etc., as described above (see Figure 5-1 (f)), and the entry image CT is displayed large on the front so as to overlap the effect pattern 50a in approximately the center of the main display device 131. Note that the entry image CT is displayed during the time-saving entry effect when transitioning to time-saving game state 3, but it may also be displayed in a similar manner during the time-saving entry effect when transitioning to time-saving game state 4.

[0189] As shown in FIG. 5-4(b-1), before and after the transition to the time-saving gaming state 3, the display effects are executed in the following order: normal effect → time-saving entry effect → time-saving effect, as shown in FIG. 5-4(a-1) above. Here, time ti1 is the time when the normal gaming state transitions to the time-saving gaming state 3. First, in the normal gaming state before time ti1, the entry image CT, the prevention image CH, and the warning image nh are not displayed, and the normal background image (such as the mode A background image) is displayed, and the effect pattern 50a (variable display or stopped display) of the first mode, etc., the cumulative count image AK (for the predetermined period as described above), the cumulative count image RK, the special pattern TZ, the reserved number display area (first reserved number display area SA, second reserved number display area SB), the icon display area (first reserved icon display area 50b, the icon display area 50c), the icon TI, etc. are displayed. Next, in the period from time ti1 onwards, first, the time-saving entry effect is executed, and for example, the prevention image CH and warning image nh are not displayed, and the background image is changed from the normal background image to the entry background image, and the entry image CT, the effect pattern 50a of the fourth state switched from the first state etc., the special pattern TZ, the hold number display area (first hold number display area SA, second hold number display area SB), the icon display area (second hold icon display area 50d, the icon display area 50c), the icon TI etc. are displayed. Then, when the time-saving entry effect ends, the time-saving entry effect is executed, and for example, the prevention image CH and the warning image nh remain hidden, the entry image CT is hidden, and the background image at the time of entry is replaced by the time-saving background image (mode F background), and the fourth mode effect pattern 50a, special pattern TZ, hold number display area (first hold number display area SA, second hold number display area SB), icon display area (second hold icon display area 50d, icon display area 50c), icon TI, etc. are displayed. Note that the time-saving entry effect is executed regardless of whether the first game after transition to time-saving game state 3 is executed (whether or not there is a hold at the time of transition to time-saving game state 3). Also, if there is a hold at the time of transition to time-saving game state 3, and the special pattern is displayed in a variable manner and the variable display of effect pattern 50a is displayed at the time of transition, the background image for the time-saving entry effect may be the time-saving background image (mode F background).Furthermore, in the time-saving entry effect, after displaying the entry image CT for a predetermined period on the main display device 131, a right-hit start image suggesting the start of right-hit, such as "Please start right-hit!", may be displayed in a size that covers almost all of the three effect patterns 50a while displaying the Mode D background image, the fourth mode effect pattern 50a, etc. And, when the right-hit start image is displayed, a sound instructing the start of right-hit game may also be output.

[0190] Furthermore, in the variable display of the first special symbol display device 120 at the time of transition to the time-shortened game state 3 as described above (the variable display of the game when the cumulative number "n" becomes "0"), the variable time is not longer or shorter than normal, and no dedicated variable time is set that corresponds only to the transition to the time-shortened game state 3. On the other hand, after transition to the time-shortened game state 3, a dedicated variable time may be set in the game during the time-shortened game state 3, such that the variable time of the second special symbol display device 122 is longer or shorter than normal. Specifically, when transitioning to the time-shortened game state 3 after the RAM clear process, no dedicated variable time may be set for the time-shortened game state 3, and when transitioning to the time-shortened game state 3 after a jackpot state, a dedicated variable time may be set for the time-shortened game state 3.

[0191] As shown in FIG. 5-4(b-2), before and after the transition to the time-saving game state 4, the display effects are executed in the following order: normal game effect (time-saving transition effect) in which the time-saving symbol is displayed in a stopped state → time-saving entry effect → time-saving game effect. Here, time tj1 is the time when the time-saving symbol is displayed in a stopped state in the immediately preceding game, and the normal game state transitions to the time-saving game state 4. First, in the normal game state before time tj1, the entry image CT, the prevention image CH, and the warning image nh are not displayed, and the normal background image (mode A background image, etc.) is displayed, and the effect symbol 50a (variable display, stopped display, stopped display with the time-saving symbol) of the first mode, etc., the cumulative count image RK, the special symbol TZ, the reserved number display area (first reserved number display area SA, second reserved number display area SB), the icon display area (first reserved icon display area 50b, the icon display area 50c), the icon TI, etc. are displayed. Next, in the period from time tj1 onwards, first, the time-saving entry effect is executed, and for example, the prevention image CH and warning image nh are not displayed, and the background image is changed from the normal background image to the entry background image, and the entry image CT, the effect pattern 50a of the fourth state switched from the first state etc., the special pattern TZ, the hold number display area (first hold number display area SA, second hold number display area SB), the icon display area (second hold icon display area 50d, the icon display area 50c), the icon TI etc. are displayed. Then, when the time-saving entry effect ends, the time-saving entry effect is executed, and for example, the prevention image CH and the warning image nh remain hidden, the entry image CT is hidden, and the background image at the time of entry is replaced by the time-saving background image (mode F background), and the fourth mode effect pattern 50a, special pattern TZ, hold number display area (first hold number display area SA, second hold number display area SB), icon display area (second hold icon display area 50d, said icon display area 50c), said icon TI, etc. are displayed. Note that the time-saving entry effect is executed regardless of whether the first game after transition to time-saving game state 4 is executed (whether there is a hold at the time of transition to time-saving game state 4). Also, when there is a hold at the time of transition to time-saving game state 4, and the special pattern is displayed in a variable manner and the variable display of effect pattern 50a is displayed at the time of transition, the background image for the time-saving entry effect may be the time-saving background image (mode F background).Furthermore, in the time-saving entry effect, after displaying the entry image CT for a predetermined period on the main display device 131, a right-hit start image suggesting the start of right-hit, such as "Please start right-hit!", may be displayed in a size that covers almost all of the three effect patterns 50a while displaying the Mode D background image, the fourth mode effect pattern 50a, etc. And, when the right-hit start image is displayed, a sound instructing the start of right-hit game may also be output.

[0192] Furthermore, in the normal performance before transition to the time-shortened gaming state 3 (see FIG. 5-4(a-1)), the icon display area is displayed even while the cumulative count image AK is being displayed, so that the display effect of the hold change can be executed. Here, for example, while the cumulative count image AK is being displayed in the normal performance before transition to the time-shortened gaming state 3, the execution of the display effect of the hold change may be restricted. In such a normal performance before transition to the time-shortened gaming state 3, the player can easily grasp the remaining number of games until transition to the time-shortened gaming state 3 by the display of the cumulative count image AK, without paying attention to the display of the hold change. Furthermore, in the normal performance before transition to the time-shortened gaming state 3, in which the execution of the display effect of the hold change is restricted while the cumulative count image AK is being displayed, only the cumulative count image JK may be displayed without displaying the cumulative count image AK. Even in such a normal performance before transition to the time-shortened gaming state 3, the player can easily grasp the remaining number of games until transition to the time-shortened gaming state 3 by the display of the cumulative count image JK, without paying attention to the display of the hold change.

