Gaming Machines
The gaming machine uses a variable member and symbol control to manage game states and effects, enhancing player engagement by offering dynamic game advantages and interest through varying win probabilities and interactive elements.
Patent Information
- Application Number
- JP2023199964
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-11-27
- Publication Date
- 2024-12-13
- Estimated Expiration
- 2041-11-26
AI Technical Summary
Conventional gaming machines lack mechanisms to enhance player interest and engagement through dynamic game states and effects.
The gaming machine incorporates a variable member that can be in an open or closed state, affecting the likelihood of winning, along with symbol control means for variable display and stop control, and special game execution means to manage game states and effects, including alert and effect execution based on symbol stops.
This configuration enhances player engagement by providing varying levels of game advantage and interest through dynamic game states and effects, improving overall gaming experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine that determines whether or not to execute a special game and executes an effect based on the result of the determination. [Background technology]
[0002] In conventional gaming machines, when a gaming ball enters a starting hole and it is determined whether or not a special game will be executed, the special symbol is displayed variably on the special symbol display device, and then the special symbol is displayed stationary in a manner that indicates the result of the determination. In the gaming machine described in Patent Document 1, a decorative symbol is displayed variably on a predetermined image display device as the display of the special symbol begins to vary, and as the special symbol is displayed stationary, the decorative symbol is displayed stationary in a manner that indicates the result of the determination. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2014-183903 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, conventional gaming machines have room for improvement in terms of increasing the entertainment value of the game.
[0005] Therefore, an object of the present invention is to provide a gaming machine that can improve the entertainment value of the game. [Means for solving the problem]
[0006] In order to solve the above problems, the present invention employs the following configuration. The gaming machine according to the present invention comprises a variable member capable of being in an open state and a closed state, a special winning area in which it is easy for the gaming medium to win a prize when the variable member is in the open state, and it is difficult for the gaming medium to win a prize when the variable member is in the closed state, a pattern control means for variably displaying a pattern and then displaying the pattern still, a special game execution means for executing the special game by activating the variable member in response to the pattern control means displaying a pattern indicating the execution of a special game still, a gaming state control means capable of controlling the gaming state to any one of a plurality of gaming states including a first gaming state, a second gaming state, and a third gaming state each having a different degree of advantage to a player, a storage means for storing the gaming state when power supply is stopped, a recovery means for starting a game based on the stored contents of the storage means when power supply is started, an initialization means for initializing the stored contents of the storage means, and an effect execution means for executing an effect, The control means controls the game state to the first game state when the memory contents of the memory means are initialized by the initialization means, and when a symbol of a first mode indicating that the special game will not be executed is displayed while the game state is controlled to the first game state, sets the game state to the second game state after the symbol is displayed, and controls the game state to the second game state thereafter, and when a symbol of a second mode indicating that the special game will not be executed is displayed while the game state is controlled to the first game state, sets the game state to the third game state after the symbol is displayed, and controls the game state to the third game state thereafter, and when a symbol of a third mode indicating that the special game will be executed is displayed, the special game is executed without setting the third game state as the game state after the symbol is displayed, and sets the third game state as the game state after the operation of the variable member in the special game is completed, and controls the game state to the third game state thereafter. The effect execution means is capable of executing a warning to alert a player and a predetermined effect to be displayed in accordance with a change in the game state, and executes the warning when the game is controlled to the third game state after the special game triggered by the stop display of the pattern of the third mode, executes the predetermined effect while not executing the warning when the game is controlled to the third game state triggered by the stop display of the pattern of the second mode while being controlled to the first game state, and does not execute the predetermined effect and the warning when the game is controlled to the second game state triggered by the stop display of the pattern of the first mode while being controlled to the first game state. do. Effect of the Invention
[0007] According to this invention, it is possible to improve the entertainment value of the game. [Brief description of the drawings]
[0008] [Figure 1] Schematic front view of the gaming machine 1 [Diagram 2] An explanatory diagram for explaining normal pattern judgment. [Diagram 3] FIG. 13 is an explanatory diagram for explaining an example of a performance button 26. [Figure 4] An enlarged view of the display 4 in FIG. 1. [Diagram 5] A block diagram showing an example of the configuration of a control device provided in the gaming machine 1. [Figure 6] FIG. 11 is an explanatory diagram for explaining information displayed on a performance display device 113. [Figure 7] FIG. 1 is an explanatory diagram for explaining a setting change mode, a setting confirmation mode, and a RAM clear mode. [Figure 8] FIG. 13 is an explanatory diagram for explaining the display priority of the decorative pattern 55. [Figure 9] FIG. 13 is an explanatory diagram for explaining a specific example of the display mode of the decorative pattern 55. [Figure 10] A block diagram showing an example of the configuration of the main RAM 100c and various information stored in the main RAM 100c. [Figure 11] FIG. 11 is an explanatory diagram for explaining the transition of a game state in the first embodiment. [Figure 12] FIG. 11 is an explanatory diagram for explaining the result of the special symbol determination in the first embodiment. [Figure 13] FIG. 11 is an explanatory diagram for explaining the big win type and the small win type in the first embodiment. [Figure 14] FIG. 11 is an explanatory diagram for explaining types of misses (time reductions) in the first embodiment; [Figure 15] FIG. 11 is an explanatory diagram for explaining a modified example of the result of the first special symbol determination. [Figure 16] FIG. 1 is an explanatory diagram for explaining the variation pattern (variation time group) of the first special symbol in the first embodiment. [Figure 17] FIG. 1 is an explanatory diagram for explaining the variation pattern (variation time group) of the second special symbol in the first embodiment. [Figure 18]A flowchart showing an example of a main process executed in the game control board 100. [Figure 19] A flowchart showing an example of a timer interrupt process executed in the game control board 100. [Figure 20] Detailed flow chart of the switch process in step S2A of FIG. 19 [Figure 21] Detailed flowchart of the first start port switch process in step S21 of FIG. 20 [Figure 22] Detailed flowchart of the second start port switch process in step S22 of FIG. [Figure 23] Detailed flowchart of special symbol processing in step S3A of FIG. [Figure 24] Detailed flowchart of normal symbol processing in step S4A of FIG. [Diagram 25] Detailed flowchart of the big win determination process in step S309 of FIG. [Figure 26] Detailed flowchart of the fluctuation pattern determination process in step S310 of FIG. 23 [Figure 27] Detailed flowchart of the process during stop in step S319 of FIG. 23 [Figure 28] FIG. 11 is an explanatory diagram for explaining an example of a low probability non-time-saving state in the first embodiment; [Figure 29] An explanatory diagram for explaining a performance example in which the first special symbol determination is reserved when transitioning from low-probability non-time-saving to low-probability time-saving in the first embodiment. [Diagram 30] An explanatory diagram for explaining a performance example in which the first special symbol determination is not reserved when transitioning from low-probability non-time-saving to low-probability time-saving in the first embodiment. [Diagram 31] FIG. 11 is an explanatory diagram for explaining a performance example in which a low probability non-time saving is transitioned to a low probability micro-time saving in the first embodiment. [Diagram 32] FIG. 11 is an explanatory diagram for explaining a performance example in which a low-probability micro-time-saving transition occurs in the first embodiment; [Diagram 33]FIG. 11 is an explanatory diagram for explaining an example of a normal reach effect being executed in a low probability non-time shortening state in the first embodiment; [Diagram 34] FIG. 11 is an explanatory diagram for explaining an example of a performance in which an SP reach performance is executed in a low probability non-time shortening state in the first embodiment; [Diagram 35] FIG. 11 is an explanatory diagram for explaining an example of a performance immediately after a miss is notified in the SP reach performance in the low probability non-time shortening state in the first embodiment. [Diagram 36] FIG. 11 is an explanatory diagram for explaining an example of a low probability time-saving state in the first embodiment; [Figure 37] Detailed flowchart of the small prize opening control process in step S5A of FIG. [Figure 38] Detailed flowchart of the big prize opening control process in step S6A of FIG. [Figure 39] A flowchart showing an example of a timer interrupt process executed in the performance control board 130. [Diagram 40] Detailed flow chart of command reception processing in step S10 of FIG. 39. [Diagram 41] A detailed flowchart of the fluctuation start command reception process in step S15 of FIG. 40. [Diagram 42] FIG. 11 is an explanatory diagram for explaining the transition of a game state in the second embodiment. [Diagram 43] FIG. 13 is an explanatory diagram for explaining the result of the special symbol determination in the second embodiment. [Diagram 44] FIG. 11 is an explanatory diagram for explaining the big win type and the small win type in the second embodiment. [Diagram 45] FIG. 11 is an explanatory diagram for explaining types of misses (time reductions) in the second embodiment; [Figure 46] FIG. 13 is an explanatory diagram for explaining the variation pattern (variation time group) of the first special symbol in the second embodiment. [Figure 47] FIG. 13 is an explanatory diagram for explaining the variation pattern (variation time group) of the second special symbol in the second embodiment. [Figure 48]FIG. 11 is an explanatory diagram for explaining an example of a normal reach effect being executed in a low probability non-time shortening state in the second embodiment; [Figure 49] FIG. 11 is an explanatory diagram for explaining an example of a performance in which the SP reach performance is executed in a low probability non-time shortening state in the second embodiment; [Figure 50] FIG. 11 is an explanatory diagram for explaining an example of a performance immediately after a miss is notified in the SP reach performance in a low probability non-time shortening state in the second embodiment; [Figure 51] FIG. 11 is an explanatory diagram for explaining a performance example in which a low-probability micro-time saving is switched to a low-probability time saving in the second embodiment. [Figure 52] FIG. 11 is an explanatory diagram for explaining an example of a low probability time-saving state in the second embodiment; DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, a gaming machine 1 according to one embodiment of the present invention will be described with reference to the drawings as needed.
[0010] [Example of schematic configuration of gaming machine 1] First, the schematic configuration of the gaming machine 1 will be described with reference to Fig. 1 to Fig. 4. Fig. 1 is a schematic front view of the gaming machine 1. As illustrated in Fig. 1, the gaming machine 1 includes a gaming board 2 on which are provided accessories related to winning and judgment, and a frame member 3 for supporting and fixing the gaming board 2. The frame member 3 supports a transparent glass plate arranged parallel to the gaming board 2 at a predetermined distance, and the glass plate and the gaming board 2 form a gaming area 10 in which gaming balls can flow down.
[0011] When a player grips the handle 20 and rotates the lever 21 clockwise, the game balls stored in the upper tray 28 are guided to a launching device (not shown) and launched into the game area 10 with a hitting force according to the rotation angle of the handle 20. Game nails, windmills, etc. (not shown) are provided in this game area 10, and the launched game balls are guided to an upper position in the game area 10 and fall along the game board 2 while changing their moving direction by coming into contact with the game nails, windmills, etc. Note that the launch of the game balls can be temporarily stopped by the player operating the stop button 22.
[0012] The upper tray 28 stores the game balls and prize balls to be supplied to the launching device. A lower tray 29 for storing prize balls is provided below the upper tray 28. When a player operates the ejection button 23 arranged adjacent to the lower tray 29, a part of the bottom surface of the lower tray 29 is opened, and the game balls stored in the lower tray 29 fall into a box (not shown) arranged below the lower tray 29.
[0013] When the player maintains the handle 20 rotated at a small rotation angle, a so-called "left hit," the game ball is hit with a relatively weak hitting force. In this case, the game ball flows down the left side area of the game area 10 as shown by the arrow 31. On the other hand, when the player maintains the handle 20 rotated at a large rotation angle, a so-called "right hit," the game ball is hit with a relatively strong hitting force. In this case, the game ball flows down the right side area of the game area 10 as shown by the arrow 32.
[0014] In the passage of a game ball hit from the left, a first start hole 11 and three general winning holes 14 are provided as accessories related to winning and judgment. In addition, in the passage of a game ball hit from the right, a second start hole 12, a large winning hole 13, a general winning hole 14, a gate 16, an electric tulip 17, and a small winning hole 19 are provided as accessories related to winning and judgment. When a player hits from the left, the game ball basically does not win in the second start hole 12, and when a player hits from the right, the game ball basically does not win in the first start hole 11.
[0015] When a game ball enters any of the first start hole 11, the second start hole 12, the big prize hole 13, the general prize hole 14, and the small prize hole 19 while flowing down the game board 2 and wins a prize, a predetermined number of prize balls according to the place where the ball entered is paid out to the upper tray 28 or the lower tray 29. Game balls that do not enter any of the above prize holes are discharged from the game area 10 via the discharge port 18.
[0016] In the gaming machine 1, when a gaming ball passes through the first start port 11 and wins, or when a gaming ball passes through the second start port 12 and wins, it is determined whether or not to execute a big win game (special game) that is advantageous to the player. In a big win game, a gaming ball can easily win a big win port 13, so the player can obtain a large number of gaming balls according to the winning of the gaming ball in the big win port 13.
[0017] In the following description, the judgment executed on the condition that the game ball enters the first starting hole 11 is called the "first special symbol judgment", and the judgment executed on the condition that the game ball enters the second starting hole 12 is called the "second special symbol judgment". In addition, these judgments are collectively called "special symbol judgment". When the first special symbol judgment is performed, the first special symbol is displayed variably on the first special symbol display 41 (see FIG. 4), and then the first special symbol indicating the judgment result is displayed stationary. When the second special symbol judgment is performed, the second special symbol is displayed variably on the second special symbol display 42 (see FIG. 4), and then the second special symbol indicating the judgment result is displayed stationary. The jackpot game executed on the condition of the second special symbol judgment has more prize balls than the jackpot game executed on the condition of the first special symbol judgment. In addition, the second special symbol judgment is more likely to result in the jackpot game being executed than the first special symbol judgment. This makes it possible to enhance the player's desire to have the game ball enter the second starting hole 12 rather than the first starting hole 11.
[0018] The first starting hole 11 is a starting hole that is always open. The second starting hole 12 is a starting hole that is only open when an electric tulip 17, which is a normal electric device, is operating. The electric tulip 17 is disposed close to the second starting hole 12 and has a pair of blade members. This electric tulip 17 is configured to be able to change its position between a closed position (see the solid line in FIG. 1) in which the pair of blade members close the second starting hole 12, and an open position (see the dashed line in FIG. 1) in which the second starting hole 12 is opened. When the electric tulip 17 is in the open position, it gathers game balls hit from the right toward the second starting hole 12.
[0019] The second starting hole 12 is usually blocked by the electric tulip 17 in a closed position. When the game ball passes through the gate 16, a prize ball is not paid out, but it is determined whether or not to open the second starting hole 12. In the following description, the determination whether or not to open the second starting hole 12 is called a "normal pattern determination." When a normal pattern determination is performed, a normal pattern is displayed variably on the normal pattern display 45 (see FIG. 4), and then a normal pattern indicating the determination result of the normal pattern determination is displayed stationary. The normal patterns indicating the determination result of the normal pattern determination include a winning pattern indicating that the second starting hole 12 is to be opened, and a losing pattern indicating that the second starting hole 12 is not to be opened. The winning patterns include a short opening pattern and a long opening pattern. The short opening pattern is a pattern in which the total opening time of the electric tulip 17 is short and basically the game ball cannot enter the second starting hole 12 (for example, the total opening time is 0.2 seconds). The long-open symbol is a symbol that allows the total open time of the electric tulip to be long, and as long as the player hits it to the right, it is easy for the game ball to enter the second starting hole 12 (for example, a total open time of 5 seconds). When any winning symbol is displayed, the pair of wing members of the electric tulip 17 maintains the open position for a specified time in a manner that is predetermined according to the type of normal symbol, and then returns to the closed position a specified number of times. When a losing symbol is displayed, the electric tulip 17 does not open, but remains in the closed position, and therefore the game ball cannot enter the second starting hole 12.
[0020] FIG. 2 is an explanatory diagram for explaining normal symbol determination. FIG. 2(A) is an explanatory diagram for explaining the probability of determining that the second start hole 12 is opened in the normal symbol determination in the gaming machine 1. The probability of determining that the second start hole 12 is opened in the normal symbol determination includes a time-saving state (e.g., 1 / 1), a slight time-saving state (e.g., 10 / 65536) with a lower probability than the time-saving state, and a non-time-saving state (e.g., 1 / 65536) with a lower probability than the slight time-saving state (FIG. 2(A)). Note that the probability of determining that the second start hole 12 is opened in the normal symbol determination may be the same regardless of whether it is a slight time-saving state or a non-time-saving state (e.g., 1 / 65536).
[0021] FIG. 2(B) is an explanatory diagram for explaining the opening time group of the second start hole 12 in the gaming machine 1. The opening time of the second start hole 12 (i.e., the time during which the electric tulip 17 is controlled to the open position) is relatively longer in the time-saving state than in the minute time-saving state and the non-time-saving state (FIG. 2(B)). Specifically, in the time-saving state, the long opening symbol is displayed as a stop, whereas the short opening symbol is not displayed as a stop. Also, in the non-time-saving state and the minute time-saving state, the short opening symbol is displayed as a stop, whereas the long opening symbol is not displayed as a stop. In the non-time-saving state and the minute time-saving state, in order to provide a gameplay that makes the player aim at the first start hole 11 with the aim of transitioning to the time-saving state in which the game ball is most likely to enter the second start hole 12, the game is basically configured in advance so that the game ball cannot enter the second start hole 12.
[0022] In the gaming machine 1, the gate 16 is not provided in the passage path of the gaming ball hit from the left. Therefore, in the gaming machine 1, when the gaming ball enters the general winning port 14 in the micro time-saving state, the prize ball is paid out and the normal symbol determination is executed. Note that the gaming machine 1 may have a gate 16 provided in the passage path of the gaming ball hit from the left.
[0023] FIG. 2(C) is an explanatory diagram for explaining the variation time group of the normal symbols in the gaming machine 1. The variation time of the normal symbols is relatively longer in the slight time-saving state than in the time-saving state, and is relatively longer in the non-time-saving state than in the slight time-saving state (FIG. 2(C)). For example, the variation time of the normal symbols in the time-saving state is 0.5 seconds, the variation time of the normal symbols in the slight time-saving state is 59 seconds, and the variation time of the normal symbols in the non-time-saving state is 60 seconds. The variation time of the normal symbols in the non-time-saving state is not very different from the variation time of the normal symbols in the slight time-saving state, and the opening time of the electric tulip 17 that is stopped and displayed is the same in the non-time-saving state and the slight time-saving state. This makes it difficult to distinguish between the non-time-saving state and the slight time-saving state. The variation time of the normal symbols may be the same regardless of whether it is the slight time-saving state or the non-time-saving state (for example, 60 seconds).
[0024] In addition, a state that corresponds to at least one of the following three may be considered to be a slight time-saving state. The probability that the second starting hole 12 will be opened in the normal pattern judgment is higher than in the non-time-saving state. -The probability of the long opening pattern stopping is higher than in non-time-saving state. The time it takes for the normal symbols to change is shorter than in non-time-saving mode.
[0025] [Example of the configuration of the presentation means of the gaming machine 1] As illustrated in FIG. 1, the gaming machine 1 is provided with a liquid crystal display device 5, a performance device 7, a speaker 24, a board lighting device 74, a performance button 26, and a frame lighting device 10 to provide various performances.
[0026] The display screen (hereinafter referred to as "LCD screen 5") of the liquid crystal display device 5 (which may be an EL display device or the like) is an image display device that displays various performance images. The liquid crystal display device 5 is provided on the rear side (i.e., rearward side) of the gaming machine 1 relative to the gaming board 2, and can be viewed through an opening formed in the gaming board 2. As shown in FIG. 1, the liquid crystal screen 5 is provided in a position that is easily viewable by the player. The liquid crystal screen 5 displays decorative symbols 55, small symbols 56, fourth symbols 57 and 59, CG or animated characters, etc.
[0027] The decorative pattern 55, the small pattern 56, and the fourth patterns 57 and 59 are images that are displayed in a variable manner in synchronization with the variable display of the special pattern. The decorative pattern 55 is a pattern that represents any number from 1 to 9. As the variable display of the special pattern begins, the three decorative patterns 55 (and the three small patterns 56) begin to be displayed in a horizontal line, and as the stopped display of the special pattern begins, the three decorative patterns 55 (and the three small patterns 56) are displayed in a horizontal line (referred to as "main stop"). The result of the special pattern determination is notified by the combination of the three numbers. The combination of the decorative patterns 55 that are displayed in a stopped state is the same as the combination of the small patterns 56.
[0028] The fourth patterns 57 and 59 are expressed by colors, and are displayed variably in synchronization with the decorative pattern 55 (and the special pattern), and then are displayed stationary at the same time as the decorative pattern 55 (and the special pattern). The fourth pattern 57 is synchronized with the first special pattern, and the fourth pattern 59 is synchronized with the second special pattern. The fourth patterns 57 and 59 are displayed variably by repeatedly displaying the fourth patterns "red", "blue", "green", "yellow", and "white" in this order at the same position for a certain period of time (for example, 0.2 seconds). The variable display of the fourth patterns 57 and 59 may be realized by flashing the fourth pattern of a predetermined color (for example, blue) between display and non-display at regular intervals (for example, every 0.2 seconds).
[0029] The combination of the decorative symbol 55 (and small symbol 56) and the color of the stopped fourth symbol 57 is predetermined to be different for each special symbol (see FIG. 13). The combination of the decorative symbol 55 (and small symbol 56) and the fourth symbol 57 can notify the same content as that indicated by the stopped special symbol.
