Gaming machine
The gaming machine uses symbol display and light-emitting devices to control game states, addressing the need for enhanced player engagement through varied light-emitting effects in different game modes.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KYORAKU IND CO LTD
- Filing Date
- 2024-11-29
- Publication Date
- 2026-06-10
AI Technical Summary
Existing gaming machines lack innovative mechanisms to enhance player interest by controlling the gaming state in new modes, utilizing light-emitting devices, and varying the proportion of light-emitting effects to create diverse game experiences.
The gaming machine incorporates a symbol display means, specific game execution, and game state control, featuring light-emitting devices that emit light in specific patterns during different game states, with varying proportions of light-emitting effects to enhance player engagement.
This approach enhances player interest by providing distinct game states with varying light-emitting effects, creating a more engaging and dynamic gaming experience.
Smart Images

Figure 2026094832000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine using a gaming medium.
Background Art
[0002] In gaming machines such as pachinko machines, various effects are used to enhance the player's interest, such as controlling the gaming state to a favorable state for the player when a predetermined condition is satisfied, using an image display device having a liquid crystal screen, a voice output device (speaker), an electric accessory, etc. For example, an effect pattern is determined based on the lottery result of a symbol and the gaming state performed triggered by the entry of a gaming ball into a start port, and an effect image is displayed on the image display device according to this effect pattern (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] An object of the present invention is to propose a gaming machine capable of enhancing the interest of a game by controlling a gaming state in a new mode.
Means for Solving the Problems
[0005] The present invention has been made to solve the above problems and can be realized in the following forms. A first embodiment of the present invention includes a symbol display means that displays a changing pattern when a starting condition is met, a specific game execution means that executes a specific game advantageous to the player based on the display result of the symbol display means, and a game state control means that controls the game state. The game machine is characterized by comprising: an effect control means for controlling the effects; and a light-emitting device capable of emitting light; the game state comprises a first game state; a second game state which is more advantageous than the first game state; and a third game state which is more advantageous than the second game state; the specific game comprises a first specific game in which a first bonus is granted; and a second specific game in which a second bonus which is more advantageous than the first bonus is granted; the effect control means is capable of executing a variation effect in conjunction with the variation display of the symbols; and during the execution of the variation effect, it is capable of executing a specific light-emitting effect in which the light-emitting device emits light in a specific manner; and the proportion of the specific light-emitting effect being executed in the first game state, the proportion of the specific light-emitting effect being executed in the second game state, and the proportion of the specific light-emitting effect being executed in the third game state are all different. A second embodiment of the present invention comprises: a symbol display means for displaying a changing symbol in accordance with the fulfillment of a starting condition; a specific game execution means for executing a specific game advantageous to the player based on the display result of the symbol display means; a game state control means for controlling the game state; an effect control means for controlling the effects; and a light-emitting device capable of emitting light, wherein the game state has a first game state, a second game state that is more advantageous than the first game state, and a third game state that is more advantageous than the second game state, and the specific game has a first specific game in which a first bonus is granted, and a second specific game in which a second bonus that is more advantageous than the first bonus is granted. The game machine is characterized in that the performance control means is capable of performing a specific light-emitting performance in which the light-emitting device emits light in a specific manner during the specific game, and the proportion of times the specific light-emitting performance is performed during the specific game when the game is performed while controlled to the first game state, the proportion of times the specific light-emitting performance is performed during the specific game when the game is performed while controlled to the second game state, and the proportion of times the specific light-emitting performance is performed during the specific game when the game is performed while controlled to the third game state are all different. [Brief explanation of the drawing]
[0006] [Figure 1] This is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] This is a perspective view showing an example of the back side of a gaming machine according to this embodiment. [Figure 3] This is a block diagram showing the configuration of the game control device provided in the game machine according to this embodiment. [Figure 4] This is a block diagram of the image control board. [Figure 5] This diagram shows an example of a jackpot determination table. [Figure 6] This diagram shows the symbol determination table that determines the stopping symbols for special symbols. [Figure 7] This diagram shows the symbol determination table that determines the stopping symbols for special symbols. [Figure 8] This diagram shows a table for determining the regular symbols, a table for determining the variation time of the regular symbols, and a table for determining the opening pattern of the regular electric mechanism based on the stopped regular symbols. [Figure 9] This diagram explains the time-saving game state corresponding to special symbols and the conditions for its termination. [Figure 10] This diagram explains the time-saving game state corresponding to special symbols and the conditions for its termination. [Figure 11] This diagram explains the time-saving game state corresponding to special symbols and the conditions for its termination. [Figure 12] This diagram explains the processing order at the start of the special symbol confirmation time. [Figure 13] This diagram explains the timing for referencing the game state. [Figure 14] This diagram explains the timing for referencing the game state. [Figure 15] This figure shows a variation pattern determination table used to determine the variation patterns of special symbols. [Figure 16] This figure shows a variation pattern determination table used to determine the variation patterns of special symbols. [Figure 17]It is a diagram showing a pre-judgment table for pre-judging the result of a big win lottery draw. [Figure 18] It is a flowchart explaining the main processing by the main control board. [Figure 19] It is a flowchart explaining the timer interrupt processing by the main control board. [Figure 20] It is a flowchart explaining the input control processing by the main control board. [Figure 21] It is a flowchart explaining the input processing of the first start port detection switch by the main control board. [Figure 22] It is a flowchart explaining the input processing of the second start port detection switch by the main control board. [Figure 23] It is a flowchart explaining the pre-judgment processing by the main control board. [Figure 24] It is a flowchart explaining the input processing of the specific area detection switch by the main control board. [Figure 25] It is a flowchart explaining the special figure and special electricity control processing by the main control board. [Figure 26] It is a flowchart explaining the special symbol memory determination processing by the main control board. [Figure 27] It is a flowchart explaining the processing when the special symbol stops by the main control board. [Figure 28] It is a flowchart explaining the small win game processing by the main control board. [Figure 29] It is a flowchart explaining the special game end processing by the main control board. [Figure 30] It is a flowchart explaining the main processing by the effect control board. [Figure 31] It is a flowchart explaining the timer interrupt processing by the effect control board. [Figure 32] It is a flowchart explaining the command analysis processing by the effect control board. [Figure 33] It is a flowchart explaining the command analysis processing by the effect control board. [Figure 34] This is a flowchart illustrating the control process for performance inputs by the performance control board. [Figure 35] This is a flowchart explaining the main processing performed by the image control board. [Figure 36] This is a flowchart explaining the interrupt handling process for an image control board. [Figure 37] This diagram outlines the gameplay flow of the gaming machine according to this embodiment. [Figure 38] This diagram illustrates the effects that occur during non-time-saving gameplay. [Figure 39] This is a diagram explaining the effects that occur during the lower-level RUSH mode. [Figure 40] This is a diagram explaining the jackpot animation after a lower-level RUSH. [Figure 41] This is a diagram explaining the jackpot animation after a lower-level RUSH. [Figure 42] This diagram illustrates the screen transitions in the higher-level RUSH mode. [Figure 43] This diagram illustrates the screen transitions in the higher-level RUSH mode. [Figure 44] This diagram illustrates the animations that occur when you win consecutively in the higher-level RUSH mode. [Figure 45] This diagram shows a table used to determine the animation patterns for the effects performed during RUSH mode. [Figure 46] This diagram shows a table used to determine the performance patterns for the "Low Expectation STYLE" custom setting. [Figure 47] This diagram shows a table used to determine the performance patterns for the "Discovery STYLE" customization. [Figure 48] This diagram explains the effects during RUSH mode without any customization. [Figure 49] This diagram explains the effects during RUSH mode without any customization. [Figure 50] This diagram explains the effects during RUSH mode when "Low Expectation STYLE" is selected. [Figure 51] This diagram explains the presentation during RUSH mode when "Discovery STYLE" is selected. [Figure 52] This diagram explains the presentation during RUSH mode when "Discovery STYLE" is selected. [Figure 53] This diagram illustrates the winning animation sequence of the gaming machine according to this embodiment. [Figure 54] This is a flowchart explaining the process for displaying the Zebra V pattern. [Modes for carrying out the invention]
[0007] The present invention will be described in detail below with reference to the embodiments shown in the drawings. <Configuration of a gaming machine> Figure 1 is a front view showing an example of a gaming machine according to this embodiment, Figure 2 is a perspective view showing an example of the rear side of a gaming machine according to this embodiment, and Figure 3 is a block diagram showing the configuration of a gaming control device provided in a gaming machine according to this embodiment. In the gaming machine 1 shown in Figure 1, an inner frame (opening / closing frame) 3 is attached to an outer frame 2 which is mounted on the island structure of the gaming hall, and a glass frame 4 is attached to this inner frame 3 in an opening / closing manner.
[0008] A window 4a is formed in the glass frame 4, and a transparent plate 4b is attached to the window 4a. A game board 10 having a surface from which game balls are launched is mounted in the inner frame 3, and a game area 10a is formed between the surface of the game board 10 and the transparent plate 4b in front of it, from which game balls can roll and flow down. The transparent plate 4b is, for example, a glass plate and is detachably fixed to the glass frame 4. Furthermore, the glass frame 4 is connected to the outer frame 2 via a hinge mechanism 5 at one end in the left-right direction (for example, the left side when facing the gaming machine), and is rotatable using the hinge mechanism 5 as a pivot point to open the other end in the left-right direction (for example, the right side when facing the gaming machine) from the outer frame 2. The glass frame 4, together with the glass plate 4b, covers the gaming board 10, and by rotating like a door using the hinge mechanism 5 as a pivot point, the inner part of the outer frame 2, including the gaming board 10, can be opened. The other end of the glass frame 4 is provided with a locking mechanism that fixes the other end of the glass frame 4 to the outer frame 2. The locking mechanism can be released with a special key. The glass frame 4 is also provided with a door open switch 136 (see Figure 3) that detects whether or not the glass frame 4 is open from the outer frame 2.
[0009] At the bottom of the glass frame 4 (the lower part of the window 4a), there is a tray unit 7 having a storage tray 6 (upper tray 6a and lower tray 6b) for storing game balls. The tray unit 7 is equipped with an action button 8 that can be pressed by the player, a cross key 40 that allows the player to perform various selection operations, and a discharge button 9 that discharges the game balls stored in the lower tray 6b to the outside of the game machine.
[0010] The performance button 8 is activated only when, for example, a message prompting the player to operate the performance button 8 is displayed on the image display device 31, which will be described later. The performance button 8 is equipped with a performance button detection switch 8a (see Figure 4), and when this performance button detection switch 8a detects the player's operation, further performances are executed in response to this operation. Furthermore, the directional pad 40 is equipped with directional pad detection switches 40 (up key detection switch 40a, down key detection switch 40b, left key detection switch 40c, right key detection switch 40d) (see Figure 3).
[0011] An operating handle 11 is provided on the lower right side of the glass frame 4. When a player touches the operating handle 11, a touch sensor 11a (see Figure 4) inside the operating handle 11 detects that the player has touched the operating handle 11 and sends a touch signal to the launch control board 160, which will be described later. When the launch control board 160 receives the touch signal from the touch sensor 11a (see Figure 4), it allows the launch solenoid 12a to be energized. When the rotation angle of the operating handle 11 is changed, a gear directly connected to the operating handle 11 rotates, and the knob of the launch volume 11b (see Figure 4) connected to the gear rotates. A voltage corresponding to the detection angle of this launch volume 11b is applied to the launch solenoid 12a provided in the game ball launching mechanism. Then, when a voltage is applied to the launching solenoid 12a (see Figure 3), the launching solenoid 12a operates according to the applied voltage, and the game ball is launched into the game area 10a of the game board 10 with a force corresponding to the rotation angle of the operating handle 11.
[0012] An outer rail R1 and an inner rail R2 are provided around the game area 10a of the game board 10. These outer rail R1 and inner rail R2 guide the game balls launched from the game ball launching mechanism to the upper part of the game area 10a when the operating handle 11 is operated. Once guided to the upper part of the game area 10a, the game balls fall within the game area 10a. At this time, the game balls fall in an unpredictable manner due to the multiple nails and windmills provided in the game area 10a. A center member 12 is positioned approximately in the center of the game board 10. The center member 12 is equipped with an image display device 31, which consists of a liquid crystal display device or the like, and a performance device 32 that resembles a "sword".
[0013] Furthermore, a first starting opening 13 into which game balls can enter is provided in the game area 10a at the lower center of the center member 12. Below this first starting opening 13, a standard electric mechanism unit is provided. The standard electric mechanism unit is a unit that integrates a second starting opening 14 into which game balls can enter (pass through), a switch 14a that detects when a game ball enters this opening, and a standard electric mechanism. The standard electric mechanism has, for example, an opening / closing door 14b (a so-called electric chute), and is movablely controlled to a first state in which the opening / closing door 14b is kept in a closed state, and a second state in which the opening / closing door 14b is in an open state. Therefore, when the standard electric mechanism is in the first state (closed state), there is no opportunity for a game ball to enter the second starting opening 14, and when the standard electric mechanism is in the second state (open state), the opportunity for a game ball to enter increases. However, even when the electric mechanism is in the open position, the game balls rarely enter the second starting port 14 when it is operating in the short opening mode described below, and they are more likely to enter the second starting port 14 when it is operating in the long opening mode.
[0014] The first start port 13 and the second start port 14 are each equipped with a first start port detection switch 13a (see Figure 4) and a second start port detection switch 14a, respectively, for detecting the entry of game balls. When these detection switches detect the entry of game balls, a lottery is held to determine the right to play the jackpot game described later (hereinafter referred to as the "jackpot lottery"). In addition, if the first start port detection switch 13a and the second start port detection switch 14a detect the entry of game balls, a predetermined number of prize balls (for example, 3 game balls) are dispensed. In this embodiment of the gaming machine 1, when a game ball enters the first start port 13 and the second start port 14, for example, three game balls are dispensed. However, it is not always necessary to dispense game balls when they enter the machine. Alternatively, the number of balls dispensed from each start port may be set to be different, for example, three balls from the first start port 13 and one ball from the second start port 14.
[0015] The Seven Gimmick 7G is installed below the game board 10 and in appropriate locations on the casing of the game machine 1. The Seven Gimmick 7G is a gimmick unique to this game machine 1 that is shaped like the number "7". The Seven Gimmick 7G is equipped with an internal vibrator and a surface featuring light-emitting elements and liquid crystal display elements, which can emit light in various colors (described later) and also vibrate. The combination of vibration and light color can provide players with various indications, such as the likelihood of a jackpot and the state of the game's presentation. The game areas 10a on both sides of the center member 12 are provided with gates 15 through which game balls can pass. Each gate 15 is equipped with a gate detection switch 15a (see Figure 4) that detects the passage of a game ball. When this gate detection switch 15a detects the passage of a game ball, a drawing for a regular symbol, as described later, is performed.
[0016] Furthermore, the game area 10a on the right side of the center member 12 is provided with a large prize slot 16 and a specific area 17 into which game balls can enter. Therefore, the game balls will not enter the large prize slot 16 and the specific area 17 unless the operating handle 11 is rotated significantly and the game balls are launched with strong force. The large prize slot 16 is normally kept closed by the opening / closing door 16b, making it impossible for game balls to enter. However, when a jackpot game, as described later, is started, the opening / closing door 16b is opened, and this door 16b functions as a tray that guides game balls into the large prize slot 16, making it possible for game balls to enter the large prize slot 16. The large prize slot 16 is equipped with a first large prize slot switch 16a, and when this first large prize slot switch 16a detects the entry of game balls, a preset number of prize balls (for example, 15 game balls) are dispensed.
[0017] The specific area 17 is normally kept closed by the movable piece 17b, making it impossible for game balls to enter. However, when a minor win game, described later, is started, the movable piece 17b is activated and opens, and this movable piece 17b functions as a guide path that leads the game ball into the specific area 17, making it possible for the game ball to enter the specific area 17. The specific area 17 is provided with a specific area detection switch 17a, and when this specific area detection switch 17a detects the entry of a game ball during the effective period of the specific area 17 (minor win game), a major win game is executed as a result. The gate 15 (right gate) provided in the right-side area of the game area may also serve as the specific area 17. In that case, the detection switch that detects when a game ball has passed through the specific area is the gate detection switch 15a of the right gate. When a game ball passes through the right gate during the effective period of the specific area, a drawing for ordinary symbols is conducted and the major prize opening 16 is opened as a result. The gate 15 located in the left-hand area of the game area cannot also serve as a specific area.
[0018] Furthermore, the game area 10a is provided with multiple general prize slots 18. When a game ball enters one of these general prize slots 18, a predetermined number of prize balls (for example, 10 game balls) are dispensed. At the bottom of the game area 10a, there is an outlet 19 for discharging game balls that did not enter any of the general prize entry openings 18, the first starting opening 13, the second starting opening 14, the big prize entry opening 16, or the specific area 17. The image display device 31 displays images during standby when no game is being played, and displays images corresponding to the progress of the game. In particular, when a game ball enters the first start port 13 or the second start port 14, a display of symbols 35 that informs the player of the lottery result changes and is displayed.
[0019] The 35 display pattern involves scrolling through three symbols (numbers), such as the first symbol (left symbol), the second symbol (right symbol), and the third symbol (center symbol), and then stopping the scrolling after a predetermined time has elapsed to display a specific set of symbols (numbers) in an array. This gives the player the impression that a lottery is currently taking place while the symbols are scrolling, and the result of the lottery is announced to the player by the symbols displayed when the scrolling stops. By displaying various images and characters while the symbols 35 are changing, the system aims to give the player a strong sense of anticipation that they might win a jackpot.
[0020] In addition, although not shown in the diagram, the image display device 31 displays a fourth symbol separately from the above-mentioned performance symbol 35. The fourth symbol is a symbol that indicates the change state of the performance symbol 35 used to notify the lottery results of the jackpot lottery process. Furthermore, the fourth symbol does not necessarily need to be displayed on the image display device 31; it may be displayed separately using a fourth symbol indicator lamp. The top of the glass frame 4 is equipped with a pair of stage lighting devices 33, one on each side. Each stage lighting device 33 has multiple lights, and various effects can be created by changing the direction of light emission and the color of light emitted from each light. Furthermore, each of the performance lighting devices 33 is equipped with multiple lights, and various effects can be created by changing the direction of illumination and the color of light emitted from each light.
[0021] Furthermore, although not shown in Figure 1, the gaming machine 1 is equipped with an audio output device 34 consisting of a speaker (see Figure 4). In addition to visual effects using the image display device 31 and light effects using the lighting device 33, sound effects are also provided through BGM (background music), SE (sound effects), etc., output from the audio output device 34.
[0022] A display area 27 is provided in the lower left of the game area 10a, which includes the first special symbol display device 20, the second special symbol display device 21, the regular symbol display device 22, the first special symbol hold indicator 23, the second special symbol hold indicator 24, the regular symbol hold indicator 25, and the round count indicator 26, which will be described later.
[0023] The first special symbol display device 20, described above, notifies the result of a jackpot lottery that takes place when a game ball enters the first start opening 13, and is composed of multiple LEDs. In other words, there are multiple special symbols corresponding to the jackpot lottery results, and the first special symbol display device 20 notifies the player of the lottery result by displaying the special symbol (lighting pattern) corresponding to the jackpot lottery result. The special symbols displayed in this way do not appear immediately, but are displayed in a variable (flashing) manner for a predetermined time before being displayed in a stopped state.
[0024] More specifically, when a game ball enters the first starting opening 13, a jackpot lottery is held. However, the results of this jackpot lottery are not immediately communicated to the player, but are communicated after a predetermined period of time has elapsed. After the predetermined time has elapsed, a special symbol corresponding to the jackpot lottery result is displayed, informing the player of the lottery result. The second special symbol display device 21 is used to notify the results of a jackpot lottery that was conducted when a game ball entered the second start opening 14, and its display method is the same as the display method of the special symbols in the first special symbol display device 20.
[0025] The regular symbol display device 22 is used to notify the result of the regular symbol lottery, which is conducted when a game ball passes through (enters) the gate 15. As will be explained in more detail later, if a predetermined winning combination is achieved through this regular symbol lottery, the regular symbol display device 22 lights up, and then the second start port 14 is controlled to the second mode for a predetermined time. It should be noted that even with these regular symbols, the lottery result is not notified immediately after the game ball passes through (enters) the gate 15; rather, the regular symbols are displayed in a variable manner, such as by flashing the regular symbol display device 22, until a predetermined time has elapsed.
[0026] Furthermore, if a game ball enters the first start port 13 and a jackpot draw cannot be conducted immediately, such as during the display of special symbols or during special games described later, the right to draw a jackpot is reserved under certain conditions. More specifically, the right to draw a jackpot is reserved when a game ball enters the first start port 13. The maximum number of reserved first special symbols is set to 4, and this number is displayed on the first special symbol reserve indicator 23. The maximum number of reserved second special symbols is set to 3, and this number is displayed on the second special symbol reserve indicator 24 in the same manner as the first special symbol reserve indicator 23. The maximum number of regular symbols that can be reserved is also set to 4, and this number is displayed on the regular symbol reservation indicator 25 in the same manner as the first special symbol reservation indicator 23 described above. The round count indicator 26 is for notifying the number of rounds in the round game played during the special game described later.
[0027] As shown in Figure 2, the back of the gaming machine 1 is equipped with a main control board 110, a performance control board 120, a payout control board 130, a power supply board 170, a game information output terminal board 27, and the like. The power supply board 170 is also equipped with a power plug 171 for supplying power to the gaming machine, and a power switch (not shown).
[0028] Next, I will explain the effects button 8. The performance button 8 is integrated into the central part of the disc unit 7. The performance button 8 is configured to move forward and backward between a normal operating position (not shown), a pressed position that is retracted below the normal operating position, and a protruding operating position that is projected above the normal operating position. Furthermore, the performance button 8 is configured to be pressable from any position, including the normal operating position and the protruding operating position, to the pressed position. In this specification, the detailed structure of the performance button 8 is disclosed in other publications, such as Japanese Patent Application Publication No. 2013-116168, so its explanation is omitted here. <Configuration of the game control device> Next, using Figure 3, we will explain the game control device that controls the progress of the game in the game machine 1 of this embodiment.
[0029] In Figure 3, the main control board 110 controls the basic operation of the game. This main control board 110 is equipped with a one-chip microcontroller 114 consisting of a main CPU 111, a main ROM 112, and a main RAM 113, as well as input ports and output ports (not shown) for main control. The main CPU 111 reads programs stored in the main ROM 112 based on input signals from each detection switch and performs calculations, as well as directly controlling each device and display, or sending commands to other boards according to the results of the calculations. The main RAM 113 functions as a data work area during calculations performed by the main CPU 111.
[0030] The main CPU 111 performs jackpot determination processing for special symbol display devices and hit determination processing for regular symbol display devices using the table shown in Figure 5. The main CPU 111 also performs the processes of determining the winning symbols, the minor winning symbols, and the losing symbols using the table shown in Figure 6. The main CPU 111 also performs the process of determining the normal symbols using the table shown in Figure 7. The main CPU 111 also performs the process of determining the variation pattern (variation time) of the normal symbols. The main CPU 111 also performs a process to determine the variation pattern of the special symbols using the tables shown in Figures 10 and 11. The main CPU 111 also performs pre-determination processing for special symbols using the table shown in Figure 12.
[0031] The input side of the main control board 110 is connected to the first start port detection switch 13a, the second start port detection switch 14a, the gate detection switch 15a, the first major prize port detection switch 16a, the specific area detection switch 17a, and the general prize port detection switch 18a, so that the detection signals of the game balls are input to the main control board 110. Furthermore, the output side of the main control board 110 is connected to a start-out opening / closing solenoid 14c that opens and closes the opening / closing door 14b of the ordinary electric mechanism leading to the second start-out opening 14, a first large prize-winning opening / closing solenoid 16c that opens and closes the opening / closing door 16b of the large prize-winning opening 16, and a specific area opening / closing solenoid 17c that opens and closes the movable piece 17b of the specific area 17. Furthermore, the output side of the main control board 110 is connected to the first special symbol display device 20, the second special symbol display device 21, the normal symbol display device 22, the first special symbol hold indicator 23, the second special symbol hold indicator 24, the normal symbol hold indicator 25, and the round count indicator 26, and outputs various signals via the output port.
[0032] The main CPU 111 performs control processing for the opening and closing of the doors 14b of the regular electric mechanism, the opening and closing of the doors 16b of the large prize winning area 16, the opening and closing control processing for the movable pieces 17b of the specific area 17, and the display control processing for the first special symbol display device 20, the second special symbol display device 21, and the regular symbol display device 22.
[0033] Furthermore, the main control board 110 outputs external information signals necessary for managing the gaming machines in the hall computer of the amusement parlor to the gaming information output terminal board 27. The main ROM 112 of the main control board 110 stores programs for game control, which will be described later, as well as data and tables necessary for various games. Furthermore, the main RAM 113 of the main control board 110 has multiple memory areas. For example, the main RAM 113 includes a memory area for the number of regular symbols held (G), a memory area for the number of regular symbols held (U1), a memory area for the number of special symbols held (U2), a judgment memory area, a memory area for the first special symbol, a memory area for the second special symbol, a memory area for the number of time-saving game rounds (J), a memory area for the number of rounds played (R), a memory area for the number of openings (K), a memory area for the number of balls entered into the first big prize slot (C1), a game state memory area, a game state buffer, a stop symbol data memory area, and a storage area for performance transmission data. The game state memory area includes a time-saving game flag memory area, a special symbol special power processing data memory area, and a regular symbol regular power processing data memory area. Note that the memory areas described above are just examples, and many other memory areas are provided.
[0034] The game information output terminal board 27 is a board for outputting external information signals generated by the main control board 110 to the hall computer of the amusement parlor. The game information output terminal board 27 is wired and connected to the main control board 110, and is also provided with a connector for connecting to the hall computer of the amusement parlor.
[0035] The power supply board 170 converts the power supply voltage supplied from the power plug 171 to a predetermined voltage and supplies it to each control board. The power supply board 170 also has a backup power supply consisting of capacitors, which monitors the power supply voltage supplied to the gaming machine and outputs a power outage detection signal to the main control board 110 when the power supply voltage falls below a predetermined value. More specifically, when the power outage detection signal is at a high level, the main CPU 111 becomes operational, and when the power outage detection signal is at a low level, the main CPU 111 becomes inoperable. The backup power supply is not limited to capacitors; for example, it may be a battery, or a combination of capacitors and batteries may be used. Furthermore, a magnetic sensor 50 for detecting illicit radio waves is connected to the main control board 110.
[0036] The performance control board 120 primarily controls various performance effects during gameplay and standby. This performance control board 120 is equipped with a sub-CPU 121, a sub-ROM 122, and a sub-RAM 123, and is connected to the main control board 110 in a one-way communication manner from the main control board 110 to the performance control board 120. The sub-CPU 121 reads a program stored in the sub-ROM 122 and performs calculations based on a command transmitted from the main control board 110 or an input signal from the effect button detection switch 8a input via the lamp control board 140, and transmits the corresponding data to the lamp control board 140 or the image control board 150 based on the calculations. The sub-RAM 123 functions as a data work area during calculations performed by the sub-CPU 121.
[0037] The sub-ROM 122 of the performance control board 120 stores programs for performance control, data necessary for various games, and tables. For example, the sub-ROM 122 stores a performance pattern determination table (not shown) for determining the performance content based on the variation pattern specification command received from the main control board 110, and a performance symbol pattern determination table (not shown) for determining the combination of performance symbols 35 to be displayed at stop. Note that the tables described above are merely examples of characteristic tables in this embodiment, and many other tables and programs not shown are provided for the progress of the game.