[0193] Here, we compare the time-saving entry effects when transitioning to time-saving game state 1 and time-saving game state 2 with the time-saving entry effects when transitioning to time-saving game state 3 and time-saving game state 4. First, in the time-saving entry effects when transitioning to time-saving game state 1, etc., the prevention image CH and warning image nh are displayed, but the effect symbol 50a, special symbol TZ, reserved number display area, etc. are hidden. On the other hand, in the time-saving entry effects when transitioning to time-saving game state 3, etc., the prevention image CH and warning image nh are hidden, but the effect symbol 50a, special symbol TZ, reserved number display area, etc. are displayed. This is because, in the time-saving entry effects when transitioning to time-saving game state 1, etc., which are executed during the ending period of a jackpot game, the player does not need to check the results of the jackpot determination using the effect symbol 50a, special symbol TZ, reserved number display area, etc., and instead, there is a strong need for the prevention image CH and warning image nh to draw attention. On the other hand, in the time-saving entry effect when transitioning to time-saving game state 3 or the like, which is executed during a period other than the ending period of the jackpot game, the player does not need to be alerted by the prevention image CH and warning image nh, and there is a high need to check the result of the jackpot determination using the effect symbol 50a, the special symbol TZ, the reserved number display area, etc. Also, by hiding the prevention image CH and warning image nh, which are less necessary for the player to check, in the time-saving entry effect when transitioning to time-saving game state 3 or the like, it is possible to prevent the player from failing to check highly necessary information due to the excessive amount of image information displayed on the main display device 131. Furthermore, in the time-saving entry effect when transitioning to time-saving game state 3 or the like, the effect symbol 50a may be hidden, but the special symbol TZ may be displayed. Even in this embodiment, it is possible to prevent the player from failing to check highly necessary information due to the excessive amount of image information displayed on the main display device 131.

[0194] In the time-saving entry effect upon transition to the time-saving game states 1 to 4 described above, the entry image CT is primarily displayed to enable the player to recognize that the game has transitioned to the time-saving game states 1 to 4. However, this is not limited to this, and various other embodiments may be used as long as the player can recognize the transition. For example, the special symbol TZ may always be displayed during the time-saving entry effect upon transition to any of the time-saving game states 1 to 4. More specifically, during the time-saving entry effect upon transition to time-saving game state 1 or time-saving game state 2, a special symbol TZ corresponding to a jackpot symbol is displayed; during the time-saving entry effect upon transition to time-saving game state 3, a special symbol TZ corresponding to a losing symbol is displayed; and during the time-saving entry effect upon transition to time-saving game state 4, a special symbol TZ corresponding to a time-saving symbol is displayed. In such an embodiment, the player can easily recognize the type of time-saving game state to which the game has transitioned by the display of the special symbol TZ during the time-saving entry effect.

[0195] Furthermore, in the time-saving entry effect upon transition to the time-saving game state 3 described above, the entry image CT was displayed covering the effect symbol 50a while the effect symbol 50a, right-hit image MG, special symbol TZ, icon display area, icon TI, etc. were displayed. However, the entry image CT may be displayed with only the effect symbol 50a hidden from view. In such an embodiment, the difference between the time-saving entry effect upon transition to time-saving game state 1 and time-saving game state 2 (see FIG. 5-3(a-1) and the like), in which the special symbol TZ, icon display area, etc. are not displayed, and the time-saving entry effect upon transition to time-saving game state 3 makes it easier for the player to recognize the type of time-saving game state to which the player has transitioned. Furthermore, any embodiment may be used in each of the time-saving entry effects upon transition to the time-saving game states 1 to 4 described above, as long as it makes it easy for the player to recognize the type of time-saving game state. For example, in the time-saving entry effect when transitioning to time-saving game state 3, at least one element may be displayed among the effect symbol 50a, the right-hit image MG, the special symbol TZ, the icon display area, the icon TI, etc. Similarly, in the time-saving entry effect when transitioning to time-saving game state 4, an element different from that displayed in time-saving game state 3 may be displayed. In such an embodiment, in the time-saving entry effect when transitioning to each time-saving game state, although the entry image CT is displayed, the elements displayed other than the entry image CT are different, so that the player can easily recognize the type of time-saving game state after transition.

[0196] As shown in FIG. 5-5(a), at the end of time-saving game state 1 and time-saving game state 2, a result image GP is displayed on the main display device 131. The result image GP displays information about the profits earned during the jackpot game state, time-saving game state 1, and other periods. The result image GP also displays the number of jackpot games (e.g., 3) during the period from the first jackpot win to the transition to the low-probability non-time-saving game state (advantageous period), as well as the total number of prize balls paid out during the advantageous period (e.g., 4,515). At this time, the main display device 131 displays the result image GP, covering the effect symbol 50a, and the result background image is displayed as the background image. The result image GP, right-hit image MG, special symbol TZ, reserved number display area (first reserved number display area SA, second reserved number display area SB), icon display area (second reserved icon display area 50d, icon display area 50c), and the icon TI are also displayed. The total number of prize balls in the result image GP includes prize balls that result from winning at a major prize slot such as the first major prize slot 117, but does not include prize balls that are paid out based on balls that win at a start slot such as the first start slot 112 or a general prize slot. However, the total number of prize balls in the result image GP may include prize balls that are paid out based on balls that win at a general prize slot.

[0197] As shown in FIG. 5-5(b-1), at the end of time-saving game state 1 and time-saving game state 2, the game normally transitions from time-saving game state 1, etc. to a low-probability non-time-saving game state (normal game state). Here, time tk1 is the time when the last game in time-saving game state 1, etc. (the game determined to be a miss in the jackpot determination) begins, time tk2 is the time when the end of the last game is indicated (the effect pattern 50a temporarily stops with a miss pattern), and time tk3 is the time when time-saving game state 1, etc. ends and the game transitions to a low-probability non-time-saving game state. First, at time tk1, the result image GP is not displayed, and a variable display using the effect pattern 50a of the fourth mode is displayed, such as a time-saving effect during time-saving game state 1. Next, at time tk2, the result image GP is displayed as described above. Then, at time tk3, the result image GP is hidden, and a left-hit start image suggesting the start of left-hit play, such as "Please return to left-hit play!", is displayed in a size that covers almost all of the three effect symbols 50a, and normal effects such as those in the normal game state are displayed. In other words, the result image GP is displayed from the middle of the last game in time-limited game state 1 until its end. Furthermore, the left-hit start image is displayed regardless of whether the first game is executed (whether there are any reserved numbers) after transitioning from time-limited game state 1 or the like to a low-probability non-time-limited game state. Furthermore, when the left-hit start image is displayed, a sound instructing the player to start left-hit play may also be output.