[0030] The fourth symbols 57 and 59 are images displayed small at the edge of the liquid crystal screen 5, and are images that are less noticeable than the decorative symbol 55 (and the small symbol 56). Therefore, even if the type of special symbol is announced by the combination of the decorative symbol 55 and the fourth symbols 57 and 59, it is difficult for the player to notice. The fourth symbols 57 and 59 may be realized by a light-emitting element (for example, a full-color LED) provided near the right side of the liquid crystal screen 5. This light-emitting element may be used as the fourth symbols 57 and 59 by lighting it in a predetermined color at the same time as the decorative symbol 55 is displayed as stopped, to unambiguously announce the result of the special symbol judgment.
[0031] The small symbol 56 and the fourth symbols 57 and 59 are always displayed in front of the other images in a position that is not hidden by the performance device 7 except during a big win game. Therefore, they do not become invisible or their visibility is reduced. In contrast, the decorative symbol 55 may become invisible by being superimposed on the back of other images, or may be hidden by the performance device 7. Also, the decorative symbol 55 may become partially or completely invisible regardless of whether the special symbol is being displayed in a variable manner.
[0032] The performance part 7 is provided between the front surface of the game board 2 and the glass plate, and is arranged in the upper center of the liquid crystal screen 5. When not in operation, the performance part 7 is arranged in an initial position above the liquid crystal screen 5. When the time comes to operate the performance part 7, the performance part 7 moves downward while rotating from the initial position toward the center of the liquid crystal screen 5 by the driving force of the performance part motor 71, and is arranged in front of the liquid crystal screen 5. The performance part 7 is used for various effects by operating it between the initial position and the advanced position.
[0033] The performance prop 7 is made of a translucent synthetic resin material. The performance prop 7 is used for various performances by emitting multiple built-in light-emitting elements (a type of board lighting device 74) in multiple colors or a single color. For example, the light-emitting elements built into the performance prop 7 are simultaneously emitting seven colors (specifically, red, orange, yellow, green, light blue, blue, and purple) to emit light in the rainbow as a whole. The performance prop 7 is visible to the player regardless of its position. Therefore, the decorations applied to the performance prop 7 and the light emitted by the performance prop 7 can enhance the performance effect regardless of whether or not the prop 7 is moving.
[0034] The performance element 7 may be provided, for example, between the game board 2 and the liquid crystal screen 5, and may be difficult for the player to see in the initial position. The performance element 7 may be movable up and down and left and right, and may be vibrating.
[0035] The speaker 24 outputs music, voice, sound effects, etc., either synchronously with or asynchronously with the performance of displaying images on the liquid crystal screen 5, to perform sound performance.
[0036] The board lighting device 74 is a collective term for multiple light-emitting elements (e.g., full-color LEDs) provided on the game board 2. The frame lighting device 10 is a collective term for multiple light-emitting elements (e.g., full-color LEDs) provided on the frame member 3. The frame lighting device 10 is composed of, for example, a left side lamp provided on the left side of the frame member 3, a right side lamp provided on the right side of the frame member 3, a center lamp provided between the two speakers 24, and a button lamp built into the performance button 26 (see FIG. 2) that can be operated by the player.
[0037] FIG. 3 is an explanatory diagram for explaining an example of the effect button 26. The effect button 26 is provided on the frame member 3, and the player can input operation information by operating (for example, pressing) the effect button 26. In the gaming machine 1, an effect may be performed according to the operation of the effect button 26. The effect button 26 is configured so that its height can be controlled to change between a normal state in which its upper surface is at substantially the same height as the upper surface of the frame member 3, and a protruding state in which its upper surface protrudes upward by a predetermined height (for example, 10 cm) from the upper surface of the frame member 3. The effect button 26 can be operated regardless of the height controlled to any value between the normal state and the protruding state.
[0038] The frame member 3 is also provided with effect keys 27 for the player to perform selection operations or cursor movement (see FIG. 3). The effect keys 27 are so-called cross keys, and are configured with up, down, left, and right keys. The effect keys 27 are used to adjust the light intensity of the liquid crystal screen 5, board lighting device 74, and frame lighting device 10, and to adjust the volume of the speaker 24.
[0039] [Display 4 configuration example] 4 is an enlarged view of the display 4 in FIG. 1. The display 4 mainly displays information about special symbol determination and normal symbol determination, and as illustrated in FIG. 4, has a first special symbol display 41, a second special symbol display 42, a first special symbol reserved display 43, a second special symbol reserved display 44, a normal symbol display 45, a normal symbol reserved display 46, a game status display 47, a round display 48, and a right-hit lamp 49 that prompts the player to hit the right when lit. The right-hit lamp 49 is continuously turned off in the low-probability non-time-saving state and the low-probability minute time-saving state (i.e., in a non-notification state), and is continuously turned on during a big win game, during a small win game that opens the small winning port 19, and during a low-probability time-saving state (i.e., in a notification state). In place of the right hit lamp 49 (or in addition to the right hit lamp 49), an image that becomes a white circle (i.e., a non-notification mode) in the low-probability non-time-saving state and the low-probability minute time-saving state, and that continues to become a black circle (i.e., a notification mode) during a big win game, during a small win game that opens the small winning hole 19, and during the low-probability time-saving state, may be continuously displayed at the edge of the liquid crystal screen 5. Also, in place of the right hit lamp 49 (or in addition to the right hit lamp 49), a movable role (for example, a movable role imitating a flag) that falls down so that it is difficult for the player to see during the low-probability non-time-saving state and the low-probability minute time-saving state (i.e., a non-notification mode) and that continues to stand so that the player can see it during the big win game, during a small win game that opens the small winning hole 19, and during the low-probability time-saving state (i.e., a notification mode) may be provided.
[0040] When a first special pattern determination is made, the first special pattern display 41 notifies the result of the first special pattern determination by displaying a variably displayed special pattern and then displaying a static special pattern indicating the result of the first special pattern determination. When a second special pattern determination is made, the second special pattern display 42 notifies the result of the second special pattern determination by displaying a variably displayed special pattern and then displaying a static special pattern indicating the result of the second special pattern determination.
[0041] The first special pattern reserved indicator 43 displays the number of reserved balls for the first special pattern judgment (hereinafter referred to as the "special 1 reserved number"). The second special pattern reserved indicator 44 displays the number of reserved balls for the second special pattern judgment (hereinafter referred to as the "special 2 reserved number"). The LCD screen 5 displays reserved icons 51 and reserved numbers 52 that notify the same contents as those displayed by the first special pattern reserved indicator 43 and the second special pattern reserved indicator 44, making it easy for the player to understand the number of reserved balls. The reserved icons 51 are displayed in the order in which they are reserved, by the number of reserved balls (for example, a maximum of four).
[0042] Here, blue, green, red, and rainbow colors are used as colors that indicate the likelihood of a big win or a small win (hereinafter referred to as "reliability"). Each color is more likely to be used in the case of a big win and less likely to be used in the case of a miss, in the order mentioned above. Rainbow colors are used only when the reliability is 100% and the big win, and are not used when the miss. In the case of a big win or a miss in which the special pattern fluctuates for a relatively long time, the reserved icon 51 is likely to be displayed in one of the colors that indicate the high or low reliability. In the following description, the reserved icon 51 in white is called the reserved icon 51 in the normal mode, and the reserved icon 51 in the above colors other than white is called the reserved icon 51 in the special mode.
[0043] The reserved numbers 52 are numbers from 0 to 4 that are displayed small on the left edge of the liquid crystal screen 5 in the same manner regardless of whether or not it is a jackpot, in synchronization with the reserved number of the first special symbol determination and the reserved number of the second special symbol determination. The reserved numbers 52 include a first reserved number that indicates the reserved number with numbers from 0 to 4 in synchronization with the display of the first special symbol reservation indicator 43, and a second reserved number that indicates the reserved number with numbers from 0 to 4 in synchronization with the display of the second special symbol reservation indicator 44. For example, when the reserved number of the first special symbol determination is increased by one, the first reserved number is displayed with a number incremented by one, and when the reserved number of the second special symbol determination is increased by one, the second reserved number is displayed with a number incremented by one. Here, the reserved icon 51 is hidden, or becomes invisible or not displayed by other images, just like the decorative pattern 55. On the other hand, the reserved number 52 is always displayed in front of other images, just like the small pattern 56, so it is not hidden by other images or its visibility is not reduced.
[0044] When a normal pattern determination is made, the normal pattern display 45 notifies the result of the normal pattern determination by displaying a normal pattern in a variable manner and then displaying a normal pattern that indicates the result of the normal pattern determination in a static manner. The normal pattern reserve display 46 displays the number of reserved normal pattern determinations. The game status display 47 displays the game status at the time the gaming machine 1 is turned on. The round display 48 is basically turned off, and displays the number of rounds of the jackpot game in response to the first special pattern display 41 or the second special pattern display 42 displaying a jackpot pattern in a static manner. The round display 48 does not light up in response to the stop display of a losing pattern or a small winning pattern, but remains off.
[0045] [Configuration of the control device of the gaming machine 1 and overview of various determinations made by the gaming machine 1] An example of the configuration of the control device included in the gaming machine 1 and an overview of various determinations performed by the gaming machine 1 will be described with reference to Fig. 5. Fig. 5 is a block diagram showing an example of the configuration of the control device included in the gaming machine 1.
[0046] On the back side of the game board 2, in addition to a ball tank that stores game balls to be sent to the upper tray 28 or the lower tray 29, a control device that controls the operation of the game machine 1 is provided. As illustrated in FIG. 5, the control device of the game machine 1 is composed of a game control board 100 that controls the progress of the game, such as various judgments and command transmissions, a performance control board 130 that comprehensively controls the performance based on commands received from the game control board 100, an image and sound control board 140 that controls the performance by images and sounds, a lamp control board 150 that controls the performance by various lamps and performance gimmicks 7, and the like. Note that the configuration of the control device is not limited to this, and for example, the performance control board 130, the image and sound control board 140, and the lamp control board 150 may be composed of a single board.
[0047] In addition, the communication between the game control board 100 and the payout control board 120 is configured to allow commands to be sent and received in both directions, and the communication between the game control board 100 and the presentation control device 130A (presentation control board 130) is configured to allow commands to be sent in only one direction, from the game control board 100 to the presentation control device 130A (presentation control board 130).
[0048] The game control board 100 includes a main CPU 100a for performing arithmetic processing, a main ROM 100b in which a game control program and the like are stored, a main RAM 100c which serves as a work area during arithmetic processing, and input / output ports.
[0049] The input / output ports of the game control board 100 are connected to the general winning hole detection switch 43a, the gate detection switch 44a, the first winning hole detection switch 45a, the second winning hole detection switch 47a, the second winning hole opening / closing solenoid 48b, the large winning hole detection switch 50a, the large winning hole opening / closing solenoid 51b, the small winning hole detection switch 50c, the small winning hole opening / closing solenoid 51c, the specific area detection switch 52a, the magnetic detection sensor 57a, the radio wave detection sensor 58a, the out ball detection switch 39a, the display 4, the performance display 113, the RWM clear switch 111a, and the setting key switch 112a. The specific area detection switch 52a inputs a signal when the game ball passes through a specific area provided inside the small winning hole 19 (hereinafter referred to as "V winning"). The RWM clear switch 111a inputs a signal for initializing the game control state other than the setting value stored in the main RAM 100c (i.e., initializing the gaming machine 1 to a low-probability non-time-saving state). The initialization by operating the RWM clear switch 111a is called "RWM clear".
[0050] The setting key switch 112a inputs a signal for changing the setting value or shifting to a state where the setting value can be confirmed by operating the setting key. The performance display 113 displays the performance information and the setting value indicating the performance of the gaming machine 1. In addition, the input / output port of the gaming control board 100 is connected to the gaming information output terminal board 90, the payout control board 120, and the performance control board 130.
[0051] The main CPU 100a reads out the game control program stored in the main ROM 100b, and performs calculation processing related to the game while using the main RAM 100c as a work area. This allows the control processing according to detection signals from various input devices (detection switches, detection sensors, etc.), control processing for controlling various output devices (solenoids, displays, etc.), control processing for sending and receiving various control commands, and control processing for sending game information to the outside of the gaming machine (hall computer, etc.) via the game information output terminal board 90.
[0052] "Game information" includes a start port entry signal output each time a game ball enters the first start port 11 or the second start port 12, a pattern determination signal output each time the varying display of the first special pattern or the second special pattern ends, a big win signal output throughout big win play, a small win signal output throughout small win play, an opening signal output throughout round play (opening of the big win port), a signal output throughout the time-saving state, and a security signal output when a situation that poses a problem (threat) to the security of the game machine 1 occurs (RWM clear, error, etc.).
[0053] The memory area of the main ROM 100b is arranged, in order, with a game ROM area in which programs and data relating to the progress of the game are stored, and an information ROM area in which programs and data relating to the performance display of the gaming machine are stored.
[0054] The game ROM area includes a game program area in which a program related to the progress of a game is stored, and a game data area in which data related to the progress of a game is stored.The information ROM area includes an information program area in which a program related to the performance display of a gaming machine is stored, and an information data area in which data related to the performance display of a gaming machine is stored.
[0055] In the memory area of the main RAM 100c, a game RWM area used as a work (work area) when a game program is executed, and an information RWM area used as a work (work area) when an information program is executed are arranged. In the game RWM area, a game work area used as a work by the game program, and a game stack area for temporarily saving data being processed by the game program are arranged.
[0056] The game work area includes a setting value area for storing setting values, a judgment information area for storing judgment information (checksum) for determining abnormalities in the RWM area, and a game data area for storing game data that changes as the game progresses.
[0057] In the information RWM area, there are arranged an information work area used by information programs as work, and an information stack area for temporarily saving data being processed by the information programs.
[0058] In the information work area, a performance information area for storing information related to the performance of the gaming machine 1, and an error information area for storing information related to various error determinations are arranged.
[0059] The payout control board 120 drives the payout device 95 to control the payout of the game balls. The payout control board 120 also drives the launch device 26 to control the launch of the game balls.
[0060] The payout control board 120 is equipped with a payout CPU 121a which performs calculation processing, a payout ROM 121b in which payout programs and the like are stored, a payout RAM 121c which serves as a work area during calculation processing, and input / output ports.
[0061] The input / output ports of the payout control board 120 are connected to an open detection switch, a full detection switch, a payout ball detection switch for detecting game balls paid out from the payout device 95, and a payout motor for paying out game balls from the payout device 95.
[0062] The payout CPU 121a reads out the payout control program stored in the payout ROM 121b, and performs calculation processing related to the payout of game balls while using the payout RAM 121c as a work area. This performs control processing for paying out game balls from the payout device 95 in response to a payout control command from the game control board 100, control processing for transmitting a command based on the result of the calculation processing to the game control board 100, etc.
[0063] The performance control device 130A includes a performance control board 130 which performs overall control of the progress of the performance based on reception of performance control commands from the game control board 100, an image and audio control board 140 which performs control processing for image display and audio output based on reception of performance control commands from the performance control board 130, and a lamp control board 150 which performs control processing for various light-emitting components (LEDs, etc.) and various driving sources (motors, etc.) based on reception of performance control commands from the performance control board 130.
[0064] The performance control board 130 includes a sub-CPU 130a for performing arithmetic processing, a sub-ROM 130b in which a performance control program is stored, a sub-RAM 130c which serves as a work area during arithmetic processing, an RTC 130d which keeps time, and an input / output port. The input / output port of the performance control board 130 is connected to a performance button detection switch 17a and a cross key detection switch 19a.
[0065] The sub-CPU 130a reads out the performance control program stored in the sub-ROM 130b, and performs calculation processing related to the performance while utilizing the sub-RAM 130c as a work area. This allows it to perform control processing for determining the mode of the performance accompanying the variable display of the special symbols, control processing for transmitting a performance control command based on the determination result to the image and sound control board 140, control processing according to detection signals from various input devices (detection switches, etc.), control processing for controlling various output devices (lighting devices, motors, etc.), etc.
[0066] The image and sound control board 140 receives commands from the performance control board 130 and controls the display of a specified image on the liquid crystal screen 5 and the output of sounds from the speaker 24 .
[0067] The image and sound control board 140 includes a general CPU 141a that performs general control of image display and sound output based on reception of a performance control command from the performance control board 130, a general ROM 141b in which a general control program is stored, a general RAM 141c that serves as a work area during calculation processing, a VDP 145 that generates an image to be output to the liquid crystal screen 5 based on reception of a display control command (display list) from the general CPU 141a, a CGROM 146 in which image data and the like are stored, an audio control unit 148 (audio LSI) that controls the speaker 24 based on reception of an audio control command from the general CPU 141a, and an audio ROM in which audio data and the like are stored. Note that a configuration in which the VDP 145 is responsible for both drawing management and sound management may be adopted. In this case, it is not necessary to provide a separate audio control unit 148.
[0068] The overall CPU 141a reads out the overall control program stored in the overall ROM 141b, and performs calculation processing related to the performance while utilizing the overall RAM 141c as a work area. This performs control processing for generating a display control command (display list) that indicates the performance image to be displayed on the liquid crystal screen 5 and transmitting it to the VDP 145, and control processing for generating an audio control command that indicates the performance sound to be output from the speaker 24 and transmitting it to the audio control unit 148 (audio LSI), etc.
[0069] Moreover, the image and sound control board 140 is connected to the liquid crystal screen 5 and the speaker 24. The image and sound control board 140 (VDP 145 thereof) generates images at predetermined frame time intervals (for example, 1 / 30 seconds) and outputs the generated images to the liquid crystal screen 5. As a result, an image including, for example, a decorative pattern 55 or the like is displayed on the liquid crystal screen 5. Moreover, an audio signal generated by the image and sound control board 140 (audio control unit 148 thereof) is output to the speaker 24, whereby sound is output.
[0070] The performance control device 130A is also connected to a changeover switch 22. The changeover switch 22 is a switch for setting the volume value of the sound (performance sound such as background music or sound effects) output from the speaker 24. For example, the volume value is set to five levels from "1" to "5" depending on the operation of the changeover switch 22. The changeover switch 22 is also used as a switch for setting the light intensity value of the liquid crystal screen 5, the frame lighting device 10, and the board lighting device 74. The light intensity value is set to five levels from "1" to "5" depending on the operation of the changeover switch 22.
[0071] In addition, the performance control device 130A is connected to a performance button detection switch 17a and a cross key detection switch 19a.
[0072] The lamp control board 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b in which a lamp control program is stored, a lamp RAM 150c that serves as a work area during arithmetic processing, and input / output ports.
[0073] The input / output ports of the lamp control board 150 are connected to the frame lighting device 10 (performance button light-emitting LEDs, etc.), the performance props 7, the board lighting device 74, and the performance button drive device 17b (performance button drive motor, performance button vibration motor).
[0074] The lamp CPU 150a reads out the lamp control program stored in the lamp ROM 150b, and performs calculation processing related to the performance while utilizing the lamp RAM 150c as a work area. This performs control processing of the frame lighting device 10, the performance button driving device 17b, the performance props 7, and the board lighting device 74.
[0075] The power supply board 160 generates the main power supply (operating power supply) required for the operation of the gaming machine from a power supply supplied from outside the gaming machine, and supplies the main power supply to the gaming machine 1 (the gaming control board 100, the payout control board 120, the performance control device 130A, and various electronic components) (corresponding to a power supply means).
[0076] The power supply board 160 also has a power switch operable by a store clerk to switch between an ON state for supplying main power to the gaming machine 1 (the gaming control board 100, the payout control board 120, the performance control device 130A, and various electronic components) and an OFF state for stopping the supply, and when the power switch is turned ON, the supply of main power is started and the operation of the gaming machine 1 begins. Note that, in the event of a power outage (blackout), the supply of backup power to the gaming control board 100 is maintained. This allows the stored contents of the main RAM 100c to be retained even in the event of a power outage (blackout), and allows the gaming control state to be restored to the state before the power outage (blackout) after recovery from the power outage (blackout).
[0077] The gaming machine 1 has a "low probability state" as the probability of winning a jackpot determined by a special symbol, and has a "non-time-saving state", a "slight time-saving state", and a "time-saving state" as the probability of winning a jackpot determined by a normal symbol. The gaming machine 1 is controlled in the following three game states when the game progresses. "Low probability non-time-saving state" which is both a "low probability state" and a "non-time-saving state" "Low probability state" and "slight time-saving state" - "Low probability state" and "slight time-saving state" "Low probability state" and "time-saving state" - "Low probability state"
[0078] The gaming machine 1 is initially controlled to a low probability non-time-saving state. There are six setting values, from "1" to "6", and the probability of winning a jackpot determined by a special symbol is approximately 1 / 300 when the setting value is "1", approximately 1 / 280 when the setting value is "2", approximately 1 / 260 when the setting value is "3", approximately 1 / 240 when the setting value is "4", approximately 1 / 220 when the setting value is "5", and approximately 1 / 200 when the setting value is "6". The probability of winning a jackpot is the same in the non-time-saving state, the slight time-saving state, and the time-saving state.
[0079] In the gaming machine 1, the larger the set value, the higher the probability of winning a jackpot determined by a special symbol (i.e., more advantageous to the player). Note that in the gaming machine 1, the smaller the set value, the higher the probability of winning a jackpot determined by a special symbol (i.e., the smaller the set value, the more advantageous to the player).
[0080] In addition, there may be a "high probability state" in addition to the "low probability state" as the probability of winning a jackpot determined by a special symbol. The "high probability state" is a predetermined arbitrary probability in which the probability of winning a jackpot determined by a special symbol is 10 times or less than the low probability state. The transition from the low probability state to the high probability state occurs after the jackpot game ends.