[0038] The sub-RAM 123 of the performance control board 120 has multiple memory areas. Sub-RAM 123 includes a command reception buffer, game state memory area, performance mode memory area, performance pattern memory area, performance symbol memory area, judgment memory area (0th memory area), 1st hold memory area, 2nd hold memory area, and others. Note that the above-mentioned memory areas are just examples, and many other memory areas are also provided.
[0039] Furthermore, the performance control board 120 is equipped with an RTC (Real-Time Clock) 124 that outputs the current time. The sub-CPU 121 receives a date signal indicating the current date and a time signal indicating the current time from the RTC 124 and executes various processes based on the current date and time. Normally, the RTC124 operates using power from the gaming machine when power is supplied to the machine, and when the gaming machine is turned off, it operates using power supplied from a backup power supply mounted on the power supply board 170. Therefore, the RTC124 can keep track of the current date and time even when the gaming machine is turned off. Alternatively, the RTC124 may be powered by a battery provided on the performance control board 120.
[0040] The payout control board 130 controls the launch of game balls and the payout of prize balls. This payout control board 130 is equipped with a payout CPU 131, a payout ROM 132, and a payout RAM 133, and is connected to the main control board 110 in a bidirectional manner. Based on input signals from the payout ball counting switch 135 and the door open switch 136, which detect whether or not game balls have been dispensed, the payout CPU 131 reads the program stored in the payout ROM 132 and performs calculation processing, and based on this processing, transmits the corresponding data to the main control board 110.
[0041] Furthermore, a payout motor 134 for a prize ball payout device, which dispenses a predetermined number of prize balls from the game ball storage unit to the player, is connected to the output side of the payout control board 130. Based on a payout quantity specification command transmitted from the main control board 110, the payout CPU 131 reads a predetermined program from the payout ROM 132 and performs calculation processing, and also controls the payout motor 134 of the prize ball payout device to dispense a predetermined number of prize balls to the player. At this time, the payout RAM 133 functions as a data work area during the calculation processing of the payout CPU 131.
[0042] Furthermore, the system checks whether a game ball dispensing device (card unit), not shown in the diagram, is connected to the payout control board 130. If the game ball dispensing device (card unit) is connected, it sends launch control data to the launch control board 160 that authorizes the launch of game balls. Furthermore, the payout control board 130 is connected to a tray full detection switch 51 and a ball jam detection switch 52.
[0043] The tray full detection switch 51 is a switch used to detect when the storage tray (lower tray) for game balls is full. Furthermore, the ball jam detection switch 52 is a switch for detecting, for example, a jam of game balls in the passage through which game balls are dispensed from the game ball storage section.
[0044] When the launch control board 160 receives launch control data from the payout control board 130, it grants permission to launch. It then reads the touch signal from the touch sensor 11a and the input signal from the launch volume 11b, and controls the energization of the launch solenoid 12a and the ball feeding solenoid 12b to launch the game ball. The launch solenoid 12a is composed of a rotary solenoid. A projectile member (not shown) is directly connected to the launch solenoid 12a, and the rotation of the launch solenoid 12a causes the projectile member to rotate. Here, the rotation speed of the launch solenoid 12a is set to approximately 99.9 (revolutions / minute), based on the frequency derived from the output period of the crystal oscillator provided on the launch control board 160. As a result, the number of game balls launched per minute is approximately 99.9 (balls / minute), since one ball is launched each time the launch solenoid rotates. In other words, a game ball is launched approximately every 0.6 seconds. The ball-feeding solenoid 12b is composed of a straight-line solenoid and feeds the game balls from the upper tray 6a (see Figure 1) one by one towards the launching member directly connected to the launching solenoid 12a.
[0045] The lamp control board 140 is connected to the performance control board 120 in a bidirectional manner, and the performance button detection switch 8a provided on the performance button 8 is connected to its input side. When a detection signal is input from the performance button detection switch 8a, it is output to the performance control board 120. Furthermore, the lamp control board 140 is connected to the performance device 32 and the performance lighting device 33 provided on the game board 10. Based on data transmitted from the performance control board 120, the lamp control board 140 controls the lighting of the performance lighting device 33 and controls the drive of the motor for changing the direction of light irradiation. It also controls the power supply to the drive sources such as solenoids and motors that operate the performance device 32. In this embodiment, the performance button 8 is configured to protrude, so the performance device 32 includes the performance button 8.
[0046] The lamp control board 140 is connected to the aforementioned Seven Gimmick 7G, and the lamp control board 140 controls the illumination and vibration of the Seven Gimmick 7G based on the data transmitted from the performance control board 120. The image control board 150 is connected to the performance control board 120 in a bidirectional manner, and the image display device 31 and the audio output device 34 are connected to its output side.
[0047] <Configuration of the image control board> Here, the configuration of the image control board 150 will be explained using Figure 4. Figure 4 is a block diagram showing the configuration of the image control board. The image control board 150 includes a host CPU 151, host RAM 152, host ROM 153, CGROM 154, crystal oscillator 155, VRAM 156, and VDP (Video Display Processor) 200 for controlling the image display of the image display device 31. Furthermore, the VDP200 includes an audio control circuit 300 for controlling the audio output in the gaming machine.
[0048] The host CPU 151, based on the performance pattern specification command received from the performance control board 120 (described later), instructs the VDP 200 to display the image data stored in the CGROM 154 on the image display device 31. This instruction is performed by setting data in the control register 201 of the VDP 200 and outputting a display list consisting of drawing control commands. Furthermore, the host CPU 151 performs interrupt processing as appropriate when it receives a V-blank interrupt signal or a drawing completion signal from the VDP200. Furthermore, the host CPU 151 also instructs the audio control circuit 300 included in the VDP200 to output predetermined audio data to the audio output device 34 based on the performance pattern specification command received from the performance control board 120.
[0049] The host RAM 152 is built into the host CPU 151 and functions as a data work area during the host CPU 151's calculation processing, temporarily storing data read from the host ROM 153.
[0050] Furthermore, the host ROM 153 is composed of a mask ROM and stores the control processing program for the host CPU 151, symbol arrangement information that associates the symbol numbers of the performance symbols with the types of performance symbols 35, a display list generation program for generating a display list, animation patterns for displaying the animation of the performance patterns, animation scene information, and so on. This animation pattern is referenced when displaying the animation of the performance pattern, and stores the combination of animation scene information included in that performance pattern, as well as the display order of each animation scene. In addition, the animation scene information stores information such as the wait frame (display time), target data (sprite identification number, source address, etc.), parameters (sprite display position, destination address, etc.), and drawing method.
[0051] The CGROM154 consists of flash memory, EEPROM, EPROM, mask ROM, etc., and stores compressed image data (sprites, movies, etc.) which are collections of pixel information for a predetermined range of pixels (for example, 32 x 32 pixels). The pixel information consists of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. Furthermore, CGROM154 stores uncompressed palette data, in which color number information specifying color numbers is associated with display color information for actually displaying those colors.
[0052] Furthermore, CGROM154 does not need to compress all image data; it may be configured to compress only a portion of it. Also, various known compression methods, such as MPEG4, can be used for compressing the movie. Furthermore, CGROM154 also stores a large amount of audio data.
[0053] The crystal oscillator 155 outputs a pulse signal to the clock generation circuit 205 of the VDP200. By dividing this pulse signal, the clock generation circuit 205 generates a system clock for control of the VDP200, a synchronization signal for synchronization with the image display device 31, and the like.
[0054] VRAM156 consists of SRAM, which allows for high-speed writing or reading of image data. Furthermore, the VRAM 156 includes a display list storage area 156a for temporarily storing the display list output from the host CPU 151, an unfolded storage area 156b for storing image data unfolded by the unfolding circuit 206, and a first frame buffer 156c and a second frame buffer 156d for drawing or displaying images. Palette data is also stored in the VRAM 156. The two frame buffers, 156c and 156d, alternate between being the "drawing frame buffer" and the "display frame buffer" each time drawing begins.
[0055] The VDP200 is a so-called image processor that, based on instructions from the host CPU 151, reads image data from one of the frame buffers (display frame buffers), generates video signals (RGB signals, etc.) based on the read image data, and outputs them to the image display device. However, in the gaming machine of this embodiment, the VDP200 is not merely an image processor, but also has an audio output function.
[0056] The VDP200 also includes a control register 201, a CG bus I / F 202, a CPU I / F 203, a clock generation circuit 205, an extension circuit 206, a drawing circuit 207, a display circuit 208, a memory controller 209, and an audio control circuit 300.
[0057] Control register 201 is a register used by the VDP200 to control drawing and display. Drawing and display control is performed by writing and reading data to and from control register 201. The host CPU 151 can write and read data to and from control register 201 via CPUI / F203. This control register 201 includes six types of registers: a system control register for basic settings necessary for the operation of the VDP200, a data transfer register for settings necessary for data transfer, a drawing register for settings for drawing control, a bus interface register for settings necessary for bus access, a decompression register for settings necessary for decompressing compressed images, and a display register for settings for display control.
[0058] The CG bus I / F202 is an interface circuit for communication with the CGROM154, and image data from the CGROM154 is input to the VDP200 via the CG bus I / F202. Furthermore, the CPUI / F203 is an interface circuit for communication with the host CPU 151. Through the CPUI / F203, the host CPU 151 outputs a display list to the VDP200, accesses control registers, and receives various interrupt signals from the VDP200.
[0059] The data transfer circuit 204 performs data transfer between various devices. Specifically, it performs data transfer between the host CPU 151 and VRAM 156, data transfer between CGROM 154 and VRAM 156, and data transfer between various memory areas of VRAM 156 (including the frame buffer). The clock generation circuit 205 receives a pulse signal from the crystal oscillator 155 and generates a system clock that determines the processing speed of the VDP200. It also generates a clock for generating a synchronization signal and outputs the synchronization signal to the image display device via the display circuit.
[0060] The decompression circuit 206 is a circuit for decompressing image data compressed in the CGROM 154, and stores the decompressed image data in the unpacking storage area 153b. The drawing circuit 207 is a circuit that performs sequence control using a display list composed of a group of drawing control commands. The display circuit 208 generates RGB signals (analog signals) that represent the color data of an image as a video signal from image data (digital signals) stored in the "display frame buffer" in the VRAM 156, and outputs the generated video signals (RGB signals) to the image display device 31. Furthermore, the display circuit 208 also outputs synchronization signals (vertical synchronization signal, horizontal synchronization signal, etc.) to the image display device 31 for synchronization with the image display device 31. In this embodiment, the system is configured to output an RGB signal, which is a digital signal converted to an analog signal, as the video signal to the image display device 31. However, the video signal may also be output as a digital signal.
[0061] The memory controller 209 controls the switching between the "drawing frame buffer" and the "display frame buffer" when it receives a frame buffer switching instruction from the host CPU 151. The audio control circuit 300 reads a predetermined program based on a command transmitted from the performance control board 120 and controls the audio output of the audio output device 34.
[0062] The audio control circuit 300 outputs audio using the audio data stored in the CGROM 154. In this case, the CGROM 154 includes an audio ROM for storing audio data. Alternatively, instead of storing the audio data in the CGROM154, a separate sound source ROM may be provided in the VDP154. In this case, instead of storing audio data in the CGROM154, which has a fixed capacity, more image data can be stored, making it possible to create more diverse and impressive visual effects. Furthermore, the audio control circuit 300 may not be included in the VDP200, but may be provided independently within the image control board 150. In that case, the sound source ROM may be included in the audio control circuit 300.
[0063] Next, with reference to Figures 5 through 12, the details of the various tables stored in the main ROM 112 will be explained. <Big Win Determination Table> Figures 5(a) and 5(b) show examples of jackpot determination tables referenced by the main CPU 111 when determining whether the stopping result of the special symbol variation is a jackpot. Figure 5(a) is the jackpot determination table referenced by the first special symbol display device, and Figure 5(b) is the jackpot determination table referenced by the second special symbol display device. The tables in Figure 5(a) and Figure 5(b) differ in whether or not a minor win is awarded, but the jackpot probability is the same. In Figure 5(b), a minor win is awarded, but in Figure 5(a), a minor win is not awarded.
[0064] In this specification, a game state in which the special symbol display device's fluctuation time reduction function and the regular symbol display device's fluctuation time reduction function are not activated is described as a non-time-reduction game state, and a game state in which the above fluctuation time reduction function is activated is described as a time-reduction game state. The fluctuation time reduction function is a function that shortens the fluctuation time of special symbols and regular symbols, thereby making the special symbols and regular symbols fluctuate more efficiently and creating a state that is advantageous to the player. Furthermore, the function to extend the opening time of the regular electric mechanism is activated in conjunction with (synchronized with) the function to shorten the variation time of the special symbol display device.
[0065] The "extended opening function for the standard electric mechanism" is a function that sets the easy-to-win state for the standard electric mechanism, which will be described later in Figure 8. The easy-to-win state for the standard electric mechanism is a state in which the probability of a long opening occurs when a standard symbol is a winner is increased compared to the state in the non-time-saving game state where only a short opening of the standard electric mechanism occurs even when a standard symbol is a winner (non-easy-to-win state). By the long opening of the standard electric mechanism, it becomes easier for the game ball to enter the second start opening 14, creating a state that is advantageous to the player. In this embodiment, in the time-saving game state, the easy-to-win state 1 is set in which only a long opening occurs when a standard symbol is a winner. When the time-saving game state is in effect, that is, when the "variation time reduction function" is activated, the "extended opening function for the standard electric mechanism" is also activated.
[0066] In the jackpot determination table shown in Figure 5(a), the main CPU 111 determines whether it is a "jackpot" or a "miss" based on the extracted random values for special symbol determination, in both the non-time-saving game state and the time-saving game state. In the jackpot determination table shown in Figure 5(b), the main CPU 111 determines whether the result is a "jackpot," a "minor win," or a "miss" based on the extracted random values for special symbol determination, in both the non-time-saving game state and the time-saving game state. Note that a "minor win" is a type of miss and not a win.
[0067] For example, according to the jackpot determination table in the first special symbol display device shown in Figure 5(a), 327 random values for special symbol determination ("0" to "326") are determined to be "jackpots". Furthermore, in the jackpot determination table of the first special symbol display device shown in Figure 5(a), random values other than those mentioned above ("327" to "65398") are determined to be "misses". Since the random number range for the special symbol determination random value is "0" to "65398", the probability of determining a jackpot in the jackpot determination table of the first special symbol display device shown in Figure 5(a) is 327 / 65399 ≈ 1 / 199.
[0068] On the other hand, in the jackpot determination table of the second special symbol display device shown in Figure 5(b), the random values for determining special symbols that result in a jackpot are the same as those of the first special symbol display device, but the random values for determining special symbols that result in a minor win and the random values for determining special symbols that result in a loss are different from those of the jackpot determination table of the first special symbol display device shown in Figure 5(a). In the first special symbol display device's jackpot determination table, minor wins that were not awarded are now awarded in the second special symbol display device's jackpot determination table.
[0069] In the jackpot determination table of the second special symbol display device shown in Figure 5(b), 763 random numbers for special symbol determination ("327" to "1089") are determined to be "minor wins". Since the random number range for special symbol determination is "0" to "65398", the probability of being determined to be a minor win in the jackpot determination table of the second special symbol display device shown in Figure 5(b) is 763 / 65399 ≈ 1 / 85. Random numbers other than those above ("1090" to "65398") are determined to be "misses".
[0070] <Collision detection table> Figure 5(c) shows the win determination table that the main CPU 111 refers to when determining whether or not the stopping result of a normal symbol variation is a win. The hit determination table shown in Figure 5(c) consists of a random number determination table for non-time-saving game state and a random number determination table for time-saving game state. The main CPU 111 refers to the game state, selects either the random number determination table for non-shortened game state or the random number determination table for shortened game state, and determines whether it is a "win" or a "loss" based on the selected table and the extracted random number values for win determination.
[0071] In the win determination table shown in Figure 5(c), when not in a time-saving game state, 65,535 random numbers for determining normal patterns ("1" to "65,535") are determined to be "misses," and random numbers other than those above ("1") are determined to be "wins." Since the random number range for determining normal patterns is "0" to "65,535," the probability of being determined to be a miss when not in a time-saving game state is 65,535 / 65,536, and normal patterns are almost always (though not 100%) misses and do not result in a win. On the other hand, during the shortened play mode, the probability of a regular symbol being determined as a win is 65536 / 65536 = 1 / 1 based on the random value used for determining regular symbols, meaning that a regular symbol will always result in a win. In other words, the gaming machine of this embodiment is a Type 1 and Type 2 mixed type gaming machine that does not have a probability variation function for special symbols, but has a probability variation function for ordinary symbols.
[0072] <Pattern Determination Table> Figures 6 and 7 show the symbol determination table that determines the stopping symbols for special symbols. Figure 6 is a jackpot symbol determination table used by the main CPU 111 to determine the stopping symbols when a jackpot is hit. The main CPU 111 determines the stopping symbols based on the extracted random values for the jackpot symbols. Each symbol determination table is configured for each special symbol display device, and consists of a symbol determination table for the first special symbol display device and a symbol determination table for the second special symbol display device.
[0073] Figure 7(a) is a table for determining the stopping symbols when a minor win occurs, which is used by the main CPU 111 to decide the stopping symbols. The main CPU 111 determines the stopping symbols based on the extracted random values for the minor win symbols. As explained in Figure 5 regarding the jackpot determination table, in this embodiment, a minor win is awarded only on the second special symbol display device, and no minor wins are awarded on the first special symbol display device. Therefore, the minor win symbol determination table has only a minor win symbol determination table for the second special symbol display device. Figure 7(b) is a losing symbol determination table used to determine the stopping symbols when the result is a loss. More details will be provided later.
[0074] The pattern determination table in Figure 6 will be explained in detail. In the jackpot symbol determination table shown in Figure 6(a), the main CPU 111 refers to random values for the jackpot symbols. The processing performed by the main CPU 111 is described below. When the first special symbol display device 20 determines that a jackpot has been hit, if the random value for the jackpot symbol is between "0" and "514", then "01" (first special symbol A) is determined as the stop symbol data. Furthermore, when the special symbol starts to change, the special symbol information is generated as the performance symbol specification commands "E0H" and "01H" based on the determined type of special symbol (stop symbol data). The probability of the first special symbol A being determined is 51.5%. When the first special symbol A is determined, the game transitions to a time-saving mode after a 2R jackpot (the time-saving function is activated). This time-saving mode is the "lower RUSH" described later.
[0075] When the first special symbol display device 20 determines that a jackpot has been hit, if the random value for the jackpot symbol is between "515" and "814", then "02" (first special symbol B) is determined as the stop symbol data. Furthermore, when the special symbol starts to change, the special symbol information is generated as the performance symbol specification commands "E0H" and "02H" based on the determined type of special symbol (stop symbol data). The probability of the first special symbol B being determined is 30%. When the first special symbol B is determined, the game does not transition to a time-saving mode after a 2R jackpot (the time-saving function does not activate).
[0076] When the first special symbol display device 20 determines that a jackpot has been hit, if the random value for the jackpot symbol is between "815" and "859", then "03" (first special symbol C) is determined as the stop symbol data. Furthermore, at the start of the special symbol variation, the special symbol information is generated based on the determined type of special symbol (stop symbol data), generating the performance symbol specification commands "E0H" and "03H". The probability of the first special symbol A being determined is 4.5%. If the first special symbol C is determined, the game transitions to a time-saving mode after a 2R jackpot (the time-saving function is activated). This time-saving mode is the "lower RUSH" described later.
[0077] When the first special symbol display device 20 determines that a jackpot has been hit, if the random value for the jackpot symbol is between "860" and "959", then "04" (first special symbol D) is determined as the stop symbol data. Furthermore, at the start of the special symbol variation, the special symbol information is generated based on the determined type of special symbol (stop symbol data), and the performance symbol specification commands "E0H" and "04H" are generated. The probability of the first special symbol D being determined is 10%. When the first special symbol D is determined, the game transitions to a time-saving mode after a 2R jackpot (the time-saving function is activated). This time-saving mode is the "lower RUSH" described later.
[0078] When the first special symbol display device 20 determines that a jackpot has been hit, if the random value for the jackpot symbol is between "960" and "989", then "05" (first special symbol E) is determined as the stop symbol data. Furthermore, at the start of the special symbol variation, the special symbol information is generated based on the determined type of special symbol (stop symbol data), generating the performance symbol specification commands "E0H" and "05H". The probability of the first special symbol E being determined is 3%. When the first special symbol E is determined, the game transitions to a time-saving mode after a 2R jackpot (the time-saving function is activated). This time-saving mode is the "lower RUSH" described later.
[0079] When the first special symbol display device 20 determines that a jackpot has been hit, if the random value for the jackpot symbol is between "990" and "999", then "06" (first special symbol F) is determined as the stop symbol data. Furthermore, at the start of the special symbol variation, the special symbol information is generated based on the determined type of special symbol (stop symbol data), generating the performance symbol specification commands "E0H" and "06H". The probability of the first special symbol F being determined is 1%. When the first special symbol F is determined, the game transitions to a time-saving mode after a 10R jackpot (the time-saving function is activated). This time-saving mode is the "Upper RUSH (10000)" which guarantees the next jackpot, as described later.
[0080] Furthermore, when the second special symbol display device 21 determines that it is a jackpot, if the random value for the jackpot symbol is between "0" and "44", then "01" (second special symbol G) is determined as the stop symbol data and the performance symbol specification commands "E1H" and "01H" are generated. The probability of the second special symbol G being determined is 4.5%. When the second special symbol G is determined, the game transitions to a time-saving mode after a 10R jackpot (the time-saving function is activated). This time-saving mode is the "Superior RUSH (115)" described later, in which the next jackpot is not guaranteed.
[0081] Furthermore, when the second special symbol display device 21 determines that it is a jackpot, if the random value for the jackpot symbol is between "45" and "119", then "02" (second special symbol H) is determined as the stop symbol data and the performance symbol specification commands "E1H" and "02H" are generated. The probability of the second special symbol H being determined is 7.5%. When the second special symbol H is determined, the game transitions to a time-saving mode after a 10R jackpot (the time-saving function is activated). This time-saving mode is called "Upper RUSH (115)".
[0082] Furthermore, when the second special symbol display device 21 determines that it is a jackpot, if the random value for the jackpot symbol is between "120" and "269", then "03" (second special symbol I) is determined as the stop symbol data and the performance symbol specification commands "E1H" and "03H" are generated. The probability of the second special symbol I being determined is 15%. When the second special symbol I is determined, the game transitions to a time-saving mode after a 10R jackpot (the time-saving function is activated). This time-saving mode is called "Upper RUSH (115)".
[0083] Furthermore, when the second special symbol display device 21 determines that it is a jackpot, if the random value for the jackpot symbol is between "270" and "569", then "04" (second special symbol K) is determined as the stop symbol data and the performance symbol specification commands "E1H" and "04H" are generated. The probability of the second special symbol K being determined is 30%. When the second special symbol K is determined, the game transitions to a time-saving mode after a 2R jackpot (the time-saving function is activated). This time-saving mode is called "Lower RUSH (115)".
[0084] Furthermore, when the second special symbol display device 21 determines that it is a jackpot, if the random value for the jackpot symbol is between "570" and "599", then "05" (second special symbol L) is determined as the stop symbol data and the performance symbol specification commands "E1H" and "05H" are generated. The probability of the second special symbol L being determined is 3%. When the second special symbol L is determined, the game transitions to a time-saving mode after a 2R jackpot (the time-saving function is activated). This time-saving mode is called "Upper RUSH (10000)".
[0085] Furthermore, when the second special symbol display device 21 determines that it is a jackpot, if the random value for the jackpot symbol is between "600" and "999", then "06" (second special symbol M) is determined as the stop symbol data and the performance symbol specification commands "E1H" and "06H" are generated. The probability of the second special symbol M being determined is 40%. When the second special symbol M is determined, the game transitions to a time-saving mode after a 10R jackpot (the time-saving function is activated). This time-saving mode is called "Lower RUSH".
[0086] Thus, in the gaming machine of this embodiment, if a jackpot is won in the lottery for the first special symbol, the game will transition to a non-time-saving game state with a certain probability. However, if a jackpot is won in the lottery for the second special symbol, the game will always transition to a time-saving game state after the jackpot (the time-saving function will be activated).
[0087] In the minor win symbol determination table shown in Figure 7(a), the main CPU 111 refers to random values for the minor win symbols. The processing by the main CPU 111 is described below. When a minor win is determined in the second special symbol display device 21, if the random value for the minor win symbol is between "0" and "44", then "11" (special symbol A for minor wins) is determined as the stop symbol data. Then, when the special symbol starts to change, the performance symbol specification commands "E1H" and "0BH" are generated based on the determined type of special symbol (stop symbol data). The probability of obtaining special symbol A for minor wins is 4.5%. When special symbol A for minor wins is obtained, the game transitions to a time-saving game state after the execution of the 10R jackpot following the minor win (the time-saving function is activated). This time-saving game state is called "Upper RUSH (115)".
[0088] Furthermore, when a minor win is determined in the second special symbol display device 21, if the random value for the minor win symbol is between "45" and "119", then "12" (special symbol B for minor wins) is determined as the stop symbol data and the performance symbol specification commands "E1H" and "0CH" are generated. The probability of selecting the special symbol B for minor wins is 7.5%. When the special symbol B for minor wins is selected, the game transitions to a time-saving mode after the execution of the 10R jackpot following the minor win (the time-saving function is activated). If the special symbol B for minor wins is selected during the lower RUSH, the transition to the time-saving mode is "Upper RUSH (115)", and if the special symbol B for minor wins is selected during the upper RUSH, the transition to the time-saving mode is "Upper RUSH (10000)".
[0089] When a minor win is determined in the second special symbol display device 21, if the random value for the minor win symbol is between "120" and "269", then "13" (special symbol C for minor wins) is determined as the stop symbol data and the performance symbol specification commands "E1H" and "0DH" are generated. The probability of selecting the special symbol C for minor wins is 15%. When the special symbol C for minor wins is selected, the game transitions to a time-saving mode after the 10R jackpot following the minor win (the time-saving function is activated). If the special symbol C for minor wins is selected during the lower RUSH, the transitioned time-saving mode is "Upper RUSH (115)". If the special symbol C for minor wins is selected during the upper RUSH, the transitioned time-saving mode is "Upper RUSH (10000)".
[0090] When a minor win is determined in the second special symbol display device 21, if the random value for the minor win symbol is between "270" and "569", then "14" (special symbol E for minor wins) is determined as the stop symbol data and the performance symbol specification commands "E1H" and "0EH" are generated. The probability of selecting the special symbol E for minor wins is 15%. When the special symbol E for minor wins is selected, the game transitions to a time-saving mode after the 2R jackpot following the minor win (the time-saving function is activated). This time-saving mode is called "Lower RUSH".
[0091] When a minor win is determined in the second special symbol display device 21, if the random value for the minor win symbol is between "570" and "599", then "15" (special symbol F for minor wins) is determined as the stop symbol data and the performance symbol specification commands "E1H" and "0FH" are generated. The probability of selecting the special symbol F for minor wins is 3%. When the special symbol F for minor wins is selected, the game transitions to a time-saving mode after the 10R jackpot following the minor win (the time-saving function is activated). If the special symbol F for minor wins is selected during the lower RUSH, the transitioned time-saving mode is "Upper RUSH (10000)". If the special symbol F for minor wins is selected during the upper RUSH, the transitioned time-saving mode is "Upper RUSH (115)".