[0198] As shown in Figures 5-5(b-2) and (b-3), at the end of time-limited game state 3 or time-limited game state 4, the game normally transitions from time-limited game state 3 or time-limited game state 4 to a low-probability non-time-limited game state (normal game state). Here, time tl is the time when time-limited game state 3 or time-limited game state 4 ends and transitions to a low-probability non-time-limited game state. Since the result image GP is not displayed around time tl, the time-limited game state 3 and time-limited game state 4 end without displaying the result image GP, even though a left-hit start image is displayed at the end. Also, as described above, the left-hit start image is displayed after transitioning from time-limited game state 3 or the like to a low-probability non-time-limited game state, regardless of whether the first game is executed (whether or not there are any reserved balls). When the left-hit start image is displayed, a sound instructing the player to start left-hit game may also be output. Unlike time-saving game state 1 and the like, time-saving game state 3 and time-saving game state 4 are not states entered after a jackpot game, and therefore no prizes are awarded to large prize slots such as the first large prize slot 117 during time-saving game state 3 and time-saving game state 4. Therefore, the number of jackpot games displayed in the result image GP is "0," and the total number of prize balls is "0." In other words, at the end of time-saving game state 3 and time-saving game state 4, a result image GP indicating the number of jackpot games is "0" and the total number of prize balls is "0" is not displayed, thereby preventing the player from losing motivation to play, which would occur if such a result image GP were displayed. At the end of time-saving game state 3 and time-saving game state 4, an image such as "Time-saving End" may be displayed on the main display device 131 to notify the end of time-saving game state 3, etc.

[0199] Although the result image GP is not displayed at the end of the time-saving game state 3 and the time-saving game state 4 described above, the result image GP may be displayed instead. Thus, if a result image GP indicating that the number of jackpot games is "0" and the total number of prize balls is "0" is displayed at the end of the time-saving game state 3 and the time-saving game state 4, the player can easily recognize that the time-saving game state 3, etc. has ended. Furthermore, the result image GP displayed at the end of the time-saving game state 1, etc., is displayed for a predetermined period as described above, but the predetermined period may be any other period. For example, the result image GP may be displayed at the end of the last game in the time-saving game state (time-saving game states 1 to 4), and then the result image GP may be hidden after the second reserved number is reduced to "0" and the variable display on the second special symbol display 122 stops. In other words, after the transition to the low-probability non-time-shortened game state, the result image GP may continue to be displayed until the first variable display of the first special symbol display 120 can begin. Furthermore, although the above-mentioned left-hit start image is displayed regardless of whether the first game in the low-probability non-time-shortened game state is executed or not, various other embodiments may be used without being limited to this. For example, on the condition that the first game after the transition from the time-shortened game state (time-shortened game states 1 to 4) to the low-probability non-time-shortened game state is executed, a sound instructing the left-hit game to begin may be output together with the display of the left-hit start image.

[0200] Here, we will explain the situation after the time-shortened game state 3 ends, such as when the available number of plays "M3" becomes "0" without winning a jackpot during the time-shortened game state 3 and the time-shortened game state 3 ends. As described above, during the period from the end of a jackpot game to the start of the next jackpot game, unless a RAM clear process is executed, the time-shortened game state 3 is entered only once, and the time-shortened game state 3 is not entered more than once. Therefore, for example, after the time-shortened game state 3 ends, a notification that the time-shortened game state 3 has already ended may be provided. In such a case, the player can easily recognize that the time-shortened game state 3 has ended. Specifically, during the low-probability non-time-shortened game state after the time-shortened game state 3 ends, the cumulative count image RK displayed on the main display device 131 may display a count exceeding "800 times" to notify the player that the time-shortened game state 3 has already ended. Furthermore, after the time-shortened game state 3 ends, the main display device 131 may display a transition notification image such as "Time-shortened 3 Completed," which indicates that the game has transitioned to the time-shortened game state 3 and ended, thereby notifying the player that the time-shortened game state 3 has already ended. The cumulative count image RK and the transition notification image displayed after the time-shortened game state 3 end may be continuously displayed until a RAM clear process is executed or a jackpot game is executed after the time-shortened game state 3 ends. The cumulative count image RK and the transition notification image displayed after the time-shortened game state 3 end may be displayed on the main display device 131 after power is supplied, even if the power is turned off and then supplied while they are displayed. Furthermore, after the time-shortened game state 3 ends, when the power is turned off and then supplied, a transition notification image large enough to cover the entire screen of the main display device 131 may be displayed, or a notification may be given by sound or the like. Furthermore, in the normal game state after the time-shortened game state 3 has ended, the normal game effect may be executed in a presentation mode different from the presentation modes A to C in the normal game state before the transition to the time-shortened game state 3 (for example, a presentation mode specific to the normal game state after the time-shortened game state 3 has ended).In this manner, it is possible to prevent a decline in interest in the game in the normal game state after the time-shortened game state 3 ends.

[0201] [Outline of display mode on main display device 131 after fluctuation has stopped] With reference to Figures 6-1 and 6-2, the transition of the gaming machine 100's state after the fluctuation has stopped and the outline of the display mode of the main display device 131 will be described. Figure 6-1 is a diagram illustrating the transition of the gaming machine 100's state after the fluctuation has stopped and the outline of the display mode of the main display device 131. Figure 6-2 is a diagram illustrating the outline of the customer waiting demo effect.

[0202] As shown in FIG. 6-1, when the variable display of the special symbol stops and, for example, the reserved number of the first reserved number or the like is "0" and no game ball has entered the first start port 112, the machine enters a customer waiting state, and the demo waiting period B1 and the customer waiting demo period B2 are alternately repeated, such as demo waiting period B1 (120 seconds) → customer waiting demo period B2 (80 seconds) → second demo waiting period B1 (100 seconds) → second customer waiting demo period B2 (80 seconds) → .... The demo waiting period B1 is a period during which three effect symbols 50a are displayed in a stopped state on the main display device 131, and is a period during which the machine is in a waiting state for the display of the customer waiting demo effect described below. The customer waiting demo period B2 is a period during which the customer waiting demo effect is displayed on the main display device 131. Note that the duration of the first demo waiting period B1 is longer than the second and subsequent demo waiting periods B1, but the second and subsequent demo waiting periods B1 are the same length. On the other hand, the first customer waiting demo period B2 and the second and subsequent customer waiting demo periods B2 have the same length.

[0203] As shown in FIG. 6-1(a), first, on the main display device 131 while the special symbol is fluctuating, for example, a background image such as a mode A background image scrolling horizontally is displayed, and in front of that, two of the three effect symbols 50a are displayed stationary while one effect symbol 50a is scrolling. Also, in front of the background image, a first hold icon display area 50b is displayed in which a first hold icon HI corresponding to the first hold number is displayed, and an icon display area 50c is displayed in which an image of the icon TI is displayed as an animation that oscillates left and right. Furthermore, in front of the background image, a first hold number display area SA and a second hold number display area SB are displayed in which numbers corresponding to the first hold number and second hold number are displayed, and the special symbol TZ is displayed in a scrolling state.

[0204] As shown in FIG. 6-1(b), during the demo standby period B1, the main display device 131 displays a background image, such as a horizontally scrolling mode A background image, and three stationary effect symbols 50a in front of it. Also, in front of the background image, a first hold icon display area 50b in which the first hold icon HI is not displayed, and an icon display area 50c in which the image of the icon TI is not displayed, are displayed. Furthermore, in front of the background image, a first hold number display area SA and a second hold number display area SB are displayed, indicating that the first hold number and second hold number are "0," and the special symbol TZ is displayed in a stationary state with a combination of numbers corresponding to the three stationary effect symbols 50a. Then, in front of the background image and the three effect symbols 50a, a sound adjustment image OC is displayed, indicating that the volume of background music, etc., can be adjusted by operating the effect operation stick 136.