[0081] Although the payout control board 120 and the performance control board 130 are not supplied with backup power, the payout control board 120 and the performance control board 130 may be supplied with backup power so that the contents stored in the payout RAM 121c and the sub-RAM 130c are retained even in the event of a power outage. Also, a backup power may be supplied to only one of the payout control board 120 and the performance control board 130.
[0082] Next, the information displayed on the performance display 113 will be described with reference to Fig. 6. Fig. 6 is an explanatory diagram for explaining the information displayed on the performance display 113. The performance display 113 is composed of four segment displays 113a to 113d (see Fig. 6(A)). The performance display 113 displays a "base value" in a low-probability non-time-saving state. The "base value" is the total number of payouts in a specific section in a low-probability non-time-saving state divided by the total number of game balls shot by the player (specifically, (value of the prize ball counter for base calculation / value of the out counter for base calculation) x 100).
[0083] A base calculation prize ball counter, a base calculation out counter, and a total out counter are used to control the performance display 113. Each counter is provided, for example, in the main RAM 113. The base calculation prize ball counter counts (for example, adds or subtracts) the total number of payouts paid out in response to winning of game balls in a specific section in a low probability non-time-saving state. For example, when a game ball wins in the first start port 11, "4" is added to the base calculation prize ball counter. Also, when a game ball wins in the second start port 12, "1" is added to the base calculation prize ball counter. Also, when a game ball wins in the large winning port 13, "15" is added to the base calculation prize ball counter.
[0084] The out counter for base calculation counts (for example, adds or subtracts) the total number of game balls that the player has shot in a specific section in the low probability non-time shortening state. In the gaming machine 1, when a game ball is detected by the out ball detection switch 39a, "1" is added to the out counter for base calculation.
[0085] The base calculation out counter and the base calculation prize ball counter are counted in the low probability non-time-saving state, but are not counted in any other state. During a jackpot game, the game state is the low probability non-time-saving state, but the counting by the base calculation out counter and the base calculation prize ball counter is stopped (although counting may be continued). When the game state is other than the low probability non-time-saving state (i.e., when the counting by the base calculation out counter and the base calculation prize ball counter is stopped), the calculation of the base value may be stopped, or the base value may continue to be calculated periodically (for example, every time the processing of step S9A in FIG. 19 is performed (for example, every 4 milliseconds)).
[0086] The total out counter counts (e.g., adds or subtracts) the total number of game balls (called "total outs") shot by the player regardless of the game state. The total out counter counts regardless of whether or not the game is in a low-probability non-time-saving state. For this reason, for example, even when counting is stopped in the base calculation out counter and the base calculation prize ball counter due to a transition from low-probability non-time-saving state to low-probability micro-time-saving state (or low-probability time-saving state), counting in the total out counter continues.
[0087] The main CPU 100a calculates the real-time base value bL before the total number of outs reaches 60,000. Then, every time the total number of outs reaches 60,000, the main CPU 100a calculates and saves a base value from the current values of the prize ball counter for base calculation and the out counter for base calculation, and initializes the total out counter, the prize ball counter for base calculation, and the out counter for base calculation.
[0088] When one interval ends with the total number of outs reaching 60,000, the final base value of this interval is saved as the final base value of the previous interval. The performance indicator 113 can switch between and display up to four base values at regular intervals (e.g., every 5 seconds) (see FIG. 6(B)). Specifically, the performance indicator 113 displays the real-time base value bL (current interval D) before the total number of outs reaches 60,000, the final base value b1 in interval A three times ago, the final base value b2 in interval B two times ago, and the final base value b3 in interval C one time ago, in that order.
[0089] Until the total outs reach a predetermined total number (for example, 300), "--" is displayed as the real-time base value bL and the base values b1 to 3. This prevents the real-time base value immediately after the power of the gaming machine 1 is turned on from being significantly different from the actual base value.
[0090] If the total number of outs is greater than the predetermined total number but less than 60,000, only the real-time base value bL is displayed, and "--" is displayed as the base values b1 to 3. If the number of saved final base values is less than three, "--" is displayed as the base values b1 to 3 in the section in which the final base value is not stored. The cyclic display of the real-time base value bL and the base values b1 to 3 on the performance display 113 continues even when the counting of the base calculation out counter and the base calculation prize ball counter stops due to the transition from low probability non-time-saving to low probability micro-time-saving (or low probability time-saving). In other words, the cyclic display of the real-time base value bL and the base values b1 to 3 on the performance display 113 continues regardless of the game state.
[0091] Next, the setting change mode, setting confirmation mode, and RAM clear mode will be described with reference to Fig. 7. The gaming machine 1 transitions to the setting change mode, setting confirmation mode, and RAM clear mode depending on the state of the setting key switch 112a and the RWM clear switch 111a when the power is turned on. The setting change mode is a mode in which the setting value can be changed. The setting confirmation mode is a mode in which the current setting value is displayed on the performance indicator 113. The RAM clear mode is a mode to which the gaming machine transitions when the game control state other than the setting value stored in the main RAM 100c is initialized (i.e., the gaming machine 1 is initialized to a low probability non-time-saving state).
[0092] Note that the power "ON" in Fig. 7 means that the power switch is turned on. Also, the setting key SW "ON" in Fig. 10 means that the rotating member of the setting key switch 112a is in the ON position due to the operation of the setting key by a staff member of the game arcade. Also, the setting key SW "OFF" in Fig. 10 means that the rotating member of the setting key switch 112a is in the OFF position. Also, the RWM clear SW "ON" in Fig. 10 means that the RWM clear switch 111a is in the operated state. Also, the RWM clear SW "OFF" in Fig. 10 means that the RWM clear switch 111a is not in the operated state.
[0093] When the gaming machine 1 is in the power "OFF" state, if the gaming machine 1 is turned to the power "ON" state with the setting key SW "ON" state and the RWM clear SW "ON" state, the gaming machine 1 transitions to the setting change mode immediately after starting up (see FIG. 7(B)). When transitioning to the setting change mode, the game control state of the gaming machine 1 other than the setting values stored in the main RAM 100c is initialized, and the gaming machine 1 is initialized to the low probability non-time-saving state (i.e., the RWM is cleared).
[0094] When the mode is changed to the setting change mode, the main CPU 100a lights up the currently stored setting value on the performance indicator 113 and outputs a voice message saying "setting is being changed" from the speaker 24. When the RWM clear switch 111a is operated during the setting change mode, the setting value is changed with each operation (flow from FIG. 7(B) to (C)). Accordingly, the changed setting value is displayed on the performance indicator 113 and a voice message announcing the setting value (for example, "it is 3") is output from the speaker 24. Note that the voice message announcing the setting value does not have to be output from the speaker 24 to prevent information leakage.
[0095] The changed setting value is temporarily stored in the main RAM 100a, and is stored again as the current setting value in the main RAM 100a by turning the power of the gaming machine 1 back on (specifically, turning the power "ON" with the setting key SW "OFF" and the RWM clear SW "OFF") after the setting key SW is turned "OFF" (flow from FIG. 7(C) to (D)). When the power of the gaming machine 1 is turned back on after the setting value is changed in this way (specifically, turning the power "ON" with the setting key SW "OFF" and the RWM clear SW "OFF"), the gaming machine 1 transitions to a state where the clerk of the gaming establishment can check the operation of various drive sources (motors, etc.) (see FIG. 7(D)). In this state, the various drive sources (motors, etc.) operate, a voice message saying "Please check the operation of the solenoid" is output from the speaker 24, and the performance indicator 113 is turned off. Next, the decorative pattern 55 starts to be displayed on the liquid crystal screen 5, and the performance indicator 113 starts to flash, followed by the display of the base value (see FIGS. 7(E) and (F)).
[0096] The setting value temporarily stored in the main RAM 100a as the changed setting value during the setting change mode may be stored again in the main RAM 100a as the current setting value by turning the setting key SW to the "OFF" state during the setting change mode. Alternatively, the current setting value itself may be updated every time the RWM clear switch 111a is operated during the setting change mode. In these configurations, in response to the setting key SW being turned to the "OFF" state during the setting change mode, the gaming machine 1 transitions to a state in which the staff of the gaming establishment can check the operation of various drive sources (motors, etc.).
[0097] When the gaming machine 1 is in the power "OFF" state, if the gaming machine 1 is turned on with the setting key SW "ON" and the RWM clear SW "OFF", the gaming machine 1 transitions to the setting check mode immediately after startup (see FIG. 7(G)). When the gaming machine 1 transitions to the setting check mode, the game control state of the gaming machine 1 is not initialized, and the gaming machine 1 is controlled in the previous game state.
[0098] When the mode is changed to the setting check mode, the main CPU 100a lights up the currently stored setting value on the performance indicator 113 and outputs a voice message saying "Settings are being checked" from the speaker 24. When the setting key SW is turned to the "OFF" state during the setting check mode, the gaming machine 1 is changed to a state where the gaming facility staff can check the operation of various drive sources (motors, etc.) (see FIG. 7(D)). The subsequent flow is the same as that when the setting key SW is turned to the "OFF" state, the RWM clear SW is turned to the "OFF" state, and the power is turned to the "ON" state.
[0099] When the gaming machine 1 is in the power "OFF" state, if the setting key SW is in the "OFF" state and the RWM clear SW is in the "ON" state and the power is turned to the "ON" state, the gaming machine 1 transitions to the RAM clear mode immediately after starting up (see FIG. 7(H)). When transitioning to the RAM clear mode, the gaming control state of the gaming machine 1 other than the setting values is initialized, and the gaming machine 1 is initialized to the low probability non-time-saving state.
[0100] When the mode changes to the RAM clear mode, the main CPU 100a turns off the performance indicator 113 and outputs a voice message saying "RAM has been cleared" from the speaker 24. After that, when a predetermined time (e.g., 3 seconds) has elapsed, the gaming machine 1 changes to a state where the gaming store staff can check the operation of various drive sources (motors, etc.) (see FIG. 7(D)). The subsequent flow is the same as that when the setting key SW is "OFF" and the RWM clear SW is "OFF" and the power is "ON".
[0101] Next, the display priority of the decorative pattern 55 will be described with reference to FIG. 8. In the low probability non-time-saving state and the low probability minute time-saving state, the decorative pattern 55 is composed of a number portion 550 and a character portion 551 (FIG. 8 (A) and (B)). The decorative pattern in the left row (hereinafter referred to as the "left pattern"), the decorative pattern in the middle row (hereinafter referred to as the "middle pattern"), and the decorative pattern in the right row (hereinafter referred to as the "right pattern") have the display priority of the number portion 550 and the character portion 551 (specifically, the degree to which they are displayed closer to the player) that changes during the variable display. Note that the decorative pattern 55 may be composed of alphabets instead of the number portion 550, and may be composed of an image representing an object instead of the character portion 551.
[0102] There are five display patterns for the display priority of the decorative pattern 55 in the low probability non-time-saving state and the low probability micro-time-saving state (HP1 to 5). For example, when the number part 550 of the middle pattern has a priority of "1", the character part 551 of the middle pattern has a priority of "2", the number part 550 of the left and right patterns has a priority of "3", and the character part 551 of the left and right patterns has a priority of "4" (HP1), the middle pattern can be highlighted when the three decorative patterns overlap as shown in FIG. 9(A). Also, when the number part 550 of the middle pattern has a priority of "3", the character part 551 of the middle pattern has a priority of "4", the number part 550 of the left and right patterns has a priority of "1", and the character part 551 of the left and right patterns has a priority of "2" (HP2), the impression of the middle pattern can be reduced when the three decorative patterns overlap as shown in FIG. 9(B). Also, for example, when the number part 550 of the center pattern has a priority of "1", the character part 551 of the center pattern has a priority of "3", the number part 550 of the left and right patterns has a priority of "1", and the character part 551 of the left and right patterns has a priority of "2" (HP3), the number part of each decorative pattern can be highlighted when the three decorative patterns overlap as shown in Fig. 9(C). Also, for example, when the number part 550 of each decorative pattern has a priority of "1" and the character part 551 of each decorative pattern has a priority of "2" (HP4), each decorative pattern can be displayed in an easy-to-understand manner by displaying the three decorative patterns so that they do not overlap as shown in Fig. 9(D). Also, for example, if number portion 550 of the middle design has priority "3," character portion 551 of the middle design has priority "4," number portion 550 of the left design has priority "1," character portion 551 of the left design has priority "2," number portion 550 of the right design has priority "5," and character portion 551 of the right design has priority "6" (HP5), it is possible for the three decorative designs to overlap, as shown in FIG. 9(E), to give the appearance of depth on the screen.
[0103] In the low probability time-saving state, the decorative pattern 55 does not have the character portion 551, and is composed of only the number portion 550. There are four display patterns for the display priority of the decorative pattern 55 in the low probability time-saving state (HP6 to 9). For example, when the number portion 550 of the middle pattern has a priority of "1" and the number portion 550 of the left and right patterns has a priority of "2" (HP6), the middle pattern can be highlighted when three decorative patterns overlap as shown in FIG. 9(F). Also, when the number portion 550 of the middle pattern has a priority of "2" and the number portion 550 of the left and right patterns has a priority of "1" (HP7), the impression of the middle pattern can be reduced when three decorative patterns overlap as shown in FIG. 9(G). Also, for example, if the number portion 550 of the center pattern has a priority of "2", the number portion 550 of the left pattern has a priority of "1", and the number portion 550 of the right pattern has a priority of "3" (HP8), it is possible to make the screen look like it has depth by overlapping the three decorative patterns as shown in Fig. 9(H). Also, for example, if the number portion 550 of each decorative pattern has a priority of "1" (HP9), it is possible to display each decorative pattern in an easy-to-understand manner by displaying the three decorative patterns so that they do not overlap as shown in Fig. 9(I).
[0104] In the gaming machine 1, the display priority of the decorative symbols 55 may be displayed in any one of the display patterns HP1 to HP9 when the decorative symbols 55 are stopped. In the gaming machine 1, the number portions 550 are displayed so as not to overlap each other when the decorative symbols 55 are stopped. This makes it possible to inform the player of the combination of the decorative symbols 55 in an easy-to-understand manner. Note that since the combination can be informed to the player by the small symbols 56 that are stopped and displayed in the same combination as the decorative symbols 55, even if the display priority of the decorative symbols 55 is any one of the display patterns HP1 to HP9, the number portions 550 may be displayed so as to overlap each other when the decorative symbols 55 are stopped.
[0105] [Main RAM 100c configuration example] Fig. 10 is an explanatory diagram for explaining a configuration example of the main RAM 100c in the game control board 100 and various information stored in the main RAM 100c. As illustrated in Fig. 10, the main RAM 100c is provided with a judgment memory area 1030, a first reserved memory area 1031, a second reserved memory area 1032, a third reserved memory area 1033, a fourth reserved memory area 1034, a first reserved memory area 1035, a second reserved memory area 1036, a third reserved memory area 1037, and a fourth reserved memory area 1038.
[0106] The determination memory area 1030 is a memory area in which various information used for special symbol determination when the special symbol determination is actually executed is stored. The various information used for special symbol determination includes a jackpot random number, a symbol random number, a variation pattern random number, and a reach random number. The jackpot random number is a random number for determining whether it is a jackpot, a miss, or a small win. The symbol random number is a random number for determining the type of jackpot symbol when it is determined to be a jackpot, for determining the type of small win symbol when it is determined to be a small win, and for determining the type of miss symbol when it is determined to be a miss.
[0107] In the gaming machine 1, the gaming state can be changed according to the gaming state and the missing symbol that is stopped and displayed. This allows the gaming state to be changed without going through a big win or a small win, and it is possible to make the player interested in the current gaming state and the missing symbol that is stopped and displayed. Also, in the gaming machine 1, the combination of the number of rounds of the big win game and the gaming state immediately after the end of the big win game differs for each big win symbol (and small win symbol). For this reason, the symbol random number can be said to be a random number for determining the gaming state and the type of big win game.
[0108] The fluctuation pattern random number is a random number for determining the fluctuation time (fluctuation pattern) from when the special symbol starts to fluctuate and when it stops and displays in a manner that indicates the result of the special symbol determination. The reach random number is a random number for selecting which fluctuation pattern to determine when determining a fluctuation pattern in the case of a miss, from among a group of fluctuation patterns for misses that exceed a specific number of seconds (for example, 13.5 seconds) and other than the group of fluctuation patterns (i.e., a group of fluctuation patterns for misses that are less than a specific number of seconds).
[0109] The first reserve memory area 1031 to the fourth reserve memory area 1034 are memory areas in which various information related to the first special symbol determination is stored in sequence from the first reserve memory area 1031 every time a gaming ball enters the first starting hole 11. The first reserve memory area 1035 to the fourth reserve memory area 1038 are memory areas in which various information related to the second special symbol determination is stored in sequence from the first reserve memory area 1035 every time a gaming ball enters the second starting hole 12.
[0110] For example, even if a game ball enters the first start hole 11 or the second start hole 12 when a special symbol is displayed in a variable manner or during a big win game (or during a small win game), it is not possible to immediately perform a special symbol judgment or a variable display of the special symbol. Under such circumstances, the main CPU 100a stores various information related to the special symbol judgment in the reserved memory areas 1031 to 1038 as information indicating the reservation of the special symbol judgment. On the other hand, when a special symbol is not displayed in a variable manner, a special symbol judgment is not reserved, and a big win game (or a small win game) is not being played, the main CPU 100a shifts the acquired various random numbers, etc. to the judgment memory area 1030 immediately after storing them in the first reserved memory area (1031 or 1035) corresponding to the start hole where the game ball entered.
[0111] For example, when a game ball enters the first start hole 11 in a state where no information is stored in any of the first reservation memory area 1031 to the fourth reservation memory area 1034, various information related to the first special symbol determination acquired by this winning is stored in the first reservation memory area 1031, which is the top of the empty entries. Also, for example, when a game ball enters the first start hole 11 in a state where information is stored in the first reservation memory area 1031 and the second reservation memory area 1032, various information related to the first special symbol determination acquired by this winning is stored in the third reservation memory area 1033, which is the top of the empty entries.
[0112] In addition, for example, the reserved memory areas 1031 to 1038 also store "pre-judgment information." When a game ball enters a start hole, a pre-judgment is performed to judge whether or not a jackpot has been won, prior to the special symbol judgment, based on the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number. The pre-judgment information is information obtained by the pre-judgment, and includes "winning start hole information," information indicating whether or not a jackpot has been won, information indicating the type of jackpot symbol if a jackpot has been won, information indicating the type of small win symbol if a small win, information indicating the type of miss symbol if a miss, information indicating the variation pattern of the special symbol, information indicating the game state, and the like. The "winning start hole information" is information indicating which of the first start hole 11 and the second start hole 12 each random number stored in the same reserved memory area was acquired as a result of winning the prize in the first start hole 11 or the second start hole 12. The pre-judgment information including these pieces of information is stored in the same reserved memory area as the jackpot random number used in the pre-judgment.
[0113] When the information stored in the first reserved memory area 1031 is shifted to the judgment memory area 1030 when the first special symbol judgment is executed, the information stored in the entry lower than the first reserved memory area 1031 is shifted to the upper entry by one entry. For example, when the information stored in the first reserved memory area 1031 is shifted to the judgment memory area 1030 in a state where information is stored in each of the first reserved memory area 1031 to the third reserved memory area 1033, the information stored in the second reserved memory area 1032 is shifted to the first reserved memory area 1031, and the information stored in the third reserved memory area 1033 is shifted to the second reserved memory area 1032.
[0114] Such information shift processing is also performed in the first reserved memory area 1035 to the fourth reserved memory area 1038 in which information related to the second special symbol determination is stored. In the gaming machine 1, when both the first special symbol determination and the second special symbol determination are reserved, that is, when information is stored in both the first reserved memory area 1031 and the first reserved memory area 1035, the shift processing in the first reserved memory area 1035 to the fourth reserved memory area 1038 is performed preferentially before the shift processing in the first reserved memory area 1031 to the fourth reserved memory area 1034. Therefore, when the second special symbol determination is reserved, various information stored in the first reserved memory area 1035 is shifted to the determination memory area 1030. Also, when the second special symbol determination is not reserved, that is, when only the first special symbol determination is reserved, various information stored in the first reserved memory area 1031 is shifted. Note that a configuration capable of variably displaying the first special symbol and the second special symbol simultaneously may be adopted. In such a configuration, two determination storage areas 1030 for the first special symbol determination and the second special symbol determination may be provided. In this case, the shift process in the first reserved storage area 1031 to the fourth reserved storage area 1034 may be performed independently of the shift process in the first reserved storage area 1035 to the fourth reserved storage area 1038.
[0115] Below, two embodiments with different configurations will be described. The feature of the first embodiment is that the low-probability micro-time-saving state is the most disadvantageous state for the player, and the low-probability non-time-saving state is more advantageous to the player than the low-probability micro-time-saving state. Specifically, in the first embodiment, the low-probability non-time-saving state can be shifted to the low-probability time-saving state in response to a specific losing symbol being stopped and displayed, while in the low-probability micro-time-saving state (and in the low-probability time-saving state), the low-probability time-saving state is not shifted to in response to a specific losing symbol being stopped and displayed. The feature of the second embodiment is that the low-probability non-time-saving state is the most disadvantageous state for the player, and the low-probability micro-time-saving state is more advantageous to the player than the low-probability non-time-saving state. Specifically, in the second embodiment, the low-probability time-saving state can be shifted to in response to a specific losing symbol being stopped and displayed in the low-probability micro-time-saving state, while in the low-probability non-time-saving state (and in the low-probability time-saving state), the low-probability time-saving state is not shifted to in response to a specific losing symbol being stopped and displayed.