[0092] When a minor win is determined in the second special symbol display device 21, if the random value for the minor win symbol is between "600" and "999", then "16" (special symbol G for minor wins) is determined as the stop symbol data and the performance symbol specification commands "E1H" and "10H" are generated. The probability of selecting the special symbol G for minor wins is 15%. If the special symbol C for minor wins is selected, the game will transition to a time-saving mode after the 10R jackpot following the minor win (the time-saving function will be activated). This time-saving mode is called "Lower RUSH". Thus, in the gaming machine of this embodiment, if a minor win is achieved in the second special symbol lottery, the game will always transition to a time-saving game state after the major win that follows the minor win (the time-saving function is activated). In non-time-saving gameplay mode, if the first special symbol F is selected, there is a 1% chance of transitioning to the higher-level RUSH (10000), where the next big win is guaranteed after a 10R big win. In the lower RUSH mode, if either the first special symbol L or the special symbol F for minor wins is selected, the player will transition to the higher RUSH mode (10000) after a 10R jackpot, with a 3% chance of guaranteeing the next jackpot. In the higher-level RUSH mode, if the first special symbol G, L, or M, or the special symbols for minor wins A, F, or G are selected, there is a 22.5% chance of transitioning to the higher-level RUSH (10000), in which the next big win is guaranteed after a 10R big win.
[0093] In the losing symbol determination table shown in Figure 7(b), if the first special symbol display device 20 determines that it is a losing symbol, it determines "00" (special symbol 0 (losing symbol)) as the stop symbol data, and generates the performance symbol specification commands "E0H" and "00H" when the special symbol starts to change. Also, if the second special symbol display device 21 determines that it is a losing symbol, it determines "00" (special symbol 0 (losing symbol)) as the stop symbol data, and generates the performance symbol specification commands "E1H" and "00H" when the special symbol starts to change.
[0094] Furthermore, since the type of special symbol (stopping symbol data) determines the game state after a jackpot and the type of jackpot, it can be said that the type of special symbol determines the game state after the jackpot game ends and the type of jackpot.
[0095] Figure 8 shows a table for determining the normal symbols, a table for determining the variation time of the normal symbols, and a table for determining the opening pattern of the normal electric mechanism based on the stopped normal symbols.
[0096] The regular symbol determination table in Figure 8(a) consists of a regular symbol determination table for when a regular symbol is won and a regular symbol determination table for when a regular symbol is lost. The main CPU 111 determines the stopping symbol based on the win / loss lottery result and the extracted random values for the regular symbols. The table for determining the variation time of the regular symbols in Figure 8(b) defines the variation time of the regular symbols for each game state. The main CPU 111 determines the variation time of the regular symbols based on the game state. The variation time of the regular symbols in the non-time-saving game state is 0.204 seconds, and the variation time of the regular symbols in the time-saving game state is 0.108 seconds. The table for determining the opening pattern of the standard electric mechanism shown in Figure 8(c) consists of a table for the non-time-saving game state and a table for the easy-to-win state 1, which is set to the time-saving game state. The main CPU 111 refers to the game state and determines the opening pattern of the standard electric mechanism based on the stopped symbols. The easy-to-win state 1 will be described later.
[0097] The following describes the processing performed by the main CPU 111. When the random value for the normal symbol of the normal symbol display device 22 is determined to be a win in the win determination table, the normal symbol determination table for normal symbol wins shown in Figure 8(a-1) determines normal symbol A if the random value for the normal symbol is between "0" and "65433", determines "01" as the stop symbol data, and generates the performance symbol specification commands "E8H" and "01H". The range of the random value for the normal symbol is between "0" and "65433", and the probability of normal symbol A being selected is 100%. Next, in the losing symbol determination table for normal symbols shown in Figure 8(a-2), when a normal symbol is lost, the normal symbol display device 22 determines that it is a loss in the hit judgment table for normal symbol random values, and "00" is determined as the stop symbol data. When the variation of the normal symbol starts, the performance symbol specification commands "E8H" and "00H" are generated.
[0098] In the normal electric mechanism opening pattern determination table in the non-time-saving game state shown in Figure 8(c-1), when normal symbol A is displayed on the normal symbol display device 22, the normal electric mechanism is determined to operate for 0.052 seconds (so-called short opening) as the opening pattern. The timing for determining whether a normal symbol is a win or loss, the timing for determining the normal symbol, and the timing for determining the opening pattern of the normal electric mechanism are all at the start of the normal symbol's variation. Next, in the opening pattern determination table for the normal electric mechanism in the easy-to-win state 1, which is set to the time-saving game state (lower RUSH, upper RUSH) shown in Figure 8(c-2), when normal symbol A is displayed on the normal symbol display device 22, the opening pattern for the normal electric mechanism is determined to be 5.492 seconds of operation of the normal electric mechanism (so-called long opening). As a result, the regular electric mechanism opens for a long time with 100% probability depending on the time-saving game state (lower RUSH, upper RUSH). The state in which the regular electric mechanism is easy to win with at this time (ease of winning into the second winning slot 14) is defined as easy winning state 1. In Figure 8, two patterns (operation modes) are shown as examples for the operation patterns (operation modes) of the standard electric mechanism: long opening (operation for 5.492 seconds) and short opening (operation for 0.052 seconds). However, other opening patterns may also exist. In that case, the game machine 1 will have other easy-to-win conditions in which the operation time of the standard electric mechanism is different from the above 5.492 seconds and 0.052 seconds when standard symbol A is selected.
[0099] In Figure 8, when the game state is not a time-saving game state, the main CPU 111 shows the variation time of normal symbol A as 0.204 seconds in the non-time-saving game state and 0.108 seconds in the time-saving game state as examples, but there may be various other variations. Other normal symbols besides normal symbol A may be provided, and the variation time may differ depending on the normal symbol, even in the same game state.
[0100] Figures 9 to 12 illustrate the time-saving game states and their termination conditions corresponding to special symbols. Figures 9 to 12 are used to explain the termination conditions for each time-saving game state. The conditions for ending a time-saving game state differ depending on the state, and the termination conditions represent the type of time-saving game state. The termination conditions for the time-saving game state in this embodiment are determined based on the "game state at the time of winning a jackpot" that led to the transition to the time-saving game state. The "game state at the time of winning a jackpot" will be described later. In the following explanation, special symbols for minor wins will be referred to as "minor win symbols." In this embodiment, regardless of which special symbol or minor winning symbol is selected, the normal electric prize-winning easy state 1 (Figure 8(c-1)) is set in conjunction with the time-saving game state.
[0101] As shown in Figure 9, when the first special symbol A is selected in the lottery for the jackpot symbol, and the jackpot is determined to have been won in a non-time-saving game state according to the conditions described later in Figure 13, the time-saving game state granted after this jackpot game ends when there is one spin that results in a win on the second special symbols G, H, I, K, L, M, or one spin that results in a win on the minor jackpot symbols A, B, C, E, F, G, or one spin that results in a win on the first special symbols A, C, D, E, or one spin that results in a minor jackpot, or when there are 50 spins of the second special symbols, or when there are 7 spins of the first special symbols (lower time-saving state). When a jackpot is awarded during a time-saving game state, the time-saving game state granted after this jackpot game ends when one small win occurs, 115 spins of the second special symbol occur, or the normal electric mechanism of the first special symbol operates 6 times (Super RUSH (115)).
[0102] When the first special symbol B is selected in the lottery for the jackpot symbol, and the jackpot is determined to have been won during the time-saving game state according to the conditions described later in Figure 13, the time-saving game state granted after this jackpot game ends when one small win occurs, when the second special symbol is rotated 115 times, or when the normal electric mechanism of the first special symbol operates 6 times (Upper RUSH (115)).
[0103] When the first special symbol C is selected in the lottery for the jackpot symbol, and the jackpot is determined to have been won in a non-time-saving game state according to the conditions described later in Figure 13, the time-saving game state granted after this jackpot game ends when there is one spin that results in a win on the second special symbols G, H, I, K, L, M, or one spin that results in a win on the minor jackpot symbols A, B, C, E, F, G, or one spin that results in a win on the first special symbols A, C, D, E, or one spin that results in a minor jackpot, or when there are 50 spins of the second special symbols, or when there are 7 spins of the first special symbols (lower time-saving state). When a jackpot is awarded during a time-saving game state, the time-saving game state granted after this jackpot game ends when one small win occurs, 115 spins of the second special symbol occur, or the normal electric mechanism of the first special symbol operates 6 times (Super RUSH (115)).
[0104] When the first special symbol D is selected in the lottery for the jackpot symbol, and the jackpot is determined to have been won in a non-time-saving game state according to the conditions described later in Figure 13, the time-saving game state granted after this jackpot game ends when there is one spin that results in a win on the second special symbols G, H, I, K, L, M, or one spin that results in a win on the minor jackpot symbols A, B, C, E, F, G, or one spin that results in a win on the first special symbols A, C, D, E, or one spin that results in a minor jackpot, or when there are 50 spins of the second special symbols, or when there are 7 spins of the first special symbols (lower time-saving state). When a jackpot is awarded during a time-saving game state, the time-saving game state granted after this jackpot game ends when one small win occurs, 115 spins of the second special symbol occur, or the normal electric mechanism of the first special symbol operates 6 times (Super RUSH (115)).
[0105] When the first special symbol E is selected in the lottery for the jackpot symbol, and the jackpot is determined to have been won in a non-time-saving game state according to the conditions described later in Figure 13, the time-saving game state granted after this jackpot game ends when there is one spin that results in a win on the second special symbols G, H, I, K, L, M, or one spin that results in a win on the minor jackpot symbols A, B, C, E, F, G, or one spin that results in a win on the first special symbols A, C, D, E, or one spin that results in a minor jackpot, or when there are 50 spins of the second special symbols, or when there are 7 spins of the first special symbols (lower time-saving state). When a jackpot is awarded during a time-saving game state, the time-saving game state granted after this jackpot game ends when one small win occurs, 115 spins of the second special symbol occur, or the normal electric mechanism of the first special symbol operates 6 times (Super RUSH (115)).
[0106] When the first special symbol F is selected in the lottery for the jackpot symbol, and the jackpot is determined to have been won in a non-time-saving game state according to the conditions described later in Figure 13, the time-saving game state granted after this jackpot game will consist of either one spin where the second special symbol G, H, I, K, L, or M is won, or one spin where the minor jackpot symbol A, B, C, E, F, or G is won, or one spin where the first special symbol A, C, D, or E is won, or a minor jackpot The bonus round ends when one such variation occurs, or when the second special symbol variation occurs 10,000 times ((Upper RUSH (10000)). If a jackpot is awarded while in a time-saving game state, the time-saving game state granted after this jackpot game ends when one variation resulting in a minor win occurs, or when the second special symbol variation occurs 115 times, or when the first special symbol's normal electric mechanism operates 6 times ((Upper RUSH (115)).
[0107] As shown in Figure 10, when the second special symbol G is selected in the lottery for the jackpot symbol, and the jackpot is determined to have been won in a non-time-saving game state according to the conditions described later in Figure 13, the time-saving game state granted after this jackpot game ends when there is one spin in which the second special symbols G, H, I, K, L, M are won, or one spin in which the minor jackpot symbols A, B, C, E, F, G are won, or one spin in which the first special symbols are won, or one spin resulting in a minor jackpot, or 50 spins of the second special symbol, or 7 spins of the first special symbol (lower time-saving state). If the jackpot awarded after this jackpot game is determined to have been won during the time-saving game state, the time-saving game state ends when one small win occurs, 115 spins of the second special symbol occur, or the normal electric mechanism of the first special symbol operates 6 times (Super RUSH (115)).
[0108] When the second special symbol H is selected in the lottery for the jackpot symbol, and the jackpot is determined to have been won in a non-time-saving game state according to the conditions described later in Figure 13, the time-saving game state granted after this jackpot game ends when one minor win occurs, 115 spins of the second special symbol occur, or the normal electric mechanism of the first special symbol operates 6 times (Upper RUSH (115)). When the jackpot is determined to have been won in a time-saving game state, the time-saving game state granted after this jackpot game ends when one minor win occurs, or 10,000 spins of the second special symbol occur (Upper RUSH (10,000)).
[0109] When the second special symbol I is selected in the lottery for the jackpot symbol, and the jackpot is determined to have been won in a non-time-saving game state according to the conditions described later in Figure 13, the time-saving game state granted after this jackpot game ends when one minor win occurs, or when the second special symbol is spun 115 times, or when the normal electric mechanism of the first special symbol operates 6 times (Super RUSH (115)). When the jackpot is determined to have been won in a time-saving game state, the time-saving game state granted after this jackpot game ends when one minor win occurs, or when the second special symbol is spun 10,000 times (Super RUSH (10,000)).
[0110] When the second special symbol K is selected in the lottery for the jackpot symbol, and the jackpot is determined to have been won in a non-time-saving game state according to the conditions described later in Figure 13, the time-saving game state granted after this jackpot game ends when there is one small win spin, or when the second special symbol spins 50 times, or when the normal electric mechanism of the first special symbol operates 6 times (lower time-saving). When the jackpot is determined to have been won in a time-saving game state, the time-saving game state granted after this jackpot game ends when there is one small win spin, or when the second special symbol spins 115 times, or when the normal electric mechanism of the first special symbol operates 6 times (upper RUSH (115)).
[0111] When the second special symbol L is selected in the lottery for the jackpot symbol, and the jackpot is determined to have been won in a non-time-saving game state according to the conditions described later in Figure 13, the time-saving game state granted after this jackpot game ends when there is one spin that results in a win of the second special symbols G, H, I, K, L, or M, or one spin that results in a win of the minor jackpot symbols A, B, C, E, F, or G, or one spin that results in a win of the first special symbols A, C, D, or E, or one spin that results in a minor jackpot, or when there are 10,000 spins of the second special symbol (Upper RUSH (10000)). When a jackpot is awarded during a time-saving game state, the time-saving game state granted after this jackpot game ends when one small win occurs, 115 spins of the second special symbol occur, or the normal electric mechanism of the first special symbol operates 6 times (Super RUSH (115)).
[0112] When the second special symbol M is selected in the lottery for the jackpot symbol, and the jackpot is determined to have been won in a non-time-saving game state according to the conditions described later in Figure 13, the time-saving game state granted after this jackpot game ends when there is one small win spin, or when the second special symbol spins 50 times, or when the normal electric mechanism of the first special symbol operates 6 times (lower time-saving). When the jackpot is determined to have been won in a time-saving game state, the time-saving game state granted after this jackpot game ends when there is one small win spin, or when the second special symbol spins 115 times, or when the normal electric mechanism of the first special symbol operates 6 times (upper RUSH (115)).
[0113] As shown in Figure 11, when the minor prize symbol A is selected in the lottery for the big prize symbol, and the big prize is determined to have been won in a non-time-saving game state according to the conditions described later in Figure 14, the time-saving game state granted after this big prize game ends when there is one spin that results in a win on the second special symbols G, H, I, K, L, M, or one spin that results in a win on the minor prize symbols A, B, C, E, F, G, or one spin that results in a win on the first special symbols A, C, D, E, or one spin that results in a minor prize, or when there are 10,000 spins of the second special symbols (Upper RUSH (10000)). When a jackpot is awarded during a time-saving game state, the time-saving game state granted after this jackpot game ends when one small win occurs, 115 spins of the second special symbol occur, or the normal electric mechanism of the first special symbol operates 6 times (Super RUSH (115)).
[0114] If the minor win symbol B is selected in the drawing of the big win symbol, and the big win is determined to have occurred in a non-time-saving game state according to the conditions described later in Figure 14, the time-saving game state granted after this big win game will end when one minor win spin occurs, 115 spins of the second special symbol occur, or the normal electric mechanism of the first special symbol operates 6 times (Upper RUSH (115)). If the big win is determined to have occurred in a time-saving game state, the time-saving game state granted after this big win game will end when one minor win spin occurs or 10,000 spins of the second special symbol occur (Upper RUSH (10,000)).
[0115] If the minor win symbol C is selected in the drawing of the big win symbol, and the big win is determined to have occurred in a non-time-saving game state according to the conditions described later in Figure 14, the time-saving game state granted after this big win game will end when one minor win spin occurs, 115 spins of the second special symbol occur, or the normal electric mechanism of the first special symbol operates 6 times (Upper RUSH (115)). If the big win is determined to have occurred in a time-saving game state, the time-saving game state granted after this big win game will end when one minor win spin occurs or 10,000 spins of the second special symbol occur (Upper RUSH (10,000)).
[0116] When the minor win symbol E is selected in the lottery for the big win symbol, and the big win is determined to have occurred in a non-time-saving game state according to the conditions described later in Figure 14, the time-saving game state granted after this big win game ends when one minor win spin occurs, 50 spins of the second special symbol occur, or the normal electric mechanism of the first special symbol operates 6 times (lower time-saving). When the big win is determined to have occurred in a time-saving game state, the time-saving game state granted after this big win game ends when one minor win spin occurs, 115 spins of the second special symbol occur, or the normal electric mechanism of the first special symbol operates 6 times (upper RUSH (115)).
[0117] When the minor win symbol F is selected in the lottery for the big win symbol, and the big win is determined to have occurred in a non-time-saving game state according to the conditions described later in Figure 14, the time-saving game state granted after this big win game ends when one minor win occurs or when the second special symbol is rotated 10,000 times (Upper RUSH (10,000)). When the big win is determined to have occurred in a time-saving game state, the time-saving game state granted after this big win game ends when one minor win occurs, when the second special symbol is rotated 115 times, or when the first special symbol's normal electric mechanism operates 6 times (Upper RUSH (115)).
[0118] When the minor win symbol G is selected in the lottery for the big win symbol, and the big win is determined to have occurred in a non-time-saving game state according to the conditions described later in Figure 14, the time-saving game state granted after this big win game ends when one minor win spin occurs, 50 spins of the second special symbol occur, or the normal electric mechanism of the first special symbol operates 6 times (lower time-saving). When the big win is determined to have occurred in a time-saving game state, the time-saving game state granted after this big win game ends when one minor win spin occurs, 115 spins of the second special symbol occur, or the normal electric mechanism of the first special symbol operates 6 times (upper RUSH (115)).
[0119] Figure 12 is a diagram illustrating the processing sequence at the start of the special symbol determination time. When the special symbol confirmation time begins, the following processes will be performed in this order. (1) Subtract the number of spins in which the second special symbols G, H, I, K, L, and M were won. (2) Subtract the number of spins in which the minor winning symbols A, B, C, E, F, and G were won. (3) Subtract the number of spins in which the first special symbols A, C, D, and E were won, and refer to the game state. (4) Subtract the number of spins in which a minor win occurred. (5) Subtract the number of spins in which the second special symbols were won. (6) Subtract the number of spins in which the first special symbols were won. The process when a special symbol is confirmed will be explained using Figure 12. In this embodiment, the deduction of events that trigger the end of the time-saving game state, the end of the time-saving game state, and the reference to the game state are performed at the "start of symbol confirmation" when the special symbol is displayed and the symbol confirmation time begins.
[0120] (1) When a special symbol is displayed, the symbol is confirmed after a predetermined time for symbol confirmation (e.g., 0.5 seconds), and the display of the next special symbol variation, a minor win, or a major win begins. Once the symbol confirmation begins, the number of times that any of the second special symbols G, H, I, K, L, or M has been displayed since the start of the time-saving game state is checked. The time-saving game state is terminated when one of the second special symbols G, H, I, K, L, or M is displayed at a certain number of times. If the specified number of times is reached, the time-saving game state is terminated. However, if the number of times one of the second special symbols G, H, I, K, L, or M is displayed at a certain number of times is not specified as a condition for terminating the time-saving game state, the time-saving game state is maintained.
[0121] (2) Next, the number of times the winning symbols A, B, C, E, F, and G have stopped and been displayed since entering the shortened play state is checked. The number of times the winning symbols A, B, C, E, F, and G have stopped and been displayed is specified as a condition for ending the shortened play state, and if the specified number is reached, the shortened play state is terminated. If the number of times the winning symbols A, B, C, E, F, and G have stopped and been displayed is not specified as a condition for ending the shortened play state, the shortened play state is maintained.
[0122] (3) Next, the number of times the first special symbols A, C, D, and E have been displayed since entering the shortened play state is checked. The number of times the first special symbols A, C, D, and E have been displayed is specified as a condition for ending the shortened play state, and if the specified number is reached, the shortened play state is terminated. If the number of times the first special symbols A, C, D, and E have been displayed is not specified as a condition for ending the shortened play state, the shortened play state is maintained.
[0123] Next, the game state at this processing point is checked. The situation in which the game state needs to be checked is when a jackpot or a minor win occurs. If the game state was in a time-saving game state at the time of this check, it is determined that a jackpot or minor win occurred in a time-saving game state. This corresponds to the case in Figures 9 to 11 when the first special symbols A, B, C, D, E, F, the second special symbols G, H, I, K, L, M, and the minor win special symbols A, B, C, E, F, G were selected and the game state was in a time-saving game state. On the other hand, if the game state was not in a time-saving game state at the time of this check, it is determined that a jackpot or minor win occurred in a non-time-saving game state. This corresponds to the case in Figures 9 to 11 where the game state is a non-time-saving game state when the first special symbols A, B, C, D, E, F, the second special symbols G, H, I, K, L, M, and the small win special symbols A, B, C, E, F, G are selected.
[0124] (4) Next, the number of times a minor win has occurred since the shortened play state was entered is checked. The number of times a minor win has occurred is specified as a condition for ending the shortened play state, and if the specified number has been reached, the shortened play state is terminated. If the number of times a minor win has occurred is not specified as a condition for ending the shortened play state, the shortened play state is maintained.
[0125] (5) Next, the number of times the second special symbol has stopped and been displayed since entering the shortened play state is checked. The number of times the second special symbol has stopped and been displayed is specified as a condition for ending the shortened play state, and if the specified number has been reached, the shortened play state is terminated. If the number of times the second special symbol has stopped and been displayed is not specified as a condition for ending the shortened play state, the shortened play state is maintained.
[0126] (6) Next, the number of times the first special symbol has stopped and been displayed since entering the time-saving game state is checked. The number of times the first special symbol has stopped and been displayed is specified as a condition for ending the time-saving game state, and if the specified number has been reached, the time-saving game state is terminated. If the number of times the first special symbol has stopped and been displayed is not specified as a condition for ending the time-saving game state, the time-saving game state is maintained.
[0127] As explained with respect to Figures 9 to 12, in the gaming machine 1 of this embodiment, the termination condition for the time-saving game state is determined based on the "game state at the time of winning the jackpot" for the jackpot that led to the transition to the time-saving game state. The "game state at the time of winning a jackpot" as used here refers to the game state at an appropriate timing before the start of the jackpot game, as explained below. In this embodiment, in both the case of a "Type 1 jackpot" with a time-saving feature and a "Type 2 jackpot" with a time-saving feature, the "game state at the time of winning a jackpot" is defined as the point in time when the symbols of the variation that triggered the jackpot have been determined. Here, "Type 1 jackpot" refers to a jackpot that occurs without going through a minor win, while "Type 2 jackpot" refers to a jackpot that occurs after going through a minor win.
[0128] In the game machine 1, which is a mixed type of Type 1 and Type 2, a big win is triggered when the game ball passes through a specific area 17 during a minor win. When a minor win occurs, the specific area 17 opens, and when the game ball passes through the specific area 17 (enters the V-zone), the game enters a big win state. This is called a Type 2 big win.
[0129] The configuration of the specific area is not limited to the above. The large prize opening 16 or a separately provided second large prize opening (large prize device) may have a configuration in which a specific area 17 and a non-specific area are formed inside, through which game balls that have passed through the large prize can pass. In that case, the large prize opening is equipped with sensors upstream of the specific area 17 and the non-specific area to detect when a game ball enters the large prize opening, the specific area 17 is equipped with a specific area sensor to detect when a game ball passes through the specific area 17, and the non-specific area is equipped with a non-specific area sensor to detect when a game ball passes through the non-specific area. The large prize winning area has a distribution device that distributes game balls into a specific area 17 and a non-specific area, and this distribution device allows game balls to be placed in either the specific area 17 or the non-specific area.
[0130] As explained in Figure 5, in the case of the gaming machine of this embodiment, the lottery for the first special symbol does not result in a minor win, while the lottery for the second special symbol may result in both a minor win and a major win. Therefore, in this specification, the lottery for the first special symbol may result in a Type 1 major win, and the lottery for the second special symbol may result in a Type 1 major win or a Type 2 major win. Here, it says "you will win two types of jackpots," but in reality, you are winning a minor jackpot. As a result of winning a minor jackpot, the game ball passes through a specific area 17 during the minor jackpot, as described above, which triggers the two types of jackpots.
[0131] As will be explained below with reference to Figures 13 and 14, in the gaming machine of this embodiment, in both the case of a Type 1 jackpot with a time-saving feature and the case of a Type 2 jackpot with a time-saving feature, the start of the time when the symbols of the variation that resulted in these jackpots are determined is used as the reference timing for determining the time-saving feature termination condition. If you have won a jackpot that transitions to a time-saving game state after a jackpot (special symbols A, C~F, G~M), you will transition to a time-saving game state after a Type 1 jackpot. If you have won a minor jackpot that transitions to a time-saving game state after a jackpot (minor jackpot symbols A~G), a jackpot game (Type 2 jackpot) will be played when the game ball passes through a specific area 17 (enters the V-zone), and then you will transition to a time-saving game state (the time-saving function will be activated).
[0132] In this embodiment, after all Type 1 and Type 2 jackpots are achieved, the game transitions to a time-saving mode (the time-saving function is activated). Figures 13 and 14 illustrate the timing for referencing the game state. Figures 13(a) to 13(d) explain the timing of referencing the game state for Type 1 jackpots with time-saving features, and Figures 14(a) to 14(d) explain the timing of referencing the game state for Type 2 jackpots with time-saving features.
[0133] Figure 13(a) shows the timing for referencing the game state at the time of winning a Type 1 jackpot with time reduction, which is won in a lottery for the first or second special symbol during a non-time reduction game state (when the time reduction function is not activated). In Figure 13(a), during a non-time-saving game state, the first or second special symbol that results in a jackpot begins to spin. After the spin time ends and the symbol confirmation time has elapsed, the condition device activates and the game enters a jackpot state. The time-saving function is not active from the time of the symbol spin until after the jackpot game begins. As described above, the timing for referencing the game state used to determine the conditions for ending the shortened play time is the start of the time when the symbols of the spin that resulted in a jackpot are confirmed. In the case of Figure 13(a), the game state at the start of the symbol determination time is a non-time-saving game state, and the time-saving game state after a jackpot is the time-saving game state after a "jackpot that resulted in a non-time-saving game state" as explained in Figures 9 and 10.
[0134] Figure 13(b) shows the timing of the reference to the game state at the time of winning a jackpot in the lottery for the first or second special symbol that was conducted during the time-saving game state (while the time-saving function was active) and which resulted in the conditions for ending the time-saving game state being met. In Figure 13(b), when the first or second special symbol that results in a jackpot begins to change during the time-saving game state, and the symbol confirmation time ends, the time-saving game state (operation of the time-saving function) that was continuing during the symbol change ends, the condition device is activated, and the jackpot game state begins. As described above, the timing for referencing the game state used to determine the conditions for ending the shortened play time is the start of the time when the symbols of the spin that resulted in a jackpot are confirmed. In the case of Figure 13(b), the game state at the start of the symbol determination time is the time-saving game state, and the time-saving game state after a jackpot is the time-saving game state after a "jackpot that results in the time-saving game state" as explained in Figures 9 and 10.