[0205] As shown in FIG. 6-1(c), next, during the customer waiting demo period B2, the main display device 131 displays the customer waiting demo effect described below, and in front of the display of the customer waiting demo effect, a first hold number display area SA and a second hold number display area SB are displayed, indicating that the first hold number and the second hold number are "0." Note that during the customer waiting demo period B2, the main display device 131 does not display the three effect symbols 50a, the first hold icon display area 50b, the icon display area 50c, and the special symbol TZ that were displayed during the demo waiting period B1. Also, during the customer waiting demo period B2 (when the customer waiting demo effect is being displayed), the main display device 131 may be configured to display the special symbol TZ along with the first hold number display area SA and the second hold number display area SB.

[0206] With reference to Figure 6-2, the display mode of the customer waiting demo effect will now be described. The customer waiting demo effect (80 seconds) is composed of displays of the following content, which are displayed in this order: "Demo of variable effect (25 seconds)" → "Character introduction (25 seconds)" → "Model name (5 seconds)" → "Manufacturer name (5 seconds)" → "Caution to prevent addiction (10 seconds)" → "Demo of movable role (10 seconds)". In other words, these contents are displayed on the main display device 131 during the customer waiting demo period B2 (80 seconds).

[0207] As shown in FIG. 6-2(a), first, the "variable effect demo" in the customer waiting demo effect is an effect in which various variable effects are displayed on the main display device 131 while the special symbol is being displayed. Specifically, on the main display device 131, various variable effects such as the SPSP reach revival effect, SPSP reach effect, SP reach effect, pseudo consecutive effect, normal reach effect, etc. are displayed in descending order of the likelihood of winning a jackpot. Note that when each variable effect is displayed in this "variable effect demo," it may be displayed in a manner in which text explaining the content of the effect and the likelihood of expectation is added.

[0208] As shown in FIG. 6-2(b), the "character introduction" in the customer waiting demo effect is an effect in which multiple characters displayed during various variable effects and multiple characters that are part of the configuration of the effect symbol 50a are displayed. Specifically, on the main display device 131, a character introduction background including an image simulating a stage is scrolled as a background image, and in front of the background image, character displays CP1 to CP3, each consisting of an image of each moving character and a character name displayed in text, are displayed. Character display CP1 includes characters displayed in a variable effect with a high expectation, such as an SPSP reach effect. Character display CP2 includes characters displayed in a variable effect with a relatively high expectation, such as an SP reach effect. Character display CP1 includes characters displayed in a variable effect with a normal reach effect. During the "character introduction" display, character display CP1 is displayed for a longer period of time than the other character displays CP2 and CP3. In other words, during the "character introduction" display, character display CP1 is displayed at a higher rate than character displays CP2 and CP3. In the character displays CP1 to CP3, the image of each character and the character name may be displayed as a moving image in various different ways.

[0209] As shown in FIG. 6-2(c), next, the "machine name" in the customer waiting demo effect is an effect in which a machine name display KH indicating the machine name of the gaming machine 100 is displayed. Specifically, on the main display device 131, for example, a machine name background configured with a gradation of white and blue is scrolled as a background image, and the machine name display KH is displayed so as to suddenly appear in front of the background image. Here, a change in the display mode during the 5 seconds that is the display time of the "machine name" will be explained. During the 5 seconds that the "machine name" is displayed, a change in the display mode is executed, such as from the start of the display of the machine name display KH (switching of the display from "character introduction") on the main display device 131 to the completion of the display (for example, 1 second), and then the machine name display KH disappears.

[0210] As shown in FIG. 6-2(d), the "manufacturer name" in the customer waiting demo effect is an effect in which a manufacturer name display MH indicating the name of the manufacturer that produced the gaming machine 100 is displayed. Specifically, on the main display device 131, a white manufacturer name background is displayed as a background image, and the frame portion of the manufacturer name display MH suddenly appears in front of the background image, and the "Bikkuri.," "Inc.," and "Logo mark" portions are displayed in order from left to right. Also, all of the shading of "Bikkuri.Inc. (Logo mark)" may be displayed in gradually darker shades starting from a light state. Here, we will explain how the "manufacturer name" changes during the 5-second display time. During the 5-second display time of the "manufacturer name," a change in display mode is executed, such as the manufacturer name display MH disappearing after the start of display (switching from the "model name") on the main display device 131 and the completion of display (e.g., 3 seconds).

[0211] As shown in FIG. 6-2(e), the "Caution to Prevent Addiction" in the customer waiting demo effect is an effect in which a caution display NH is displayed, which is made up of text that warns players against excessive play on the gaming machine 100. Specifically, on the main display device 131, a white caution background is displayed as a background image, and the caution display NH is displayed in front of the background image in order from top to bottom, and is made up of a first section NB1 displayed as the top row, a second section NB2 displayed below the first section NB1, and a third section NB3 displayed below the second section NB2. The first section NB1 is made up of a red frame and red text within the frame that reads "Be careful not to get addicted." The second section NB2 is made up of a black frame and black text within the frame that reads "Pachinko and Pachislot are," and the third section NB3 is made up of a black frame and black text within the frame that reads "Play in moderation."

[0212] As shown in FIG. 6-2(f), the "demo of movable role" in the customer waiting demo performance is a performance in which movable role units such as the upper role unit 154 and the lower role unit 156 operate in the same manner as in the operation modes during various variable performances. Specifically, for example, on the main display device 131, a movable role demo background composed of radial lines is displayed as a background image, and the lower role unit 156 moves to a position in front of the background image where it operates in an SPSP reach performance or the like, and operates in the same manner as the SPSP reach performance or the like (a mode combining movement and light-emitting performance by LEDs or the like). Note that in the "demo of movable role," various performances may be executed not only by the lower role unit 156 but also by the upper role unit 154 and the light guide panel unit 181.

[0213] In the above-described customer waiting state, the second demo waiting period B1 (100 seconds) is shorter than the demo waiting period B1 (120 seconds), which is the period from the stop of fluctuations to the start of the first customer waiting demo effect. In this customer waiting state, since there is a possibility that the player will continue playing immediately after fluctuations stop, by lengthening the time until the start of the customer waiting demo effect, it is possible to reduce the player's discomfort, such as the annoyance caused by the execution of the customer waiting demo effect immediately after fluctuations stop, compared to when the customer waiting demo effect starts immediately after fluctuations stop. On the other hand, during the customer waiting state, shortening the interval between multiple customer waiting demo effect displays and increasing the frequency of the customer waiting demo effect display can appeal to the player and increase the interest of the effects during the customer waiting state. In addition, as an embodiment in which such a frequently displayed customer waiting demo effect can strongly appeal to the player, after the first customer waiting demo period B2 has elapsed (after the first customer waiting demo effect has been displayed), customer waiting demo periods B2 may be executed consecutively without the second demo waiting period B1, such as demo waiting period B1 (120 seconds) → customer waiting demo period B2 (80 seconds) → second customer waiting demo period B2 (80 seconds) → .... In such an embodiment, two customer waiting demo effects are displayed consecutively in the customer waiting state, so that the content of the customer waiting demo effect can be more strongly impressed on the player, and similarly to the above, a strong appeal to the player can be made.