[0116] [First embodiment] First, the first embodiment will be described. FIG. 11 is an explanatory diagram for explaining the transition of the game state in the first embodiment. Here, the gaming machine 1 is controlled to a low-probability non-time-shortening state when the RWM is cleared (specifically, the RWM is cleared with a setting change or without a setting change). Therefore, in the gaming machine 1 of the first embodiment, when the RWM is cleared, a game can be started in a low-probability non-time-shortening state, which is more advantageous than a low-probability slightly time-shortening state. This makes it possible for the gaming machine 1 of the first embodiment to motivate players to play immediately after the opening of the gaming establishment.
[0117] In the first embodiment, when a losing (time-saving A) symbol different from a "normal losing symbol" is displayed in a low-probability non-time-saving state, the state is controlled to a low-probability time-saving state, and the number of time-saving times is set to 700 (the flow shifts from FIG. 11(a) to (b) via (a3)). Specifically, the number of time-saving times J1 related to the first special symbol is set to 10, the number of time-saving times J2 related to the second special symbol is set to 700, and the number of time-saving times J3 related to the sum of the first special symbol and the second special symbol is set to 700. The "normal losing symbol" is a losing symbol that does not change the game state in response to being displayed in a stopped state in any game state.
[0118] In the gaming machine 1, the low-probability time-saving state is a game state in which the player can aim for a big win (and a small win) by aiming at the second starting hole 12, so the low-probability time-saving state is more advantageous to the player than the low-probability non-time-saving state (and the low-probability micro-time-saving state) that aims at the first starting hole 11. In the first embodiment, the low-probability time-saving state is also controlled according to the end of a big win game, the execution condition of which is the stop display of a big win pattern indicating a big win A or D. For example, when a big win game related to a big win A or D is executed, the number of time-saving times is set to 700. Specifically, the number of time-saving times J1 related to the first special pattern is set to 10 times, the number of time-saving times J2 related to the second special pattern is set to 700 times, and the number of time-saving times J3 related to the sum of the first special pattern and the second special pattern is set to 700 times.
[0119] In this way, in the first embodiment, when a predetermined condition (specifically, when a miss or a jackpot occurs) is met in the low-probability non-time-saving state, the state transitions from the low-probability non-time-saving state to the low-probability time-saving state with the combined probability of the probability of a miss (time-saving A) pattern and the probability of a jackpot A or D. In the first embodiment, when a predetermined condition (specifically, when a miss or a jackpot occurs) is met in the low-probability micro-time-saving state, the state transitions from the low-probability micro-time-saving state to the low-probability time-saving state with the probability of a jackpot A or D. For this reason, the probability of transitioning to the low-probability time-saving state is greater in the low-probability non-time-saving state than in the low-probability micro-time-saving state by the probability of a miss (time-saving A) pattern. Therefore, the low-probability micro-time-saving state is a game state that is relatively more disadvantageous to the player than the low-probability non-time-saving state.
[0120] In addition, the low probability time-saving state is controlled regardless of the game state by losing 750 times in a row after changing the setting, losing 750 times in a row after clearing the RWM, or losing 750 times in a row after the end of the big win game, and the number of time-saving times is set to 1000. Specifically, the number of time-saving times J1 related to the first special pattern is set to 10 times, the number of time-saving times J2 related to the second special pattern is set to 1000 times, and the number of time-saving times J3 related to the sum of the first special pattern and the second special pattern is set to 1000 times. This number of time-saving times is more than the number of time-saving times set on the condition of a big win (or a small win), so it can be said to be a more advantageous state for the player.
[0121] In the following description, 750 consecutive misses after changing the setting, 750 consecutive misses after clearing the RWM, or 750 consecutive misses from the end of a big win game are referred to as "750 consecutive misses". In the gaming machine 1, when the condition for 750 consecutive misses is met, the number of time-saving times is set to be greater than the number of time-saving times controlled to low-probability time-saving times by meeting other conditions. For this reason, the low-probability time-saving state controlled in response to meeting the condition for 750 consecutive misses in the gaming machine 1 is a game state that is more advantageous to the player than the low-probability time-saving state controlled in response to meeting other conditions. Note that the number of time-saving times set by meeting the condition for 750 consecutive misses may be less than or equal to the number of time-saving times set on the condition of a big win (or a small win). Also, the number of time-saving times set by meeting the condition for 750 consecutive misses may be less than or equal to the number of time-saving times set on the condition of a specific miss pattern being stopped and displayed.
[0122] If the condition for 750 consecutive misses is met once, and then the condition for 750 consecutive misses is met again without a jackpot being played, the game state will not change. If the condition for 750 consecutive misses is met once, and then the condition for 750 consecutive misses is met again after a jackpot being played, the game state will be controlled to the low probability time-saving state, just as when the condition for 750 consecutive misses was met the first time.
[0123] The low probability micro time-saving state is controlled by the stop display of a miss (time-saving B) symbol, which is different from the normal miss symbol in the low probability non-time-saving state. When the miss (time-saving B) symbol is stopped and displayed, the number of time-saving times is set to 500. Specifically, the number of time-saving times J1 related to the first special symbol is set to 500, the number of time-saving times J2 related to the second special symbol is set to 0, and the number of time-saving times J3 related to the sum of the first special symbol and the second special symbol is set to 500. Note that even if a miss (time-saving B) symbol is stopped and displayed in the low probability micro time-saving state and the low probability time-saving state, the number of time-saving times is not added and the game state does not change.
[0124] In the following description, a losing symbol that is different from a normal losing symbol and changes the game state in response to being stopped and displayed in at least one game state is called a "specific losing symbol." For example, a losing symbol (time-saving A) and a losing symbol (time-saving B) are specific losing symbols. Unlike a losing symbol (time-saving B), a losing symbol (time-saving A) is a losing symbol that is controlled by a low-probability time-saving, and is therefore a losing symbol that is more advantageous to a player than a losing symbol (time-saving B).
[0125] The low probability micro time-saving state is controlled by the end of a jackpot game, which is executed when the jackpot pattern showing jackpot B or C is displayed. For example, when a jackpot game related to jackpot B is executed, the time-saving count is set to 99. Also, when a jackpot game related to jackpot C is executed, the time-saving count is set to 500.
[0126] The low-probability non-time-saving state is controlled when it is the initial state (including start after changing the setting value), or when the number of time-saving times ends in the low-probability time-saving state or the low-probability minute time-saving state. In this way, when the low-probability time-saving state ends, the game transitions to a low-probability non-time-saving state, which is less advantageous to the player than the low-probability time-saving state but more advantageous to the player than the low-probability minute time-saving state. Also, when the low-probability minute time-saving state ends, the game transitions to the relatively advantageous low-probability non-time-saving state.
[0127] The low-probability non-time-saving state is controlled by winning a small win a predetermined number of times (for example, twice) in the low-probability micro-time-saving state. The low-probability non-time-saving state is controlled by ending the big win game related to the big win E (low-probability non-time-saving state as a game state). The low-probability non-time-saving state is controlled by ending the big win game that is executed following the small win game if a V win is won during the small win game related to the small win C. The low-probability non-time-saving state is controlled by ending the small win game if a V win is not won during the small win game related to the small win C. The low-probability non-time-saving state is controlled by ending the small win game if a V win is not won during the small win game related to the small win B.
[0128] In addition, it is not necessary to have a losing (time-saving A) pattern while having a losing (time-saving B) pattern.
[0129] In addition, the miss (time-saving B) symbol may be a first miss (time-saving B) symbol that is given a smaller number of time-saving times when stopped and displayed in a low-probability non-time-saving state, and a second miss (time-saving B) symbol that is given a larger number of time-saving times than the first miss (time-saving B) symbol when stopped and displayed in a low-probability non-time-saving state. For example, when the first miss (time-saving B) symbol is stopped and displayed, the number of time-saving times is set to 99 (specifically, the number of time-saving times J1 related to the first special symbol is set to 99 times, the number of time-saving times J2 related to the second special symbol is set to 0 times, and the number of time-saving times J3 related to the sum of the first special symbol and the second special symbol is set to 99 times). When the second miss (time-saving B) symbol is stopped and displayed, the number of time-saving times is set to 500 (specifically, the number of time-saving times J1 related to the first special symbol is set to 500, the number of time-saving times J2 related to the second special symbol is set to 0, and the number of time-saving times J3 related to the sum of the first special symbol and the second special symbol is set to 500). The fourth symbol 57 is stopped and displayed according to the type of miss (time-saving B) symbol, whereas the decorative symbol 55 is stopped and displayed in the combination of "459" regardless of the type of miss (time-saving B) symbol. As a result, since it is not possible to distinguish whether the decorative symbol 55 is the first miss (time-saving B) symbol or the second miss (time-saving B) symbol depending on the combination of the decorative symbols 55, it is possible to have the player play while expecting that the number of time-saving times is 99 in the low probability micro-time-saving state.
[0130] FIG. 12 is an explanatory diagram for explaining the result of the special symbol determination in the first embodiment. The big win has been described above, so the description will be omitted. In the first embodiment, the first special symbol determination has a probability of about 1 / 200 to win a small win regardless of the set value. Also, the first special symbol determination has a probability of about 1 / 10 to result in a miss (time-saving A or B) that generates a slight time-saving state or a time-saving state regardless of the set value. And, the probability of a normal miss that does not change the game state other than the probability of being determined as a big win, a small win, or a miss (time-saving) is obtained.
[0131] In the first embodiment, the probability of winning a small win is about 1 / 7 regardless of the setting value in the second special symbol determination. Also, the second special symbol determination does not result in a miss (time reduction) regardless of the setting value. Other than being determined as a big win or small win, it is a normal miss that does not change the game state.
[0132] The feature of the result of the special symbol determination in the first embodiment is that the probability of being determined as a miss (time reduction) is different between the first special symbol determination and the second special symbol determination. This provides a new game feature in which the first special symbol determination aims to change the game state by winning a big win or a miss (time reduction), and the second special symbol determination aims to change the game state by winning a big win or a small win.
[0133] FIG. 13 is an explanatory diagram for explaining the jackpot type and the small jackpot type in the first embodiment. As illustrated in FIG. 13(A), the jackpot A is a jackpot that executes two round games in which the big prize winning port 13 is opened and closed so that the game ball can easily pass through, and transitions to a low-probability time-shortening state immediately after the jackpot game ends. The jackpot B and C are jackpots that execute two round games, and transitions to a low-probability micro-time-shortening state immediately after the jackpot game ends. The jackpot D is a jackpot that executes ten round games, and transitions to a low-probability time-shortening state immediately after the jackpot game ends. The jackpot E is a jackpot that executes two round games, and transitions to a low-probability non-time-shortening state immediately after the jackpot game ends.
[0134] The jackpots B and C have a small win upper limit of 2, while the jackpots A, D, and E do not. When a small win upper limit is set, if a small win is drawn in the low probability micro-time-saving state until the small win upper limit is reached, the state transitions to a low probability non-time-saving state. The small win upper limit can be any number other than 2, for example 1 or 5, as long as it is a predetermined number.
[0135] In the case of jackpot A, three identical decorative symbols 55 are stopped and displayed, whereas in the case of jackpot B and C, a special decorative symbol (time-saving symbol) is stopped and displayed to notify the player of a transition to a low-probability minute time-saving state. Although the stopped display manner of the fourth symbol differs for jackpot B and C, the player cannot tell whether it is jackpot B or C from the stopped display manner of the decorative symbol 55. For this reason, players who are not familiar with the game can play without knowing the number of time-saving times set for the low-probability minute time-saving state.
[0136] The degree of advantage of each jackpot game to the player is in the order of jackpot C<jackpot B<jackpot E<jackpot A<jackpot D.
[0137] In addition, as a result of the first special pattern determination, there may be a jackpot that transitions to a low-probability non-time-saving state immediately after the end of the jackpot game.
[0138] As illustrated in FIG. 13(B), the small win A is a small win that executes a small win game that opens and closes the small winning port 19 so that the game ball does not basically enter the V prize. Even if the small win game related to the small win A is executed, the V prize is not basically entered, so the big win game is not executed immediately after the end of the small win game, and the game state does not change. The small win B is a small win that executes a small win game that opens and closes the small winning port 19 so that the V prize is easily entered. When the small win game related to the small win B is executed, the V prize is basically entered, and the big win game is executed immediately after the end of the small win game. In the big win game, 10 round games are executed, and the game moves to a low probability time-saving state immediately after the end of the big win game. The small win C is a small win that executes a small win game that opens and closes the small winning port 19 so that the V prize is easily entered. When the small win game related to the small win C is executed, the V prize is basically entered, and the big win game is executed immediately after the end of the small win game. In the big win game, two rounds of play are executed, and immediately after the end of the big win game, the game transitions to a low probability non-time shortening state.
[0139] The degree of advantage of each small win game is small win A < small win C < small win B in order of the degree of advantage to the player.
[0140] FIG. 14 is an explanatory diagram for explaining the types of misses (time reduction) in the first embodiment. Misses (time reduction A) are misses that, when stopped and displayed in a low probability non-time reduction state (i.e., the time reduction game flag is OFF) at the start of the variation, cause the game to transition to a low probability time reduction state without executing a big win game or a small win game. When a miss (time reduction A) is stopped and displayed in a low probability non-time reduction state, the total out counter continues counting, but the base calculation out counter and the base calculation prize ball counter stop measuring, and the calculation of the real-time base value bL also stops. Accordingly, while the measurement of the number of times the special symbol changes continues, the measurement of the number of time reductions is newly started. That is, the main CPU 100a of the game control board 100 adds 1 to the number of times the special symbol changes this time and subtracts 1 from the number of time reductions in response to the next special symbol determination. The number of times the special symbol changes is set to 0 when the setting is changed, the RWM is cleared, or a jackpot game is played, and is incremented by 1 each time a special symbol is determined.
[0141] When a miss (time-saving A) is displayed in a stopped state in the non-time-saving state, the number of remaining time-saving turns begins to be displayed on the liquid crystal screen 5, and the right-hit lamp 49 begins to light up.
[0142] When a loss (time-saving A) is displayed, the decorative symbols 55 are displayed as a combination of "227." Since the combination of "227" is not displayed as a stop along with a special symbol other than a loss (time-saving A), the player can recognize that it is a loss (time-saving A) by looking at the decorative symbols 55.
[0143] When a miss (time-saving B) is displayed as a stop in the low probability non-time-saving state at the start of the fluctuation, it causes a transition to a low probability micro-time-saving state without executing a big win game or a small win game. The number of micro-time-saving times is set to 500 times. When a miss (time-saving B) is displayed as a stop in the low probability non-time-saving state, the total out counter continues to count, but the out counter for calculating the base and the prize ball counter for calculating the base stop, and the calculation of the real-time base value bL also stops. As a result, the measurement of the number of times the special symbol changes continues, and a new measurement of the number of times the time-saving is started. That is, the main CPU 100a of the game control board 100 adds 1 to the number of times the special symbol changes this time and subtracts 1 from the number of times the time-saving is performed in response to the next special symbol determination.
[0144] When a miss (time-saving B) is displayed in a stopped state in the low-probability non-time-saving state, unlike when a miss (time-saving A) is displayed in a stopped state in the non-time-saving state, the notification of the remaining number of time-saving times is not started on the liquid crystal screen 5 and the right-hit lamp 49 continues to be turned off. This makes it difficult to distinguish between the low-probability non-time-saving state and the low-probability minute time-saving state.
[0145] When a loss (time-saving B) is displayed, the decorative symbols 55 are displayed as a combination of "459." Since the combination of "459" is not displayed as a stop along with a special symbol other than a loss (time-saving B), the player can recognize that it is a loss (time-saving B) by looking at the decorative symbols 55.
[0146] When a miss (time-saving A) is displayed in a stopped state during low-probability non-time-saving, the next normal symbol display changes to a normal symbol with the change time for low-probability time-saving, and the electric tulip 17 is opened in the opening pattern for low-probability time-saving. The change time of the normal symbol for low-probability time-saving is shorter than the change time of the normal symbol for low-probability non-time-saving (and for low-probability minute time-saving). Also, when a miss (time-saving A) is displayed in a stopped state during low-probability non-time-saving, the next special symbol display changes to a special symbol with the change time for low-probability time-saving. The change time of the special symbol for low-probability time-saving is shorter than the change time of the special symbol for low-probability non-time-saving (and for low-probability minute time-saving).
[0147] When the miss (time-saving A) and miss (time-saving B) are stopped and displayed in the low-probability micro-time-saving state or the low-probability micro-time-saving state (i.e., the time-saving game flag is ON) at the start of the fluctuation, the big win game and the small win game are not executed, and the game state does not change, resulting in a miss. In other words, when the miss (time-saving A) and miss (time-saving B) are stopped and displayed in the low-probability micro-time-saving state, the number of micro-time-saving times is only subtracted by 1, and no new number of time-saving times is added. If the number of micro-time-saving times is not 0, the low-probability micro-time-saving state continues as it is. On the other hand, when the number of micro-time-saving times is 0, the state transitions from the low-probability micro-time-saving state to the low-probability non-time-saving state. For this reason, for example, when the miss (time-saving A) and miss (time-saving B) are stopped and displayed in the final micro-time-saving fluctuation in the low-probability micro-time-saving state, the measurement is resumed in the base calculation out counter and the base calculation prize ball counter, and the calculation of the real-time base value bL is also resumed.
[0148] Also, in the low-probability time-saving state, when a miss (time-saving A) or a miss (time-saving B) is displayed as stopped, the number of time-saving times is merely subtracted by 1, and no new number of time-saving times is added. And, if the number of time-saving times is not 0, the low-probability time-saving state continues as is. On the other hand, when the number of time-saving times is 0, the state transitions from the low-probability time-saving state to the low-probability non-time-saving state. For this reason, for example, when a miss (time-saving A) or a miss (time-saving B) is displayed as stopped during the final time-saving fluctuation in the low-probability time-saving state, the measurement by the base calculation out counter and the base calculation prize ball counter resumes, and the calculation of the real-time base value bL also resumes.
[0149] In the low-probability non-time-saving state, the player aims to transition to the low-probability time-saving state by winning a jackpot and missing (time-saving A), whereas in the low-probability minute-time-saving state, the player basically aims to transition to the low-probability time-saving state by winning a jackpot. The transition probability to the low-probability time-saving state in the low-probability non-time-saving state is the sum of the probability of winning a jackpot and the probability of missing (time-saving A), whereas the transition probability to the low-probability time-saving state in the low-probability minute-time-saving state is only the probability of winning a jackpot. Therefore, the transition probability to the low-probability time-saving state in the low-probability non-time-saving state is higher than the transition probability to the low-probability time-saving state in the low-probability minute-time-saving state. Therefore, the low-probability non-time-saving state is more likely to transition to the low-probability time-saving state than the low-probability minute-time-saving state, which is advantageous to the player. As a result, in the first embodiment, it is possible to provide a gameplay in which the player can start playing in a relatively advantageous game state in the initial state (for example, after changing the setting or after clearing the RWM).
[0150] When the game transitions to the low-probability micro-time-saving state, once the micro-time-saving count has run out, the game transitions to a low-probability non-time-saving state, which is more advantageous to the player. In addition to a miss (time-saving B) that sets the micro-time-saving count to 500, a miss that sets the micro-time-saving count to 99 may also be provided. If there are 99 consecutive misses after transitioning to the low-probability micro-time-saving state, and there are subsequent consecutive misses until the micro-time-saving count reaches 0, the game will transition to the low-probability non-time-saving state. Since the game can transition to the low-probability non-time-saving state even if there are consecutive misses, it is possible to motivate the player to continue playing while looking forward to the low-probability non-time-saving state.
[0151] As illustrated in FIG. 15, the probability of a miss (time reduction) in the non-time reduction play state in the first embodiment may be relatively high. In the example of FIG. 15, the probability of a miss (time reduction) is about 1 / 1. That is, in the configuration illustrated in FIG. 15, when the first special symbol determination is made in the low-probability non-time reduction state, the state basically transitions to a low-probability time reduction state or a low-probability micro-time reduction state. This allows a relatively high probability of transition to a low-probability time reduction state by the first special symbol determination immediately (for example, the first time) after transitioning from the low-probability time reduction state to the low-probability non-time reduction state. Therefore, since the low-probability non-time reduction state appears to be connected once, it is possible to provide a playability in which a jackpot in the low-probability time reduction state appears to be connected even if the low-probability non-time reduction state is once passed.
[0152] FIG. 16 is an explanatory diagram for explaining the fluctuation pattern (variation time group) of the first special symbol in the first embodiment. A characteristic feature of the fluctuation pattern of the first special symbol is that in the low probability non-time-saving state (and the low probability minute time-saving state), the fluctuation time of the miss (time-saving A or B) is likely to be longer than the fluctuation time of the normal miss. Note that the time for which the miss (time-saving A or B) is displayed as stopped is the same as the time for which the normal miss is displayed as stopped, but the time for which the miss (time-saving A or B) is displayed as stopped may be longer or shorter than the normal miss.
[0153] In the low probability non-time-saving state (and the low probability micro-time-saving state), the change time of the first special symbol is almost the same for miss (time-saving A) and miss (time-saving B), and the effects executed in conjunction with the change display of the first special symbol are also similar. This makes it difficult to recognize whether it is a miss (time-saving A) or a miss (time-saving B) depending on the change time of the first special symbol and the effect executed. Note that there may be a change time of the first special symbol that is determined to be a miss (time-saving A) and a change time of the miss (time-saving B). Also, there may be a change time of the first special symbol that is determined to be a miss (time-saving A) and a change time of the miss (time-saving B). Also, the change time of the first special symbol may be shorter or longer for miss (time-saving B) than for miss (time-saving A).