[0135] Figure 13(c) shows the timing of the reference to the game state at the time of winning a jackpot in the lottery for the first or second special symbol that is performed during the time-saving game state (when the time-saving function is activated) and satisfies the conditions for ending the time-saving game state. In Figure 13(c), during the time-saving game state, the first or second special symbol that will result in a jackpot begins to spin, and after the spin time ends, the time-saving game state ends at the start of the symbol confirmation time, and then the jackpot game begins (the condition device is activated). As described above, the timing for referencing the game state used to determine the conditions for ending the shortened play time is after the shortened play state ends at the start of the symbol confirmation time for the spin in which a jackpot was won. In the case of Figure 13(c), the time-saving game state after a big win is the time-saving game state after a "big win that results in a non-time-saving game state" as explained in Figures 9 and 10.
[0136] Figure 13(d) shows the timing of the reference to the game state at the time of winning a jackpot in the lottery for the first or second special symbol that is performed during the time-saving game state (when the time-saving function is activated) and satisfies the conditions for ending the time-saving game state. In Figure 13(d), during the time-saving game state, the first or second special symbol that will result in a jackpot begins to change, the time-saving game state ends when the symbol confirmation time begins after the change time has ended, and the jackpot game begins after the symbol confirmation time has elapsed (the condition device is activated). As described above, the timing for referencing the game state used to determine the conditions for ending the shortened time is before the shortened time game state ends at the start of the symbol confirmation time for the spin in which a jackpot was won. In the case of Figure 13(d), the time-saving game state after a big win is the time-saving game state after a "big win that results in a time-saving game state" as explained in Figures 9 and 10.
[0137] Figure 14(a) shows the timing for referencing the game state at the time of winning a jackpot in the second special symbol lottery conducted during a non-time-saving game state (when the time-saving function is not activated). In Figure 14(a), during a non-time-saving game state, the second special symbol that results in a minor win begins to change, and after the change time ends and the symbol confirmation time has elapsed, if a V-win occurs during the minor win game, the condition device is activated, and the game then enters a major win state (not shown). As described above, the timing for referencing the game state used to determine the conditions for ending the shortened playtime is the start of the time when the symbols of the spin that resulted in a jackpot are confirmed. In the case of Figure 14(a), the game state at the start of the symbol determination time is a non-time-saving game state, and the time-saving game state after a jackpot is the time-saving game state after a "jackpot that resulted in a non-time-saving game state" as explained in Figure 11.
[0138] Figure 14(b) shows the timing for referencing the game state at the time of winning a jackpot in the second special symbol lottery conducted during the time-saving game state (when the time-saving function is activated). In Figure 14(b), during the time-saving game state, the second special symbol that results in a minor win begins to change, and after the change time ends and the symbol confirmation time has elapsed, if a V-win occurs during the minor win game, the condition device is activated, and the game then enters a major win state (not shown). As described above, the timing for referencing the game state used to determine the conditions for ending the shortened playtime is the start of the time when the symbols of the spin that resulted in a jackpot are confirmed. In the case of Figure 14(b), the game state at the start of the symbol determination time is the time-saving game state, and the time-saving game state after a jackpot is the time-saving game state after a "jackpot that results in the time-saving game state" as explained in Figure 11.
[0139] Figure 14(c) shows the timing for referencing the game state at the time of winning a jackpot in the second special symbol lottery conducted during the time-saving game state (when the time-saving function is activated). In Figure 14(c), during the time-saving game state, the second special symbol that results in a minor win begins to change. After the change time ends, the time-saving game state ends when the symbol confirmation time begins. If a V-win occurs during the subsequent minor win game, the condition device is activated, and the game then enters a jackpot game state (not shown). As described above, the timing for referencing the game state used to determine the conditions for ending the time-saving feature is after the time-saving game state ends at the start of the symbol confirmation time for the spin in which a jackpot was won. In the case of Figure 14(c), the game state at the start of the symbol determination time is a non-time-saving game state, and the time-saving game state after a jackpot is the time-saving game state after a "jackpot that resulted in a non-time-saving game state" as explained in Figure 11.
[0140] Figure 14(d) shows the timing for referencing the game state at the time of winning a jackpot in the second special symbol lottery conducted during the time-saving game state (when the time-saving function is activated). In Figure 14(d), during the time-saving game state, the second special symbol that results in a minor win begins to change. After the change time ends, the time-saving game state ends when the symbol confirmation time begins. If a V-win occurs during the subsequent minor win game, the condition device is activated, and the game then enters a jackpot game state (not shown). As described above, the timing for referencing the game state used to determine the conditions for ending the shortened play time is before the end of the shortened play state at the start of the symbol confirmation time for the spin in which a jackpot was won. In the case of Figure 14(d), the game state at the start of the symbol determination time is the time-saving game state, and the time-saving game state after a jackpot is the time-saving game state after a "jackpot that results in the time-saving game state" as explained in Figure 11.
[0141] <Variation Pattern Determination Table> Figures 15 and 16 show variable pattern determination tables for determining the variable patterns of special symbols. Figure 15 is an example of a variable pattern determination table referenced in a non-time-saving game state, and Figure 16 is an example of a variable pattern determination table referenced in a time-saving game state. Specifically, the main CPU 111 determines the variation pattern based on the variation pattern determination table, the type of special symbol display device, the random value for special symbol determination (winning or losing a jackpot), the random value for jackpot symbols (jackpot symbols), whether or not a time-saving game state is active, the number of special symbols held, the random value for reach determination, and the random value for variation patterns (random value for special symbol variation).
[0142] The variation pattern is determined at the start of the variation of the special symbols, and a variation pattern specification command is generated based on the determined variation pattern. This variation pattern specification command is transmitted from the main control board 110 to the performance control board 120 during the output control process.
[0143] In the gaming machine 1 of this embodiment, a reach is always performed when there is a big win or a small win, and therefore, the random value used for determining the reach is not referenced when there is a big win or a small win. In this embodiment, "reach" refers to a state in which, after some of the combinations of performance symbols 35 that signal a transition to a special game have stopped displaying, the remaining portion of the performance symbols 35 continue to display in a variable state. For example, if the combination of performance symbols 35 that signals a transition to a jackpot game is set to a three-digit combination of performance symbols 35, then "reach" refers to a state in which two of the performance symbols 35 stop displaying as "7" and the remaining performance symbols 35 continue to display in a variable state.
[0144] Furthermore, when the MODE is set to "E6H", the variable pattern specification command indicates that it is a variable pattern specification command corresponding to the variable pattern determined when a game ball enters the first start port 13 and the special symbols on the first special symbol display device 20 begin to change. When the MODE is set to "E7H", it indicates that it is a variable pattern specification command corresponding to the variable pattern determined when a game ball enters the second start port 14 and the special symbols on the second special symbol display device 21 begin to change. The DATA of the variable pattern specification command indicates the specific variable pattern number. In other words, the variable pattern specification command is also information that indicates a variable pattern.
[0145] The variable pattern determination table for non-time-saving game states shown in Figure 15 will be explained below. In the variation pattern determination table shown in FIG. 15, as the variation patterns of the special symbols of the first special symbol display device 20, variation patterns 1A, 2A-1, 2A-2, 3A-1, 3A-2, 1B, 2B-1, 2B-2, 3B-1, 3B-2, 1C, 2C-1, 2C-2, 3C-1, 3C-2, 1D, 2D-1, 2D-2, 3D-1, 3D-2, 1E, 2E-1, 2E-2, 3E-1, 3E-2, 1F, 2F-1, 2F-2, 3F-1, 3F-2, 10, 11, 12-1, 12-2, 13-1, 13-2, 15 are set. Also, as the variation patterns of the special symbols of the second special symbol display device 21, variation patterns 21A, 21B, 22A, 22B, 23A, 23B, 24A, 24B, 25A, 25B, 26A, 26B, 27A, 27B, 28A, 28B, 29A, 29B, 30A, 30B, 31A, 31B, 32A, 32B, 33A, 33B, 35A, 35B are set.
[0146] Based on the type of the special symbol display device, the random number value for special symbol determination (winning or losing of a big hit), the random number value for big hit symbol (big hit symbol), the number of reserved special symbols, the random number value for reach determination, and the random number value for variation pattern, one variation pattern is selected from these variation patterns in the allocation shown in FIG. 15.
[0147] In the following description, "normal reach (performance)" is a reach performance with a low expectation of winning a big hit where two performance symbols 35 (left symbol, right symbol) temporarily stop in the left and right regions of the display unit of the image display device 31, and the remaining one performance symbol 35 varies in the central region.
[0148] "SP reach performance" is a super reach with a higher expectation of winning a big hit (where a special game is executed) than the above "normal reach (performance)". Furthermore, "SPSP reach (performance)" is a reach with an even higher expectation of winning a big hit (where a special game is executed) than "SP reach (performance)". It develops from "SP reach (performance)" or directly from "normal reach (performance)". Different performance screens, movies, etc. are displayed compared to "SP reach (performance)".
[0149] When variation pattern 1A is selected, the performance control board 120 performs a performance using a variation time of 40,000 ms, which corresponds to a performance that, after executing a normal reach performance, results in a short win with a time reduction. In this case, after the short win (2R), the game transitions to a time reduction play state (the time reduction function is activated). Furthermore, when variation pattern 2A-1 is selected, the performance control board 120 performs a performance using a variation time of 60,000 ms, which corresponds to a performance where a normal reach performance is performed, followed by SP reach 1, resulting in a short win with a time reduction. In this case, after the short win (2R), the game transitions to a time reduction play state (the time reduction function is activated). Furthermore, when variation pattern 2A-2 is selected, the performance control board 120 performs a performance using a variation time of 60,000ms, which corresponds to a performance where a normal reach performance is performed, followed by an SP reach 2 performance, resulting in a short win with a time reduction. In this case, after the short win (2R), the game transitions to a time reduction play state (the time reduction function is activated).
[0150] Furthermore, when variation pattern 3A-1 is selected, the performance control board 120 performs a performance using a variation time of 70,000 ms. In this performance, after executing a normal reach performance, it performs SPSP reach 1 either via an SP reach performance or directly, resulting in a short win with time reduction. In this case, after the short win (2R), it transitions to a time reduction game state (the time reduction function is activated). Furthermore, when variation pattern 3A-2 is selected, the performance control board 120 performs a performance using a variation time of 70,000ms. In this performance, after executing a normal reach performance, it performs an SPSP reach 2 via or directly through an SP reach performance, resulting in a short win with time reduction. In this case, after the short win (2R), it transitions to a time reduction game state (the time reduction function is activated).
[0151] For example, if variation pattern 1B is selected, the performance control board 120 will execute a normal reach performance, followed by a short win with time reduction, in a performance that is performed using a variation time of 40,000 ms. In this case, after the short win (2R), the game will transition to a time reduction play state (the time reduction function will be activated). Furthermore, when variation pattern 2B-1 is selected, the performance control board 120 performs a performance using a variation time of 60,000 ms, which corresponds to a performance where a normal reach performance is performed, followed by SP reach 1, resulting in a short win with a time reduction. In this case, after the short win (2R), the game transitions to a time reduction play state (the time reduction function is activated). Furthermore, when variation pattern 2B-2 is selected, the performance control board 120 performs a performance using a variation time of 60,000ms, which corresponds to a performance where a normal reach performance is performed, followed by an SP reach 2 performance, resulting in a short win with a time reduction. In this case, after the short win (2R), the game transitions to a time reduction play state (the time reduction function is activated).
[0152] Furthermore, when variation pattern 3B-1 is selected, the performance control board 120 performs a performance using a variation time of 70,000ms. In this performance, after executing a normal reach performance, it performs SPSP reach 1 either via an SP reach performance or directly, resulting in a short win with time reduction. In this case, the game does not transition to the time reduction play state after the short win (2R) (the time reduction function does not activate). Furthermore, when variation pattern 3B-2 is selected, the performance control board 120 performs a performance using a variation time of 70,000ms. In this performance, after executing a normal reach performance, it performs an SPSP reach 2 via or directly through an SP reach performance, resulting in a short win with time reduction. In this case, the game does not transition to a time reduction play state after the short win (2R) (the time reduction function does not activate).
[0153] For example, if variation pattern 1C is selected, the performance control board 120 will execute a normal reach performance followed by a short win with time reduction in the performance that is performed using a variation time of 40,000 ms. In this case, the game will not transition to the time reduction play state after the short win (2R) (the time reduction function will not be activated). Furthermore, when variation pattern 2C-1 is selected, the performance control board 120 performs a performance using a variation time of 60,000ms, which corresponds to a performance where a normal reach performance is performed, followed by SP reach 1, resulting in a short win with time reduction. In this case, the game does not transition to the time reduction play state after the short win (2R) (the time reduction function does not activate). Furthermore, when variation pattern 2C-2 is selected, the performance control board 120 performs a performance using a variation time of 60,000ms, which corresponds to a performance where a normal reach performance is performed, followed by an SP reach 2 performance, resulting in a short win with time reduction. In this case, the game does not transition to the time reduction play state after the short win (2R) (the time reduction function does not activate).
[0154] Furthermore, when variation pattern 3C-1 is selected, the performance control board 120 performs a performance using a variation time of 70,000ms. In this performance, after executing a normal reach performance, it performs SPSP reach 1 either via an SP reach performance or directly, resulting in a short win with time reduction. In this case, the game does not transition to the time reduction play state after the short win (2R) (the time reduction function does not activate). Furthermore, when variation pattern 3C-2 is selected, the performance control board 120 performs a performance using a variation time of 70,000ms. In this performance, after executing a normal reach performance, it performs an SPSP reach 2 via or directly through an SP reach performance, resulting in a short win with time reduction. In this case, the game does not transition to a time reduction play state after the short win (2R) (the time reduction function does not activate).
[0155] For example, if variation pattern 1D is selected, the performance control board 120 will execute a normal reach performance followed by a short win with time reduction in the performance that is performed using a variation time of 40,000 ms. In this case, after the short win (2R), the game will transition to a time reduction play state (the time reduction function will be activated). Furthermore, when variation pattern 2D-1 is selected, the performance control board 120 performs a performance using a variation time of 60,000ms, which corresponds to a performance where a normal reach performance is performed, followed by SP reach 1, resulting in a short win with time reduction. In this case, after the short win (2R), the game transitions to a time reduction play state (the time reduction function is activated). Furthermore, when variation pattern 2D-2 is selected, the performance control board 120 performs a performance using a variation time of 60,000ms, which corresponds to a performance where a normal reach performance is performed, followed by an SP reach 2 performance, resulting in a short win with a time reduction. In this case, after the short win (2R), the game transitions to a time reduction play state (the time reduction function is activated).
[0156] Furthermore, when variation pattern 3D-1 is selected, the performance control board 120 performs a performance using a variation time of 70,000 ms. In this performance, after executing a normal reach performance, it performs SPSP reach 1 either via an SP reach performance or directly, resulting in a short win with time reduction. In this case, after the short win (2R), it transitions to a time reduction game state (the time reduction function is activated). Furthermore, when variation pattern 3D-2 is selected, the performance control board 120 performs a performance using a variation time of 70,000ms. In this performance, after executing a normal reach performance, it performs an SPSP reach 2 via or directly through an SP reach performance, resulting in a short win with time reduction. In this case, after the short win (2R), it transitions to a time reduction game state (the time reduction function is activated).
[0157] For example, if variation pattern 1E is selected, the performance control board 120 will execute a normal reach performance, followed by a short win with a time reduction, in a performance that is performed using a variation time of 40,000 ms. In this case, after the short win (2R), the game will transition to a time reduction play state (the time reduction function will be activated). Furthermore, when variation pattern 2E-1 is selected, the performance control board 120 performs a performance using a variation time of 60,000ms, which corresponds to a performance where a normal reach performance is performed, followed by SP reach 1, resulting in a short win with time reduction. In this case, after the short win (2R), the game transitions to a time reduction play state (the time reduction function is activated). Furthermore, when variation pattern 2E-2 is selected, the performance control board 120 performs a performance using a variation time of 60,000ms, which corresponds to a performance where a normal reach performance is performed, followed by an SP reach 2 performance, resulting in a short win with a time reduction. In this case, after the short win (2R), the game transitions to a time reduction play state (the time reduction function is activated).
[0158] Furthermore, when variation pattern 3E-1 is selected, the performance control board 120 performs a performance using a variation time of 70,000ms. In this performance, after executing a normal reach performance, it performs SPSP reach 1 either via an SP reach performance or directly, resulting in a short win with time reduction. In this case, after the short win (2R), it transitions to a time reduction game state (the time reduction function is activated). Furthermore, when variation pattern 3E-2 is selected, the performance control board 120 performs a performance using a variation time of 70,000ms. In this performance, after executing a normal reach performance, it performs an SPSP reach 2 via or directly through an SP reach performance, resulting in a short win with time reduction. In this case, after the short win (2R), it transitions to a time reduction game state (the time reduction function is activated).
[0159] For example, if variation pattern 1F is selected, the performance control board 120 will execute a normal reach performance, followed by a short win with a time reduction, in a performance that is performed using a variation time of 40,000 ms. In this case, after a long win (10R), the game will transition to a time reduction play state (the time reduction function will be activated). Furthermore, when variation pattern 2F-1 is selected, the performance control board 120 performs a performance using a variation time of 60,000ms, which corresponds to a performance where a normal reach performance is performed, followed by SP reach 1, resulting in a short win with a time reduction. In this case, after a long win (10R), the game transitions to a time reduction play state (the time reduction function is activated). Furthermore, when variation pattern 2F-2 is selected, the performance control board 120 performs a performance using a variation time of 60,000ms, which corresponds to a performance where a normal reach performance is performed, followed by an SP reach 2 performance, resulting in a short win with a time reduction. In this case, after a long win (10R), the game transitions to a time reduction play state (the time reduction function is activated).
[0160] Furthermore, when variation pattern 3F-1 is selected, the performance control board 120 performs a performance using a variation time of 70,000ms. In this performance, after executing a normal reach performance, it performs SPSP reach 1 either via an SP reach performance or directly, resulting in a short win with time reduction. In this case, it transitions to a time reduction play state for a long win (10R) (the time reduction function is activated). Furthermore, when variation pattern 3F-2 is selected, the performance control board 120 performs a performance using a variation time of 70,000ms. In this performance, after executing a normal reach performance, it performs an SPSP reach 2 via or directly through an SP reach performance, resulting in a short win with time reduction. In this case, after a long win (10R), it transitions to a time reduction game state (the time reduction function is activated).
[0161] When this variation pattern is selected, the performance control board 120 performs a performance using a variation time of 3,000 ms, which corresponds to a performance that results in a loss without a reach performance. For example, if variation pattern 11 is selected, the performance control board 120 will execute a normal reach performance followed by a loss performance in the performance that is performed using a variation time of 35,000 ms.
[0162] Furthermore, if variation pattern 12-1 is selected, the performance control board 120 will perform a performance using a variation time of 55,000ms, which will then perform a normal reach performance followed by an SP reach 1 performance, resulting in a loss. Furthermore, when variation pattern 12-2 is selected, the performance control board 120 performs a performance using a variation time of 55,000 ms, which corresponds to a performance that results in a loss after performing a normal reach performance.
[0163] Furthermore, when this variation pattern is selected, the performance control board 120 performs a performance using a variation time of 65,000 ms, and after performing a normal reach performance, it performs SPSP reach 1 either via an SP reach performance or directly, which corresponds to a performance that results in a loss. Furthermore, when this variation pattern is selected, the performance control board 120 performs a performance using a variation time of 65,000 ms, and after performing a normal reach performance, it performs an SPSP reach 2 via or directly, which corresponds to a performance that results in a loss.
[0164] Furthermore, when this variation pattern is selected, variation pattern 15 corresponds to a performance that results in a loss without a reach performance, in a performance that is carried out by the performance control board 120 using an extremely short variation time of 2,000 ms.
[0165] When variation pattern 21A is selected, the performance control board 120 performs a performance using a variation time of 10,000 ms, which corresponds to a long win with a time reduction. After the long win (10R), the game transitions to a time reduction play state (the time reduction function is activated). When this variation pattern is selected, the performance control board 120 performs a performance using a variation time of 9,000 ms, which corresponds to a long win with a time reduction. After the long win (10R), the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 22A is selected, the performance control board 120 performs a performance using a variation time of 10,000 ms, which corresponds to a long win with a time reduction. After the long win (10R), the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 22B is selected, the performance control board 120 performs a performance using a variation time of 9,000 ms, which corresponds to a long win with a time reduction. After the long win (10R), the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 23A is selected, the performance control board 120 performs a performance using a variation time of 10,000 ms, which corresponds to a long win with a time reduction. After the long win (10R), the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 23B is selected, the performance control board 120 performs a performance using a variation time of 9,000 ms, which corresponds to a long win with a time reduction. After the long win (10R), the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 24A is selected, the performance control board 120 performs a performance using a variation time of 10,000 ms, which corresponds to a long win with a time reduction. After a short win (2R), the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 24B is selected, the performance control board 120 uses a variation time of 9,000 ms to perform a long win with a time reduction. After a short win (2R), the game transitions to a time reduction game state (the time reduction function is activated). When variation pattern 25A is selected, the performance control board 120 performs a performance using a variation time of 10,000 ms, which corresponds to a long win with a time reduction. After the long win (10R), the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 25B is selected, the performance control board 120 performs a performance using a variation time of 9,000 ms, which corresponds to a long win with a time reduction. After the long win (10R), the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 26A is selected, the performance control board 120 performs a performance using a variation time of 10,000 ms, which corresponds to a long win with a time reduction. After the long win (10R), the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 26B is selected, the performance control board 120 performs a performance using a variation time of 9,000 ms, which corresponds to a long win with a time reduction. After the long win (10R), the game transitions to a time reduction play state (the time reduction function is activated).
[0166] When variation pattern 27A is selected, the performance control board 120 performs a performance using a variation time of 10,000 ms, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 27B is selected, the performance control board 120 performs a performance using a variation time of 9,000 ms, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 28A is selected, the performance control board 120 performs a performance using a variation time of 10,000 ms, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 28B is selected, the performance control board 120 performs a performance using a variation time of 9,000 ms, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 29A is selected, the performance control board 120 performs a performance using a variation time of 10,000 ms, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 29B is selected, the performance control board 120 performs a performance using a variation time of 9,000 ms, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 30A is selected, the performance control board 120 controls the performance using a variation time of 10,000ms, and corresponds to a performance that results in a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 30B is selected, the performance control board 120 performs a performance using a variation time of 9,000 ms, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 31A is selected, the performance control board 120 performs a performance using a variation time of 10,000 ms, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 31B is selected, the performance control board 120 performs a performance using a variation time of 9,000 ms, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 32A is selected, the performance control board 120 performs a performance using a variation time of 10,000 ms, which corresponds to a small win with a time reduction. After the short win (2R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 32B is selected, the performance control board 120 performs a performance using a variation time of 9,000 ms, which corresponds to a small win with a time reduction. After the short win (2R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 33A is selected, the performance control board 120 performs a performance using a variation time of 10,000 ms, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 33B is selected, the performance control board 120 performs a performance using a variation time of 9,000 ms, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). Furthermore, when this variation pattern is selected, variation pattern 35A corresponds to a losing animation in the animation performed by the animation control board 120 using a variation time of 10,000 ms. Furthermore, when this variation pattern is selected, variation pattern 35B corresponds to a losing outcome in the performance control board 120, which uses a variation time of 9,000 ms.
[0167] The variable pattern determination table for the time-saving game state (lower RUSH) shown in Figure 16 will be explained below. In the variation pattern determination table shown in Figure 16, the variation patterns 41A, 42A-1, 42A-2, 43A-1, 43A-2, 41B, 42B-1, 42B-2, 43B-1, 43B-2, 41C, 42C-1, 42C-2, 43C-1, 43C-2, 41D, 42D-1, 42D-2, 43D-1, 43D-2, 41E, 42E-1, 42E-2, 43E-1, 43E-2, 41F, 42F-1, 42F-2, 43F-1, 43F-2, 50, 51, 52-1, 52-2, 53-1, 53-2, and 55 are set as variation patterns for the special symbols of the first special symbol display device 20. Furthermore, the following variation patterns for the special symbols of the second special symbol display device 21 are set: variation patterns 61A, 61B, 62A, 62B, 63A, 63B, 64A, 64B, 65A, 65B, 66A, 66B, 67A, 67B, 68A, 68B, 69A, 69B, 70A, 70B, 71A, 71B, 72A, 72B, 73A, 73B, 75A, and 75B.
[0168] When variation pattern 41A is selected, the performance control board 120 performs a performance using a variation time of 40,000 ms, which corresponds to a performance that, after executing a normal reach performance, results in a short win with a time reduction. In this case, after the short win (2R), the game transitions to a time reduction play state (the time reduction function is activated). Furthermore, when variation pattern 42A-1 is selected, the performance control board 120 performs a performance using a variation time of 60,000ms, which corresponds to a performance where a normal reach performance is performed, followed by SP reach 1, resulting in a short win with time reduction. In this case, after the short win (2R), the game transitions to a time reduction play state (the time reduction function is activated). Furthermore, when variation pattern 42A-2 is selected, the performance control board 120 performs a performance using a variation time of 60,000ms, which corresponds to a performance where a normal reach performance is performed, followed by an SP reach 2 performance, resulting in a short win with a time reduction. In this case, after the short win (2R), the game transitions to a time reduction play state (the time reduction function is activated).
[0169] Furthermore, when variation pattern 43A-1 is selected, the performance control board 120 performs a performance using a variation time of 70,000ms. In this performance, after executing a normal reach performance, it performs SPSP reach 1 either via an SP reach performance or directly, resulting in a short win with time reduction. In this case, after the short win (2R), the game transitions to a time reduction play state (the time reduction function is activated). Furthermore, when variation pattern 43A-2 is selected, the performance control board 120 performs a performance using a variation time of 70,000ms. In this performance, after executing a normal reach performance, it performs an SPSP reach 2 via or directly through an SP reach performance, resulting in a short win with time reduction. In this case, after the short win (2R), it transitions to a time reduction game state (the time reduction function is activated).
[0170] For example, if variation pattern 41B is selected, the performance control board 120 will execute a normal reach performance followed by a short win with time reduction in the performance that is performed using a variation time of 40,000 ms. In this case, after the short win (2R), the game will transition to a time reduction play state (the time reduction function will be activated). Furthermore, when variation pattern 42B-1 is selected, the performance control board 120 performs a performance using a variation time of 60,000ms, which corresponds to a performance where a normal reach performance is performed, followed by SP reach 1, resulting in a short win with time reduction. In this case, after the short win (2R), the game transitions to a time reduction play state (the time reduction function is activated). Furthermore, when variation pattern 42B-2 is selected, the performance control board 120 performs a performance using a variation time of 60,000ms, which corresponds to a performance where a normal reach performance is performed, followed by an SP reach 2 performance, resulting in a short win with a time reduction. In this case, after the short win (2R), the game transitions to a time reduction play state (the time reduction function is activated).
[0171] Furthermore, when variation pattern 43B-1 is selected, the performance control board 120 performs a performance using a variation time of 70,000ms. In this performance, after executing a normal reach performance, it performs SPSP reach 1 either via an SP reach performance or directly, resulting in a short win with time reduction. In this case, the game does not transition to the time reduction play state after the short win (2R) (the time reduction function does not activate). Furthermore, when variation pattern 43B-2 is selected, the performance control board 120 performs a performance using a variation time of 70,000ms. In this performance, after executing a normal reach performance, it performs an SPSP reach 2 via or directly through an SP reach performance, resulting in a short win with time reduction. In this case, the game does not transition to a time reduction play state after the short win (2R) (the time reduction function does not activate).