[0214] According to the customer waiting demo effect described above, during the display of "character introduction," character display CP1 is displayed for a longer time and at a higher rate than character displays CP2 and CP3. In such a customer waiting demo effect, a character (for example, character display CP1) related to a highly anticipated variable effect is displayed for a longer time and at a higher rate, so a player viewing the customer waiting demo effect can easily recognize a character that is likely to be displayed in a highly anticipated variable effect.

[0215] According to the above-mentioned customer waiting demo, the display time of the "warning to prevent addiction" (10 seconds) is longer than the display time of the "machine name" (5 seconds). With this kind of customer waiting demo, it is possible to effectively draw attention with the "warning to prevent addiction," which is more important than the information about the machine name.

[0216] According to the customer waiting demo performance described above, the movable role is moved to the advance position during the variable performance as a "demo of the movable role" and a demo of the movable performance is executed. With such a customer waiting demo performance, the gaming machine can be more effectively appealing to players than conventional gaming machines that do not operate the movable role in the customer waiting demo performance.

[0217] According to the customer waiting demo effect described above, the first reserved number display area SA, the second reserved number display area SB, and the special symbol TZ are displayed on the main display device 131, so the player can easily recognize not only the current reserved number (the reserved number is "0") but also that the display is not currently changing. In particular, in the customer waiting demo effect, as described above, the display mode on the main display device 131 changes to various things (FIGS. 6-2(a) to (f)), so the player may mistakenly believe that the display is changing even though the customer waiting demo period B2 is in progress, and the display of the first reserved number display area SA, the second reserved number display area SB, and the special symbol TZ can prevent such a mistake by the player.

[0218] According to the above-described customer waiting demo effect, the time from the start of displaying the manufacturer name display MH to the end of displaying the "manufacturer name" can be made longer than the time from the start of displaying the model name display KH to the end of displaying the "model name." Such a customer waiting demo effect can leave a stronger impression on the player of information about the "manufacturer name," which is unlikely to be recognized by the player at the start of a game, than information about the "model name," which is likely to be recognized by the player at the start of a game or during a game. Note that various embodiments may be employed to leave a stronger impression on the player of information about the "manufacturer name" than information about the "model name." For example, in the above-described customer waiting demo effect, the display time of the "manufacturer name" may be longer than the display time of the "model name," such as "model name (3 seconds)" and "manufacturer name (5 seconds)." Specifically, during the three seconds of display time of the "machine name," a change in display mode is executed, such that the machine name display KH on the main display device 131 starts to be displayed (switching from the "character introduction"), and then the display is completed (for example, one second), and then the machine name display KH disappears. On the other hand, during the five seconds of display time of the "manufacturer name," the same as above occurs. That is, not only is the display time of the manufacturer name display MH in the "manufacturer name" longer than the display time of the machine name display KH in the "machine name," but the time from the completion of the display of the manufacturer name display MH in the "manufacturer name" to its disappearance is also longer than the time from the completion of the display of the machine name display KH in the "machine name" to its disappearance. Therefore, even in such a customer waiting demo effect, the information about the "manufacturer name" can similarly make a stronger impression on the player than the information about the "machine name."

[0219] [Example 1 of when the variable effect in normal game mode ends and the machine enters a waiting state for customers] Using Figures 7-1 to 7-3, we will explain specific example 1 when the variable effect in the normal gaming state ends and the demo waiting period changes to the customer waiting demo period. Figure 7-1 is a timing chart (1) when the variable effect in the normal gaming state ends and the customer waiting state changes, and Figures 7-2 and 7-3 are diagrams showing examples of effects at various timings in Figure 7-1. Note that here we will explain the case of effect mode A, but the effects in effect modes B and C are basically the same, so we will omit their explanation.

[0220] As shown in FIG. 7-1, first, at timing T0, the first reserved number is "0" and the first special symbol display 120 is displaying a variable first special symbol. At this time, the first special symbol reserved display 123 and the first reserved number display area SA display "0." Also, in front of the horizontally scrolling Mode A background image, one of the three central effect symbols 50a and the three special symbols TZ are updated and changed (scrolled display, switched display). Also, the first reserved icon display area 50b and the icon display area 50c are displayed, and although the reserved icon HI is not displayed in the first reserved icon display area 50b, the icon TI is displayed in the normal display mode in the icon display area 50c. Also, the variable BGM1 corresponding to the effect Mode A is audibly output (see FIG. 7-2(a)).

[0221] Next, at the timing of T1, when the central effect symbol 50a, which had been scrolling (updating and changing) at a slow speed, temporarily stops, the characters of the three effect symbols 50a perform a pre-stop action (a pre-stop action of shaking their heads), and the three effect symbols 50a temporarily stop at the losing number result ("537"). Then, at the timing of T2, when the special symbol change time has elapsed, a stop command (a symbol determination command) is sent from the main control board 300 to the effect control board 320, and the losing special symbol is displayed as a stopped symbol on the first special symbol display 120. Also, the changing BGM1 corresponding to effect mode A continues to be audibly output (see FIG. 7-2(b)).

[0222] Next, at the timing of T3, the icon TI displayed in the icon display area 50c starts to disappear in an animation, and the display of the effect pattern 50a ("537") and the special pattern TZ ("537") stops. After that, at the timing of T4, when a predetermined period has elapsed since the start of the disappearance of the icon TI in an animation, the disappearance of the icon TI in an animation ends. Also, the variable BGM1 corresponding to the effect mode A continues to be audibly output (see FIG. 7-2(c)).

[0223] Then, at timing T5, when the stop time of the special symbol has elapsed, a customer waiting state designation command is sent from the main control board 300 to the performance control board 320, and the machine enters the customer waiting state and enters a demo waiting period in which the special symbol is displayed in a stopped state. At this time, the background image is a horizontally scrolling Mode A background image similar to that during the variable display of the first special symbol display 120, and any background music is continuously output. For example, the same variable background music 1 as before the first special symbol display 120 is continuously audibly output, or a predetermined background music (e.g., BGM 8) corresponding to the demo waiting period (customer waiting state) that is different from that before the first special symbol display 120 is continuously audibly output. Note that, in this example, the same variable background music 6 as before the first special symbol display 120 is continuously audibly output (see FIG. 7-2(d)).

[0224] Next, at the timing of T6, when a predetermined time (30 seconds) has elapsed since the first special symbol display device 120 stopped displaying, the variable BGM1 that had been audibly output is stopped and silence is restored (see FIG. 7-2(e)). During the period from T4 to T6 when the variable BGM1 is being output, the volume of the variable BGM1 can be changed and the output volume can be set differently in response to the player's operation of the performance operation stick 136.

[0225] Next, at timing T7, when a predetermined time (40 seconds) has elapsed since the first special symbol display device 120 stopped displaying, a sound adjustment display OC is displayed in front of the effect symbol 50a, indicating that the volume of variable background music, etc. can be adjusted by operating the effect operation stick 136 (see FIG. 7-2(f)). The sound adjustment display OC displays the currently set volume level (volume gauge) and the direction of operation of the effect operation stick 136. Note that, in accordance with the operation of the effect operation stick 136, the volume level display (volume gauge) during the sound adjustment display changes, and the setting of the output volume level is also changed.