[0154] In the low probability non-time-saving state (and the low probability micro-time-saving state), the presentation executed in conjunction with the variable display of a miss (time-saving A and B) is the same as the presentation executed in conjunction with the variable display of a big win and a normal miss, except for the combination of decorative symbols 55. This makes it difficult to recognize whether it is a big win, a normal miss, or a miss (time-saving A and B) based on the presentation executed in conjunction with the variable display of the first special symbol.
[0155] In the low-probability time-saving state, a characteristic feature of the first special symbol fluctuation pattern is that the fluctuation time of a miss (time-saving A or B) is the same as the fluctuation time of a normal miss. The effect executed in association with the fluctuation display of a miss (time-saving A and B) in the low-probability time-saving state is an effect that simply notifies a miss, similar to the effect executed in association with the fluctuation display of a normal miss in the low-probability time-saving state. Here, the fluctuation pattern H113 of the first special symbol in the low-probability time-saving state has the same fluctuation time as the fluctuation pattern H201 of the second special symbol in the low-probability time-saving state. The effect executed in association with the fluctuation display of the fluctuation pattern H113 is the same as the effect executed in association with the fluctuation display of the fluctuation pattern H201 (specifically, an effect that simply notifies a miss).
[0156] The decorative pattern 55 displayed by the variable display of the miss (time-saving A and B) in the low-probability time-saving state and the low-probability minute time-saving state is the same as the combination of the decorative pattern 55 displayed by the variable display of the miss (time-saving A and B) in the low-probability non-time-saving state. That is, the decorative pattern 55 displayed by the variable display of the miss (time-saving A and B) in the low-probability time-saving state and the low-probability minute time-saving state is a combination that suggests a miss and is advantageous to the player. However, even if the miss (time-saving A and B) is displayed in the low-probability time-saving state and the low-probability minute time-saving state, the game state does not change. For this reason, the decorative pattern 55 displayed by the variable display of the miss (time-saving A and B) in the low-probability time-saving state and the low-probability minute time-saving state may be a combination that simply indicates a miss and does not suggest an advantage to the player, like the decorative pattern 55 displayed by the variable display of the normal miss. In other words, the decorative patterns 55 displayed in a stopped state by the changing display of a miss (time saving A and B) in the low-probability time-saving state and the low-probability minute time-saving state may be different from the combination of decorative patterns 55 displayed in a stopped state by the changing display of a miss (time saving A and B) in the low-probability non-time-saving state.
[0157] 17 is an explanatory diagram for explaining the fluctuation pattern (fluctuation time group) of the second special symbol in the first embodiment. The characteristic feature of the fluctuation pattern of the second special symbol is that the fluctuation time is relatively shorter than that of the first special symbol in the low probability non-time-saving state (and the low probability minute time-saving state).
[0158] [Main processing by the game control board 100] FIG. 18 is a flow chart showing an example of main processing executed in the game control board 100. As exemplified in FIG. 18, in the main processing, initial settings are first performed (step MS1). In the initial settings, for example, interrupt time settings, settings for the main CPU 100a, and resetting of various flags and counters, etc. are performed. The initial values of flags are "OFF", and the initial values of counters are "0". In addition, in the initial settings, processing in response to setting changes, processing in response to setting confirmation, and processing in response to RWM clearing are performed. The initial settings are performed only once after power is turned on, and are not performed thereafter.
[0159] Following the initial setting (step MS2), interrupts are prohibited (step MS2), and a random number update process (step MS3) is executed to update the various random numbers used for normal and special symbol determination. In this random number update process, the various random numbers are updated by incrementing them by 1. When the various random numbers reach their upper limit, they return to "1" and are incremented again. Note that the period initial value of the various random numbers may be other than "1", and may be changed randomly.
[0160] Following the random number update process (step MS3), an interrupt is permitted (step MS4). While the interrupt is permitted, the game control board 100 can execute a timer interrupt process (step MS5). The timer interrupt process will be described in detail later with reference to FIG.
[0161] [Timer interrupt processing by the game control board 100] Next, the timer interrupt process executed in the gaming control board 100 will be described with reference to Fig. 19. Here, Fig. 19 is a flow chart showing an example of the timer interrupt process executed in the gaming control board 100. The gaming control board 100 is set so that a timer interrupt is generated periodically at a fixed time (for example, 4 milliseconds) during normal operation except for special cases such as when the power is turned on or off. When a timer interrupt occurs, the gaming control board 100 executes a series of processes exemplified in Fig. 19. The processes shown in Figs. 19 to 27 are performed according to commands issued by the main CPU 100a based on the program stored in the main ROM 100b.
[0162] First, the main CPU 100a of the game control board 100 executes a random number update process for updating the symbol random number, the reach random number, the variable pattern random number, and the normal symbol random number by software (step S1A).
[0163] For example, each random number is incremented by "1" each time the process of step S1A is performed. A loop counter is used as the counter performing the process of step S1A, and each random number is returned to "1" and updated after reaching a preset maximum value. The jackpot random number may be preset to be updated by software, or each random number may be generated by computing a value generated by the random number circuit 104 with a value generated by software.
[0164] Following the process of step S1A, the main CPU 100a executes a switch process to determine the state of the detection signal input from each switch, such as the first start hole detection switch 45a for detecting that a gaming ball has entered the first start hole 11, and the second start hole detection switch 47a for detecting that a gaming ball has entered the second start hole 12 (step S2A). This switch process will be described in detail later with reference to FIG. 20.
[0165] Following the process of step S2A, the main CPU 100a executes special symbol determination, and executes special symbol processing including processing for variably displaying special symbols on the first special symbol display device 41 or the second special symbol display device 42 and then stopping to display special symbols indicating the determination result of the special symbol determination (step S3A). In the special symbol processing, whether or not there is a big win, the big win type, the small win type, the miss type, the variation pattern of the special symbol, etc. are determined. This special symbol processing will be described in detail later with reference to FIG. 23.
[0166] Following the process of step S3A, the main CPU 100a executes normal symbol determination, executes normal symbol processing including processing for variably displaying normal symbols on the normal symbol display device 45 and then stopping and displaying normal symbols indicating the result of the normal symbol determination (step S4A). This normal symbol processing will be described in detail later with reference to FIG.
[0167] Following the process of step S4A, the main CPU 100a executes a small prize opening control process to open the small prize opening 19 by controlling the small prize opening opening solenoid 51c when it is determined in the process of step S3A that it is a small prize (step S5A). The small prize opening control process is a process for controlling a small prize game, and is executed when a special symbol (small prize symbol) indicating that it is determined that a small prize game is to be executed is stopped and displayed. This small prize opening control process will be described in detail later with reference to FIG.
[0168] Following the process of step S5A, when the main CPU 100a determines that a big win has occurred in the process of step S3A, it executes a big prize opening opening control process for controlling the big prize opening opening solenoid 51b to open the big prize opening 13 (step S6A). This big prize opening opening control process will be described in detail later with reference to FIG.
[0169] Following the processing of step S6A, the main CPU 100a executes a prize ball process that controls the payout of prize balls according to the winning of game balls (step S7A). Following step S7A, the main CPU 100a executes a game ball counting process (step S8A). Specifically, the main CPU 100a performs a measurement using a base calculation prize ball counter, which is the number of prize balls paid out based on the winning of game balls into various winning ports (specifically, the general winning port, the large winning port, the small winning port, and the starting port) during the low probability non-time-saving state, a measurement using a base calculation out counter, which is the number of game balls detected by the out ball detection switch 39a during the low probability non-time-saving state, and a measurement using a total out counter, which is the number of game balls detected by the out ball detection switch 39a regardless of the game state.
[0170] In addition, the value of the total out counter, the value of the base calculation out counter, and the value of the base calculation prize ball counter are game information that are unrelated to the setting value, and are not affected even if the setting value is changed. This makes it possible to display the performance (base value display) without the influence of the setting value.
[0171] Following the process of step S8A, the main CPU 100a executes a performance information calculation and setting process (step S9A). Specifically, the main CPU 110a calculates and stores the base value bL in the current section separated by the total OUT. In addition, the main CPU 110a causes the performance display 113 to display the base value bL and the base values b1 to b3.
[0172] Following the processing of step S9A, the main CPU 100a executes a transmission process to transmit to the performance control board 130 various commands set (stored) in the main RAM 100c in the processing steps prior to step S7A and information necessary for determining the content of the performance associated with the varying display of special patterns (step S10A).
[0173] [Switch processing by game control board 100] Fig. 20 is a detailed flowchart of the switch processing in step S2A of Fig. 19. Following the processing of step S1A, the main CPU 100a judges whether or not there is a detection signal from the gate detection switch 44a (step S2A1). If there is no detection signal from the gate detection switch 44a (step S2A1: NO), it judges whether or not it is in the minute time-saving state (step S2A2). If it is in the minute time-saving state (step S2A2: YES), it judges whether or not there is a detection signal from the general winning port detection switch 43a (step S2A3).
[0174] If step S2A3 is YES or if step S2A1 is YES, it is determined whether or not the display of the normal pattern is on hold (step S2A4). The display of the normal pattern is on hold when the display of the normal pattern is not in progress or when the 17 is not open during the motoring. If the display of the normal pattern is on hold (step S2A4: YES), the normal pattern random number is obtained and stored in the main RAM 100ca (step S2A5).
[0175] If step S2A2 is NO, if step S2A3 is NO, or if step S2A4 is NO, the first start hole detection switch 45a is monitored for the presence or absence of a detection signal input, and a first start hole switch process including a process of acquiring random numbers (jackpot random numbers, pattern random numbers, reach random numbers, and variable pattern random numbers) for determining special symbols at the time when the detection signal is input from the first start hole detection switch 45a is executed (step S2A6). This first start hole switch process will be described in detail later with reference to FIG.
[0176] Next, the main CPU 100a monitors whether or not a detection signal is input from the second start hole detection switch 47a, and executes a second start hole switch process including a process of acquiring a random number for determining a special symbol at the time when the detection signal is input from the second start hole detection switch 47a (step S2A7). This second start hole switch process will be described in detail later with reference to FIG.
[0177] [First start port switch processing by the game control board 100] Fig. 21 is a detailed flowchart of the first start hole switch processing in step S2A6 of Fig. 20. As illustrated in Fig. 21, the main CPU 100a judges whether the first start hole detection switch 45a has turned "ON" based on whether a detection signal has been input from the first start hole detection switch 45a (step S2101). For example, when an ON signal indicating that the first start hole detection switch 45a has turned "ON" is input, it is judged that the first start hole detection switch 45a has turned "ON".
[0178] When the main CPU 100a determines that the first start hole detection switch 45a has turned "ON" (step S2101: YES), it acquires the jackpot random number, pattern random number, reach random number, and variation pattern random number as acquired information to be used for determining the first special pattern (steps S2102-2105).
[0179] Next, the main CPU 100a determines whether the pending number U1 of the first special pattern determination stored in the main RAM 100c is less than the maximum pending number Umax1 (e.g., "4") of the first special pattern determination stored in the main ROM 100b (step S2106).
[0180] When the main CPU 100a determines that the reserved number U1 is less than the maximum reserved number Umax1 (step S2106: YES), it updates the value of the reserved number U1 by adding "1" (step S2107).
[0181] Following the process of step S2107, the main CPU 100a judges whether or not it is in a low-probability time-saving state (step S2108). When the main CPU 100a judges that it is not in a low-probability time-saving state (step S2108: NO), it executes a preliminary judgment process (step S2109). Specifically, the main CPU 100a judges in advance whether or not it is judged as a jackpot and which type of fluctuation pattern will be determined based on the acquired information acquired by the process of steps S2102 to S2105, prior to the jackpot judgment process (see FIG. 25) and the fluctuation pattern determination process (see FIG. 26) described later.
[0182] Following the process of step S2109, the main CPU 100a stores the pre-determination information obtained by the pre-determination process of step S2109 and the various random numbers acquired by the processes of steps S2102 to S2105 in a reserved storage area in the main RAM 100c (step S2110).
[0183] When the main CPU 100a determines that it is in the low-probability time-shortening state (step S2108: YES), it stores the various random numbers acquired in the processes of steps S2102 to S2105 in a reserved storage area in the main RAM 100c (step S2111).
[0184] When the main CPU 100a executes the process of step S2110 or step S2111, it sets a hold command related to the first special symbol determination in the main RAM 100c (step S2112). This hold command is a command to notify that the first special symbol determination has been put on hold, and includes the advance determination information obtained in the process of step S2109. The hold command is transmitted to the performance control board 130 by the transmission process of step S10A.
[0185] When the processing of step S2112 is executed, when it is determined that the first start port detection switch 45a is not "ON" (step S2101: NO), or when it is determined that the reserved number U1 is not less than the maximum reserved number Umax1 (step S2106: NO), the main CPU 100a terminates the processing shown in FIG. 21.
[0186] [Second start port switch processing by the game control board 100] Fig. 22 is a detailed flowchart of the second start port switch processing in step S2A7 of Fig. 20. As illustrated in Fig. 22, following the first start port switch processing in step S21, the main CPU 100a determines whether the second start port detection switch 47a has become "ON" based on whether a detection signal has been input from the second start port detection switch 47a (step S2201). For example, when an ON signal indicating that the second start port detection switch 47a has become "ON" is input, it is determined that the second start port detection switch 47a has become "ON".
[0187] When the main CPU 100a determines that the second start hole detection switch 47a has turned "ON" (step S2201: YES), it acquires the jackpot random number, pattern random number, reach random number, and variation pattern random number as acquired information to be used for determining the second special pattern (steps S2202-2205).
[0188] Next, the main CPU 100a determines whether the number U2 of pending second special pattern determinations stored in the main RAM 100c is less than the maximum number Umax2 (e.g., "4") of pending second special pattern determinations stored in the main ROM 100b (step S2206).
[0189] When the main CPU 100a determines that the reserved number U2 is less than the maximum reserved number Umax2 (step S2206: YES), it updates the value of the reserved number U2 by adding "1" (step S2207).
[0190] Following the process of step S2207, the main CPU 100a executes a pre-determination process (step S2208). Note that the second starting hole 12 is in a low probability time-saving state (i.e., when the time-saving game flag is "ON") and does not win a prize, but the pre-determination process may be executed only when the time-saving game flag is "ON".
[0191] Following the process of step S2208, the main CPU 100a stores the pre-determination information obtained by the pre-determination process of step S2208 and the various random numbers acquired by the processes of steps S2202 to S2205 in a reserved storage area in the main RAM 100c (step S2209).
[0192] Following the process of step S2209, the main CPU 100a sets a hold command for the second special symbol determination in the main RAM 100c (step S2110). This hold command is a command to notify that the second special symbol determination has been put on hold, and includes the advance determination information obtained in the process of step S2209. The hold command is transmitted to the performance control board 130 by the transmission process of step S10A.
[0193] When the processing of step S2210 is executed, when it is determined that the second start port detection switch 47a is not "ON" (step S2201: NO), or when it is determined that the reserved number U2 is not less than the maximum reserved number Umax2 (step S2206: NO), the main CPU 100a terminates the processing shown in FIG. 22.
[0194] [Special symbol processing by game control board 100] Next, the special symbol processing executed by the game control board 100 will be described in detail with reference to Fig. 23. Here, Fig. 23 is a detailed flowchart of the special symbol processing in step S3A of Fig. 19.
[0195] As illustrated in FIG. 23, the main CPU 100a judges whether or not a big win game or a small win game is being played (step S301). The main CPU 100a judges whether or not a big win game is being played based on, for example, whether or not a big win game flag stored in the main RAM 100c is set to "ON". This big win game flag is a flag indicating whether or not a big win game is being played, and is set to "ON" at the start of the big win game, and is set to "OFF" at the end of the big win game. In addition, the main CPU 100a judges whether or not a small win game is being played based on, for example, whether or not a small win game flag is set to "ON". This small win game flag is a flag indicating whether or not a small win game is being played stored in the main RAM 100c, and is set to "ON" at the start of the small win game, and is set to "OFF" at the end of the small win game. Here, if it is determined that a big win game or a small win game is being played (step S301: YES), the process proceeds to normal symbol processing in step S4A.
[0196] When the main CPU 100a determines that a jackpot game is not being played (step S301: NO), it determines whether or not a special symbol is being displayed in a variable manner (step S302). When it determines that a special symbol is not being displayed in a variable manner (step S302: NO), it determines whether or not the reserved number U2 of the second special symbol determination stored in the main RAM 100c is "1" or more (step S303). When it determines that the reserved number U2 is "1" or more (step S303: YES), it updates the reserved number U2 to a value obtained by subtracting "1" (step S304).
[0197] When the main CPU 100a determines that the reserved number U2 is not "1" or more (step S303: NO), it determines whether the reserved number U1 of the first special symbol determination stored in the main RAM 100c is "1" or more (step S305). Here, when it is determined that the reserved number U1 is not "1" or more (step S305: NO), the process proceeds to the normal symbol processing of step S4.
[0198] When the main CPU 100a determines that the reserved number U1 is equal to or greater than "1" (step S305: YES), the main CPU 100a updates the reserved number U1 to a value obtained by subtracting "1" from the reserved number U1 (step S306).
[0199] Following the process of step S304 or step S306, the main CPU 100a executes a shift process on the reserved storage area of the main RAM 100c (step S308). Specifically, when the main CPU 100a executes a shift process following the process of step S304, it shifts the most recently acquired information stored in the reserved storage area for the second special symbol determination to the storage area for determination, and shifts the remaining acquired information up one entry at a time. The storage area for determination is a storage area in which various information used for the special symbol determination when the special symbol determination is actually performed is stored. Also, when the main CPU 100a executes a shift process following the process of step S306, it shifts the most recently acquired information stored in the reserved storage area for the first special symbol determination to the storage area for determination, and shifts the remaining acquired information up one entry at a time.
[0200] Following the process of step S308, the main CPU 100a executes a big win determination process based on the random number stored in the determination storage area (step S309). This big win determination process will be described in detail later with reference to FIG.
[0201] Following the process of step S309, the main CPU 100a executes a variation pattern determination process for selecting a variation pattern of the special symbol (step S310). This variation pattern determination process will be described in detail later with reference to FIG.
[0202] Following the processing of step S310, the main CPU 100a sets in the main RAM 100c a fluctuation start command including the setting information of the special pattern determined in the processing of step S309, information indicating whether the setting information of the special pattern relates to the first special pattern determination or the second special pattern determination, setting information of the fluctuation pattern determined in the processing of step S310, information regarding the gaming status of the gaming machine 1, etc. (step S311).
[0203] This variation start command is a command to instruct the start of the performance accompanying the variable display of the special symbol, and is transmitted to the performance control board 130 by the transmission process of step S10A. This starts the variable display of the decorative symbol 55 on the liquid crystal screen 5, etc.
[0204] Following the process of step S311, the main CPU 100a starts the variable display of the special symbol based on the setting information of the variable pattern included in the variable start command set in the process of step S311 (step S312). At that time, if the process of steps S309 to S311 is performed in a state where the acquired information (random number) related to the first special symbol judgment is stored in the judgment storage area, the variable display of the special symbol is started on the first special symbol display 41. On the other hand, if the process of steps S309 to S311 is performed in a state where the acquired information (random number) related to the second special symbol judgment is stored, the variable display of the special symbol is started on the second special symbol display 42.
[0205] Next, the main CPU 100a starts measuring the change time, which is the elapsed time from the start of the change display in step S312 (step S313).Then, the main CPU 100a clears the customer waiting state flag (step S314).
[0206] When the main CPU 100a executes the process of step S314 or when it is determined that the special symbol is being displayed (step S302: YES), it determines whether or not the change time corresponding to the change pattern selected by the process of step S310 has elapsed since the start of measurement of the change time in step S313 (step S315). If it is determined that the change time has not elapsed (step S315: NO), the process proceeds to the normal symbol process of step S4.
[0207] When the main CPU 100a judges that the variation time has elapsed (step S315: YES), it sets in the main RAM 100c a symbol determination command that notifies that the special symbol indicating the result of the special symbol determination is stopped and displayed on the first special symbol display device 41 or the second special symbol display device 42 (step S316). This symbol determination command is transmitted to the performance control board 130 by the transmission process in step S9. As a result, a process is performed to stop and display the decorative symbol 55 that was being displayed variably on the liquid crystal screen 5 in a manner that indicates the result of the special symbol determination.
[0208] Following the process of step S316, the main CPU 100a ends the variable display of the special symbol that was started in the process of step S312 (step S317). Specifically, the special symbol (big win symbol or losing symbol) determined in the process of step S309 is displayed in a static manner on the special symbol display device that had been displaying the variable special symbol. The static display of the special symbol continues until at least a predetermined symbol determination time (for example, 1 second) has elapsed.
[0209] In this way, the main CPU 100a causes the first special pattern display device 41 or the second special pattern display device 42 to display a changing special pattern, and then causes the first special pattern display device 41 or the second special pattern display device 42 to display a stopped special pattern indicating the result of the jackpot determination process.