[0172] For example, if variation pattern 41C is selected, the performance control board 120 will execute a normal reach performance followed by a short win with time reduction in the performance that is performed using a variation time of 40,000 ms. In this case, the game will not transition to the time reduction play state after the short win (2R) (the time reduction function will not be activated). Furthermore, when variation pattern 42C-1 is selected, the performance control board 120 performs a performance using a variation time of 60,000ms, which corresponds to a performance where a normal reach performance is performed, followed by SP reach 1, resulting in a short win with time reduction. In this case, the game does not transition to the time reduction play state after the short win (2R) (the time reduction function does not activate). Furthermore, when variation pattern 42C-2 is selected, the performance control board 120 performs a performance using a variation time of 60,000ms, which corresponds to a performance where a normal reach performance is performed, followed by an SP reach 2 performance, resulting in a short win with a time reduction. In this case, the game does not transition to a time reduction play state after the short win (2R) (the time reduction function does not activate).
[0173] Furthermore, when variation pattern 43C-1 is selected, the performance control board 120 performs a performance using a variation time of 70,000ms. In this performance, after executing a normal reach performance, it performs SPSP reach 1 either via an SP reach performance or directly, resulting in a short win with time reduction. In this case, the game does not transition to the time reduction play state after the short win (2R) (the time reduction function does not activate). Furthermore, when variation pattern 43C-2 is selected, the performance control board 120 performs a performance using a variation time of 70,000ms. In this performance, after executing a normal reach performance, it performs an SPSP reach 2 via or directly through an SP reach performance, resulting in a short win with time reduction. In this case, the game does not transition to the time reduction play state after the short win (2R) (the time reduction function does not activate).
[0174] For example, if variation pattern 41D is selected, the performance control board 120 will execute a normal reach performance, followed by a short win with a time reduction, in a performance that is performed using a variation time of 40,000 ms. In this case, after the short win (2R), the game will transition to a time reduction play state (the time reduction function will be activated). Furthermore, when variation pattern 42D-1 is selected, the performance control board 120 performs a performance using a variation time of 60,000ms, which corresponds to a performance where a normal reach performance is performed, followed by SP reach 1, resulting in a short win with time reduction. In this case, after the short win (2R), the game transitions to a time reduction play state (the time reduction function is activated). Furthermore, when variation pattern 42D-2 is selected, the performance control board 120 performs a performance using a variation time of 60,000ms, which corresponds to a performance where a normal reach performance is performed, followed by an SP reach 2 performance, resulting in a short win with a time reduction. In this case, after the short win (2R), the game transitions to a time reduction play state (the time reduction function is activated).
[0175] Furthermore, when variation pattern 43D-1 is selected, the performance control board 120 performs a performance using a variation time of 70,000ms. In this performance, after executing a normal reach performance, it performs SPSP reach 1 either via an SP reach performance or directly, resulting in a short win with time reduction. In this case, after the short win (2R), it transitions to a time reduction game state (the time reduction function is activated). Furthermore, when variation pattern 43D-2 is selected, the performance control board 120 performs a performance using a variation time of 70,000ms. In this performance, after executing a normal reach performance, it performs an SPSP reach 2 via or directly through an SP reach performance, resulting in a short win with time reduction. In this case, after the short win (2R), it transitions to a time reduction game state (the time reduction function is activated).
[0176] For example, if variation pattern 41E is selected, the performance control board 120 will execute a normal reach performance followed by a short win with time reduction in the performance that is performed using a variation time of 40,000 ms. In this case, after the short win (2R), the game will transition to a time reduction play state (the time reduction function will be activated). Furthermore, when variation pattern 42E-1 is selected, the performance control board 120 performs a performance using a variation time of 60,000ms, which corresponds to a performance where a normal reach performance is performed, followed by SP reach 1, resulting in a short win with time reduction. In this case, after the short win (2R), the game transitions to a time reduction play state (the time reduction function is activated). Furthermore, when variation pattern 42E-2 is selected, the performance control board 120 performs a performance using a variation time of 60,000ms, which corresponds to a performance where a normal reach performance is performed, followed by an SP reach 2 performance, resulting in a short win with a time reduction. In this case, after the short win (2R), the game transitions to a time reduction play state (the time reduction function is activated).
[0177] Furthermore, when variation pattern 43E-1 is selected, the performance control board 120 performs a performance using a variation time of 70,000ms. In this performance, after executing a normal reach performance, it performs SPSP reach 1 either via an SP reach performance or directly, resulting in a short win with time reduction. In this case, after the short win (2R), it transitions to a time reduction game state (the time reduction function is activated). Furthermore, when variation pattern 43E-2 is selected, the performance control board 120 performs a performance using a variation time of 70,000ms. In this performance, after executing a normal reach performance, it performs an SPSP reach 2 via or directly through an SP reach performance, resulting in a short win with time reduction. In this case, after the short win (2R), it transitions to a time reduction game state (the time reduction function is activated).
[0178] For example, if variation pattern 41F is selected, the performance control board 120 will execute a normal reach performance, followed by a short win with time reduction, in a performance that is performed using a variation time of 40,000 ms. In this case, after a long win (10R), the game will transition to a time reduction play state (the time reduction function will be activated). Furthermore, when variation pattern 42F-1 is selected, the performance control board 120 performs a performance using a variation time of 60,000ms, which corresponds to a performance where a normal reach performance is performed, followed by SP reach 1, resulting in a short win with time reduction. In this case, after a long win (10R), the game transitions to a time reduction play state (the time reduction function is activated). In addition, when the variation pattern 42F-2 is selected, in the effect performed by the effect control board 120 using a variation time of 60,000 ms, after executing the normal reach effect, SP reach 2 is executed, corresponding to an effect with a short hit with time shortening. In this case, after a long hit (10R), the game state shifts to a time-shortened game state (the time shortening function activates).
[0179] In addition, when the variation pattern 43F-1 is selected, in the effect performed by the effect control board 120 using a variation time of 70,000 ms, after executing the normal reach effect, SPSP reach 1 is executed via or directly from the SP reach effect, corresponding to an effect with a short hit with time shortening. In this case, at the long hit (10R), the game state shifts to a time-shortened game state (the time shortening function activates). In addition, when the variation pattern 43F-2 is selected, in the effect performed by the effect control board 120 using a variation time of 70,000 ms, after executing the normal reach effect, SPSP reach 2 is executed via or directly from the SP reach effect, corresponding to an effect with a short hit with time shortening. In this case, after a long hit (10R), the game state shifts to a time-shortened game state (the time shortening function activates).
[0180] The variation pattern 50 corresponds to an effect that results in a miss without performing a reach effect in the effect performed by the effect control board 120 using a variation time of 3,000 ms when this variation pattern is selected. For example, when the variation pattern 51 is selected, in the effect performed by the effect control board 120 using a variation time of 35,000 ms, after executing the normal reach effect, it corresponds to an effect that results in a miss.
[0181] In addition, when the variation pattern 52-1 is selected, in the effect performed by the effect control board 120 using a variation time of 55,000 ms, after executing the normal reach effect, SP reach 1 is executed, corresponding to an effect that results in a miss. Furthermore, when variation pattern 52-2 is selected, the performance control board 120 performs a performance using a variation time of 55,000 ms, which corresponds to a performance that executes a normal reach performance, then an SP reach 2 performance, and is a miss.
[0182] Furthermore, when this variation pattern is selected, the performance control board 120 performs a performance using a variation time of 65,000 ms, and after performing a normal reach performance, it performs SPSP reach 1 either via an SP reach performance or directly, which corresponds to a performance that results in a loss. Furthermore, when this variation pattern is selected, the performance control board 120 performs a performance using a variation time of 65,000 ms, and after performing a normal reach performance, it performs an SPSP reach 2 via or directly, which corresponds to a performance that results in a loss.
[0183] Furthermore, when this variation pattern is selected, the performance control board 120 performs a performance using an extremely short variation time of 2,000 ms, and the variation pattern 55 corresponds to a performance that results in a loss without performing a reach performance. Furthermore, the following variation patterns are set as the variation patterns for the special symbols of the second special symbol display device 21.
[0184] When variation pattern 61A is selected, the performance control board 120 performs a performance using an 8,000ms variation time, which corresponds to a long win with a time reduction. After the long win (10R), the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 61B is selected, the performance control board 120 performs a performance using a variation time of 5,000 ms, which corresponds to a long win with a time reduction. After the long win (10R), the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 62A is selected, the performance control board 120 performs a performance using an 8,000ms variation time, which corresponds to a long win with a time reduction. After the long win (10R), the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 62B is selected, the performance control board 120 performs a performance using a variation time of 5,000 ms, which corresponds to a long win with a time reduction. After the long win (10R), the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 63A is selected, the performance control board 120 performs a performance using an 8,000ms variation time, which corresponds to a long win with a time reduction. After the long win (10R), the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 63B is selected, the performance control board 120 performs a performance using a variation time of 5,000 ms, which corresponds to a long win with a time reduction. After the long win (10R), the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 64A is selected, the performance control board 120 performs a performance using an 8,000ms variation time, which corresponds to a long win with a time reduction. After a short win (2R), the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 64B is selected, the performance control board 120 uses a variation time of 5,000 ms to perform a long win with a time reduction. After a short win (2R), the game transitions to a time reduction state (the time reduction function is activated). When variation pattern 65A is selected, the performance control board 120 uses an 8,000ms variation time to perform a performance that results in a long win with a time reduction. After the long win (10R), the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 65B is selected, the performance control board 120 uses a variation time of 5,000ms to perform a long win with a time reduction. After the long win (10R), the game transitions to a time reduction game state (the time reduction function is activated). When variation pattern 66A is selected, the performance control board 120 performs a performance using an 8,000ms variation time, which corresponds to a long win with a time reduction. After the long win (10R), the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 66B is selected, the performance control board 120 performs a performance using a variation time of 5,000 ms, which corresponds to a long win with a time reduction. After the long win (10R), the game transitions to a time reduction play state (the time reduction function is activated).
[0185] When variation pattern 67A is selected, the performance control board 120 performs a performance using an 8,000ms variation time, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 67B is selected, the performance control board 120 performs a performance using a variation time of 5,000 ms, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 68A is selected, the performance control board 120 performs a performance using an 8,000ms variation time, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 68B is selected, the performance control board 120 performs a performance using a variation time of 5,000 ms, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 69A is selected, the performance control board 120 performs a performance using an 8,000ms variation time, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 69B is selected, the performance control board 120 performs a performance using a variation time of 5,000 ms, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 70A is selected, the performance control board 120 performs a performance using an 8,000ms variation time, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 70B is selected, the performance control board 120 performs a performance using a variation time of 5,000 ms, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 71A is selected, the performance control board 120 performs a performance using an 8,000ms variation time, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 71B is selected, the performance control board 120 performs a performance using a variation time of 5,000 ms, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 72A is selected, the performance control board 120 performs a performance using an 8,000ms variation time, which corresponds to a small win with a time reduction. After the short win (2R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 72B is selected, the performance control board 120 performs a performance using a variation time of 5,000 ms, which corresponds to a small win with a time reduction. After the short win (2R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 73A is selected, the performance control board 120 performs a performance using an 8,000ms variation time, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). When variation pattern 73B is selected, the performance control board 120 performs a performance using a variation time of 5,000 ms, which corresponds to a small win with a time reduction. After the long win (10R) following the small win, the game transitions to a time reduction play state (the time reduction function is activated). Furthermore, when this variation pattern is selected, variation pattern 75A corresponds to a losing outcome in the performance control board 120, which uses a variation time of 8,000 ms. Furthermore, when this variation pattern is selected, variation pattern 75B corresponds to a losing animation in the animation performed by the animation control board 120 using a variation time of 5,000 ms. Based on the type of special symbol display device, the random value for special symbol determination (winning or losing a jackpot), the random value for jackpot symbols (jackpot symbols), the number of special symbols held, the random value for reach determination, and the random value for variation patterns, one variation pattern is selected from among these variation patterns according to the allocation shown in Figure 16.
[0186] <Pre-determination table for special patterns> Figure 17 shows a pre-determination table used to determine the outcome of the jackpot lottery in advance. In the pre-determination table shown in Figure 17, winning information is generated to pre-determine the result of the jackpot lottery based on the type of special symbol display device (the type of start-out detection switch that detects when a game ball enters the start-out), a random value for special symbol determination, a random value for jackpot symbols, a random value for reach determination, a random value for variation patterns, and a variation pattern determined based on these. Then, a start-up winning specification command is generated to pre-determine the result of the jackpot lottery based on the generated winning information.
[0187] In the pre-determination table shown in Figure 17, the following are set as prize information for the first special symbol display device 20: prize information 1A, 2A-1, 2A-2, 3A-1, 3A-2, 1B, 2B-1, 2B-2, 3B-1, 3B-2, 1C, 2C-1, 2C-2, 3C-1, 3C-2, 1D, 2D-1, 2D-2, 3D-1, 3D-2, 1E, 2E-1, 2E-2, 3E-1, 3E-2, 1F, 2F-1, 2F-2, 3F-1, 3F-2, 4, 5, 7-1, 7-2, 8-1, 8-2, and the following are set as prize information for the second special symbol display device 21: prize information 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20. The winning information described for the second special symbol display device 21 in Figure 17 is winning information for the non-time-saving game state. Similarly, winning information for the time-saving game state is generated based on a random value for special symbol determination, a random value for jackpot symbols, a random value for reach determination, a random value for variation patterns, and a variation pattern determined based on these.
[0188] Based on the type of special symbol display device, the random value for special symbol determination (winning or losing a jackpot), the random value for jackpot symbols (jackpot symbols), the random value for reach determination, and the random value for variation patterns, one winning piece of information is selected from among these winning pieces of information according to the allocation shown in Figure 17.
[0189] For example, when the winning information 1A is selected, in the effect performed by the effect control board 120 using a variation time of 40,000 ms, after executing the normal reach effect, it corresponds to the jackpot effect. When the winning information 2A-1 is selected, in the effect performed by the effect control board 120 using a variation time of 60,000 ms, after executing the normal reach effect, it executes SP reach 1 and corresponds to the jackpot effect. When the winning information 2A-2 is selected, in the effect performed by the effect control board 120 using a variation time of 60,000 ms, after executing the normal reach effect, it executes SP reach 2 and corresponds to the jackpot effect. When the winning information 3A-1 is selected, in the effect performed by the effect control board 120 using a variation time of 70,000 ms, after executing the normal reach effect, it executes SPSP reach effect 1 via or directly from the SP reach effect and corresponds to the jackpot effect. When the winning information 3A-2 is selected, in the effect performed by the effect control board 120 using a variation time of 70,000 ms, after executing the normal reach effect, it executes SPSP reach effect 2 via or directly from the SP reach effect and corresponds to the jackpot effect.
[0190] When the winning information 1B is selected, in the effect performed by the effect control board 120 using a variation time of 40,000 ms, after executing the normal reach effect, it corresponds to the jackpot effect. When the winning information 2B-1 is selected, in the effect performed by the effect control board 120 using a variation time of 60,000 ms, after executing the normal reach effect, it executes SP reach 1 and corresponds to the jackpot effect. When the winning information 2B-2 is selected, in the effect performed by the effect control board 120 using a variation time of 60,000 ms, after executing the normal reach effect, it executes SP reach 2 and corresponds to the jackpot effect. If this winning information 3B-1 is selected, the performance control board 120 will perform a performance using a variation time of 70,000ms, which will then execute a normal reach performance, followed by an SP reach performance, or directly, to execute the SPSP reach performance 1, resulting in a jackpot. If this winning information 3B-2 is selected, the performance control board 120 will perform a performance using a variation time of 70,000ms, which will then execute a normal reach performance, followed by an SP reach performance, or directly, to execute the SPSP reach performance 2, resulting in a jackpot.
[0191] If this winning information 1C is selected, the performance control board 120 will execute a normal reach performance, followed by a performance that results in a jackpot. If this winning information 2C-1 is selected, the performance control board 120 will execute a normal reach performance, then an SP reach 1 performance, in which the performance will be executed using a 60,000ms variation time, resulting in a jackpot. If this winning information 2C-2 is selected, the performance control board 120 will execute a normal reach performance, then an SP reach 2 performance, in which the performance will be executed using a 60,000ms variation time, resulting in a jackpot. If this winning information 3C-1 is selected, the performance control board 120 will perform a performance using a variation time of 70,000ms, which will then execute a normal reach performance, followed by an SP reach performance, or directly, to execute the SPSP reach performance 1, resulting in a jackpot. If this winning information 3C-2 is selected, the performance control board 120 will perform a performance using a variation time of 70,000ms, which will then execute a normal reach performance, followed by an SP reach performance, or directly, an SPSP reach performance 2, resulting in a jackpot.
[0192] If this winning information 1D is selected, the performance control board 120 will execute a normal reach performance, followed by a performance that results in a jackpot. If this winning information 2D-1 is selected, the performance control board 120 will execute a normal reach performance, then an SP reach 1 performance, in which the performance will be executed using a 60,000ms variation time, resulting in a jackpot. If this winning information 2D-2 is selected, the performance control board 120 will execute a normal reach performance, then an SP reach 2 performance, in which the performance will be executed using a variation time of 60,000ms, resulting in a jackpot. If this winning information 3D-1 is selected, the performance control board 120 will perform a performance using a variation time of 70,000ms, which will then execute a normal reach performance, followed by an SP reach performance, or directly, to execute the SPSP reach performance 1, resulting in a jackpot. If this winning information 3D-2 is selected, the performance control board 120 will perform a performance using a variation time of 70,000ms, which will then execute a normal reach performance, followed by an SP reach performance, or directly, to execute the SPSP reach performance 2, resulting in a jackpot.
[0193] If this winning information is selected, the performance control board 120 will execute a normal reach performance, followed by a performance that results in a jackpot. If this winning information 2E-1 is selected, the performance control board 120 will execute a normal reach performance, then an SP reach 1 performance, in which the performance will be executed using a variation time of 60,000ms, resulting in a jackpot. If this winning information is selected, the performance control board 120 will execute a normal reach performance, then an SP reach 2 performance, which will result in a jackpot in the performance that is performed using a 60,000ms variation time. If this winning information 3E-1 is selected, the performance control board 120 will perform a performance using a variation time of 70,000ms, which will then execute a normal reach performance, followed by an SP reach performance, or directly, to execute the SPSP reach performance 1, resulting in a jackpot. If this winning information 3E-2 is selected, the performance control board 120 will perform a performance using a variation time of 70,000ms, which will then execute a normal reach performance, followed by an SP reach performance, or directly, to execute the SPSP reach performance 2, resulting in a jackpot.
[0194] If this winning information is selected, the performance control board 120 will execute a normal reach performance, followed by a performance that results in a jackpot. If this winning information 2F-1 is selected, the performance control board 120 will perform a performance using a 60,000ms variation time, which will then execute a normal reach performance followed by an SP reach 1 performance, resulting in a jackpot. If this winning information is selected, the performance control board 120 will execute a normal reach performance, then an SP reach 2 performance, which will result in a jackpot. If this winning information 3F-1 is selected, the performance control board 120 will perform a performance using a variation time of 70,000ms, which will then execute a normal reach performance, followed by an SP reach performance, or directly, to execute the SPSP reach performance 1, resulting in a jackpot. If this winning information 3F-2 is selected, the performance control board 120 will perform a performance using a variation time of 70,000ms, which will then execute a normal reach performance, followed by an SP reach performance, or directly, an SPSP reach performance 2, resulting in a jackpot.
[0195] If this winning information is selected, the performance control board 120 will use a 10,000ms variation time to perform a performance that results in a long win (10R) with a time reduction. If this winning information is selected, the performance control board 120 will use a 10,000ms variation time to perform a performance that results in a long win (10R) with a time reduction. If this winning information is selected, the performance control board 120 will use a 10,000ms variation time to perform a performance that results in a long win (10R) with a time reduction. The prize information 12 corresponds to a short-time win (2R) in the performance control board 120, which is performed using a 10,000ms variation time when this prize information is selected. The prize information 13 corresponds to a performance that results in a long win (10R) with a time reduction, which is performed by the performance control board 120 using a variation time of 10,000ms when this prize information is selected. The prize information 14 corresponds to a performance that results in a long win (10R) with a time reduction, which is performed by the performance control board 120 using a variation time of 10,000ms when this prize information is selected. If this winning information is selected, the performance control board 120 will perform a performance using a 10,000ms variation time, which will result in a time-saving mini-win (10R). If this winning information is selected, the performance control board 120 will use a 10,000ms variation time to perform a performance that results in a time-saving mini-win (10R). If this winning information is selected, the performance control board 120 will use a 10,000ms variation time to perform a performance that results in a time-saving mini-win (10R). The winning information 18 corresponds to a performance that results in a time-saving mini-win (2R) in a performance that is performed by the performance control board 120 using a variation time of 10,000ms when this winning information is selected. The winning information 19 corresponds to a performance that results in a time-saving mini-win (10R) in a performance that is performed by the performance control board 120 using a variation time of 10,000ms when this winning information is selected. If this winning information is selected, the performance control board 120 will perform a performance using a 10,000ms variation time, which will result in a time-saving mini-win (10R). The winning entries 4, 5, 7-1, 7-2, 8-1, and 8-2 are considered losing entries.
[0196] As mentioned above, in the special symbol pre-determination table, a random value for special symbol determination determines whether it is a "jackpot" or a "miss," and a random value for jackpot symbols determines the type of special game (number of rounds), whether it is a "long win" or a "short win." In particular, in the case of a minor win, a pre-determination (pre-reading) of the minor win symbol is performed.
[0197] Furthermore, a random number used for determining whether a "reach" has occurred is used to determine whether or not a reach has occurred. The variation pattern is determined based on the type of special symbol display device, the random value for special symbol determination (winning or losing a jackpot), the random value for jackpot symbols (jackpot symbols), the random value for reach determination, and the random value for variation pattern. Therefore, the DATA data of the start-up prize-winning command allows for the determination of the type of jackpot, the variation pattern, whether or not a "reach" occurs, and the number of prize balls awarded based on the number of jackpot rounds, before the special symbols begin to vary. Furthermore, since a "reach" always occurs in the case of a jackpot, it can also be determined that a reach will occur in the case of a jackpot.
[0198] <Explanation of game status> Next, we will explain the game state as the game progresses. In this embodiment, the "non-time-saving game state" is a game state in which, in the display of changing normal symbols that is performed on the condition that a game ball passes through (enters) gate 15, the change time is set to 0.204 seconds, and the operation time of the normal electric mechanism is set to 0.052 seconds when a short-opening symbol is determined in the lottery for the normal symbols. In contrast, the "time-saving game state" is a game state in which, when the above-mentioned "time-saving function" is activated, the variation time of the regular symbol display, which is performed on the condition that a game ball passes through (enters) gate 15, is set to 0.108 seconds, and the operation time of the regular electric mechanism is set to 5.492 seconds when a long-opening symbol is determined in the lottery for the regular symbols. In "Reduced Play Time Mode," the operating time of the regular electric mechanism is significantly longer than in "Non-Reduced Play Time Mode," making it easier for the game balls to enter the second starting opening 14. This allows the player to play without consuming game balls. Additionally, the time it takes for the regular symbols to change is also shortened compared to "Non-Reduced Play Time Mode," allowing for more efficient symbol changes and increasing game efficiency, thus creating a more advantageous state for the player.
[0199] Furthermore, in "time-saving game mode," the time it takes for special symbols to change is also shortened compared to "non-time-saving game mode" due to the time-saving function mentioned above. By shortening the time it takes for special symbols to change, the special symbols can be changed more efficiently, increasing game efficiency and creating a more advantageous state for the player.
[0200] Next, the progression of the game in the gaming machine 1 of this embodiment will be described. <Main processing of the main control board> Figure 18 is a flowchart illustrating the main processing performed by the main control board. When power is supplied by the power supply board 170, a system reset occurs in the main CPU 111, and the main CPU 111 performs the following main processing. First, in step S10, the main CPU 111 performs initialization. In this process, the main CPU 111 reads the startup program from the main ROM 112 and initializes flags and other items stored in the main RAM 113. In step S20, the main CPU 111 performs a game random value update process, which updates the random values for the variation pattern and the random values for determining a winning combination. In step S30, the main CPU 111 updates the initial random values for special symbol determination, the initial random values for jackpot symbols, and the initial random values for minor win symbols. From that point onward, the main CPU 111 repeatedly performs the processes in steps S20 and S30 until a predetermined interrupt is processed.
[0201] <Timer interrupt processing on the main control board> Figure 19 is a flowchart illustrating the timer interrupt processing by the main control board. A reset clock pulse generation circuit provided on the main control board 110 generates a clock pulse at predetermined intervals (4 milliseconds, hereinafter referred to as "4ms"), which triggers the timer interrupt processing described below. First, in step S101, the main CPU 111 saves the information stored in its register to the stack area. Next, in step S102, the main CPU 111 performs time control processing to update various timer counters, such as the special symbol time counter update process, the special game timer counter update process for special electric mechanism opening time, the regular symbol time counter update process, and the regular electric mechanism opening time counter update process. Specifically, the main CPU 111 performs the process of subtracting 1 from the special symbol time counter, special game timer counter, normal symbol time counter, and normal power release time counter.
[0202] In step S103, the main CPU 111 performs random number update processing for the random numbers used for special symbol determination, jackpot symbols, minor win symbols, and win determination. Specifically, 1 is added to each random number counter to update it. If the result of the addition exceeds the maximum value of the random number range, the random number counter is reset to 0. When the random number counter completes one cycle, the random number is updated from the initial random number value at that time. In step S104, the main CPU 111 performs an initial random number counter update process, which updates the random number counters by incrementing the initial random number counter for special symbol determination, the initial random number counter for jackpot symbols, and the initial random number counter for minor jackpot symbols by 1.
[0203] In step S105, the main CPU 111 performs input control processing. In this input control process, the main CPU 111 determines whether or not there is input to each of the switches: the first start gate detection switch 13a, the second start gate detection switch 14a, the gate detection switch 15a, the big prize gate detection switch 16a, the general prize gate detection switch 18a, and the specific area detection switch 17a. More details will be described later using Figures 21 to 24.
[0204] In step S106, the main CPU 111 performs special symbol and special electric control processing to control the special symbols and special electric features. Details will be described later with reference to Figures 25 to 29. In step S107, the main CPU 111 performs a regular symbol and regular electric mechanism control process to control the regular symbols and regular electric mechanisms. In step S108, the main CPU 111 performs payout control processing.
[0205] In this payout control process, the main CPU 111 checks whether or not a game ball has entered the large prize slot 16, the first start slot 13, the second start slot 14, and the general prize slot 18. If a prize has been won, it sends a command to the payout control board 130 specifying the corresponding number of balls to be paid out. More specifically, the system checks the general prize ball counter, the large prize ball counter, and the starter prize ball counter, and sends a payout quantity specification command corresponding to each prize ball to the payout control board 130. Subsequently, it updates the prize ball counter corresponding to the transmitted payout quantity specification command by subtracting a predetermined amount of data.
[0206] In step S109, the main CPU 111 performs data creation processing for external information data, start gate opening / closing solenoid data, big prize gate opening / closing solenoid data, special symbol display device data, normal symbol display device data, and memory count specification command. In step S110, the main CPU 111 performs output control processing. In this output control process, the main CPU 111 performs port output processing to output signals for the external information data, start gate opening / closing solenoid data, and grand prize gate opening / closing solenoid data created in step S109 above.