[0226] Next, at timing T8, when the demo waiting period (120 seconds) has elapsed since the reception of the customer waiting state designation command, a customer waiting demo performance start command is sent from the main control board 300 to the performance control board 320, and a customer waiting demo performance is started for a predetermined period (80 seconds). Specifically, in front of the performance pattern 50a and behind the hold display area (first hold number display area SA, second hold number display area SB), the customer waiting demo image starts fading in (gradually becoming opaque from a transparent state) for a predetermined period (0.5 seconds), and the performance pattern 50a, first hold icon display area 50b, the icon display area 50c, the Mode A background image, and the special pattern TZ start fading out (gradually becoming transparent from an opaque state and disappearing). In other words, the disappearance display in which the three effect symbols 50a, the first hold icon display area 50b, the icon display area 50c, the Mode A background image, and the special symbol TZ gradually disappear, and the appearance display in which the customer waiting demo image (character image, customer waiting demo background) gradually appears, are displayed so that at least a portion of them overlap. Note that the hold display areas (first hold number display area SA, second hold number display area SB) are displayed in front of the customer waiting demo image, so they are never hidden (obscured) by the customer waiting demo image (see Figure 7-3(g)).

[0227] Then, after timing T8, when the fade-in of the customer waiting demo image is completed, the effect pattern 50a etc. is hidden (becomes invisible), and the customer waiting demo effect starts in the following order: "Variable effect demo (20 seconds)" → "Character introduction (20 seconds)" → "Model name (10 seconds)" → "Manufacturer name (10 seconds)" → "Warning to prevent addiction (10 seconds)" → "Moving role demo (10 seconds)" (see Figure 7-3(h)). In other words, if there is no winning of a game ball during the customer waiting state, when the demo waiting period (120 seconds) has elapsed since the reception of the customer waiting state designation command, the customer waiting demo effect to encourage the player to play starts, and further, if there is no winning of a game ball during the execution of the customer waiting demo effect, the customer waiting demo effect will be displayed for a predetermined time (80 seconds).

[0228] With reference to FIG. 7-3(i), a case will now be described in which the player operates the effect operation stick 136 during the period from T5 to T6 to change the volume of the variable BGM1.

[0229] As shown in FIG. 7-3(i), when the effect operation stick 136 is operated during the period from T5 to T6 when the variable BGM1 is being output, the main display device 131 starts displaying the sound adjustment display OC (the display of the displayed sound adjustment display OC ends if the effect operation stick 136 is not operated within a predetermined period (2 seconds)), and the audio output device 331 outputs predetermined sound effects and audio for a fixed period (e.g., 0.5 seconds). Here, the predetermined sound effects and audio associated with the start of the display of the sound adjustment display OC are output at a timing corresponding to the start of the display of the sound adjustment display OC (i.e., the frame update timing of the main display device 131), but the output ends even if it does not correspond to the timing corresponding to the end of the display of the sound adjustment display OC (i.e., the frame update timing of the main display device 131) (e.g., before the end of the display of the sound adjustment display OC). Furthermore, based on the operation of the effect operation stick 136 while the sound adjustment display OC is being displayed, the volume of the variable BGM1 changes, and the volume indicator (volume gauge) in the sound adjustment display OC changes, changing the volume setting of the BGM to be output, etc. Furthermore, in accordance with the display of the change in the volume gauge based on the operation of the effect operation stick 136, a predetermined audio-visual sound at the volume whose setting has been changed is output for a fixed period (for example, 0.5 seconds) in the audio output device 331. Here, the predetermined audio-visual sound is output at a timing corresponding to the timing at which the display of the change in the volume gauge based on the operation of the effect operation stick 136 starts (that is, the frame update timing of the main display device 131), but the output is terminated even if it is not at a timing corresponding to the timing at which the display of the change in the volume gauge is completed (that is, the frame update timing of the main display device 131) (for example, at a timing before the display of the change in the volume gauge is completed).

[0230] 7-3(j-1) and (j-2), a case where menu images MN1a and MN1b are displayed by operating the sword handle unit 135 during the customer waiting state will be described. As described above, during the customer waiting state, the performance control board 320, which has received the customer waiting state designation command, sets the effective operation period for the sword handle unit 135 (sword handle button). When the sword handle unit 135 is operated during the effective operation period, a predetermined signal based on the operation of the sword handle button detected by the sword handle button detection switch 137 is transmitted to the performance control board 320. Based on the predetermined signal from the performance control board 320, the lamp control board 340 and the button drive device vibrate the sword handle unit 135 in a predetermined manner. Furthermore, when the display of the menu image MN1a or the like based on the operation of the sword handle unit 135 starts or when the appearance changes due to the operation of the sword handle unit 135 while the menu image MN1a or the like is being displayed, a predetermined sound effect is output from the sound output device 331 for a fixed period (e.g., 0.5 seconds). Here, the predetermined sound effect is output at a timing corresponding to the timing at which the display of the menu image MN1a or the like or the change in the mode based on the operation of the sword handle unit 135 starts (i.e., the frame update timing of the main display device 131), but the output ends even if it is not at a timing corresponding to the timing at which the display of the menu image MN1a or the like or the change in the mode is completed (i.e., the frame update timing of the main display device 131) (for example, at a timing before the display of the menu image MN1a or the like or the change in the mode is completed).

[0231] As shown in FIG. 7-3(j-1), for example, when the sword handle unit 135 is operated during the valid operation period in the waiting state while the "Character Introduction" is displayed, a menu image MN1a is displayed in front of the "Character Introduction" display. The menu image MN1a displays a "Machine Description" tag, a "Effect Customization" tag, and a "Pachi Log" tag, and any of the tags can be selected and confirmed by operating the effect operation stick 136. When the "Machine Description" tag is selected and confirmed, an explanation of the game flow and features of the gaming machine 100 is displayed. When the "Pachi Log" tag is selected and confirmed, data on the gaming results of the gaming machine 100, such as the number of jackpots on the current day and the previous day, is displayed. The valid operation period is set to continue during the waiting state, and when the sword handle unit 135 is operated again while the menu image MN1a is displayed, the menu image MN1a disappears.

[0232] As shown in FIG. 7-3(j-2), when "Effect Customization" is selected and confirmed while menu image MN1a is displayed, menu image MN1b is displayed. In menu image MN1b, the words "Select Favourite Character" are displayed along with tags of multiple character names that can be selected and confirmed by operating effect operation stick 136. For example, when a tag of one character name is selected in this menu image MN1b, when effect pattern 50a including the selected character is displayed during gameplay, the word "Favourite Character" is added to effect pattern 50a. Note that, when sword handle unit 135 is operated while menu image MN1b is displayed, menu image MN1b disappears.