[0210] Following the process of step S317, the main CPU 100a resets the variable time that was started to be measured in the process of step S313 (step S318), and executes the process during the stop including the process of setting an opening command for starting a big win game in the case of a big win and starting a small win game in the case of a small win (step S319). When this opening command is transmitted to the performance control board 130 by the transmission process of step S9A (see FIG. 19), the sub-CPU 130a of the performance control board 130 sets, for example, an OP performance start command instructing the start of an OP performance corresponding to the type of big win (or small win) in the sub-RAM 130c. In response to the transmission of this OP performance start command to the image and sound control board 140 and the lamp control board 150 by the transmission process of step S30 (see FIG. 39), the OP performance is started. The process during the stop will be described in detail later with reference to FIG. 27.
[0211] If the result of step S305 is NO, it is determined whether or not there is a customer waiting state flag indicating that the machine is in a customer waiting state (step S320). If there is no customer waiting state flag, the customer waiting state flag is set (step S321). When the customer waiting state flag is set, a customer waiting state designation command is sent from the game control board 100 to the performance control board 130 by the transmission process of step S10A. In response to receiving the customer waiting state designation command, the performance control board 130 starts a performance indicating that the machine is in a customer waiting state (for example, displaying an image indicating that the volume can be controlled).
[0212] [Normal symbol determination process by the game control board 100] FIG. 24 is a detailed flowchart of the normal symbol processing in step S4A of FIG. 19. The main CPU 100a judges whether the electric tulip 17 is in operation (step S4A1). If the electric tulip 17 is not in operation (step S4A1: NO), judges whether the normal symbol is being displayed stationary (from the start to the end of the normal symbol stop time) (step S4A2). If the normal symbol is not being displayed stationary (step S4A2: NO), judges whether the normal symbol is being displayed in a variable manner (step S4A3). If the normal symbol is not being displayed in a variable manner (step S4A3: NO), judges whether the normal symbol random number is stored (step S4A4). If the normal symbol random number is not stored (step S4A4: NO), the normal symbol judgment process ends.
[0213] If the answer is YES in step S4A4, the winning / losing, normal symbol, and change time are determined according to the game state (step S4A5), and the normal symbol change display is started (step S4A6). In addition, a normal symbol change start command is set to notify the performance control board 130 of the start of the normal symbol change.
[0214] If the normal symbol is being displayed (step S4A3: YES), it is determined whether the normal symbol change time has elapsed (step S4A7), and if not, the process ends. On the other hand, if the answer is NO in step S4A7, the normal symbol is stopped with a display result according to the result of the normal symbol determination (step S4A8). In addition, in response to this, a normal symbol change stop command is set to the performance control board 130 to notify the stop of the normal symbol change. Then, the main CPU 100a sets the normal symbol stop time (for example, 0.5 seconds) (step S4A9).
[0215] If the normal symbol is stopped and displayed (step S4A2: YES), it is determined whether the stop time of the normal symbol has elapsed (step S4A11), and if it has not elapsed, the process ends. On the other hand, if it has elapsed (step S4A11: YES), it is determined whether or not there is a win (step S4A12), and if there is no win, the process ends (step S4A12: NO).
[0216] If it is a win (step S4A12: NO), the opening pattern of the electric tulip 17 is set (step S4A13), and the electric tulip 17 is operated according to the opening pattern that has been set (step S4A14).
[0217] If the electric tulip 17 is in operation (step S4A15), it is determined whether the operation time of the electric tulip 17 has elapsed (step S4A15), and if the time has not elapsed, the process ends (step S4A15: NO). On the other hand, if the time has elapsed (step S4A15: NO), the operation of the electric tulip 17 is ended (step S4A16).
[0218] [Big win determination process by the game control board 100] Fig. 25 is a detailed flowchart of the jackpot determination process in step S309 in Fig. 23. The main CPU 100a executes a jackpot determination based on the jackpot random number stored in the determination storage area (step S3091). For example, in the jackpot determination table, a determination value to be compared with the jackpot random number is assigned in advance to a jackpot, a small win, or a miss. The main CPU 100a determines whether or not there is a jackpot based on whether the value of the jackpot random number acquired in the process of step S2102 in Fig. 21 (or the process of step S2202 in Fig. 22) matches any of the determination values set in the jackpot determination table set in the main RAM 100c.
[0219] Following the process of step S3091, the main CPU 100a judges whether the judgment result of the jackpot judgment is a jackpot or not (step S3092). If it is judged to be a jackpot (step S3092: YES), the main CPU 100a refers to a symbol determination table stored in advance in the main ROM 100b, determines the type of jackpot symbol based on the symbol random number stored in the judgment storage area together with the jackpot random number used in the jackpot judgment of step S3091, and sets the setting information in the main RAM 100c (step S3093). The type of jackpot symbol is determined by determining the type of jackpot symbol. Specifically, for example, when the symbol random number is related to the first special symbol judgment, the main CPU 100a determines the jackpot symbol based on which judgment value specified in the symbol determination table for the first starting hole (not shown) the symbol random number matches. In addition, if the pattern random number is related to the second special pattern determination, the main CPU 100a determines the jackpot pattern based on which determination value specified in the pattern determination table for the second starting hole (not shown) the pattern random number matches.
[0220] On the other hand, when the main CPU 100a judges that the winning combination is not a big win (step S3092: NO), the main CPU 100a judges whether the winning combination is a small win or not (step S3094). If the winning combination is a small win (step S3094: YES), the main CPU 100a refers to a symbol determination table stored in the main ROM 100b in advance, determines the type of the small win symbol based on the symbol random number, and sets the setting information in the main RAM 100c (step S3095).
[0221] On the other hand, when the main CPU 100a judges that the result is not a small win (step S3094: NO), it judges whether or not the result is a specific miss (time reduction) that generates a slight time-saving state or a time-saving state without executing a big win game (step S3096). If NO in step S3096, the setting information of the normal symbol is set in the main RAM 100c (step S3097). As a result, in the process of step S317, the normal miss symbol is stopped and displayed on the first special symbol display 41 or the second special symbol display 42. In this case, the big win game is not played, and the slight time-saving state or the time-saving state is not generated.
[0222] If the answer is YES in step S3096, the main CPU 100a determines the type of losing symbol based on the symbol random number, and sets the setting information in the main RAM 100c (step S3098). As a result, in the process of step S317, a specific losing symbol is stopped and displayed on the first special symbol display 41 or the second special symbol display 42. In this case, a big win game is not played, and a slight time-saving state or a time-saving state may be generated depending on the game state.
[0223] [Variation pattern determination process by the game control board 100] Fig. 26 is a detailed flowchart of the variation pattern determination process in step S310 in Fig. 23. The main CPU 100a determines whether or not the time-saving game flag is "ON" (step S3101).
[0224] If the result of the process in step S3101 is NO, the main CPU 100a reads out from the main ROM 100b a variation pattern table for turning off the time-saving game flag according to the type of special symbol, and sets it in the main RAM 100c (step S3102). The variation pattern table is a table in which the type of special symbol, the variation pattern of the special symbol, a judgment value for comparison with the variation pattern random number, and (in the case of a miss, the number of reserved special symbol judgments) are associated with each other, and is a table that is pre-stored in the main ROM 100b for each game state.
[0225] The main CPU 100a refers to the table set in the process of step S3102 to determine the variation pattern (step S3103). Then, the main CPU 100a adds "1" to the variation number of the special symbol (step S3104).
[0226] If the result of the process in step S3101 is YES, the main CPU 100a reads out a variation pattern table for turning on the time-saving game flag according to the type of special symbol from the main ROM 100b and sets it in the main RAM 100c (step S3105). Then, the main CPU 100a determines the variation pattern by referring to the table set in the process in step S3105 (step S3106). The setting information of the variation pattern is included in the variation start command together with the setting information of the special symbol set in the main RAM 100c by the jackpot determination process in the above-mentioned step S3091, and is transmitted to the performance control board 130 by the transmission process in step S10A. With the above, the main CPU 100a ends the process shown in FIG. 26.
[0227] [Processing during stoppage by the game control board 100] Fig. 27 is a detailed flowchart of the process during the stop in step S319 in Fig. 23. As illustrated in Fig. 27, the main CPU 100a judges whether the result of the special symbol judgment is a jackpot or not based on the result of the jackpot judgment process in step S3091 (step S3191A). Then, when the main CPU 100a judges that it is a jackpot (step S3191A: YES), it sets the jackpot game flag stored in the main RAM 100c to "ON" (step S3192A).
[0228] Following the process of step S3192A, the main CPU 100a sets the probability variable game flag stored in the main RAM 100c to "OFF" and clears various time-saving counts (step S3193A). Then, the main CPU 100a sets an opening command for a big win in the main RAM 100c (step S3194A). This opening command is a command for making the performance control board 130 perform an opening performance indicating that a big win game will start, and the command is transmitted to the performance control board 130 by executing the output process of step S10A in FIG. 10.
[0229] On the other hand, when the main CPU 100a determines that the jackpot is not reached (step S3191A: NO), it determines whether the time-saving game flag is set to "ON" (step S3195A). When the time-saving game flag is set to "ON" (step S3195A: YES), it determines whether the first special symbol is stopped and displayed (step S3196A). If the result is YES in step S3196A, it subtracts "1" from the number of time-saving times J1 related to the first special symbol, and subtracts "1" from the number of time-saving times J3 related to the sum of the first special symbol and the second special symbol (step S3197A). These number of time-saving times are stored in the main RAM 100c.
[0230] If the answer is NO in step S3196A, the main CPU 100a subtracts "1" from the time-saving count J2 related to the second special symbol and subtracts "1" from the time-saving count J3 related to the sum of the first special symbol and the second special symbol (step S3198A). The time-saving count J2 is stored in the main RAM 100c.
[0231] When the result of the determination in step S3195A is NO, when the process of step S3197A is executed, and when the process of step S3198A is executed, the main CPU 100a determines whether or not the result of the special symbol determination is a small win (step S3199A). When the result is a small win (step S3199A: YES), the main CPU 100a determines whether or not the main RAM 100c has a setting for the upper limit number of small wins (step S3191B).
[0232] If the answer is YES in step S3191B, the main CPU 100a subtracts "1" from the remaining number of small wins (step S3192B). Then, the main CPU 100a determines whether the remaining number of small wins is "0" (step S3193B). If the answer is YES in step S3193B, the probability variable game flag is set to "OFF" and various time-saving counts are cleared (step S3194B).
[0233] When the process of step S3194B is executed, when the answer is NO in step S3191B, or when the answer is NO in step S3193B, the main CPU 100a sets an opening command for a small win in the main RAM 100c (step S3195B). This opening command is a command for making the performance control board 130 perform an opening performance indicating that a small win game is about to start, and the command is transmitted to the performance control board 130 by executing the output process of step S10A in FIG.
[0234] If the answer is NO in step S3199A, the main CPU 100a determines whether the result of the special symbol determination is a miss (time reduction) (step S3197B). If the answer is YES in step S3197B, the main CPU 100a sets the number of time reductions according to the time reduction game flag and the type of special symbol (step S3198B).
[0235] When the process of step S3198B is executed, or when the answer is NO in step S3197B, it is determined whether the number of times the special symbol has changed has reached 750 (step S3199B). The number of times the special symbol has changed reaches 750 when there are 750 consecutive misses after the setting is changed, when there are 750 consecutive misses after the RWM is cleared, or when there are 750 consecutive misses after the end of the jackpot game. When the answer is YES in step S3199B, the main CPU 100a sets the number of time-saving times (J1=10, J2=1000, J3=1000) in the main RAM 103a (step S3191C).
[0236] When the process of step S3191C is executed, when the process of step S3196B is executed, or when the result of step S3199B is NO, the main CPU 100a judges whether or not any of the time-saving counts J1 to J3 is 0 (step S3192C). When the result of step S3192C is YES, the main CPU 100a sets the time-saving game flag to OFF (step S3193C). When the time-saving game flag is set to OFF, the next normal symbol variation display selects a normal symbol variation pattern for low-probability non-time-saving. Then, when this normal symbol determination is a win, the electric tulip 17 is opened in the opening pattern for low-probability non-time-saving. Also, when the time-saving game flag is set to OFF, the next special symbol variation display selects a special symbol variation pattern for low-probability non-time-saving. The variation pattern of the second special symbol for the low-probability non-time-saving state when transitioning from the low-probability time-saving state to the low-probability non-time-saving state is relatively shorter than the variation pattern of the second special symbol for the low-probability time-saving state (FIG. 17). Note that the variation pattern of the second special symbol for the low-probability non-time-saving state when transitioning from the low-probability time-saving state to the low-probability non-time-saving state may be relatively longer than (or may be the same length as) the variation pattern of the second special symbol for the low-probability time-saving state.
[0237] When the process of step S3193C is executed, or when the result of step S3192C is NO, the main CPU 100a sets a game state designation command corresponding to the current game state specified from the state of the time-saving game flag in the main RAM 103a. This game state designation command is a command for updating the game state in the performance control board 130, and the command is transmitted to the performance control board 130 by executing the output process of step S10A in FIG.
[0238] Next, an example of the low probability non-time-saving state in the first embodiment will be described with reference to FIG. 28. FIG. 28 shows the movement of the decorative pattern 55 when the normal losing pattern is stopped and the variable pattern H107 is selected. In the gaming machine 1, when the normal losing pattern is stopped and displayed, the decorative pattern 55 is stopped and displayed in a combination other than the combination of "227" and other than the combination of "459". In addition, if the combination of the decorative pattern 55 stopped and displayed with the normal losing pattern and other special pattern in the gaming machine 1 and the fourth pattern 57 stopped and displayed are different, the decorative pattern 55 may be stopped and displayed in the combination of "227" or "459" when the normal losing pattern is stopped and displayed.
[0239] As illustrated in FIG. 28, in the first embodiment, when the special symbol can be displayed variably in the low probability non-time shortening state, the presentation is controlled in the heaven mode. In the heaven mode, a background image for the heaven mode is displayed, and the characters "heaven mode" representing the presentation mode name are always displayed in the lower left corner of the liquid crystal screen 5. FIG. 28(A) illustrates a state in which a normal losing symbol is stopped and displayed as the first special symbol in a state in which the first special symbol is reserved in the low probability non-time shortening state. At this time, three decorative symbols 55 are stopped in a losing state, and a small symbol 56 having the same combination as the decorative symbols 55 is stopped. In addition, a fourth symbol 57 indicating a loss is stopped and displayed accordingly. In the gaming machine 1, the display priority of the decorative symbol 55 when a normal losing symbol is stopped and displayed is the display pattern HP3. In addition, in the gaming machine 1, the display priority of the decorative symbol 55 when a normal losing symbol is stopped and displayed may be any of the display patterns HP1 to HP5.
[0240] In the example of FIG. 28(A), the reserved number 52 indicates that the number of reserved first special symbol determinations is 3, and the number of reserved second special symbol determinations is 0. Note that the number of reserved special symbol determinations does not increase midway in the example of FIG. 28. When a predetermined fixed stop period (for example, 1 second) has elapsed since the first special symbol was stopped and displayed, the next first special symbol starts to change and display. Accordingly, the number portion 550 and the character portion 551 move, and the size of the decorative symbol 55 increases (see FIG. 28(B)). In the gaming machine 1, when the decorative symbol 55 starts to change and display in the low probability non-time-saving state and the low probability minute time-saving state, the display priority of the decorative symbol 55 changes from the display pattern HP3 to HP2, as exemplified in FIG. 28(B). In addition, in the gaming machine 1, when the decorative pattern 55 starts to change in display in the low-probability non-time-saving state and the low-probability minute time-saving state, the display priority of the decorative pattern 55 may change to a pattern other than the display pattern H2, or the display priority of the decorative pattern 55 may not change.
[0241] When the decorative pattern 55 starts to change, the small pattern 56 starts to change at high speed. At the same time, an animation is displayed in which the reserved icon 51 is moved to the right so that the first reserved icon 51 is displayed as a changing icon 53. In addition, the value of the number reserved 52 indicating the number of reserved first special pattern judgments is decreased by 1. As illustrated in Fig. 28(C) to (H), the decorative pattern 55 that has started to change changes at high speed and then stops permanently via a "temporary stop display". The temporary stop display is a display mode in which the decorative pattern 55 (or small pattern 56) is slightly moved so as to swing up and down without changing the display position, or is slightly enlarged and reduced repeatedly. In the gaming machine 1, the display priority of the decorative pattern 55 from when the decorative pattern 55 is changing at high speed to just before the stop display in the low probability non-time shortening state and the low probability slight time shortening state is the display pattern HP2. In the gaming machine 1, the display priority of the decorative pattern 55 from when the decorative pattern 55 is fluctuating at high speed in the low-probability non-time-saving state and the low-probability minute time-saving state until just before the stop display may be any of the display patterns HP1 to HP5.
[0242] In the example of FIG. 28, the normal losing symbol is displayed, so the decorative symbol 55 is displayed as a temporary stop in a combination other than the combination of "227" and other than the combination of "459", and then stops permanently. The game state does not change according to this stop. Therefore, the next first special symbol starts to change while remaining in the low probability non-time shortening state (see FIG. 28(I)).
[0243] Next, referring to FIG. 29, a performance example in which the first special symbol determination is reserved when shifting from the low probability non-time-saving to the low probability time-saving in the first embodiment will be described. FIG. 29(A)-(D) shows the movement when the low probability non-time-saving to the low probability time-saving is shifted in response to a specific losing symbol (specifically, a losing (time-saving A) symbol) being stopped and displayed when the condition of 750 consecutive losings is not met. FIG. 29(A) illustrates the state when a losing (time-saving A) symbol is stopped and displayed as the first special symbol in a state where only the first special symbol is reserved in the low probability non-time-saving state. In the example of FIG. 29(A), the reserved number 52 indicates that the number of reserved first special symbol determinations is 3, and the number of reserved second special symbol determinations is 0.
[0244] When a losing (time-saving A) symbol is stopped, three decorative symbols 55 stop in a losing manner, and a small symbol 56 of the same combination as the decorative symbol 55 stops. In addition, a fourth symbol 57 indicating a losing is stopped accordingly. In the gaming machine 1, when a losing (time-saving A) symbol is stopped, the decorative symbol 55 is stopped in a combination of "227". In addition, if the combination of the decorative symbol 55 stopped with the losing (time-saving A) symbol and another special symbol in the gaming machine 1 is different from the combination of the fourth symbol 57 stopped, the decorative symbol 55 may be stopped in a combination other than "227" when the losing (time-saving A) symbol is stopped.
[0245] In the gaming machine 1, when a losing (time-saving A) symbol is stopped and displayed in a low-probability non-time-saving state, the display priority of the decorative symbol 55 is the display pattern HP3. Note that, in the gaming machine 1, when a losing (time-saving A) symbol is stopped and displayed in a low-probability non-time-saving state, the display priority of the decorative symbol 55 may be any of the display patterns HP1 to HP5.
[0246] When a predetermined fixed stop period (for example, 1 second) has elapsed since a missing (time-saving A) pattern is displayed in the low-probability non-time-saving state, the state transitions from the low-probability non-time-saving state to the low-probability time-saving state. In FIG. 29(A), the condition of 750 consecutive misses is not met, so the number of time-saving times is set to 700. In the example of FIG. 29(B), the first special pattern determination is pending, but the second special pattern determination is not pending. Therefore, the first special pattern begins to change as the first change display after the transition to the low-probability time-saving state (see FIG. 29(B)). If the second special pattern determination is pending during this change display, the second special pattern begins to change as the next change, as exemplified in FIG. 29(B) to (D).
[0247] As illustrated in FIG. 29(B), a door image emphasizing that the game will resume starts to be displayed in response to the start of the first special pattern change display after the transition to the low-probability time-saving state. As the door image, a moving image of the door closing, covering the entire screen, and then opening is displayed (see FIG. 29(B) and (C)). The display of the door image ends when a predetermined time (for example, 2.5 seconds) has elapsed since the display. As illustrated in FIG. 29(C), if the result of the first first special pattern determination after the transition to the low-probability time-saving state is a specific losing pattern, the display of the door image ends while the losing pattern is stopped and displayed. Even if a specific losing pattern is stopped and displayed in the low-probability time-saving state, the number of time-saving times is not added and the game state does not change. Here, in the gaming machine 1, the decorative pattern 55, the icon 53, and the reserved icon 51 have a lower display priority than the door image. Therefore, the decorative symbol 55, the icon 53, and the reserved icon 51 are temporarily invisible as the door image is displayed in front. On the other hand, in the gaming machine 1, the small symbol 56 and the fourth symbols 57 and 59 have a higher display priority than the door image. Therefore, while the door image is being displayed, the player can know the result of the first first special symbol determination after the transition to the low probability time-saving state by looking at the small symbol 56 and the fourth symbol 57 that are stopped and displayed after the high-speed fluctuation.
[0248] Even if the result of the first first special symbol determination after the transition to the low probability time-saving state is a jackpot symbol, the time when the door image is hidden is before the jackpot is expected or notified. Therefore, while the door image is displayed after the transition to the low probability time-saving state, it is impossible to execute a performance that expects a jackpot, and it is also impossible to execute a performance for notifying a jackpot that operates the performance device 7.
[0249] The door image may be displayed in such a manner that a black image overlaps the entire screen, or in such a manner that the entire screen is covered with the door image appearing in a mosaic pattern. The door image display may end in such a manner that the transparency of the door image covering the entire screen increases and the door image is finally hidden, or in such a manner that the door image is chipped away in a mosaic pattern and is finally hidden.
[0250] The board lighting device 74 and the frame lighting device 10 emit light in a light emission pattern for displaying a door image (for example, a light emission pattern that flashes in yellow) while the door image is being displayed. Note that a light emitting means (for example, a right side lamp) that can emit light when in the low-probability time-saving state but does not emit light when not in the low-probability time-saving state may be provided, and the light emitting means may emit light in a light emission pattern for displaying a door image while the door image is being displayed after transition to the low-probability time-saving state.