[0207] Furthermore, the main CPU 111 performs a display device output process to output the special symbol display device data and the normal symbol display device data created in step S109 in order to light up the LEDs of the first special symbol display device 20, the second special symbol display device 21, and the normal symbol display device 22. In addition, the main CPU 111 also performs a command transmission process to send commands that are set in the performance transmission data storage area of the main RAM 113. In step S111, the main CPU 111 restores the information saved in step S101 to its registers.
[0208] <Input control processing> Figure 20 is a flowchart illustrating the input control process performed by the main control board. First, in step S121, the main CPU 111 determines whether it has received a detection signal from the general prize slot detection switch 18a, that is, whether a game ball has entered the general prize slot 18. If the main CPU 111 has received a detection signal from the general prize slot detection switch 18a, it adds predetermined data to the general prize slot prize ball counter used for prize balls and updates it. In step S122, the main CPU 111 determines whether it has received a detection signal from the large prize slot detection switch 16, that is, whether or not a game ball has entered the large prize slot 16.
[0209] When the main CPU 111 receives a detection signal from the large prize slot detection switch 16a, it adds predetermined data to the large prize slot prize ball counter used for prize balls and updates the counter in the large prize slot ball entry counter (C1) storage area for counting game balls that have entered the large prize slot 16. In step S123, the main CPU 111 determines whether it has received a detection signal from the first start-up port detection switch 13a, that is, whether a game ball has entered the first start-up port 13, and sets predetermined data for determining whether a jackpot has been hit. More details will be described later using Figure 21.
[0210] In step S124, the main CPU 111 determines whether it has received a detection signal from the second start port detection switch 14a, that is, whether a game ball has entered the second start port 14.
[0211] When the main CPU 111 receives a detection signal from the second start port detection switch 14a, it performs the same processing as in step S123 above. However, in this second start port detection switch input processing, the extracted random values for special symbol determination, jackpot symbols, and minor win symbols are stored in the second special symbol memory area.
[0212] In step S125, the main CPU 111 determines whether the gate detection switch 15a has received a signal, that is, whether the game ball has passed through the normal symbol gate 15. In step S126, the main CPU 111 determines whether it has received a signal from the specific area detection switch 17a, that is, whether the game ball has passed through the specific area (V zone) 17.
[0213] <First start port detection switch input processing> Figure 21 is a flowchart illustrating the input processing of the first start port detection switch by the main control board. First, in step S131, the main CPU 111 determines whether or not it has received a detection signal from the first start port detection switch 13a. If a detection signal is received from the first start port detection switch 13a (Yes in step S131), the process proceeds to step S132. If no detection signal is received from the first start port detection switch 13a (No in step S131), the first start port detection switch input process is terminated.
[0214] In step S132, the main CPU 111 performs a process to update the starting gate prize ball counter used for prize balls by adding predetermined data. Next, in step S133, the main CPU 111 determines whether the number of reserved symbols set in the first special symbol reserved symbol (U1) storage area is less than 4. If the number of reserved symbols set in the first special symbol reserved symbol (U1) storage area is less than 4, the process moves to step S134. If the number of reserved symbols set in the first special symbol reserved symbol (U1) storage area is not less than 4, the first start port detection switch input process is terminated. In step S134, the main CPU 111 obtains a random value for special symbol determination, searches for available memory units in the first special symbol memory area starting from the first memory unit, and stores the obtained random value for special symbol determination in an available memory unit.
[0215] In step S135, the main CPU 111 obtains a random value for the jackpot symbol, searches for an available memory unit in the first special symbol memory area, starting from the first memory unit, and stores the obtained random value for the jackpot symbol in an available memory unit. In step S136, the main CPU 111 obtains random values for gameplay (random values for variation patterns and random values for reach determination), searches for available memory units in order from the first memory unit in the first special symbol memory area, and stores the obtained random values for gameplay (random values for variation patterns and random values for reach determination) in the available memory unit.
[0216] In step S137, the main CPU 111 adds "1" to the first special symbol retention count (U1) memory area and stores it. In step S138, the main CPU 111 performs a pre-determination process (Figure 23) in which it determines each random value obtained in steps S134 to S136 based on a pre-determination table corresponding to the current game state.
[0217] <Second start port detection switch input processing> Figure 22 is a flowchart illustrating the input process for the second start port detection switch by the main control board. First, in step S141, the main CPU 111 determines whether or not it has received a detection signal from the second start port detection switch 14a. If a detection signal is received from the second start port detection switch 14a (Yes in step S141), the process proceeds to step S142. If no detection signal is received from the second start port detection switch 14a (No in step S141), the second start port detection switch input process is terminated.
[0218] In step S142, the main CPU 111 performs a process to update the start-out prize ball counter used for prize balls by adding predetermined data. Next, in step S143, the main CPU 111 determines whether the number of reserved symbols set in the second special symbol reserved symbol (U2) storage area is less than 4. If the number of reserved symbols set in the second special symbol reserved symbol (U2) storage area is less than 4, the process moves to step S144. If the number of reserved symbols set in the second special symbol reserved symbol (U2) storage area is not less than 4, the second start port detection switch input process is terminated.
[0219] In step S144, the main CPU 111 obtains a random value for special symbol determination, searches for available memory units in the second special symbol memory area, starting from the first memory unit, and stores the obtained random value for special symbol determination in an available memory unit. In step S145, the main CPU 111 obtains a random value for the jackpot symbol, searches for an available memory unit in the second special symbol memory area, starting from the first memory unit, and stores the obtained random value for the jackpot symbol in an available memory unit.
[0220] In step S146, the main CPU 111 obtains random values for gameplay (random values for variation patterns and random values for reach determination), searches for available memory units in the second special symbol memory area, starting from the first memory unit, and stores the obtained random values for gameplay (random values for variation patterns and random values for reach determination) in the available memory unit. In step S147, the main CPU 111 adds "1" to the second special symbol retention count (U2) memory area and stores it.
[0221] In step S148, the main CPU 111 performs a pre-determination process (Figure 23) in which it determines each random value obtained in steps S144 to S146 based on a pre-determination table corresponding to the current game state.
[0222] During the time-saving game state after a big win caused by the variation of the first special symbol (while the time-saving function is active), it is possible that there are still reserved first special symbols. During the time-saving game state (while the time-saving function is active), if the variation of the first special symbol occurs at the same time that the reserved second special symbols run out, it will interfere with the next variation of the second special symbol. Therefore, when the game transitions to the time-saving game state after a big win (when the time-saving function is activated), all reserved first special symbols are consumed at high speed, taking advantage of the time lag before the game ball enters the second start port 15 and the variation of the second special symbol begins. The high-speed consumption of the reserved first special symbols is done using the time until the game ball enters the second start port 15, and does not mean that the first special symbol will vary in priority over the reserved second special symbol.
[0223] <Pre-determination process> Figure 23 is a flowchart illustrating the pre-determination process performed by the main control board. First, in step S151, the main CPU 111 determines the newly written special symbol determination random value in the special symbol hold memory area based on the pre-determination table shown in Figure 17. Next, in step S152, the main CPU 111 determines whether or not a jackpot was provisionally determined as a result of the jackpot determination in step S151. If it is tentatively determined to be a jackpot (Yes in step S152), the main CPU 111 moves to step S153; if it is not tentatively determined to be a jackpot (No in step S152), it moves to step S156. If a jackpot is tentatively determined in step S152, the main CPU 111, in step S153, checks the newly written random value for the jackpot symbol and tentatively determines the type of special symbol (stop symbol data).
[0224] Next, in step S154, the main CPU 111 determines the newly written random value for special symbol variation and tentatively determines the variation pattern of the special symbols. Next, in step S155, the main CPU 111 generates a start-up prize designation command corresponding to the provisionally determined type of special symbol and the provisionally determined variation pattern, sets it in the performance transmission data storage area, and ends the pre-determination process. Furthermore, the start-up prize designation command is provided in a identifiable manner, similar to the variation pattern designation command shown in Figures 15 and 16, and is associated with information on big wins, small wins, and misses.
[0225] If it is not determined to be a jackpot in step S152 (No in step S152), the main CPU 111 makes a preliminary determination in step S156 as to whether or not it was determined to be a loss. If it is tentatively determined to be a miss in step S156 (Yes in step S156), the main CPU 111 determines the random value for special symbol variation in step S157 and tentatively determines the variation pattern of the special symbol. Then, in step S158, the main CPU 111 sets a start-up prize designation command indicating a miss (including the 20 tentatively determined variation patterns) in the performance transmission data storage area and terminates the pre-determination process. If it is not tentatively determined to be a miss (No in step S156), the main CPU 111 terminates the pre-determination process without doing anything.
[0226] Through the above pre-determination process, when a game ball enters the first start port 13 or the second start port 14, the winning information can be transmitted to the performance control board 120 as a start-up winning designation command. Therefore, the sub-CPU 121 of the performance control board 120, upon receiving the start-up prize-winning command, analyzes the start-up prize-winning command and can execute a predetermined performance even before the special symbol variation, triggered by the entry of game balls into the first start-up slot 13 and the second start-up slot, begins. This pre-determination process is performed according to the game state at the time the game ball enters the first start port 13 and the second start port 14. In the case of the game machine 1 of this embodiment, which is of type 1 and type 2, even if the game state (time-saving game state, non-time-saving game state) changes before the reserved balls are processed, the probability of hitting a jackpot does not change, so the result of the jackpot determination process and the result of the pre-determination process are the same.
[0227] <Specific Area Detection Switch Input Processing> Figure 24 is a flowchart illustrating the input processing of a specific area detection switch by the main control board. First, in step S171, the main CPU 111 determines whether or not it has received a detection signal from the specific area detection switch 17a. If a detection signal is input from the specific area detection switch 17a (Yes in step S171), the main CPU 111 moves to step S172. If no detection signal is input from the specific area detection switch 17a (No in step S171), the specific area detection switch input process is terminated.
[0228] In step S172, the main CPU 111 determines whether or not the validity period of the specific area 17, which has been opened due to a minor win, is currently active. If it is determined that the validity period is in effect (Yes in step S172), the main CPU 111 moves to step S173. If it is determined that the validity period is not in effect (No in step S172), it moves to step S175. In step S173, the CPU 111 sets a flag indicating that a game ball has passed through a specific area 17, and game state information at the time of passing through a specific area indicating the game state when the game ball passes through the specific area 17. In step S174, the CPU 111 sets a command to specify that the game ball has passed through a specific area 17 and is ready to proceed to a jackpot game, which notifies the performance control board 120.
[0229] In step S175, the CPU 111 sets a specific area passage error designation command, assuming that an error has occurred in which a game ball was detected within the invalid period of a specific area through which a game ball should not normally pass. The performance control board 120 can output a warning display or warning sound based on the specific area passage error designation command.
[0230] <Special Electrical Control Processing> Figure 25 is a flowchart illustrating the special electrical control processing performed by the main control board. First, in step S181, the main CPU 111 loads the values of the special figure and special electrical processing data, and in step S182, it references the branch address from the loaded special figure and special electrical processing data. If the special symbol special electrical processing data is 0 in step S183 (Yes in step S183), the main CPU 111 moves on to the special symbol memory determination process (step S184).
[0231] If the special figure special electrical processing data is not 0 in step S183 (No in step S183), the main CPU 111 determines in step S185 whether the special figure special electrical processing data is 1. If the special symbol special electrical processing data = 1 in step S185 (Yes in step S185), the main CPU 111 moves on to special symbol variation processing (step S186).
[0232] In the special symbol variation process of step S186, if the variation time for the special symbol set in the special symbol memory determination process has elapsed, the special symbol set in the special symbol memory determination process is stopped and displayed on the special symbol display devices 20 and 21 for a predetermined symbol stop time (for example, 0.5 seconds). If the special figure special electrical processing data is not 1 in step S185 (No in step S185), the main CPU 111 determines in step S187 whether the special figure special electrical processing data is 2.
[0233] If the special symbol special electrical processing data = 2 in step S187 (Yes in step S187), the main CPU 111 moves to the special symbol stop processing (step S188). In the special symbol stop processing of step S188, if the predetermined symbol stop time set in the special symbol variation processing has elapsed, if the stopped and displayed special symbol is a jackpot symbol, then "3" is set in the special symbol special power processing data, and then the opening command and opening time for the jackpot are set. If the stopped and displayed special symbol is a minor win symbol, then "4" is set in the special symbol special power processing data, and then the opening command and opening time for the minor win are set.
[0234] If the special figure special electrical processing data is not 2 in step S187 (No in step S187), the main CPU 111 determines in step S189 whether the special figure special electrical processing data is 3. If the special feature special electric processing data = 3 in step S189 (Yes in step S189), the main CPU 111 moves to the jackpot game processing (step S190). In the jackpot game processing of step S190, once the jackpot opening is finished, the jackpot entry point 16 is opened for a predetermined period of time according to the jackpot opening mode determination table (not shown). After the jackpot entry point 16 is opened, the ending is performed for a predetermined period of time, and after the ending is finished, "5" is set in the special symbol special electric processing data.
[0235] If the special figure special electrical processing data is not 3 in step S189 (No in step S189), the main CPU 111 determines in step S191 whether the special figure special electrical processing data is 4. If the special feature special electric processing data = 4 in step S191 (Yes in step S191), the main CPU 111 moves to the minor win game processing (step S192). In the minor win game processing of step S192, once the opening of the minor win is finished, the large prize slot 16 is opened for a predetermined period of time according to the opening pattern determination table (not shown) for minor wins. After the large prize slot 16 is opened, the ending is performed for a predetermined period of time, and after the ending is finished, "5" is set in the special symbol special electric processing data.
[0236] If the special feature special electrical processing data is not 4 in step S191 (No in step S191), the main CPU 111 determines that the special feature special electrical processing data is 5 and proceeds to the special game termination process (step S193). In the special game termination process in step S193, after the jackpot ends, the game state after the jackpot game is set to the time-saving game state, and then "0" is set in the special symbol special electric processing data.
[0237] <Special Symbol Memory Judgment Processing> Figure 26 is a flowchart illustrating the special pattern memory determination process performed by the main control board. In step S201, the main CPU 111 determines whether or not the special symbol is currently being displayed in a variable state. If the special symbol is being displayed in a variable state, i.e., the special symbol time counter ≠ 0 (Yes in step S201), the special symbol memory determination process is terminated. Furthermore, if the special symbol is not currently being displayed in a variable state, that is, if the special symbol time counter is 0 (No in step S201), the main CPU 111 moves to step S202 to determine whether the value stored in the second special symbol reserve count (U2) memory area is "1" or greater.
[0238] If the value stored in the second special symbol reserve count (U2) memory area is not "1" or greater (No in step S202), the CPU 111 moves to step S204. If it determines that the value stored in the second special symbol reserve count (U2) memory area is "1" or greater, it moves to step S203. As a result, the second special symbol memory area is processed with priority over the first special symbol memory area.
[0239] In step S203, the main CPU 111 subtracts "1" from the value stored in the second special symbol retention count (U2) memory area and stores it. In step S204, the main CPU 111 determines whether the value stored in the first special symbol reserve count (U1) memory area is "1" or greater. If the value stored in the first special symbol reserve count (U1) memory area is not "1" or greater (No in step S204), the process moves to step S215. If it determines that the value stored in the first special symbol reserve count (U1) memory area is "1" or greater (Yes in step S204), the process moves to step S205.
[0240] In step S205, the main CPU 111 subtracts "1" from the value stored in the first special symbol retention count (U1) memory area and stores it. In step S206, the main CPU 111 performs a shift operation on the predetermined random values (random values for special symbol determination, random values for jackpot symbols, random values for minor jackpot symbols, random values for reach determination, random values for variation patterns) stored in the special symbol reserve memory area corresponding to the special symbol reserve number (U) memory area that was subtracted in steps S202 to S205, and the start entry designation command. Specifically, it shifts the predetermined random values and start entry designation command stored in the first to fourth memory units in the first special symbol memory area or the second special symbol memory area to the previous memory unit.
[0241] Here, the predetermined random value and the start prize designation command stored in the first memory unit are shifted to the judgment memory area (0th memory unit). At this time, the predetermined random value and the start prize designation command stored in the first memory unit are written to the judgment memory area (0th memory unit), and the data that had already been written to the judgment memory area (0th memory unit) is erased from the special symbol hold memory area. As a result, the predetermined random value and the start prize designation command used in the previous game are erased. In addition, after the shift, the MODE of the start prize designation command is processed to correspond to the memory area after the shift.
[0242] In step S207, the main CPU 111 executes a jackpot determination process based on the data (random values for special symbol determination, random values for jackpot symbols, random values for minor jackpot symbols) written to the determination memory area (0th memory unit) of the special symbol hold memory area in step S206.
[0243] In step S208, the main CPU 111 performs a variation pattern determination process. The variation pattern determination process first refers to the game state storage area of the main RAM 113 to determine a variation pattern determination table based on the current game state. Specifically, if the game is not in a time-saving game state, the variation pattern determination table for the non-time-saving game state shown in Figure 10 is determined, and if the game is in a time-saving game state, the variation pattern determination table for the time-saving game state shown in Figure 11 is determined.
[0244] Subsequently, random values for special symbol determination, jackpot symbol determination, reach determination, and variation pattern determination are referenced, and the variation pattern is determined based on the determined variation pattern determination table. In step S209, the main CPU 111 sets a variation pattern specification command corresponding to the determined variation pattern in the performance transmission data storage area.
[0245] In step S210, the main CPU 111 checks the game state at the start of the variation and sets a game state specification command corresponding to the current game state in the performance transmission data storage area. In step S211, the main CPU 111 starts displaying the special symbols on the special symbol display devices 20 and 21. That is, it sets the data for the special symbol display in the processing area. As a result, if the information written to the processing area relates to the first hold (U1), the first special symbol display device 20 will blink, and if it relates to the second hold (U2), the second special symbol display device 21 will blink.
[0246] In step S212, once the main CPU 111 starts displaying the special symbol variation as described above, it sets the variation time (counter value) based on the variation pattern determined in step S208 into the special symbol time counter. The special symbol time counter is decremented every 4ms in S110.
[0247] In step S213, the main CPU 111 sets the customer waiting judgment flag to 00H. In other words, it clears the customer waiting judgment flag. The customer waiting judgment flag = "00H" indicates that either a special symbol variation display is currently in progress or a special game is in progress. On the other hand, if neither a special symbol variation display nor a special game is in progress, the customer waiting judgment flag "01H" is stored. If the customer waiting judgment flag = "01H" is stored, a customer waiting command is set in step S217, described later, and the performance control board 120 is informed that neither a special symbol variation display nor a special game is in progress.
[0248] In step S214, the main CPU 111 sets the special symbol special electrical processing data = 1 and terminates the special symbol memory judgment process. In step S204 above, if it is determined that the first hold (U1) is "0", that is, if neither the first hold (U1) nor the second hold (U2) is reserved, the main CPU 111 determines in step S215 whether or not the customer waiting determination flag is set to 01H.
[0249] If the customer waiting flag is set to 01H (Yes in step S215), the special symbol memory determination process is terminated. If the customer waiting flag is not set to 01H (No in step S215), the process moves to step S216. In step S216, the main CPU 111 sets the customer waiting judgment flag to 01H so that the customer waiting command is not set multiple times in step S217, which will be described later. In step S217, the main CPU 111 sets the customer waiting command in the performance transmission data storage area and terminates the special symbol memory determination process.
[0250] Figure 27 is a flowchart illustrating the processing performed by the main control board when a special symbol stops. First, in step S221, the main CPU 111 determines whether or not the stopping time for the special symbol has elapsed. If it is determined that the stop time has elapsed (Yes in step S221), the main CPU 111 moves to step S222. If it is determined that the stop time has not elapsed (No in step S221), the main CPU 111 moves to step S222 to process when the special symbol stops.
[0251] In step S222, the main CPU 111 determines whether the stopped special symbol is the special symbol that resulted in a jackpot. If it is determined that the winning symbol is a special symbol (Yes in step S222), the main CPU 111 moves the process to step S223. If it is determined that the winning symbol is not a special symbol (No in step S222), the main CPU 111 moves the process to step S225.
[0252] In step S223, the main CPU 111 executes the jackpot opening transition process. In step S224, the main CPU 111 sets 3 to the special drawing special electrical processing data and moves the processing to step S228. In step S225, the main CPU 111 determines whether the stopped special symbol is the special symbol that resulted in a minor win. If the stopped special symbol is determined not to be a special symbol that resulted in a minor win, i.e., a losing symbol (No in step S225), the main CPU 111 moves the process to step S230. If the stopped special symbol is determined to be the special symbol that resulted in a minor win (Yes in step S225), the main CPU 111 executes the minor win opening transition process in step S226.
[0253] Next, in step S227, the main CPU 111 sets the special electric special drawing processing data to 4. In step S228, the main CPU 111 sets the opening time for either a big win or a small win. In step S229, the main CPU 111 sets the opening command for either a big win or a small win.
[0254] In step S230, the main CPU 111 determines whether the first time-saving flag is set. The time-saving flag is set at the end of the jackpot game when a jackpot with time-saving or a minor jackpot with time-saving is won (Figure 34), and it is a flag that indicates that the game is in a time-saving state. If it is determined that the time-saving flag is set (Yes in step S230), then time-saving is being performed, and in step S231, the main CPU 111 determines whether or not the time-saving termination conditions have been met.
[0255] If it is determined that the time-saving termination conditions have not been met (No in step S231), the main CPU 111 moves the process to step S240. If it is determined that the conditions for ending the time reduction have been met (Yes in step S231), in step S232, the main CPU 111 clears the time reduction flag (ends the time reduction) and moves the process to step S240.
[0256] Figure 28 is a flowchart illustrating the processing of minor wins by the main control board. In step S241, the main CPU 111 determines whether or not the opening is in progress. Specifically, it determines whether or not the opening time set in the special symbol stop processing described above is "0" or greater. If it is determined that the opening process is underway (Yes in step S241), the main CPU 111 moves the process to step S242. If it is determined that the opening process is not underway (No in step S241), the main CPU 111 moves the process to step S244.
[0257] In step S242, the main CPU 111 determines whether the opening time set in the special symbol stop processing described above has elapsed. If it is determined that the opening time has elapsed (Yes in step S242), the main CPU 111 sets the opening / closing game in progress flag in step S243 and terminates the minor win game processing. If it is determined that the opening time has not elapsed (No in step S242), the main CPU 111 terminates the current minor win game processing.
[0258] In step S244, the main CPU 111 determines whether or not an opening / closing game (minor win game) is in progress. If it is determined that the game is not in open play mode (No in step S244), then in step S261, the main CPU 111 determines whether or not the game is in the ending sequence. If it is determined that the game is in the middle of the ending sequence (Yes in step S261), the main CPU 111 determines in step S262 whether or not the ending time has elapsed.
[0259] If it is determined that the ending time has not elapsed (No in step S261), the main CPU 111 terminates the processing of this minor win game. If it is determined that the ending time has elapsed (Yes in step S262), the main CPU 111 sets 0 to the special symbol special electric processing data in step S263 and terminates the minor win game processing. If it is determined that the ending time has not elapsed (No in step S262), the main CPU 111 terminates the minor win game processing.
[0260] If it is determined in step S244 that opening and closing is in progress (Yes in step S244), then in step S245, the main CPU 111 determines whether the conditions for opening the big prize slot have been met. Specifically, it determines whether the opening or interval of the small prize game has ended. If it is determined that the conditions for opening the big prize slot have been met (Yes in step S245), then in step S246, the main CPU 111 executes the process of opening the big prize slot.
[0261] Next, in step S247, the main CPU 111 determines whether the condition for releasing a specific area has been met (i.e., whether the timing for releasing the specific area has arrived). If it is determined that the conditions for releasing a specific memory area have been met (Yes in step S247), the main CPU 111 executes the process of releasing the specific memory area in step S248. Next, in step S249, the main CPU 111 determines whether the condition for closing the specific region has been met (i.e., whether the timing for closing the specific region has arrived). If it is determined that the conditions for closing a specific area have been met (Yes in step S249), the main CPU 111 executes the specific area closing process in step S250.
[0262] Next, in step S251, the main CPU 111 determines whether the condition for closing the big prize slot has been met (i.e., whether it is time for the big prize slot to close). If it is determined that the conditions for closing the grand prize slot have been met (Yes in step S251), the main CPU 111 executes the grand prize slot closing process in step S252. Next, in step S253, the main CPU 111 determines whether or not the final interval time has elapsed. If it is determined that the final interval time has elapsed (Yes in step S253), the main CPU 111 clears the opening / closing game flag in step S254.
[0263] Next, in step S255, the main CPU 111 determines whether or not the specific region passage flag (Figure 34, step S173) is set. Then, in step S256, the main CPU 111 clears the flag indicating passage through a specific area, in step S257 executes the jackpot game transition process, and in step S258 sets 3 to the special symbol special electric processing data, ending the minor jackpot game process. The main CPU 111, if the specific area passage flag (Figure 34, step S173) is not set (No in step S255), executes the ending transition process in step S259, and in step S260 sets the ending specification command to terminate the minor win game process.
[0264] If it is determined in step S245 that the conditions for opening the grand prize slot have not been met (No in step S245), the main CPU 111 proceeds to step S247. If it is determined in step S247 that the condition for releasing a specific area is not met (No in step S247), the main CPU 111 proceeds to step S249.
[0265] If it is determined in step S249 that the condition for closing a specific area is not met (No in step S249), the main CPU 111 proceeds to step S251. If it is determined in step S251 that the condition for closing the grand prize gate has not been met (No in step S251), the main CPU 111 proceeds to step S253.
[0266] Figure 29 is a flowchart illustrating the special game termination process performed by the main control board. At the end of a special game, the subsequent game state (shortened time game state, non-shortened time game state) is set, and if the game is to enter the shortened time game state after the special game ends, the termination conditions for the shortened time game state (shortened time termination conditions) are further set. As explained in Figures 9, 10, and 11, the conditions for ending the time-saving mode are any of the following: the number of spins in which the second special symbols G, H, I, K, L, M are won; the number of spins in which the minor winning symbols A, B, C, E, F, G are won; the number of spins in which the first special symbols A, C, D, E are won; the number of spins resulting in a minor win; the number of spins for the second special symbols; or the number of spins for the first special symbols. The conditions for ending the time-saving mode are determined based on the game state at the time of the big win that led to the transition to the time-saving game state. The game state at the time of a jackpot win is determined based on the reference timing explained above. In the case of a "Type 1 jackpot," it is the game state at the start of the symbol confirmation time for the spin in which the jackpot was won, and in the case of a "Type 2 jackpot," it is the game state at the start of the symbol confirmation time for the spin in which a minor win was achieved.
[0267] In step S281, the main CPU 111 acquires the stop symbol data. In step S282, the main CPU 111 determines whether the stopped symbols based on the stopped symbol data are special symbols that have resulted in a jackpot.
[0268] If it is determined that the stopped symbol is a special symbol that has resulted in a jackpot (Yes in step S282), this corresponds to one of the above-mentioned types of jackpots, so in step S283, the CPU 111 obtains the game state at the start of the symbol confirmation time for the spin that resulted in the jackpot. If it is determined that the stopped symbol is not a special symbol that resulted in a big win (i.e., it is a minor win) (Yes in step S282), this corresponds to one of the two types of big wins mentioned above, so in step S284, CPU 111 obtains the game state at the start of the symbol determination time for the spin that resulted in a minor win.