[0233] In the above-described waiting-for-customer state, the display time of the waiting-for-customer demo effect (80 seconds) is longer than the time from when the fluctuation stops until the output of the variable background music stops (30 seconds). In such a waiting-for-customer state, there is a high possibility that the player will continue playing immediately after the fluctuation stops, so the continuous output of the variable background music can encourage the player to continue playing. Furthermore, because the output time of the variable background music after the fluctuation stops is shorter than the display time of the waiting-for-customer demo effect, it is possible to prevent players of other nearby gaming machines from feeling uncomfortable due to the continuous output of the variable background music after the fluctuation stops for too long, and the display of the waiting-for-customer demo effect for a long period of time can also appeal to players of other nearby gaming machines to continue playing.

[0234] In the above-described customer waiting state, the time from when the sound adjustment display OC is displayed until the customer waiting demo effect is displayed (80 seconds or 60 seconds) is longer than the time from when the fluctuation stops until the sound adjustment display OC is displayed (40 seconds). In such a customer waiting state, the sound adjustment display OC is not displayed for a predetermined period of time after the fluctuation stops, allowing players who are playing to focus on the fluctuation effects, etc., and reducing the annoyance caused by the display of the sound adjustment display OC for players who continue playing immediately after the fluctuation stops. Furthermore, because the period from when the sound adjustment display OC is displayed until the customer waiting demo effect is displayed is sufficiently long and the display of the customer waiting demo effect does not make it difficult to see the sound adjustment display OC, players in the customer waiting state can easily recognize that the volume of background music, etc. can be adjusted.

[0235] According to the above-described customer waiting state, it is possible to make the timing of outputting the predetermined sound effect or predetermined preview sound in the audio output device 331 earlier than the timing of changes in the display mode on the main display device 131, such as the display of the sound adjustment display OC, the display of the change in the volume gauge, the display of the menu image MN1a, etc., and the display of the change in mode on the main display device 131 (i.e., the frame update timing of the main display device 131). In such a customer waiting state, for example, for a player who is operating the effect operation stick 136 to adjust the volume to a desired level while operating the launch handle device 103 in the hope of quickly winning at the first starting hole 112, etc., while the sound adjustment display OC, etc., is being displayed, even if the variable display by the effect pattern 50a starts before the display of the change in the volume gauge is completed on the main display device 131 and the player stops paying attention to the display of the change in the volume gauge, the player can recognize that the adjustment to the desired volume has been completed by the predetermined preview sound that is output before the display of the change in the volume gauge is completed. In other words, the player can recognize that the change in the settings of the gaming machine 100 in response to his or her operation has been completed by a predetermined sound effect or preview sound, without having to visually confirm the completion of the change in the display mode on the main display device 131 based on his or her operation.

[0236] (Example of a performance when winning while waiting for customers) With reference to Fig. 7-4, an example of the presentation when a prize is won while waiting for customers will be described. Fig. 7-4 is a diagram showing an example of the presentation when a prize is won while waiting for customers. Here, an example of the presentation when a prize is won during the period T4 to T6 of the demo waiting period while waiting for customers will be described.

[0237] As shown in Figure 7-4(a), during the demo waiting period T4 to T6 in the customer waiting state, as described above, the stop time of the special symbol has elapsed, and the main control board 300 sends a customer waiting state designation command to the performance control board 320, entering the demo waiting period in which the performance symbol 50a is displayed in a stopped state. At this time, on the main display device 131, the background image is a horizontally scrolling Mode A background image similar to that during the variable display of the first special symbol display 120, and as for the BGM, the variable BGM1 similar to that before the variable display of the first special symbol display 120 is continuously audibly output.

[0238] As shown in FIG. 7-4(b), when a gaming ball enters the first start opening 112, the first reserved number becomes "1," the reserved icon HI is additionally displayed in the normal display mode in the first display section of the first reserved icon display area 50b, and the reserved number in the first reserved number display area SA is updated to "1." Also, the variable BGM 1 continues to be audibly output, and a sound effect indicating a winning has been output. Furthermore, the background image continues to be horizontally scrolled, displaying the Mode A background image. In other words, if a gaming ball enters the first start opening 112 during the demo waiting period when a customer is waiting and variable BGM is being output, the variable BGM that was being output before the winning will continue to be output.

[0239] As shown in FIG. 7-4(c), when the first reserved number decreases to "0" and the display of the first special symbol begins to change, the reserved icon HI displayed in the first reserved icon display area 50b begins to shift (decreasing display, changing display) toward the icon display area 50c, and the reserved number in the first reserved number display area SA is updated to "0" (decreasing display). Furthermore, in front of the horizontal scrolling of the Mode A background image, the three effect symbols 50a that were displayed stationary begin to float up as a pre-change operation, and the scrolling display of the special symbol TZ begins. Furthermore, even at this time, the variable BGM 1 continues to be audibly output. At this time, for example, if the effect mode is changed, the variable effect may be displayed with the background image, effect symbol 50a, reserved icon HI, the icon TI, variable BGM, etc., changed.

[0240] (Example of the effect when operating the sword handle unit 135 during the change display) Referring to FIG. 7-5, an example of a presentation when the sword handle unit 135 is operated during the variable display of the special symbol will be described. FIG. 7-5 is a diagram showing an example of a presentation when the sword handle unit 135 is operated during the variable display. Here, a case will be described in which the first special symbol is determined to be a jackpot and an SPSP reach presentation is set as the variable presentation pattern. When the SPSP reach presentation (jackpot) is set as the variable presentation pattern on the presentation control board 320, an operation valid period (10 seconds) during which operation of the sword handle unit 135 is valid is set. Furthermore, the operation valid period (10 seconds) is not limited to the SPSP reach presentation (jackpot), and can be set for a plurality of types of variable presentation patterns, such as an SPSP reach presentation (miss), an SP reach presentation (jackpot), and a pseudo-continuous presentation.

[0241] As shown in FIG. 7-5(a), first, when the output of the SPSP reach BGM is stopped and the deciding performance starts in the final stage of the SPSP reach performance, a prompting image for operating the sword handle button of the sword handle unit 135 is displayed, and the valid operation period (10 seconds) of the sword handle button begins. Specifically, an operation prompting image SSG imitating a sword handle button is displayed on the main display device 131, the output of the SPSP reach BGM is stopped (not output), and a sound effect of "press" is output from the audio output device 331. At this time, a reduced performance pattern 50a is displayed variably in the upper left corner of the main display device 131.

[0242] As shown in FIG. 7-5(b), when the sword handle button of the sword handle unit 135 is operated during the valid operation period (10 seconds), a successful winning effect is executed, indicating that a jackpot game will be executed. Specifically, the lower accessory unit 156 moves to the effect position, and multiple light-emitting LEDs provided on the lower accessory unit 156 flash. Furthermore, a successful winning image SEF is displayed in front of the SPSP reach background of the main display device 131, and a "kyuin kyuin" sound effect is output from the audio output device 331. Furthermore, the sword handle unit 135 vibrates due to the button drive device. Then, the reduced effect symbol 50a in the upper left corner of the main display device 131 temporarily stops at "5," and the three effect symbols 50a temporarily stop at the jackpot result ("555"). If the sword handle unit 135 is not operated during the valid operation period, the operation prompt image SSG disappears, and the successful winning effect is executed.