[0251] In the gaming machine 1, the characters encouraging the player to hit to the right start to be displayed in response to the start of the first special pattern change display after the transition to the low probability time-saving state. The characters encouraging the player to hit to the right include the capital letters "Right Hit →" and the lowercase letters "Right Hit" (for example, Fig. 29 (B) and (C) and Fig. 51 (B) and (C)). The capital letters "Right Hit →" end to be displayed on the condition that the first change display after the game state change ends. On the other hand, the lowercase letters "Right Hit" end to be displayed on the condition that the game state transitions from the low probability time-saving state to another game state. The characters encouraging the player to hit to the right are images that indicate an advantage to the player, similar to the door image. In the gaming machine 1, the door image has a lower display priority than the characters encouraging the player to hit to the right. Therefore, the door image is displayed behind the characters encouraging the player to hit to the right, so the characters encouraging the player to hit to the right are not obscured by the door image. In addition, the capital letters "Right hit →" may end being displayed during the first change display after the game status changes, or may be displayed over multiple (e.g., two) change displays from the first change display after the game status changes.
[0252] In the gaming machine 1, the speaker 24 outputs a voice message "RUSH mode started" to inform the player that the game has been switched to the RUSH mode in response to the start of the first special symbol variation display after the transition to the low-probability time-shortening state. Here, in the gaming machine 1, when the game is switched to the low-probability time-shortening state via a jackpot game, a first attention call is displayed simultaneously to alert the player not to get carried away with the game during the jackpot game, and a second attention call is displayed simultaneously to alert the player not to forget to take out the prepaid card. In contrast, in the gaming machine 1, when the game is switched to the low-probability time-shortening state via the stop display of a specific losing symbol, the game is switched to the low-probability time-shortening state without displaying the above attention call. Note that, when the game is switched to the low-probability time-shortening state via the stop display of a specific losing symbol, the first attention call may be displayed for a predetermined time (for example, 2.5 seconds) in response to the start of the first special symbol variation display after the game is switched to the low-probability time-shortening state.
[0253] As shown in FIG. 29(D), in low-probability time-saving mode, the presentation is controlled by RUSH mode. In RUSH mode, a background image for RUSH mode is displayed, and the word "RUSH mode", which indicates the presentation mode name, is always displayed in the lower left corner of the liquid crystal screen 5. In RUSH mode, the "remaining number of time-saving times", which indicates the remaining number of time-saving times, is basically displayed in the upper right corner of the liquid crystal screen 5. In the gaming machine 1, the background image, the presentation mode name, and the remaining number of time-saving times have a lower display priority than the door image. For this reason, it appears to the player that the screen configuration of the heaven mode has changed to that of the RUSH mode via the display of the door image.
[0254] In the Heaven mode, the reserved icon 51 indicating the number of reserved first special pattern judgments and the icon 53 indicating that the first special pattern is being displayed in a variable manner are displayed. In contrast, in the RUSH mode, the reserved icon 51 indicating the number of reserved second special pattern judgments and the icon 53 indicating that the second special pattern is being displayed in a variable manner are displayed. In the RUSH mode, the reserved icon 51 indicating the number of reserved first special pattern judgments and the icon 53 indicating that the first special pattern is being displayed in a variable manner are not displayed. In the RUSH mode, the appearance (e.g., shape and display position) of the reserved icon 51 and the icon 53 differ from that in the Heaven mode.
[0255] When the game machine 1 transitions to the low-probability time-saving state, the display priority of the decorative pattern 55, which was the display pattern HP3 in the Heaven mode screen configuration, changes to the display pattern HP9 via the display of the door image. Note that in the game machine 1, the display priority of the decorative pattern 55 may be the same between the Heaven mode immediately before the transition to the low-probability time-saving state and when the game machine 1 transitions to the RUSH mode via the display of the door image.
[0256] The state of the left pattern, the middle pattern, and the right pattern may be different or the same in the heaven mode just before the door image is displayed and in the RUSH mode just after the door image is displayed. Also, the display area of the left pattern, the middle pattern, and the right pattern may be different or the same in the heaven mode just before the door image is displayed and in the RUSH mode just after the door image is displayed. Also, the state and the display area of the small pattern 56 may be the same or different in the heaven mode just before the door image is displayed and in the RUSH mode just after the door image is displayed.
[0257] The flow from FIG. 29(E) to FIG. 29(B) and the flow from FIG. 29(F) to FIG. 29(B) show the movement when the low probability non-time-saving mode shifts to the low probability time-saving mode due to 750 consecutive misses after changing the setting, 750 consecutive misses after clearing the RWM, or 750 consecutive misses after the end of the jackpot game. In the low probability non-time-saving mode, if the condition of 750 consecutive misses is met while only the first special symbol is reserved, the low probability non-time-saving mode shifts to the low probability time-saving mode regardless of whether a specific miss symbol is stopped or a normal miss symbol is stopped. If a miss symbol that meets the condition of 750 consecutive misses is stopped and displayed, the time-saving mode is set to 1000 times.
[0258] FIG. 29(E) is an example of a case where the losing symbol that satisfies the condition of 750 consecutive losses is a specific losing symbol. FIG. 29(E) shows an example of a case where a losing symbol (time-saving B) is stopped as a specific losing symbol, but a losing symbol (time-saving A) may be stopped as a losing symbol that satisfies the condition of 750 consecutive losses. When a losing symbol (time-saving B) is stopped, the decorative symbol 55 is stopped in a combination of "459". In addition, if the combination of the decorative symbol 55 stopped with the losing symbol (time-saving B) and other special symbols in the gaming machine 1 and the fourth symbol 57 stopped is different, the decorative symbol 55 may be stopped in a combination other than "459" when the losing symbol (time-saving B) is stopped.
[0259] 29(F) is an example of a case where the losing symbol that satisfies the condition of 750 consecutive losing symbols is a normal losing symbol. In the gaming machine 1, when a normal losing symbol is stopped and displayed, the decorative symbol 55 is displayed in a combination other than "227" and a combination other than "459".
[0260] In the gaming machine 1, the display priority of the decorative pattern 55 when a losing (time-saving B) pattern and a normal losing pattern are stopped and displayed is the display pattern HP3. Note that, in the gaming machine 1, the display priority of the decorative pattern 55 when a losing (time-saving B) pattern and a normal losing pattern are stopped and displayed may be any of the display patterns HP1 to HP5.
[0261] When a predetermined fixed stop period (for example, 1 second) has elapsed since the stop display of a losing symbol that meets the condition of 750 consecutive misses, the game will transition from low probability non-time-saving to low probability time-saving. The flow from FIG. 29(B) onwards is basically the same as when the condition of 750 consecutive misses is not met and a losing (time-saving A) symbol is stopped and displayed in the low probability non-time-saving state. The difference is that when the condition of 750 consecutive misses is not met, the initial value of the remaining number of time-saving times is 699 times, whereas when the condition of 750 consecutive misses is met, the initial value of the remaining number of time-saving times is 999 times.
[0262] If the condition of 750 consecutive misses is met without changing the settings, clearing the RWM, or playing a jackpot, and then 750 consecutive misses are met, the game state does not change according to the display of the missing symbol. On the other hand, if the condition of 750 consecutive misses is met after a jackpot game is played and the condition of 750 consecutive misses is met after the jackpot game, the game transitions to low-probability time-saving according to the display of the missing symbol, and the number of time-saving times is set to 1000. If the condition of 750 consecutive misses is met after a jackpot game is played and then the condition of 750 consecutive misses is met during RUSH mode, the game remains in RUSH mode (i.e., remains in low-probability time-saving state) and the number of time-saving times is overwritten to 1000 (see FIG. 29(G)). Similarly, if the condition of 750 consecutive misses has not been met before, and the condition of 750 consecutive misses is met during RUSH mode, the player will remain in RUSH mode (i.e., will remain in the low probability time-saving state) and the number of time-saving times will be overwritten to 1,000.
[0263] In addition, when transitioning from low-probability non-time-saving to low-probability time-saving, the following configuration may also be used. The size of the entire middle pattern may be larger, smaller, or the same size in RUSH mode immediately after the door image is displayed than in Heaven mode immediately before the door image is displayed. The size of the number portion 550 of the middle pattern in RUSH mode immediately after the door image is displayed may be larger, smaller, or the same size as that in Heaven mode immediately before the door image is displayed. When transitioning from low probability non-time-saving to low probability time-saving, the overall size of the left pattern (and right pattern) may be larger, smaller, or the same size in RUSH mode immediately after the door image is displayed compared to Heaven mode immediately before the door image is displayed. When transitioning from low probability non-time-saving to low probability time-saving, the size of the number portion 550 of the left image (and right image) in RUSH mode immediately after the door image is displayed may be larger, smaller, or the same size as that in Heaven mode immediately before the door image is displayed. In Heaven mode just before the door image is displayed, the middle pattern is larger than the left pattern (and right pattern), and in RUSH mode just after the door image is displayed, the sizes of the left, middle, and right patterns may be the same. The size ratio between the left, middle, and right patterns may be the same in Heaven mode just before the door image is displayed and in RUSH mode just after the door image is displayed. Just before the door image is displayed, it will light up in the Heaven mode pattern, and just after the door image is no longer displayed, it will light up in the RUSH mode pattern.
[0264] Next, referring to FIG. 30, a performance example in which the first special symbol determination is not reserved when shifting from the low probability non-time-saving to the low probability time-saving in the first embodiment will be described. FIG. 30(A)-(D) shows the movement when the condition of 750 consecutive misses is not met and a specific miss symbol (specifically, miss (time-saving A) symbol) is stopped and displayed, and the low probability non-time-saving state is shifted to the low probability time-saving. FIG. 30(A) illustrates the state when the miss (time-saving A) symbol is stopped and displayed as the first special symbol in the low probability non-time-saving state without the first special symbol being reserved. In the example of FIG. 30(A), the reserved number 52 indicates that the number of reserved first special symbol determinations is 0, and the number of reserved second special symbol determinations is 0.
[0265] When a predetermined fixed stop period (for example, 1 second) has elapsed since a miss (time-saving A) pattern is stopped and displayed in the low-probability non-time-saving state, the low-probability non-time-saving state transitions to the low-probability time-saving state. In FIG. 30(A), the condition of 750 consecutive misses is not met, so the number of time-saving times is set to 700. In the example of FIG. 30(B), the hold on the first special pattern determination and the hold on the second special pattern determination are both 0. Therefore, a customer waiting command is transmitted from the game control board 100 to the performance control board 130 in response to the elapse of the fixed stop period, notifying that the state has become a customer waiting state. After that, a setting image for setting the volume value and the light value is started to be displayed in response to the elapse of a predetermined time (for example, 10 seconds) without the special pattern being displayed. After that, a customer waiting performance is started in response to the elapse of a further predetermined time (for example, 20 seconds) without the special pattern being displayed. In the customer waiting performance, a demo video to advertise the gaming machine 1, the name of the company that manufactures the gaming machine 1, and the like are displayed repeatedly in a switched manner.
[0266] When the gaming machine 1 is in a waiting state for customers and the gaming ball passes through the gate 16, a normal symbol determination is made. In the gaming machine 1, when a normal symbol determination is made in a low-probability time-saving state, the second start hole 12 is long-opened with a 100% probability (see FIG. 2(A)). When the gaming ball enters the second start hole 12, the second special symbol starts to change as the first variable display after the transition to the low-probability time-saving state (see FIG. 30(B)). Note that, as exemplified in FIGS. 30(B) to (D), if one hold for the first special symbol determination and one hold for the second special symbol determination occur during the variable display, the second special symbol starts to change in the next variable.
[0267] As shown in FIG. 30(B), a door image and a character encouraging a right hit are displayed in response to the first second special symbol variation display start after the transition to the low probability time-saving state. As shown in FIG. 29 and FIG. 30, the door image and the character encouraging a right hit are the same regardless of the type of special symbol that varies and displays for the first time after the transition to the low probability time-saving state. In FIG. 30(B), unlike FIG. 29(B), the second special symbol is displayed in a varying manner, so that the icon 53 indicating that the second special symbol is displayed in a varying manner is displayed while the door image is displayed. Also, in FIG. 30(C), unlike FIG. 29(C), the second special symbol determination is reserved, so that the reserved icon 51 indicating the number of reserved second special symbol determinations is displayed while the door image is displayed.
[0268] As shown in Fig. 30(C), if the result of the first second special symbol determination after the transition to the low probability time-saving state is a normal losing symbol, the display of the door image ends while the losing symbol is stopped. During the display of the door image, the player can know the result of the first second special symbol determination after the transition to the low probability time-saving state by looking at the small symbol 56 and the fourth symbol 57 that are stopped and displayed after the high-speed fluctuation.
[0269] Even if the result of the first second special symbol determination after the transition to the low probability time-saving state is a jackpot symbol, the time when the door image is hidden is before the jackpot is expected or notified. Therefore, while the door image is displayed after the transition to the low probability time-saving state, it is impossible to execute a performance that expects a jackpot, and it is also impossible to execute a performance for notifying a jackpot that operates the performance device 7.
[0270] The flow from FIG. 30(E) to FIG. 30(B) and the flow from FIG. 30(F) to FIG. 30(B) show the movement when the low probability non-time-saving mode shifts to the low probability time-saving mode due to 750 consecutive misses after changing the setting, 750 consecutive misses after clearing the RWM, or 750 consecutive misses after the end of the jackpot game. In the low probability non-time-saving mode, if the condition of 750 consecutive misses is met without a reserved special pattern, the mode shifts from the low probability non-time-saving mode to the low probability time-saving mode regardless of whether a specific miss pattern is stopped or a normal miss pattern is stopped. If a miss pattern that meets the condition of 750 consecutive misses is stopped and displayed, the time-saving mode is set to 1000 times.
[0271] Fig. 30(E) is an example of a case where the losing symbol that satisfies the condition of 750 consecutive losses is a specific losing symbol. Fig. 30(E) shows an example of a case where a losing symbol (time-saving B) is displayed as a specific losing symbol, but a losing symbol (time-saving A) may be displayed as a losing symbol that satisfies the condition of 750 consecutive losses. Fig. 30(F) is an example of a case where a losing symbol that satisfies the condition of 750 consecutive losses is a normal losing symbol.
[0272] When a predetermined fixed stop period (for example, 1 second) has elapsed since the stop display of a losing symbol that satisfies the condition of 750 consecutive losses, the low probability non-time shortening mode transitions to the low probability time shortening mode. In the examples of FIG. 30(E) and (F), the hold on the first special symbol determination and the hold on the second special symbol determination are both 0. Therefore, in response to the elapse of the fixed stop period, a customer waiting command is transmitted from the game control board 100 to the performance control board 130. After that, in response to the elapse of a predetermined time (for example, 10 seconds) without the variable display of the special symbol, a setting image for setting the volume value and the light value is started to be displayed. After that, in response to the elapse of a further predetermined time (for example, 20 seconds) without the variable display of the special symbol, the customer waiting performance is started.
[0273] When the gaming machine 1 is in a waiting state and a gaming ball passes through the gate 16, a normal symbol determination is performed. If the result of the normal symbol determination is that a gaming ball enters the long-opened second starting port 12, the second special symbol starts to change as the first change display after the transition to the low-probability time-saving state (see FIG. 30(B)). The flow from FIG. 30(B) onwards is basically the same as when the condition for 750 consecutive misses is not met and a miss (time-saving A) symbol is displayed stationary in the low-probability non-time-saving state. The difference is that when the condition for 750 consecutive misses is not met, the initial value of the remaining number of time-saving times is 699 times, whereas when the condition for 750 consecutive misses is met, the initial value of the remaining number of time-saving times is 999 times.
[0274] Next, referring to FIG. 31, an example of a performance in which a low probability non-time-saving transition occurs in the first embodiment will be described. FIG. 31 shows the movement when a low probability non-time-saving transition occurs in response to a specific failure symbol (specifically, a failure (time-saving B) symbol) being stopped and displayed when the condition of 750 consecutive failures is not met. FIG. 31(A) shows an example of a state in which a failure (time-saving B) symbol is stopped and displayed as the first special symbol in a state in which only the first special symbol is reserved in a low probability non-time-saving state. In the example of FIG. 31(A), the reserved number 52 indicates that the number of reserved symbols for the first special symbol determination is 3, and the number of reserved symbols for the second special symbol determination is 0.
[0275] When a predetermined fixed stop period (for example, 1 second) has elapsed since the missing (time-saving B) pattern was displayed in the low-probability non-time-saving state, the game will transition from the low-probability non-time-saving state to the low-probability micro-time-saving state. In FIG. 31(A), the condition of 750 consecutive misses is not met, so the number of time-saving times is set to 500. Also, the upper limit of the number of small wins is set to 2 times.
[0276] After the transition to the low probability micro time saving state, the first special symbol starts to change as the first change (see FIG. 31(B)). The display priority of decorative symbol 55, which was display pattern HP3 during the stopped display, changes to display pattern HP2 at the start of the change, as shown in FIG. 31(B). In the example of FIG. 31(B), the reserved number 52 indicates that the reserved number for the first special symbol judgment is 2, and the reserved number for the second special symbol judgment is 0.
[0277] As shown in FIG. 31(B), in the first embodiment, the effects are controlled in hell mode in the low probability minute time-saving mode. In hell mode, a background image for hell mode is displayed, and the characters "Hell mode" representing the name of the effect mode are always displayed in the lower left corner of the liquid crystal screen 5. In hell mode, the remaining number of time-saving times is not displayed. When shifting from heaven mode to hell mode, a door image and characters encouraging right-hitting are not displayed. Therefore, to the player, the screen configuration of heaven mode appears to have changed to the screen configuration of hell mode in response to the start of the next variation. Note that a door image may be displayed in response to the start of the first variation display of the first special pattern after the transition to the low probability minute time-saving state. Note that the decorative pattern 55 in hell mode may be the same as or different from the decorative pattern 55 in heaven mode.
[0278] Thereafter, when a specific losing symbol is displayed in the low-probability minute time-saving state as exemplified in Figures 31(C) and (E), the number of time-saving plays is not added and the game state does not change.
[0279] As shown in FIG. 31(F), when a small win A is displayed in the low probability micro time-saving state, a heart image indicating that a small win has occurred is displayed in the upper right corner of the LCD screen 5 in response to the display. In the low probability micro time-saving state, one heart image is added each time a small win occurs (see FIG. 31(H)). When the number of heart images reaches the upper limit number of small wins, the low probability micro time-saving state transitions to the low probability non-time-saving state (see FIG. 31(I)).
[0280] When the result of the 99th first special symbol determination in the low-probability micro-time-saving state is a normal losing symbol or a specific losing symbol, the special background image for the hell mode is displayed according to the start of the next variation, as shown in FIG. 31(G). The special background image is an image that is displayed until the game state transitions from the low-probability micro-time-saving state to another state, and indicates that the game state will definitely transition to the heaven mode (i.e., the low-probability non-time-saving state) if the game state is missed 400 times in a row after that. In the first embodiment, the low-probability non-time-saving state is more advantageous to the player than the low-probability micro-time-saving state, so the player can continue playing the game by seeing the special background image, knowing with the peace of mind that if the game state continues to miss, the game state will definitely transition to the low-probability non-time-saving state.
[0281] Next, referring to FIG. 32, an example of a performance in which the low probability micro time-saving moves to the low probability non-time-saving in the first embodiment will be described. FIG. 32 shows a movement when the final variation of the low probability micro time-saving is performed, which is a variation display that does not satisfy the condition of 750 consecutive misses. In the example of FIG. 32(A), the reserved number 52 indicates that the reserved number of the first special pattern judgment is 2, and the reserved number of the second special pattern judgment is 0. As illustrated in FIG. 32(A), the background image changes to the hell mode final variation in response to the start of the final variation of the low probability micro time-saving. The same background image may be displayed regardless of the remaining number of times the low probability micro time-saving is performed. The background image for the hell mode final variation may be the same as the special background image for the hell mode, which indicates that if there are 400 consecutive misses after that, the mode will always transition to the heaven mode (i.e., the low probability non-time-saving), as illustrated in FIG. 31(G).
[0282] As illustrated in FIG. 32(B), when a normal losing symbol is displayed in the final variation of the low-probability micro-time-saving, the game moves from the low-probability micro-time-saving to the low-probability non-time-saving as a predetermined fixed stop period (for example, 1 second) elapses. Here, in the gaming machine 1, when the final variation of the low-probability micro-time-saving is displayed in a stopped state, the time-saving game flag is kept ON and the number of time-saving times is set according to the type of the losing symbol. Therefore, as illustrated in FIG. 32(D), when a specific losing symbol (a losing (time-saving A) symbol in the example of FIG. 32(D)) is displayed in the final variation of the low-probability micro-time-saving, the game moves from the low-probability micro-time-saving to the low-probability non-time-saving as a predetermined fixed stop period (for example, 1 second) elapses, similar to when a normal losing symbol is displayed in a stopped state. In the example of FIG. 32(D), regardless of the number of time-saving times remaining, when a specific losing symbol is displayed in the low-probability micro-time-saving, the text encouraging right-hitting, the door image, and the background image for the low-probability time-saving state are not displayed. In the examples of Figures 32(B) and (D), the condition of 750 consecutive misses is not met, so the time-saving count is cleared. Also, the upper limit of the number of small wins is cleared. When the game transitions to the low probability non-time-saving mode, the counting by the base calculation out counter and the base calculation prize ball counter is resumed.