[0269] In step S285, the CPU 111 determines whether it is a small win with a time-saving feature or a big win based on the stopped symbols. If it is determined that a minor win or major win with a time-saving feature has occurred (Yes in step S285), in step S286, the CPU 111 determines and sets the time-saving termination conditions (number of spins in which the second special symbols G, H, I, K, L, M were won, number of spins in which minor win symbols A, B, C, E, F, G were won, number of spins in which the first special symbols A, C, D, E were won, number of spins in which a minor win occurred, number of spins for the second special symbols, number of spins for the first special symbols) based on the game state at the time of winning a minor win or major win with a time-saving feature, which was obtained in step S283 or step S284 (Figures 9, 10, 11), and determines and sets a game state flag (time-saving game flag) that indicates the time-saving game state after a major win.
[0270] If it is determined that there is no time reduction and it is either a small win or a big win (No in step S285), in step S287, the CPU 111 determines and sets a game state flag that indicates a non-time reduction game state after a big win, without determining or setting the time reduction termination conditions. In step S288, the CPU 111 sets a game state specification command corresponding to the game state flag. In step S289, the CPU 111 sets the special feature special electric processing data to 0 and terminates the special game termination process.
[0271] Next, we will explain the processing performed by the sub-CPU 121 of the performance control board 120. When the performance control board 120 receives a variation pattern specification command from the main control board 110, it determines and executes a performance corresponding to the received variation pattern specification command by lottery. <Main processing of the performance control board> Figure 30 is a flowchart illustrating the main processing performed by the performance control board. In step S510, the sub-CPU 121 performs initialization processing. In this process, the sub-CPU 121 reads the main processing program from the sub-ROM 122 in response to power-on, and initializes and sets flags and other items stored in the sub-RAM 123. Once this process is complete, the process moves to step S520.
[0272] In step S520, the sub-CPU 121 performs a random value update process for the performance. In this process, the sub-CPU 121 updates various random values stored in the sub-RAM 123. Thereafter, the process in step S510 is repeated until a predetermined interrupt is performed.
[0273] <Timer interrupt processing on the performance control board> Figure 31 is a flowchart illustrating the timer interrupt processing by the performance control board. Although not shown in the diagram, a reset clock pulse generation circuit provided on the performance control board 120 generates a clock pulse at predetermined intervals (2 milliseconds), reads the timer interrupt processing program, and executes the timer interrupt processing on the performance control board 120. First, in step S601, the sub-CPU 121 saves the information stored in its own registers to the stack area. In step S602, the sub-CPU 121 performs update processing for various timer counters used in the performance control board 120. In step S603, the sub-CPU 121 performs command analysis. In this process, the sub-CPU 121 analyzes the commands stored in the receive buffer of the sub-RAM 123. A detailed explanation of the command analysis process will be described later using Figures 32 and 33.
[0274] When the performance control board 120 receives a command transmitted from the main control board 110, a command reception interrupt process (not shown) occurs on the performance control board 120, and the received command is stored in the reception buffer. Subsequently, in step S603, the received command is analyzed. In step S604, the sub-CPU 121 checks the signal from the performance button detection switch 8a, which is input via the lamp control board 140, and performs performance input control processing related to the performance button 8. A detailed explanation of the performance input control processing will be given later with reference to Figure 34.
[0275] In step S605, the sub-CPU 121 transmits various data set in the transmit buffer of the sub-RAM 123 to the image control board 150 and the lamp control board 140. In step S606, the sub-CPU 121 restores the information saved in step S601 to its own registers.
[0276] <Command parsing process> Figures 32 and 33 are flowcharts illustrating the command analysis process performed by the performance control board. Note that command analysis process 2, shown in Figure 33, is performed immediately following command analysis process 1, shown in Figure 32. In step S611, the sub-CPU 121 checks whether there is a command in the receive buffer to confirm whether a command has been received. If there is no command in the receive buffer (No in step S611), the sub-CPU 121 terminates the command analysis process. If there is a command in the receive buffer (Yes in step S611), it moves the process to step S621.
[0277] In step S621, the sub-CPU 121 checks whether the command stored in the receive buffer is a customer waiting command. If the command stored in the receive buffer is a customer waiting command (Yes in step S621), the sub-CPU 121 moves processing to step S622; otherwise, it moves processing to step S631. In step S622, the subCPU 121 performs a customer waiting animation pattern determination process to determine a customer waiting animation pattern. Specifically, it determines a customer waiting animation pattern, sets the determined pattern in the animation pattern storage area, and sets data based on the determined pattern in the transmission buffer of the subRAM 123 in order to transmit information about the determined customer waiting animation pattern to the image animation control board 150 and the lamp control board 140.
[0278] In step S631, the sub-CPU 121 checks whether the command stored in the receive buffer is a start prize designation command. If the command stored in the receive buffer is a start prize designation command (Yes in step S631), the sub-CPU 121 moves processing to step S632; otherwise, it moves processing to step S641.
[0279] In step S632, the sub-CPU 121 analyzes the received start-up prize designation command and executes data update processing corresponding to the start-up prize designation command. The start-up prize designation command is associated with information related to the jackpot, miss, and variation pattern that has been provisionally determined by the pre-determination processing. Therefore, information about the newly reserved first reserve (U1) is stored in a predetermined memory area of the sub-RAM 123.
[0280] In step S633, the sub-CPU 121 analyzes the start prize designation command and performs a hold display mode determination process, sending a hold display command to the image control board 150 and the lamp control board 140 in order to display the hold in a predetermined manner. As a result, the image display device 31 displays the current number of first hold (U1) held. In step S641, the sub-CPU 121 checks whether the command stored in the receive buffer is a variable pattern specification command. If the command stored in the receive buffer is a variable pattern specification command (Yes in step S641), the sub-CPU 121 moves processing to step S642; otherwise, it moves processing to step S651.
[0281] In step S642, the sub-CPU 121 performs a performance pattern determination process to determine the performance pattern based on the received variation pattern specification command. In step S643, the sub-CPU 121 executes the process for determining the preview animation. In this process, the sub-CPU 121 determines a preview animation that is independent of the animation pattern.
[0282] Next, in step S644, the sub-CPU 121 performs a hold display mode update process, which involves shifting the hold display data stored in the first hold storage area and the second hold storage area with the data corresponding to the start prize entry specification command, and then transmitting the information of the hold display data after the shift to the image control board 150 and the lamp control board 140. In step S651, the sub-CPU 121 checks whether the command stored in the receive buffer is a command for specifying the animation pattern. If the command stored in the receive buffer is a performance symbol specification command (Yes in step S651), the sub-CPU 121 moves processing to step S652; otherwise, if it is not a performance symbol specification command (No in step S651), it moves processing to step S661.
[0283] In step S652, the sub-CPU 121 performs a performance symbol determination process to determine the performance symbols 35 to be stopped and displayed on the image display device 31 based on the content of the received performance symbol specification command. Specifically, it analyzes the performance symbol specification command to determine the performance symbol data that constitutes the combination of performance symbols 35 according to whether or not there is a jackpot and the type of jackpot, and sets the symbol command based on the determined performance symbol data in the performance symbol storage area.
[0284] In step S661, the sub-CPU 121 checks whether the command stored in the receive buffer is a pattern confirmation command. If the command stored in the receive buffer is a pattern confirmation command (Yes in step S661), the sub-CPU 121 moves to step S662; otherwise, it moves to step S671.
[0285] In step S662, the sub-CPU 121 performs a symbol stop process, which involves setting a symbol stop command in the transmission buffer of the sub-RAM 123 to stop the display of the animation symbols.
[0286] In step S671, the sub-CPU 121 checks whether the command stored in the receive buffer is a general pattern variation specification command. If the command stored in the receive buffer is a general pattern variation specification command (Yes in step S671), the sub-CPU 121 moves processing to step S672; otherwise, it moves processing to step S681.
[0287] In step S672, the sub-CPU 121 performs a normal diagram variation pattern determination process to determine one normal diagram variation pattern from among multiple normal diagram variation patterns based on the received normal diagram variation pattern specification command. In step S681, the sub-CPU 121 checks whether the command stored in the receive buffer is a long release start command. If the command stored in the receive buffer is a long release start command (Yes in step S681), the sub-CPU 121 moves processing to step S682; otherwise, it moves processing to step S700.
[0288] In step S682, the sub-CPU 121 performs a long-opening animation process. Here, an announcement animation is executed to inform the player that the normal electric mechanism will be open for a long period of time (5.492 seconds or 4.000 seconds) during the time-saving game state. This announcement animation may be, for example, an animation such as "Aim to the right!" as shown in Figure 39(a), which will be explained later. In step S691, the sub-CPU 121 checks whether the command stored in the receive buffer is a normal symbol confirmation command. If the command stored in the receive buffer is a normal symbol confirmation command (Yes in step S691), the sub-CPU 121 moves to step S692; otherwise, if it is not a normal symbol confirmation command (No in step S691), it moves to step S700.
[0289] In step S692, the sub-CPU 121 performs a normal symbol variation stop process in order to stop the normal symbol display, by setting the performance symbol data corresponding to the received normal symbol confirmation command and the symbol stop command for stopping the normal symbol display into the transmission buffer of the sub-RAM 123.
[0290] In step S700, the sub-CPU 121 determines whether the command stored in the receive buffer is a game state specification command. If the command stored in the receive buffer is a game state specification command (Yes in step S700), the sub-CPU 121 moves processing to step S701; otherwise, it moves processing to step S711.
[0291] In step S701, the sub-CPU 121 sets the game state based on the received game state specification command in the game state storage area of the sub-RAM 123. In step S711, the sub-CPU 121 checks whether the command stored in the receive buffer is an opening command. If the command stored in the receive buffer is an opening command (Yes in step S711), the sub-CPU 121 moves processing to step S712; otherwise, it moves processing to step S721.
[0292] In step S712, the subCPU 121 performs a win start animation pattern determination process to determine the win start animation pattern. Specifically, it determines the win start animation pattern based on the opening command, sets the determined win start animation pattern in the animation pattern storage area, and sets data based on the determined win start animation pattern in the transmission buffer of the subRAM 123 in order to transmit information about the determined win start animation pattern to the image control board 150 and the lamp control board 140.
[0293] In step S721, the sub-CPU 121 checks whether the command stored in the receive buffer is a command to specify the opening of the big prize slot, which indicates the start of a big win round. If the command stored in the receive buffer is a command to open the big prize slot (Yes in step S721), the sub-CPU 121 moves to step S722; otherwise, it moves to step S731.
[0294] In step S722, the sub-CPU 121 performs a round-in-play pattern determination process to determine the jackpot animation pattern. Specifically, based on a jackpot opening designation command that contains information about which round of play is starting, it determines the round-in-play pattern for each starting round. Then, it sets the determined round-in-play pattern in the animation pattern storage area and sets the corresponding data in the transmission buffer of the sub-RAM 123 in order to transmit the information of the animation pattern to the image control board 150 and the lamp control board 140.
[0295] In step S731, the sub-CPU 121 checks whether the command stored in the receive buffer is a round end specification command. If the command stored in the receive buffer is a round end specification command (Yes in step S731), the sub-CPU 121 moves processing to step S732; otherwise, it moves processing to step S741.
[0296] In step S732, the sub-CPU 121 performs a pause animation pattern determination process to determine the animation pattern between each round. In step S741, the sub-CPU 121 checks whether the command stored in the receive buffer is an ending command. If the command stored in the receive buffer is an ending command (Yes in step S741), the sub-CPU 121 moves processing to step S742; otherwise, it moves processing to step S751.
[0297] In step S742, the subCPU 121 performs a hit-ending animation pattern determination process to determine the hit-ending animation pattern. Specifically, it determines the hit-ending animation pattern based on the ending command, sets the determined hit-ending animation pattern in the animation pattern storage area, and sets data based on the determined hit-ending animation pattern in the transmission buffer of the subRAM 123 in order to transmit the information of the determined hit-ending animation pattern to the image control board 150 and the lamp control board 140.
[0298] In step S751, the sub-CPU 121 checks whether the command stored in the receive buffer is a command to enter the grand prize pocket. If the command stored in the receive buffer is a big prize ball entry command (Yes in step S751), the sub-CPU 121 moves to step S752; otherwise, it terminates the command analysis process (No in step S751). In step S752, the sub-CPU 121 sets the command for the ball to enter the big prize slot in the transmission buffer of the sub-RAM 123 in order to send it to the image control board 150 and the lamp control board 140.
[0299] <Performance Input Control Processing> Figure 34 is a flowchart illustrating the performance input control process by the performance control board. First, in step S831, the sub-CPU 121 determines whether or not there is a valid performance button detection signal from the performance button detection switch 8a, based on the performance button detection command from the lamp control board 140. If the sub-CPU 121 determines that there is no performance button detection signal (No in step S831), it terminates the process; if it determines that there is a performance button detection signal (Yes in step S831), it proceeds to the process in step S832.
[0300] In step S832, the sub-CPU 121 determines whether the button operation animation execution flag = 01 is set in the memory area of the sub-RAM 123. If the button operation animation execution flag = 01 is not set (No in step S832), the sub-CPU 121 terminates the process; if the button operation animation execution flag = 01 is set (Yes in step S832), it proceeds to the process in step S833.
[0301] The button operation effect execution flag determines whether or not an effect corresponding to a button operation can be executed based on the button operation performed. A flag of "01" indicates that it is possible to execute the effect corresponding to the operation, while a flag of "00" indicates that it is not possible to execute the effect corresponding to the operation. Flag "01" is set at the start of the operation validity period for effect button 8, and flag "00" is set when effect button 8 is operated or when the operation validity period ends without the effect button 8 being operated. In step S833, the sub-CPU 121 sets a button operation animation execution command in the transmission buffer. This command instructs the image control board 150 to execute an animation corresponding to the operation of animation button 8.
[0302] Here, in step S605 (see Figure 35) after the performance input control processing, the sub-CPU 121 transmits the commands set in the transmission buffer to the image control board 150 and the lamp control board 140. Based on the received commands, the image control board 150 activates the image display device 31 and the sound output device 34, and the lamp control board 140 activates the performance prop device 32 and the performance lighting device 33 based on the received commands.
[0303] Next, the image control board 150 will be described. When the image control board 150 receives a command for performance from the performance control board 120, the host CPU 151 reads the audio output device control program from the host ROM 153 based on the received command and controls the output of audio from the audio output device 342. At the same time, the host CPU 151 reads the animation control program from the host ROM 153 and controls the image display on the image display device 31.
[0304] Here, we will explain the processing performed by the host CPU 151 in the image control board 150. <Host CPU Main Processing> Figure 35 is a flowchart illustrating the main processing performed by the image control board.
[0305] When power is supplied by the power supply board 170, a system reset occurs in the host CPU 151, and the host CPU 151 performs the following main processing. First, in step S901, the host CPU 151 performs initialization processing. In this process, upon power-on, the host CPU 151 reads the main processing program from the host ROM 153 and instructs the host CPU 151 to perform initial settings on its various modules and the VDP200.
[0306] In step S902, the host CPU 151 performs a performance pattern specification command analysis process, which analyzes the performance pattern specification command (a command stored in the receive buffer of the host RAM 152) transmitted from the performance control board 120. When the image control board 150 receives a command transmitted from the performance control board 120, a command reception interrupt process (not shown) occurs on the image control board 150, and the received command is stored in the reception buffer. Subsequently, in step S902, the received command is analyzed.
[0307] The processing pattern specification command analysis process checks whether a processing pattern specification command is stored in the receive buffer. If no processing pattern specification command is stored in the receive buffer, the process proceeds directly to step S903. If a performance pattern specification command is stored in the receive buffer, a new performance pattern specification command is read, and based on the read performance pattern specification command, one or more animation groups to be executed are determined, and an animation pattern is determined from each animation group. Once the animation pattern is determined, the read performance pattern specification command is deleted from the transmit buffer.
[0308] In step S903, the host CPU 151 performs animation control processing. In this processing, the addresses of various animation scenes are updated based on the "scene switching counter," "wait frame," and "frame counter" which are updated in step S921 described later, and the animation pattern determined in step S902. In step S904, the host CPU 151 generates a display list from the display information (sprite identification number, display position, etc.) of one frame of the animation scene at the updated address, according to the priority (drawing order) of the animation group to which the animation scene belongs. Once the generation of the display list is complete, the host CPU 151 outputs the display list to the VDP200. The display list output here is stored in the display list storage area 156a of the VRAM 156 via the CPUI / F203 on the VDP200.
[0309] In step S905, the host CPU 151 determines whether the FB switching flag is 01 or not. Here, as will be described later in Figure 35(b), the FB switching flag becomes 01 in the V blank interrupt every 1 / 60 second (approximately 16.6 ms) if the drawing of the previous display list has been completed. In other words, step S905 determines whether or not the previous drawing has been completed.
[0310] If the FB switching flag is 01 (Yes in step S905), the host CPU 151 moves to step S906; if the FB switching flag is 00 (No in step S905), it waits until the FB switching flag becomes 01. In step S906, the host CPU 151 sets the FB switching flag to 00 (turns off the FB switching flag) and proceeds to step S906.
[0311] In step S907, the host CPU 151 performs the drawing execution start process. In this process, to instruct the VDP200 to perform drawing on the display list that has already been output, drawing execution start data is set in the drawing register. In other words, the VDP200 is instructed to perform drawing on the display list that was output in step S904 above. From this point onward, the processes from steps S902 to S907 are repeated until the predetermined interrupt shown in Figure 32 occurs.
[0312] <Interrupt handling for image control board> The interrupt processing of the image control board 150 will be explained using Figure 36. The interrupt processing of the image control board 150 includes at least a drawing completion interrupt processing that is performed when a drawing completion interrupt signal is input, and a V-blank interrupt processing that is performed when a V-blank interrupt signal is input.
[0313] <Host CPU drawing completion interrupt handling> Figure 36(a) is a flowchart illustrating the interrupt processing for the completion of drawing by the image control board. When the VDP200 finishes drawing a predetermined unit of frames (1 frame), it outputs a drawing completion interrupt signal to the host CPU 151 via the CPUI / F203. When the host CPU 151 receives a drawing completion interrupt signal from the VDP200, it executes the drawing completion interrupt process. In the drawing completion interrupt processing, in step S911, the host CPU 151 sets the drawing completion flag to 01 (turns the drawing completion flag on) and terminates the current drawing completion interrupt processing. In other words, the drawing completion flag is turned on each time drawing is completed.
[0314] <Host CPU V-blank interrupt handling> Figure 36(b) is a flowchart illustrating the V-blank interrupt processing by the image control board. The VDP200 outputs a V-blank interrupt signal (vertical synchronization signal) to the host CPU 151 via the CPUI / F203 every 1 / 60 second (approximately 16.6 ms). When the host CPU 151 receives a V-blank interrupt signal from the VDP200, it executes the V-blank interrupt process. In step S921, the host CPU 151 performs the process of updating various counters, including the "scene switching counter," "wait frame," and "frame counter." In step S922, the host CPU 151 determines whether the drawing completion flag is set to 01. That is, it determines whether the drawing of a predetermined unit of frames has been completed.
[0315] The host CPU 151 proceeds to step S923 if the drawing completion flag is 01 (Yes in step S922), and terminates the current V-blank interrupt process if the drawing completion flag is not 01 (No in step S922). In other words, even if a V-blank interrupt signal is input, if drawing is not completed, the processes from step S923 onwards will not be performed. In step S923, the host CPU 151 sets the drawing completion flag to 00 (clears the drawing completion flag). In step S924, the host CPU 151 instructs the VDP200's memory controller 209 to switch between the "display frame buffer" and the "drawing frame buffer". In step S925, the host CPU 151 sets the FB switching flag to 01 (turns on the FB switching flag), cancels the waiting state in step S905 (see Figure 34), and terminates the V-blank interrupt processing.
[0316] In the lamp control board 140, upon receiving a performance command from the performance control board 120, it reads the performance device operation program based on the received performance command and controls the performance device 32. It also reads the performance lighting device control program based on the received performance command and controls the performance lighting device 33 and the light guide 60.
[0317] Furthermore, when the lamp control board 140 receives a command for the performance button from the image control board 150 via the performance control board 120, it reads the performance button operation program based on the received command and controls the performance button 8.
[0318] The features of the gaming machine of this embodiment will be described in detail below. As described above, the gaming machine 1 of this embodiment is a mixed type of gaming machine (Type 1 and Type 2). Gaming machine 1 has three types of time-saving game states, "Lower RUSH," "Upper RUSH (115)," and "Upper RUSH (10000)," each with different termination conditions. The time-saving game state is a state in which the function to shorten the variation time of special symbols and regular symbols is activated. The "Lower RUSH" mode ends after a predetermined number of spins (50 spins) of the second special symbol, and one spin in which a win is achieved in each of the special symbols A, C, D, E, G, H, I, K, L, M, or minor wins A, B, C, E, F, G.
[0319] "Upper RUSH (115)" ends after a predetermined number of spins (50 spins) of the second special symbol. Unlike "Lower RUSH," it does not end on spins that result in special symbols A, C, D, E, G, H, I, K, L, M, or minor wins A, B, C, E, F, G. "Upper RUSH (10000)" ends after a predetermined number of spins (10000 spins) of the second special symbol. Unlike "Lower RUSH," it does not end on spins that result in winning special symbols A, C, D, E, G, H, I, K, L, M, or minor wins A, B, C, E, F, G. It is similar to "Upper RUSH (115)," but the number of spins of the second special symbol that triggers the termination condition is different. In "Upper RUSH (10000)," the time-saving game state does not end until the second special symbol has spun 10000 times, so in effect, the time-saving game state does not end due to spins of the second special symbol. "Upper RUSH (10000)" is a state where the next big win and RUSH are guaranteed. In "Lower RUSH," "Upper RUSH (115)," and "Upper RUSH (10000)," the associated standard electric prize winning condition is always set to "Easy Prize Winning Condition 1."
[0320] As explained in Figure 5, when the game state is not a time-saving game state, the probability of a regular symbol being a winning combination is 1 / 65536, meaning that a regular symbol draw is almost never a win. On the other hand, when the game state is a time-saving game state, the probability of a regular symbol being a winning combination is 100%, meaning that a regular symbol draw is always a win. In other words, game machine 1 is equipped with a function to change the probability of regular symbols being drawn. In the time-saving game state, the opening pattern of the regular electric mechanism is determined based on the long or short opening assigned to regular symbol A for each easy-to-win state as explained in Figure 8. The game machine 1 has a function to extend the opening of the regular electric mechanism (a function to set the easy-to-win state), and in the time-saving game state, when a regular symbol is a winner, the easy-to-win state is set and the regular electric mechanism opens for a long time with a certain probability. During the shortened play mode, the regular symbols result in a win with 100% probability, so the number of times the regular symbols change equals the number of times the regular electric mechanism operates.
[0321] In gaming machine 1, during the time-saving game state (when the time-saving functions for special symbols and regular symbols are active), the probability variation function for regular symbols and the extension of the opening of regular electric mechanisms (a function to set a state where winning is easy) are active. Furthermore, when the time-saving game state (time-saving function for special symbols) ends due to the fulfillment of the time-saving termination conditions, the probability variation function for regular symbols and the extension of the opening of regular electric mechanisms (a function to set a state where winning is easy) also end. Therefore, the time reduction function for special symbols, the probability variation function for regular symbols, and the extension function for the opening of regular electric mechanisms (the function for setting a state where winning is easy) are synchronized.
[0322] If a minor win is obtained during the lottery for the second special symbol while in the time-saving game state, and a V-entry is not achieved during the minor win game (resulting in a "bust"), the big win (Type 2 big win) will not be executed. As a result, the time-saving game state will not be entered, and in that case, the time-saving game state will end, and the probability variation function for the regular symbols and the extension function for the opening of the regular electric mechanism will also end.
[0323] To explain in more detail, as explained in Figures 14(c) and 14(d), when a mini-win with a time-saving feature (two types of big wins) is won, the time-saving game state ends (the game state becomes a non-time-saving game state) when the time for confirming the variation of the special symbols begins. If the game ball passes through a specific area 17 during the subsequent mini-win game (if it enters the V-zone), it becomes a big win, and after the big win game ends, the game state becomes the time-saving game state. However, if it does not enter the V-zone during the mini-win game (if it "busts"), the big win game does not take place, and therefore, the game state does not become the time-saving game state after the big win game. The time-saving game state has ended when the confirmation of the variation of the special symbols begins, and the probability variation function of the normal symbols and the extension function of the normal electric mechanism have also ended. The fact that these are not reset after a big win is referred to here as the termination of the probability variation function of the normal symbols and the extension function of the normal electric mechanism.
[0324] Figure 37 is a diagram illustrating the flow of gameplay in this embodiment of the gaming machine. Using Figure 37, the gameplay flow of gaming machine 1, which has "Lower RUSH," "Upper RUSH (115)," and "Upper RUSH (10000)," will be briefly explained. As explained above, it is possible to win a big prize (one type of big prize) through the drawing of the second special symbol (1 / 199), but the probability of winning a minor prize is higher (1 / 85), so the case of winning a minor prize will be explained in particular below.
[0325] In the non-time-saving game state of (A), the probability of hitting the jackpot is 1 / 199, and the probability of hitting a regular symbol is 1 / 65536. Game machine 1 performs the drawing and variation of the first special symbol. If the first special symbol draw results in special symbols A, C, or E, the game machine 1 will execute a 2R jackpot (Duel Bonus, described later) and then control the game state to the time-saving game state (lower RUSH) of (B). If the special symbol D is drawn in the first special symbol lottery, the game machine 1 will execute a 2R jackpot and then control the game state to the time-saving game state (lower RUSH) of (B). If the special symbol F is drawn in the first special symbol lottery, the game machine 1 will execute a 10R jackpot (ENDING BONUS) and then control the game state to (B) time-saving game state (higher RUSH (10000)). On the other hand, if the first special symbol draw results in special symbol B, the game machine 1 will execute a 2R jackpot (the Duel Bonus described later) and then control the game state to a non-time-saving game state.
[0326] In the "Lower RUSH" of (B), the game machine 1 sets the probability of winning with a regular symbol to 100%, controls the regular electric mechanism to an easy-to-win state 1, and opens the regular electric mechanism for a long time with a probability of 1 / 1. The game machine 1 ends the time-saving game state and controls to the non-time-saving game state of (A) after 50 spins of the second special symbol, in which special symbols A, C, D, E, G, H, I, K, L, M, and minor wins A, B, C, E, F, G are selected.
[0327] In "Lower RUSH," if the second special symbol draw results in a minor win E before the above time-saving termination conditions are met, the game machine 1 will control the game state back to (B) "Lower RUSH" after the 2R big win (SABER BONUS). In "Lower RUSH," if a minor win G is achieved in the second special symbol lottery before the above time-saving termination conditions are met, the game machine 1 will control the game state back to (B) "Lower RUSH" after the 10R big win (FINAL ATTACK CHANCE described later). In "Lower RUSH," if the second special symbol draw results in a minor win A, B, or C before the above time-saving termination conditions are met, the game machine 1 controls the game state to (C) "Upper RUSH (115)" after the 10R jackpot (FINAL ATTACK CHANCE described later). In "Lower RUSH," if the second special symbol draw results in a minor win F before the above time-saving termination conditions are met, the game machine 1 controls the game state to (D) "Upper RUSH (10000)" after the 10R jackpot (FINAL ATTACK CHANCE described later).
[0328] In (C)'s "Upper RUSH (115)", the game machine 1 sets the probability of winning with a regular symbol to 100%, controls the regular electric mechanism to an easy-to-win state 1, and opens the regular electric mechanism for a long time with a probability of 1 / 1. In the variation where special symbols A, C, D, E, G, H, I, K, L, M, or minor wins A, B, C, E, F, G are selected, the game machine 1 does not end the time-saving game state, and after 115 variations of the second special symbol, it ends the time-saving game state and controls to the non-time-saving game state of (A).