[0243] As shown in Figure 7-5(c), after the execution period of the SPSP reach effect has elapsed, a pre-stop effect (display of a blocking image (an eye-catching image including the model name) that blocks the background image and effect pattern 50a for 0.5 seconds) is executed, suggesting that the effect pattern 50a will stop, and then the horizontal scrolling of the Mode A background image resumes, and the effect pattern 50a returns to the position and first mode it was in before the start of the SPSP reach effect, and is displayed temporarily stopped. Also, the first hold icon display area 50b and the icon display area 50c in which the icon TI is displayed are redisplayed. At this time, no sound is output from the audio output device 331 for a predetermined period (for example, until the effect pattern 50a stops).

[0244] In the case of a variable effect in which the above-described effective operation period is set, the effective operation period (10 seconds) set according to the variable effect pattern is set for multiple types of variable effect patterns, so it can be set more times than the effective operation period (one time) set during the customer waiting state, and can be set shorter than the effective operation period set during the customer waiting state (set throughout the customer waiting state). With such a variable effect, the variable effect set by setting the effective operation period during the variable effect increases the player's anticipation, and since it can be implemented with many types of variable effect patterns in a short effective operation period, it can increase the interest of the variable effect. Furthermore, since the effect set by setting the effective operation period during the customer waiting state is set with a long effective operation period only a few times (one time), it can reduce player boredom and increase the interest of the effect during the customer waiting state.

[0245] [Example of when the variable effect in time-saving game state 3 ends and the game enters a waiting state] Using Figures 8-1 to 8-3, we will explain a specific example of when the variable presentation in time-saving gaming state 3 ends when the available number of plays "M3" is not "0" and the demo waiting period changes to a customer waiting demo period. Figure 8-1 is a timing chart when the variable presentation in time-saving gaming state 3 ends and the customer waiting state changes, and Figures 8-2 and 8-3 are diagrams showing examples of presentations at various timings in Figure 8-1. Note that here we will explain the case of presentation mode F, but presentation modes D and E, which are presentation modes in the time-saving gaming state, are basically the same, so explanations will be omitted.

[0246] As shown in FIG. 8-1, first, at timing T0, the second reserved number is "0" and the second special symbol display 122 is displaying a variable second special symbol. At this time, the second special symbol reserved display 124 and the second reserved number display area SB display "0." Also, in front of the horizontally scrolling Mode F background image, the center one of the three effect symbols 50a in the fourth mode and the three special symbols TZ are updating (scrolling display, switching display). Also, the remaining number of times image JK (indicating that the remaining number of times available for play in time-saving game state 3 is "101 times") is displayed, and the second reserved icon display area 50d and the icon display area 50c are displayed. Although the reserved icon HI is not displayed in the second reserved icon display area 50d, the icon TI in the normal display mode is displayed in the icon display area 50c. In addition, a right-hit image MG is displayed, and a variable BGM 6 corresponding to the presentation mode F is audibly output (see Figure 8-2(a)).

[0247] Next, at the timing of T1, when the central effect symbol 50a, which had been scrolling (updating and changing) at a slow speed, temporarily stops, the three effect symbols 50a perform a pre-stop effect (bounce (small) display), and the three effect symbols 50a temporarily stop at a losing result ("537"). Then, at the timing of T2, when the special symbol change time has elapsed, a stop command (symbol confirmation command) is sent from the main control board 300 to the effect control board 320, and a losing special symbol is displayed stopped on the second special symbol display 122. In addition, the right-hit image MG and the remaining number image JK are displayed, and the changing BGM 6 corresponding to effect mode F is continuously audibly output (see Figure 8-2 (b)).

[0248] Next, at the timing of T3, the icon TI displayed in the icon display area 50c starts to disappear in an animated manner, and the effect symbol 50a ("537") and the special symbol TZ ("537") start to stop. After that, at the timing of T4, when a predetermined period has elapsed since the start of the disappearance of the icon TI in an animated manner, the disappearance of the icon TI ends. In addition, the right-hit image MG and the remaining number of times image JK are displayed, and the variable BGM 6 corresponding to the effect mode F is continuously audibly output (see FIG. 8-2(c)). Although not shown, in the remaining number of times image JK, as the disappearance of the icon TI ends, an image saying "100 times remaining" is displayed in an animation in which "1" is subtracted from the available number of times "101."

[0249] Then, at timing T5, when the stop time of the special symbol has elapsed, the machine enters a customer waiting state, and a demo waiting period in which the special symbol is displayed in a stopped state is initiated. A customer waiting state designation command is sent from the main control board 300 to the performance control board 320. At this time, the background image is a horizontally scrolling Mode F background image, similar to that displayed during the variable display of the second special symbol display 122. Any background music may be continuously output. For example, the same variable background music 6 as that displayed before the second special symbol display 122 stopped may be continuously audibly output, or a predetermined background music (e.g., BGM 8) corresponding to the demo waiting period (customer waiting state) may be output, different from that displayed before the second special symbol display 122 stopped. Here, the variable background music 6, similar to that displayed before the second special symbol display 122 stopped, may be continuously audibly output. The right-hit image MG and the remaining number of times image JK are also continuously displayed (see FIG. 8-2(d)).

[0250] Next, at the timing of T6, when a predetermined time (30 seconds) has elapsed since the second special symbol display 122 stopped, the variable BGM 6 that had been audibly output is stopped and silence is restored. The right-hit image MG and the remaining number image JK continue to be displayed (see FIG. 8-2(e)). During the period from T4 to T6 when the variable BGM 6 is being output, the volume of the variable BGM 6 can be changed and the output vo...

Claims

[Claim 1] A gaming machine capable of obtaining determination information and executing changes based on the fulfillment of a starting condition, The device has a light-emitting means including a first light-emitting means, a second light-emitting means different from the first light-emitting means, or a display means, and is capable of performing a rainbow light-emitting effect by emitting light in a specific light-emitting color using one or more of the light-emitting means. It is possible to execute specific effects that suggest the possibility of a favorable situation for the player, The performance state in which the aforementioned rainbow light effect can be performed is: There is a first performance state in which the aforementioned variation is not performed, and a second performance state in which the aforementioned variation is performed. The second performance state has a greater number of types of rainbow images that the display means can display than the first performance state. The display means periodically displays the rainbow image, and the period of the rainbow image on the display means differs before and after the execution of the specific performance. The symbols can be displayed in a first mode when the aforementioned variation begins, in a second mode smaller than the first mode during the reach animation, and in a third mode in which the symbols are displayed larger than the first mode. The third aspect is, An enlargement effect can be performed when it is indicated that a special game will be played, in which at least one of the multiple symbols displayed enlarges the area occupied by the image display area of ​​the display means more than the other symbols. When the third embodiment is being performed, the rainbow light effect can be performed, The first performance state is, It is possible to perform customer-waiting performances or customer-waiting demonstration performances. In the aforementioned customer waiting animation, it is possible to display a volume control image that shows the volume level. In the aforementioned customer waiting animation, when the volume adjustment image corresponding to the operation of the control means is displayed, the rainbow light effect is not executed. A gaming machine that can display the volume control image during the aforementioned fluctuation, and can execute the rainbow light effect when the volume control image corresponding to the operation of the operating means during the fluctuation is displayed.