[0329] In (D) "Upper RUSH (10000)", the game machine 1 sets the probability of winning with a regular symbol to 100%, controls the regular electric mechanism to easy-to-win state 1, and opens the regular electric mechanism for a long time with a probability of 1 / 1. In the variation where special symbols A, C, D, E, G, H, I, K, L, M, or minor wins A, B, C, E, F, G are selected, the game machine 1 does not end the time-saving game state, and after 10000 variations of the second special symbol, it ends the time-saving game state and controls to the non-time-saving game state of (A).
[0330] In "Upper RUSH (115)", if the second special symbol draw results in a minor win A, F, or G before the above time-saving termination conditions are met, the game machine 1 executes a 10R jackpot (CHANGE BONUS or THUNDERBOLT BONUS described later) and then controls the game state to (B) "Lower RUSH". In "Upper RUSH (115)", if the second special symbol draw results in a minor win E before the above time-saving termination conditions are met, the game machine 1 executes a 2R big win (CHANGE BONUS or THUNDERBOLT BONUS described later) and then controls the game state to "Lower RUSH" (B). In "Upper RUSH (115)", if the second special symbol draw results in a minor win B or C before the above time-saving termination conditions are met, the game machine 1 executes a 10R jackpot (CHANGE BONUS or THUNDERBOLT BONUS described later) and then controls the game state to (D) "Upper RUSH (10000)".
[0331] In the "Upper RUSH (10000)" mode, if the second special symbol is drawn and a minor win B or C is achieved, the game machine 1 executes a 10R jackpot (the CHANGE BONUS or THUNDERBOLT BONUS described later) and then controls the game state to "Upper RUSH (10000)". In the "Upper RUSH (10000)" mode, if the second special symbol is drawn and a minor win E is achieved, the game machine 1 executes a 2R jackpot (the CHANGE BONUS or THUNDERBOLT BONUS described later) and then controls the game state to "Upper RUSH (115)". In the "Upper RUSH (10000)" mode, if the second special symbol is drawn and a minor win A, F, or G is achieved, the game machine 1 executes a 10R jackpot (the CHANGE BONUS or THUNDERBOLT BONUS described later) and then controls the game state to "Upper RUSH (115)".
[0332] As explained below, when a specific jackpot or minor jackpot is won that controls the next jackpot to a higher-level RUSH (10000) after a 10R jackpot that awards 1500 prize balls, a special zebra pattern symbol (Zebra 7) will stop as a special symbol (Zebra 7 stop). The Zebra 7 stop can only occur when the above conditions are met. When you win the above-mentioned specific jackpot or specific minor jackpot, the Seven Gimmick 7G will light up in zebra colors (Zebra Seven Illumination) during the special symbol variation and jackpot gameplay. When a player wins a minor or major win, the probability of triggering a higher-level RUSH (10000), which guarantees the next major win after a 10R major win awarding 1500 balls, varied depending on the game state. The probability was 1% when not in a time-saving game state, 3% when in a lower-level RUSH, and 22.5% when in a higher-level RUSH.
[0333] If a higher-level RUSH (10000) is determined after a 10R jackpot that awards 1500 prize balls, guaranteeing the next jackpot, the probability of the Zebra Seven stopping (appearance probability) differs depending on the game state. For example, in a non-time-saving game state, there is a 1 / 10 chance of the zebra seven stopping and the zebra seven lighting up during the spin; in a lower-level RUSH, there is a 1 / 10 chance of the zebra seven stopping and the zebra seven lighting up during the spin; and in a higher-level RUSH, there is a 1 / 3 chance of the zebra seven stopping and the zebra seven lighting up during the spin. In a non-time-saving game state, if there is a 1 / 10 probability that the Zebra Seven will stop and light up during the spin, there is a 9 / 10 probability that the Zebra Seven will light up during a jackpot. During the lower RUSH, if there is a 1 / 10 probability of the Zebra Seven stopping and the Zebra Seven lighting up during the spin, then of the remaining 9 / 10, there is a 3 / 10 probability that the Zebra Seven will not light up during the jackpot, and a 6 / 10 probability that the Zebra Seven will light up during the jackpot. If there is a 3 / 10 probability that the Zebra Seven will not light up, the higher RUSH will be executed in a manner that does not announce that the next jackpot is guaranteed, for example, during the higher RUSH that the next jackpot is guaranteed. During the higher-level RUSH, if there is a 1 / 3 probability that the Zebra Seven will stop and light up during the spin, then there is a 1 / 6 probability of the Zebra Seven not lighting up during the jackpot in the remaining 2 / 3, and a 1 / 2 probability that the Zebra Seven will light up during the jackpot. If there is a 1 / 6 probability that the Zebra Seven will not light up, the higher-level RUSH will be executed in a manner that does not announce that the next jackpot is guaranteed, for example, by announcing during the higher-level RUSH that the next jackpot is guaranteed. In higher-level RUSH modes, the probability of triggering a higher-level RUSH (10000) after a 10R jackpot that awards 1500 prize balls is relatively low, as the informational value of the zebra seven stopping and the zebra seven lighting up is high. Therefore, considering the visual effect, the zebra seven stopping and the zebra seven lighting up during reel spinning should be made more likely. On the other hand, in non-time-saving game states and lower-level RUSH modes, players are highly interested in developing into a higher-level RUSH. In such cases, it is desirable to reduce the probability of the zebra seven stopping and the zebra seven lighting up during reel spinning to avoid spoiling the fun by unnecessarily announcing the outcome of the reel spinning in advance.
[0334] Furthermore, the probability of the Zebra Seven stopping and the Zebra Seven lighting up during non-time-saving gameplay may be increased. In this case, the Zebra Seven may stop and light up with a probability of 1 / 1 during non-time-saving gameplay, the Zebra Seven may stop and light up with a probability of 1 / 10 during lower-level RUSH, and the Zebra Seven may stop and light up with a probability of 1 / 4 during higher-level RUSH. In non-time-saving gameplay states, the full-reel reach announces in advance that a 10R jackpot, which awards 1500 balls, may lead to a higher-level RUSH (10000) where the next jackpot is guaranteed. Therefore, the informational value of the zebra seven flashing is low. Consequently, considering the visual effect, it may be possible to make the zebra seven stop and flash more likely. In higher-level RUSH, for the reasons mentioned above, it may be possible to make the zebra seven stop and flash more likely. On the other hand, in lower-level RUSH modes, players have a high level of interest in progressing to higher-level RUSH modes. In such cases, it is desirable to reduce the probability of the zebra seven stopping and the zebra seven lighting up, so as not to spoil the excitement by unnecessarily announcing the outcome of the spins in advance through the zebra seven stopping and the zebra seven lighting up. Alternatively, there may be cases where the probability of execution is highest in the lower RUSH phase. The probability of execution differs between the Zebra Seven stopping and the Zebra Seven lighting up in the same game state.
[0335] The following describes the effects performed by the gaming machine of this embodiment, using Figures 38 to 48. The performance screens displayed on the image display device 31, as described below with reference to Figures 38 to 48, are realized when the sub-CPU 121 of the gaming machine 1 executes the performance content determined based on the performance pattern determination table in response to the variation pattern specification command. The gaming machine 1 includes a main screen 31A and a sub-screen 31B as an image display device 31. The gaming machine 1 displays a regular symbol icon 36 on the sub-screen 31B to indicate whether the regular symbols are changing or not. The gaming machine 1 displays "○" on the regular symbol icon 36 when the regular symbols have stopped in a winning position, displays "×" when they have stopped in a losing position, and displays the type of change represented by "↓" on the regular symbol icon 36 when the regular symbols are changing. Furthermore, the gaming machine 1 displays a special symbol display area on the sub-screen 31B that shows the variation and stopping patterns of the special symbols. The special symbol display area includes a first special symbol display area 37A and a second special symbol display area 37B.
[0336] The numbers appropriately added to the first special symbol display area 37A and the second special symbol display area 37B represent the number of reserved symbols. The special symbol's performance symbols are displayed as small symbols. The small symbols may be displayed only during and when the special symbol is rotating. When the rotation stops, not only the small symbols but also the large performance symbols (performance symbols 35) can be displayed. The regular symbol icon 36, the first special symbol display area 37A, the second special symbol display area 37B, and the small symbols may be displayed on the main screen 31A instead of the sub-screen 31B.
[0337] Figure 38 is a diagram illustrating the effects that occur during non-time-saving gameplay. As the first special symbol begins to change, the performance symbol 35 in Figure 38(a) begins to change and display. If the special symbol F is selected, the Seven Gimmick 7G lights up with zebra stripes at the start of the variation display in Figure 38(b). Then, in Figure 38(c), the performance symbol 35 rotates completely, and in Figure 38(d), the performance symbol 35 stops in a special Zebra 7 pattern. In Figure 38(d), the performance symbol 35 temporarily stops (oscillates) before coming to a permanent stop (confirmed stop). Then, the Seven Gimmick 7G lights up with zebra stripes. In Figure 38(e), a 10R jackpot (ENDING BONUS) is awarded. The Seven Gimmick 7G lights up with zebra stripes during the jackpot. After the jackpot game, the game transitions to the higher-level RUSH (10000) in Figure 37.
[0338] The following explains the case where a symbol other than Special Symbol F is selected. After the start of the variation shown in Figure 38(a), the variation before the reach shown in Figure 38(f), and the reach variation shown in Figure 38(g), the performance symbol 35 stops and displays in Figure 38(h) with a jackpot pattern other than Zebra 7. In Figure 38(h), the performance symbol 35 temporarily stops (oscillates) before making a final stop (confirmed stop). After that, a 2R jackpot (Duel Bonus) is performed in Figure 38(i). In the case of a 2R jackpot, the performance symbol 35 stops and displays with a jackpot pattern of even-numbered symbols such as "222", "444", or "666" as shown in Figure 38. The Duel Bonus is a big win where character K and character H duel. If character K defeats character H (special symbol A), or if character K makes a comeback and wins after being at a disadvantage (special symbol E), the game will transition to the lower-level RUSH shown in Figure 34(a) after the jackpot. If character K loses to character H (special symbol B), the game will enter a non-time-saving mode after the jackpot. Furthermore, if character K wins the duel bonus, the Seven Gimmick 7G will light up red during the variation shown in Figure 38(f).
[0339] Figure 39 is a diagram illustrating the effects performed during the lower-level RUSH, while Figures 40 and 41 are diagrams illustrating the jackpot effects after the lower-level RUSH. As shown in Figure 39(a), the effects during the lower-level RUSH can be customized during the ending of the jackpot shown in Figure 33(i). The presentation customization can be selected from "Standard STYLE," "Low Expectation STYLE," and "Discovery STYLE." Here, we will leave it as "Standard STYLE," and the presentations that actually occur during the lower-level RUSH will be described in detail using Figures 47 to 52. In Figure 39(b), the lower RUSH begins, and the regular symbols start to change as the game ball passes through the gate. In Figure 39(c), the regular symbols result in a long win, in Figure 39(d), the regular electric mechanism opens for a long time, and in Figure 39(e), the second special symbol starts to change as the game ball enters the long-open regular electric mechanism.
[0340] In Figure 40(a), if a minor win is achieved and minor win symbol A is selected, after a V-entry, a 2R jackpot is performed in Figure 40(g), and the game returns to Figure 39(a). In Figure 40(a), the performance symbol 35 is temporarily stopped (oscillating stopped). In Figure 40(a), if a minor win is achieved and minor win symbol A is selected, during the minor win game, the matching symbols of the performance symbols 35 will change to the special "FINAL ATTACK CHANCE" form as shown in Figure 40(b). If the small win symbol F, which leads to a higher-level RUSH (10000) after a 10R big win following a small win, is selected, the matching symbols of the performance symbol 35 will change to a special zebra 7 pattern during the small win game, as shown in Figure 40(f). When it changes to a zebra 7, the Seven Gimmick 7G will briefly light up in a zebra pattern. In Figures 40(b) and 40(f), the performance symbol 35 will stop in its final position (confirmed stop).
[0341] After that, in FIG. 40(c), the name of the jackpot that is carried out after winning the V, "FINAL ATTACK CHANCE", and the boss character that appears during the jackpot are displayed. The jackpot game starts when the V is won. For example, in the 1st to 2nd reels shown in FIG. 40(d), the boss character starts an attack, in FIG. 40(e), "FINAL ATTACK CHANCE ENTER!" is displayed, and it transitions to the 3rd reel and later of "FINAL ATTACK CHANCE" shown in FIG. 41.
[0342] After "FINAL ATTACK CHANCE ENTER!" is displayed in FIG. 41(a), as a preview of a line with high expectation, for example, a display of "Just a little more!" is made in FIG. 41(b), or as a preview of a line with low expectation, for example, a display of "What should I do..." is made in FIG. 41(g). When making a preview of the line "Just a little more!", the seven gimmicks 7G are vibrated while emitting light in a zebra pattern. After that, in FIG. 41(c), the boss character attacks, and when in FIG. 41(d), the character defends against the attack with the display of "Iron Wall!", then in FIG. 41(e), the boss character is defeated and victory is achieved. When making a preview of the line "Iron Wall!", the seven gimmicks 7G are vibrated while emitting light in a zebra pattern. After the boss character attacks in FIG. 41(c), if in FIG. 41(h) the attack by the boss character cannot be defended and "Got hit!" is shown, then in FIG. 41(j), the attempt to defeat the boss character fails and defeat is incurred. After the boss character attacks in FIG. 41(c) and "Defense!" is shown in FIG. 41(i), then later, in FIG. 41(e), the boss character may be defeated and victory is achieved, or in FIG. 41(j), the attempt to defeat the boss character fails and defeat is incurred. When the boss character is defeated, the seven gimmicks 7G are lit up in a rainbow color. When victory is achieved against the boss character in FIG. 41(e), "BONUS LOOP CHANCE!" is displayed in FIG. 41(f), and it transitions to the upper RUSH (THUNDERBOLT RUSH) shown in FIG. 42 or FIG. 43. When defeat is incurred against the boss character in FIG. 41(j), it returns to FIG. 39 and becomes the lower RUSH. If you lose to the boss character, the minor win symbol G is selected. If you win against the boss character, the minor win symbols A, B, C, or F are selected. If minor winning symbols A, B, or C are selected, the game will transition to a higher-level RUSH (10000) after a big win. If minor winning symbol F is selected, the game will transition to a higher-level RUSH (115) after a big win. When minor win symbols A, B, C, or F are selected, the likelihood of triggering the high-probability "Just a little more!" or "Impenetrable!" dialogue previews is increased compared to when minor win symbol G is selected, rather than the low-probability "What should I do..." or "Defend!". Conversely, if minor win G is selected, the game is more likely to display the lower-probability "What should I do..." or "Defend!" announcements compared to when minor wins A, B, C, or F are selected, rather than the higher-probability "Just a little more!" or "Impenetrable!" announcements.
[0343] Figures 42 and 43 illustrate the screen transitions in the higher-level RUSH. First, let's explain the variation patterns that form the basis for realizing the effects during the higher-level RUSH mode. As mentioned above, the variation pattern is determined (selected) at the start of the variation of the special symbols, and a variation pattern specification command is generated based on the determined variation pattern. This variation pattern specification command is transmitted from the main control board 110 to the effect control board 120 during the output control process. The variation pattern is determined (selected) by the main CPU 111 based on the variation pattern determination table, the type of special symbol display device, the random value for special symbol judgment (winning or losing a jackpot), the random value for jackpot symbols (jackpot symbols), the presence or absence of a time-saving game state, the number of special symbols held, the random value for reach judgment, and the random value for variation patterns (random value for special symbol variation). The symbols that can be selected in the higher RUSH are the same as in the variation pattern table in Figure 16: 2nd special symbol G, 2nd special symbol H, 2nd special symbol I, 2nd special symbol K, 2nd special symbol L, 2nd special symbol M, special symbol for minor wins A, special symbol for minor wins B, special symbol for minor wins C, special symbol for minor wins D, and special symbol for minor wins E.
[0344] In the following explanation, a variation pattern that results in a win in 0.5 seconds will be referred to as an instant win variation pattern. In the higher-level RUSH (115), which is part of the higher-level RUSH and grants 115 rounds of time-saving mode, the following patterns are selected: for the first 1 to 29 spins (the first to 29 spins of the second special symbol), an instant win pattern is selected; for the 30th spin, which corresponds to the results screen, a pattern that results in a win with 5S is selected; for the 31st to 114th spins, a pattern that results in a win with 8 to 10S is selected; and for the 115th spin, which corresponds to the results screen, a pattern that results in a win with 10S is selected. In the higher-level RUSH (10000), which is part of the higher-level RUSH and grants a 10,000-spin time-saving bonus, the next win is guaranteed. Up to the 115th spin, the same variation pattern as the higher-level RUSH (115) is used, and from the 116th spin onward, an instant win variation pattern is selected. At this time, there are three possible timings for displaying "∞": immediately after the start of the time-saving (higher RUSH), at the 31st spin, and at the 116th spin. The timing of when "∞" is displayed is determined by a random draw for the performance. In some cases, the Zebra Seven performance symbol 35 is displayed at the end of the spin when this higher RUSH (10000) is performed. If the Zebra Seven is displayed, "∞" will be displayed from the first spin.
[0345] Alternatively, you could prepare a variation pattern table like the one below for the higher-level RUSH (10000) and select the appropriate variation pattern table depending on the symbols. For example, if the first special symbol is drawn in a non-time-saving game state and special symbol F is selected, resulting in a jackpot; if the second special symbol is drawn in a lower-level RUSH and minor win symbol F is selected, resulting in a minor win; or if the second special symbol is drawn in a higher-level RUSH and minor win symbol C is selected, then it is possible to select a spin pattern table in which all spins from the 1st to the 10000th spin of the higher-level RUSH (10000) after the jackpot result in an instant win spin pattern. Alternatively, in the second special symbol lottery during the higher RUSH, if the minor win symbol B1 (higher time reduction (10000)) is selected with a probability of 4.5% out of the 7.5% probability of minor win symbol B being selected, resulting in a minor win, the fluctuation pattern table may be selected such that the fluctuation pattern for the first 1 to 30 spins of the higher RUSH (10000) after the big win is the same as that of the higher RUSH (115) described above, and from the 31st spin onwards, the fluctuation pattern becomes an instant win pattern. Furthermore, in the second special symbol lottery during the higher RUSH, if the minor win symbol B2 is selected, which is selected in the remaining 3.5% of the 7.5% probability of minor win symbol B being selected, then it is possible to select a variation pattern table in which the variation pattern is the same as the higher RUSH (115) until the 115th spin of the higher RUSH (10000) after the big win, and then from the 116th spin onwards, the variation pattern becomes one that results in an immediate win. In these cases, it is preferable to determine the timing of displaying "∞" according to the variation pattern table, rather than deciding whether to display "∞" through a performance lottery. For example, if a variation pattern table where all spins result in an instant win is selected, "∞" will be displayed from the first spin; if a variation pattern table where instant wins start from the 31st spin is selected, "∞" will be displayed from the 31st spin; and if a variation pattern table where instant wins start from the 116th spin is selected, "∞" will be displayed from the 116th spin. Furthermore, when selecting an instant win variation pattern, it is possible to ensure consistency with the instant win variation pattern by selecting a corresponding instant loss variation pattern or variation pattern table that results in a loss after 0.5 seconds. The effects shown in Figures 42 and 43 are executed according to the variation patterns and variation pattern tables described above.
[0346] Figure 42 shows the case where a minor win is achieved within 30 spins of the second special symbol in the higher-level RUSH mode. Figure 42(a-1) shows the animation screen for the second special symbol variation during the first 30 spins (BONUS LOOP CHANCE) in the case of the higher RUSH (115). Figure 42(a-2) shows the animation screen for the variation of the second special symbol during the first 30 spins (BONUS LOOP CHANCE) in the case of the higher RUSH (10000). In either case, the default animation during the fluctuation will feature the appearance of character A. In the higher RUSH (115), a number indicating the remaining number of spins is displayed during the BONUS LOOP CHANCE, and in the higher RUSH (10000), since there is effectively no limit to the number of RUSH spins, "∞" is displayed. However, as mentioned above, even in the higher RUSH (10000), "∞" may not be displayed from the beginning of the spin, but may be displayed from the 31st spin onwards or from the 115th spin onwards. Figure 42 is an example where a win occurs within 30 spins, and since there is no further change until after the 31st spin, Figure 43 will be used for explanation. While the termination conditions for High-Rank RUSH (115) and High-Rank RUSH (10000) differ, and there are some differences, such as High-Rank RUSH (10000) displaying "∞", the same visual effects (appearing characters, background images) can be performed during BONUS LOOP CHANCE. Furthermore, the higher-level RUSH (115) and the higher-level RUSH (10000) can be repeated with a big win in between, and in such cases, the performances can have a continuous flow between them.
[0347] In either the Upper RUSH (115) or Upper RUSH (10000) modes, if the second special symbol is selected as a minor win symbol A, F, G, or E within 30 spins, the golden 7s will line up and the special symbol 35 will stop in Figure 42(b), and after a V-win, a 10R or 2R CHANGE BONUS will be performed in Figure 42(c). Note that in Figure 42(b), the special symbol 35 will temporarily stop (oscillate) before finally stopping (confirmed stop). After that, the Upper RUSH (115) spin will begin in Figure 42(d). In either the Upper RUSH (115) or Upper RUSH (10000), if the second special symbol is drawn within 30 spins and the minor winning symbols B or C are selected, the Zebra 7 alignment will be displayed as the performance symbol 35 in Figure 42(e) (Zebra Seven Stop), and after a V-win, a 10R CHANGE BONUS will be performed as shown in Figure 42(f). Note that in Figure 42(e), the performance symbol 35 will temporarily stop (oscillate) before making a final stop (confirmed stop). If the Zebra 7 alignment is displayed as the performance symbol 35 in Figure 42(e), the Seven Gimmick 7G may light up in zebra colors during the spin with a certain probability as described above (Zebra Seven Light Up). Subsequently, the fluctuation of the upper RUSH (10000) begins in Figure 42(g). During the CHANGE BONUS, a scene featuring character A takes place, and character K, who will appear in the next higher-level RUSH, is stocked (the stock icon ST-K is displayed). This is explained in detail in Figure 44. In Figures 42(d) and 42(g), the character that appears has changed to character K.
[0348] Figure 43 shows the case where a minor win is achieved during the 31st or later variation of the second special symbol in the higher-level RUSH mode. Figure 43(a-1) shows the animation screen during the first 30 spins (BONUS LOOP CHANCE) in the case of the higher RUSH (115). Figure 43(a-2) shows the animation screen during the first 30 spins (BONUS LOOP CHANCE) in the case of the higher RUSH (10000). By default, an animation featuring character A is performed. In the higher RUSH (115), a number indicating the remaining number of spins is displayed during the BONUS LOOP CHANCE, and in the higher RUSH (10000), "∞" is displayed. In the case of the higher RUSH (115), Figure 43(b) shows that there is 1 spin remaining. If the first 30 spins (BONUS LOOP CHANCE) end without a win, the 30th spin will display a results screen showing the number of RUSH spins so far, the number of balls won, the time taken, etc. Then, as shown in Figure 43(c), the display of the remaining RUSH spins will change to 85, and the display will show THUNDERBOLT RUSH. Although not shown in the diagram here, in the case of the higher-level RUSH (115), if 115 spins are completed without a win, a results screen will be displayed at the 115th spin, showing the number of RUSH spins completed so far, the number of balls won, the time taken, etc., and then the RUSH will end and the game will return to a non-time-saving state. In the case of the higher RUSH (10000), even if the first 30 spins (BONUS LOOP CHANCE) end without a win, the remaining spin count will continue to display "∞".
[0349] Even in the case of the higher RUSH (10000), the "∞" symbol may not be displayed as shown in Figure 43(a-1), but rather after the result screen is displayed following 30 spins of the second special symbol. Alternatively, the "∞" symbol may be displayed after the result screen is displayed following 115 spins of the second special symbol. Figure 43 illustrates the variation pattern described above, where "∞" is displayed from the 31st spin onwards, resulting in an immediate win. Subsequently, as shown in Figure 43(c-1), whether the win results in a higher-level RUSH (10000) during the 31st or later variation of the second special symbol, or during the 116th or later variation of the second special symbol, the same "∞" display can be shown from Figure 43(i).
[0350] In either the Upper RUSH (115) or Upper RUSH (10000) modes, if any of the minor winning symbols A, F, G, or E are selected in the 31st or later second special symbol draw, the performance symbol 35 will stop and display with a set of gold 7s as shown in Figure 43(d), and after a V-win, a 10R or 2R THUNDERBOLT BONUS will be played as shown in Figure 43(e). In Figure 43(d), the performance symbol 35 will temporarily stop (oscillate) before finally stopping (confirmed stop). Subsequently, the fluctuation of the upper RUSH (115) begins in Figure 43(f). In either the Upper RUSH (115) or Upper RUSH (10000) modes, if either minor winning symbol B or C is selected in the 31st or subsequent draw for the second special symbol, the performance symbol 35 will stop and display with the matching Zebra 7s in Figure 42(g) (Zebra Seven Stop), and after a V-win, a 10R THUNDERBOLT BONUS will be played in Figure 43(h). In Figure 43(g), the performance symbol 35 will temporarily stop (oscillate) before finally stopping (confirmed stop). In Figure 43(d), if the Zebra 7s are aligned and the special effect symbol 35 stops, the Seven Gimmick 7G may be illuminated in zebra colors during the spin (Zebra Seven illumination). Subsequently, the fluctuation of the upper RUSH (10000) begins in Figure 43(i). During the THUNDERBOLT BONUS, ...
Claims
1. A symbol display means that displays a changing pattern when the starting conditions are met, A specific game execution means that executes a specific game advantageous to the player based on the display result of the symbol display means, A game state control means for controlling the game state, A means for controlling the effects, A light-emitting device capable of emitting light, Equipped with, The aforementioned game state comprises a first game state, a second game state which is more advantageous than the first game state, and a third game state which is more advantageous than the second game state. The aforementioned specific game includes a first specific game to which a first benefit is granted, and a second specific game to which a second benefit that is more advantageous than the first benefit is granted. The aforementioned performance control means is The variation in the display of the aforementioned symbols can be accompanied by the execution of variation effects. During the execution of the aforementioned variation effect, a specific light-emitting effect can be performed, causing the light-emitting device to emit light in a specific manner. A gaming machine characterized in that the proportion of times the specific light-emitting effect is performed in the first gaming state, the proportion of times the specific light-emitting effect is performed in the second gaming state, and the proportion of times the specific light-emitting effect is performed in the third gaming state are all different.
2. A symbol display means that displays a changing pattern when the starting conditions are met, A specific game execution means that executes a specific game advantageous to the player based on the display result of the symbol display means, A game state control means for controlling the game state, A means for controlling the effects, A light-emitting device capable of emitting light, Equipped with, The aforementioned game state comprises a first game state, a second game state which is more advantageous than the first game state, and a third game state which is more advantageous than the second game state. The aforementioned specific game includes a first specific game to which a first benefit is granted, and a second specific game to which a second benefit that is more advantageous than the first benefit is granted. The aforementioned performance control means is During the aforementioned specific game, it is possible to perform a specific light-emitting effect in which the light-emitting device emits light in a specific manner. A gaming machine characterized in that the proportion of times the specific light-emitting effect is performed during a specific game when the machine is controlled to the first gaming state, the proportion of times the specific light-emitting effect is performed during a specific game when the machine is controlled to the second gaming state, and the proportion of times the specific light-emitting effect is performed during a specific game when the machine is controlled to the third gaming state are all different.