[0283] After the transition to the low-probability non-short state, the first special symbol starts to change as the first change (see FIG. 32(C)). Accordingly, the screen configuration for the final change of the hell mode changes to the screen configuration of the heaven mode. In addition, a countdown may be performed to notify the remaining number of time-saving times each time the first special symbol starts to change, from the change display a predetermined number of times before (for example, 10 changes before) the final change of the low-probability micro-time-saving to the final change of the low-probability micro-time-saving. The countdown may be performed on the condition that a special background image for the hell mode, which indicates that the mode will always transition to the heaven mode (i.e., low-probability non-short time) if there are 400 consecutive misses thereafter, is displayed, as exemplified in FIG. 31(G). In addition, instead of (or in addition to) the countdown, a performance image (for example, a performance image in which a gauge is accumulated) that changes each time the first special symbol starts to change may be displayed from the change display a predetermined number of times before (for example, 10 changes before) the final change of the low-probability micro-time-saving to the final change of the low-probability micro-time-saving.
[0284] In addition, the number of time-saving times may be set according to the type of the losing symbol after the time-saving game flag is turned OFF when the final variation of the low-probability minute time-saving is stopped and displayed. In such a case, as illustrated in FIG. 32(E), when a losing (time-saving A) symbol is stopped and displayed in the final variation of the low-probability minute time-saving, the low-probability minute time-saving will be switched to the low-probability time-saving as a predetermined fixed stop period (for example, 1 second) elapses. When the game switches to the low-probability time-saving, the counting by the base calculation out counter and the base calculation prize ball counter remains stopped. In the example of FIG. 32(E), the condition of 750 consecutive losses is not met, so the number of time-saving times is set to 700. In addition, the upper limit number of small wins is cleared. FIG. 32(F), which follows FIG. 32(E), illustrates an example in which the first special symbol starts to be displayed as the first variation display after the transition to the low-probability time-saving state, and a door image and a character encouraging the player to hit the right are displayed accordingly. Thus, in the example of Fig. 32(E), in the final fluctuation in the low-probability minute time-saving mode, text urging right-hitting, door image, and background image for the low-probability time-saving mode are displayed in response to a specific losing symbol being stopped. In contrast, in both the examples of Fig. 32(D) and (E), in the fluctuation display before the final fluctuation in the low-probability minute time-saving mode, text urging right-hitting, door image, and background image for the low-probability time-saving mode are not displayed in response to a specific losing symbol being stopped.
[0285] Next, referring to Fig. 33 to Fig. 35, a description will be given of an example of a performance in which a reach performance is executed in a low probability non-time-saving state. Fig. 33 is an explanatory diagram for explaining an example of a performance in which a normal reach performance is executed in a low probability non-time-saving state in the first embodiment. In the example of Fig. 33, unlike the examples of Fig. 28 and Fig. 31 in which the white icon 53 is displayed, the icon 53 in a special mode is displayed. Fig. 34 is an explanatory diagram for explaining an example of a performance in which an SP reach performance is executed in a low probability non-time-saving state in the first embodiment. Fig. 35 is an explanatory diagram for explaining an example of a performance immediately after a miss is notified in the SP reach performance in a low probability non-time-saving state in the first embodiment. Note that in the examples of Fig. 33 to Fig. 35, the condition of 750 consecutive misses is not satisfied.
[0286] As illustrated in Fig. 33(A) and (B), in this example, a reach is achieved with the "2" symbol. As illustrated in Fig. 33(C), when a predetermined time (e.g., 0.5 seconds) has elapsed since the reach was achieved, a reach line that emphasizes the left and right decorative symbols 55 (hereinafter referred to as "reach symbols") in the reach achieved state is displayed, and a sound "reach" that emphasizes the reach is output from the speaker 24. The reach line is an effect image that extends from the left end of the screen (or the left end of the left symbol) to the right end of the screen (or the right end of the right symbol), and is an image that is displayed in front of the decorative symbol 55 for a predetermined time (e.g., 2 seconds). In the gaming machine 1, the character portion 550 (or the entire decorative symbol 55) is illuminated in conjunction with the display of the reach line in order to emphasize the reach being achieved. It is not necessary to illuminate the character portion 550 (or the entire decorative symbol 55) in conjunction with the display of the reach line. In the example of Fig. 33(C), the small symbol 56 continues to fluctuate at high speed. In addition, when a reach is achieved, the small symbol 56 may be displayed in the same reach form as the decorative symbol 55.
[0287] In the gaming machine 1, the display priority of the decorative pattern 55 is the display pattern HP2 from the start of the variable display until the reach line is hidden. The middle pattern fluctuates at high speed from the start of the variable display until the reach is established, and fluctuates at a slower speed during the "normal reach performance" that starts in response to the reach being established. The middle pattern is displayed dark while the reach line is displayed. The "normal reach performance" is a performance mode in which the reach pattern is displayed large in the center of the liquid crystal screen 5 and scrolls at a relatively slow speed. The normal reach performance is more likely to be executed in the case of a miss than in the case of a jackpot. For this reason, the normal reach performance can be said to be a reach performance with a relatively low reliability (for example, a reliability of 0.01%).
[0288] In the gaming machine 1, during the normal reach performance, the display priority of the decorative symbol 55 is the display pattern HP1. In other words, the display priority of the middle symbol is higher before and after the reach is established. Note that during the normal reach performance, the display priority of the decorative symbol 55 may be the display pattern HP2.
[0289] In the gaming machine 1, the left symbols (and right symbols) other than the decorative symbols temporarily stopped as reach symbols are hidden. The hidden decorative symbols 55 are not displayed again until the variable display ends. The hidden decorative symbols 55 may be displayed again just before the variable display ends.
[0290] In the gaming machine 1, the distance between the left and right symbols is wider during a normal reach performance than when a reach is achieved. Also, the center symbol is displayed larger during a normal reach performance than when a reach is achieved. Therefore, the display area of the decorative symbol 55 changes between when a reach is achieved and during a normal reach performance. On the other hand, the appearance of the decorative symbol 55 is the same when a reach is achieved and during a normal reach performance.
[0291] Continuing from FIG. 33(D), in the case of a variation pattern in which a miss (time-saving A) symbol is stopped in a normal reach performance (i.e., in the case corresponding to the variation pattern H102), the normal reach performance results in a provisional stop display of the reach miss symbol "272" and then a permanent stop (see FIG. 33(E) and (F)). When the provisional stop display of the reach miss symbol starts, the interval between the left symbol and the right symbol narrows, or the middle symbol becomes smaller to the same size as when the fluctuation started. Therefore, the display area of the decorative symbol 55 changes before and after the middle symbol is temporarily stopped in the normal reach performance. Also, during the provisional stop display of the reach miss symbol, the display priority of the decorative symbol 55 changes from the display pattern HP1 to HP3. In addition, in the gaming machine 1, the display priority of the decorative symbol 55 when a miss symbol is stopped in a normal reach performance may be any of the display patterns HP1 to HP5. The small symbols 56 fluctuate at high speed until just before the reach miss pattern stops, and are displayed in the same combination as the decorative symbols 55 according to the stop display of the decorative symbols 55. As shown in FIG. 33(F), when the miss (time-saving A) symbol stops, the game transitions from the low-probability non-time-saving to the low-probability time-saving.
[0292] Following Fig. 33(D), in the case of a fluctuation pattern in which a normal miss pattern is displayed in a normal reach performance (i.e., in the case of corresponding to the fluctuation pattern H108), a temporary stop is displayed with a reach miss other than "272" as a result of the normal reach performance, and the actual stop is performed as it is (see Fig. 33(I)). When a normal miss pattern is displayed, the next fluctuation starts with low probability non-time shortening.
[0293] Continuing from FIG. 33(D), in the case of a variation pattern in which the jackpot A is stopped and displayed in the normal reach performance (i.e., in the case corresponding to the variation pattern O101), the normal reach performance results in a provisional stop display with the pattern alignment "222" and then stops as it is (see FIG. 33(G)). When the provisional stop display of the pattern alignment starts, the interval between the left and right patterns narrows, and the middle pattern becomes smaller to the same size as when the fluctuation started. Therefore, the display area of the decorative pattern 55 changes before and after the middle pattern is temporarily stopped in the normal reach performance. Also, during the provisional stop display of the pattern alignment, the display priority of the decorative pattern 55 changes from the display pattern HP1 to HP4. In the gaming machine 1, the display priority of the decorative pattern 55 when the jackpot pattern is stopped and displayed in the normal reach performance may be any of the display patterns HP1 to HP5. The small pattern 56 fluctuates at high speed until just before the jackpot pattern is actually stopped, and is stopped and displayed in the same combination as the decorative pattern 55 according to the stop display of the jackpot pattern. As shown in FIG. 33(G), when the jackpot A stops, the jackpot game (low probability non-time shortening game state) is executed. At the end of the jackpot game, the first warning message is displayed to warn the player not to get too absorbed in the game, and the second warning message is displayed to warn the player not to forget to take the prepaid card. After the jackpot game ends, the game transitions to low probability time shortening.
[0294] Continuing from FIG. 33(D), in the case of a variation pattern in which the jackpot B is stopped in a normal reach performance (i.e., in the case corresponding to variation pattern O108), a special decorative pattern (time-saving pattern) is temporarily displayed as a result of the normal reach performance, and then stops permanently (see FIG. 33(H)). The time-saving pattern is, for example, a decorative pattern including the character "Hell" which suggests a transition to a low-probability minute time-saving mode. Note that, if the combination of the decorative pattern 55 stopped in a game machine 1 with the jackpot B and other special patterns and the fourth pattern 57 stopped is different, the decorative pattern 55 may be displayed in a pattern arrangement when the jackpot B is stopped.
[0295] When the time-saving pattern starts to be temporarily stopped, the interval between the left and right patterns narrows, and the middle pattern becomes smaller to the same size as when it started to change. Therefore, the display area of the decorative pattern 55 changes before and after the middle pattern is temporarily stopped in the normal reach performance. Also, during the time-saving pattern is temporarily stopped, the display priority of the decorative pattern 55 changes from the display pattern HP1 to HP3. The small pattern 56 is rapidly changing until just before the pattern alignment stops completely, and is stopped and displayed in the same combination as the decorative pattern 55 according to the stop display of the decorative pattern 55. As illustrated in FIG. 33(H), when the big win B is stopped, the big win game is executed. At the end of the big win game, the first and second attention calls are displayed at the same time. After the big win game ends, the game transitions to the low-probability minute time-saving game.
[0296] Following FIG. 33(D), the normal reach performance may develop into an "SP reach performance." The SP reach performance is a performance in which one of the characters A to D fights an enemy. During the SP reach performance, the light-emitting element (not shown) representing the character corresponding to the SP reach performance continues to light, while the light-emitting element (not shown) representing the character not corresponding to the SP reach performance continues to light. A new character may appear during the SP reach performance. When the new character appears, the light-emitting element (not shown) representing that character continues to light.
[0297] In the case of a fluctuation pattern that develops from a normal reach performance to an SP reach performance, the middle symbol starts to fluctuate at high speed at the end of the normal reach performance (see FIG. 34(A)). After that, the middle symbol is hidden and the SP reach performance starts. Along with this, the reach symbol consisting of the number portion 550 and the character portion 551 changes to a reach symbol consisting of only the number portion 550. Before and after the start of the SP reach performance, the display priority of the decorative symbol 55 changes from the display pattern HP2 to HP7. In response to the start of the SP reach performance, the icon 53 and the reserved icon 51 are hidden. During the SP reach performance, the small symbol 56 continues to fluctuate at high speed. Note that during the SP reach performance, the small symbol 56 may be displayed as a temporary stop in the same combination as the reach symbol.
[0298] In the case of a variation pattern in which the big win A stops without a reach failure symbol being displayed temporarily in the SP reach performance (i.e., in the case corresponding to the variation pattern O105), the enemy is defeated at the end of the SP reach performance, the pattern alignment is displayed temporarily, and the game stops as it is, following FIG. 34(C). When the big win A stops, the big win game is executed. At the end of the big win game, the first and second warnings are displayed simultaneously. After the big win game ends, the game moves to a low-probability time-saving game. In the case of a variation pattern in which the big win B stops at the SP reach performance (i.e., in the case corresponding to the variation pattern O115), the enemy is defeated at the end of the SP reach performance, the time-saving symbol is displayed temporarily, and the game stops as it is. During the temporary stop display of the pattern alignment or the time-saving symbol, a performance for informing of a big win that operates the performance device 7 can be executed, but a challenge performance that suggests that the variable display will continue cannot be executed.
[0299] During the provisional stop display of the pattern alignment or time-saving pattern, the display priority of the decorative pattern 55 changes from the display pattern HP7 to HP4. That is, the decorative pattern 55 consisting of only the number portion 550 changes to the decorative pattern 55 consisting of the number portion 550 and the character portion 551. In the gaming machine 1, the display priority of the decorative pattern 55 when the jackpot pattern is stopped and displayed in the SP reach performance may be any of the display patterns HP1 to HP5. The small pattern 56 fluctuates at high speed until just before the jackpot pattern is stopped, and is stopped and displayed in the same combination as the decorative pattern 55 according to the stopped display of the jackpot pattern. During the jackpot announcement, the small pattern 56 may be temporarily stopped and displayed in the same combination as the decorative pattern 55.
[0300] As shown in FIG. 34(D), there is a variation pattern in which the reach miss eye is temporarily stopped after the enemy wins at the end of the SP reach performance (i.e., when it corresponds to the variation pattern O106, O107, H103, H106, H111, or H112). As shown in FIG. 34(E) and (F), during the temporary stop display of the reach miss eye, a restart performance is executed to emphasize that the game is restarted. That is, the restart performance is executed after the miss notification in which the performance role 7 is in the initial position and no performance for the big win notification that operates the performance role 7 is performed. As the restart performance, a black image with a pattern that covers the entire screen from the right end to the left end of the screen and overlaps is displayed. The restart performance ends when a predetermined time (for example, 2.5 seconds) has passed since the start. During the restart performance, the display priority of the decorative pattern 55 changes from the display pattern HP7 to HP2. In the gaming machine 1, the display priority of the decorative symbol 55 when the first special symbol is stopped and displayed after the restart performance may be any one of the display patterns HP1 to HP5.
[0301] As illustrated in FIG. 34(G), if the result of the first special pattern determination is a normal losing pattern, the losing pattern is displayed after the restart performance ends. As illustrated in FIG. 34(I), if the result of the first special pattern determination is a big win A, the pattern alignment is displayed temporarily after the restart performance ends, and then the pattern stops. As illustrated in FIG. 34(H) and (I), if the result of the first special pattern determination is a specific losing pattern, the losing pattern is displayed after the restart performance ends. As illustrated in FIG. 34(H), if the result of the first special pattern determination is a losing pattern (time-saving A), the decorative pattern 55, which was a combination of "212", changes to a combination of "272" through the restart performance. This allows a player who has been refreshed by the restart performance to resume playing with low-probability time-saving. Also, as illustrated in FIG. 34(I), if the result of the first special symbol determination is a miss (time-saving B), the decorative symbols 55, which were a combination of "212", change to a combination of "459" through the restart performance. This allows the player, who has been refreshed by the restart performance, to resume playing with a low probability of a small time-saving. If the result of the first special symbol determination is a specific miss, the combination of the decorative symbols 55 may not change before and after the restart performance. If the result is a miss (time-saving A), the decorative symbols 55 change to a combination of "272" through the restart performance, whereas if the result is a miss (time-saving B), the combination of the decorative symbols 55 may not change before and after the restart performance.
[0302] If the result of the first special symbol determination is a specific losing symbol, the background image of the heaven mode that is the same as that at the start of the change is displayed after the restart performance ends. Note that, between the end of the restart performance and the end of the change, the background image may change to a background image of the heaven mode for confirming the change in the game state, or a background image for the game state to be changed may be displayed.
[0303] Here, the icon 53 and the reserved icon 51 that were hidden in response to the start of the SP reach performance are redisplayed during the restart performance with the same appearance as immediately before the start of the SP reach performance. The redisplayed icon 53 is erased in response to the stop display of the first special symbol. In the gaming machine 1, the decorative symbol 55, the icon 53, and the reserved icon 51 have a lower display priority than the restart performance. Therefore, during the restart performance, the decorative symbol 55, the icon 53, and the reserved icon 51 are not visible because the restart performance is displayed in front. On the other hand, in the gaming machine 1, the small symbol 56 and the fourth symbols 57 and 59 have a higher display priority than the restart performance. Therefore, the player can see the small symbol 56 and the fourth symbol 57 even during the display of the restart performance. The appearance of the small symbol 56 and the fourth symbol 57 is the same before and after the restart performance (specifically, high-speed fluctuation). The small symbol 56 may be displayed temporarily stopped in the same combination as the decorative symbol 55 during the restart performance.
[0304] The board lighting device 74 and the frame lighting device 10 emit light in a light emission pattern for the heaven mode immediately before the restart performance, emit light in a light emission pattern for the restart performance (for example, a white flashing light emission pattern) during the restart performance, and emit light in a light emission pattern for the heaven mode immediately after the restart performance ends. After the restart performance ends, the mode transitions to the heaven mode that was the same as when the variable display started. In other words, during the restart performance, light is emitted in a light emission pattern different from the light emission pattern corresponding to the SP reach performance.
[0305] Here, even if the result of the first special symbol determination is a jackpot symbol, the time when the restart performance is hidden is before the jackpot is notified. Therefore, during the restart performance, it is not possible to execute a performance for notifying a jackpot that operates the performance device 7, but it is possible to execute the performance for notifying a jackpot after the restart performance. It is not necessary that a jackpot is not generated after the restart performance is executed. In this case, it is not possible to execute a performance for notifying a jackpot that operates the performance device 7 during and after the restart performance.
[0306] The challenge effect cannot be executed during or after the restart effect. Note that the challenge effect may be executed after the restart effect.
[0307] The manner in which the restart effect is displayed may be such that a black image overlaps the entire screen, or such that the entire screen is covered with an image appearing in a mosaic pattern. The manner in which the restart effect ends may be such that the transparency of the image covering the entire screen increases and the image is finally hidden, or such that the image covering the entire screen is chipped away in a mosaic pattern and the door image is finally hidden.
[0308] As shown in FIG. 34(D), there is a variation pattern in which the enemy wins at the end of the SP reach performance, and then the reach failure symbol is temporarily stopped and a challenge performance is executed (i.e., in the case corresponding to the variation pattern O107 or H112). As shown in FIG. 35(A) and (B), during the challenge performance, the reach symbol is hidden and an operation prompting performance is executed. The operation prompting performance is a performance that prompts the player to operate the performance button 26 by displaying the button image 90 and the gauge image 91 for a predetermined effective period (e.g., 3 seconds). During the challenge performance, candidates for decorative symbols that will stop as a middle symbol are displayed, and the middle symbol is temporarily stopped depending on the operation during the effective period. If there is no operation during the effective period, the middle symbol is temporarily stopped at the end of the predetermined effective period (e.g., 3 seconds after the operation prompting performance starts).
[0309] If the challenge performance is successful, a middle pattern that is the same as the reach pattern is temporarily displayed and a jackpot A is announced. During the jackpot announcement, the display priority of the decorative pattern 55 changes in the order of display patterns HP6, HP9, and HP4. When the jackpot A is displayed as shown in FIG. 35(G), a jackpot game is executed. At the end of the jackpot game, the first and second warning calls are displayed simultaneously. After the jackpot game ends, the game transitions to a low-probability time-saving mode.
[0310] On the other hand, if the challenge performance fails, a middle symbol different from the reach symbol is temporarily displayed and a normal losing symbol is displayed. Following the failure of the challenge performance, a restart performance is executed and then a normal losing symbol is displayed. The reach symbol remains hidden from the time the challenge performance fails until the restart performance ends, and is displayed again when the restart performance ends. The display priority of the decorative symbol 55 is display pattern HP7 before the restart performance begins, changes to display pattern HP2 during the restart performance, and then changes to display pattern HP3 when it is displayed stopped thereafter. The display priority of the decorative symbol 55 does not have to change before and after the restart performance.
[0311] In addition, when executing the restart performance, the following configuration may be used. The size of the entire middle pattern can be larger, smaller, or the same size immediately after the restart performance ends compared to just before the restart performance. The size of the number portion 550 of the middle symbol may be larger, smaller, or the same size immediately after the restart performance ends compared to immediately before the restart performance. The size of the overall left pattern (and right pattern) may be larger, smaller, or the same size immediately after the restart performance ends compared to just before the restart performance. The size of the number portion 550 of the left pattern (and right pattern) immediately after the end of the restart performance may be larger, smaller, or the same size than just before the restart performance. Immediately before the restart performance, the middle pattern will be larger than the left pattern (and right pattern), and immediately after the restart performance ends, the sizes of the left, middle, and right patterns may be the same. -The size ratio between the left, middle, and right patterns may be the same immediately before the restart performance and immediately after the restart performance ends. The appearance of decorative pattern 55 may be the same immediately before the restart performance and immediately after the restart performance ends. The icon 53 and the hold icon 51 continue to be displayed during the SP reach performance, and the icon 53 and the hold icon 51 may have a higher display priority than the resume performance. The icon 53 is erased when the variable display starts or when the SP reach performance starts, and does not have to be displayed again thereafter. Regardless of the type of special symbol that is stopped and displayed, after the restart performance ends, the display may transition to a special heaven mode that corresponds to the SP reach performance and has a different appearance from when the variable display began. After executing an effect that gives the expectation that a challenge effect will be executed, a resume effect may be executed without executing the challenge effect. -A restart performance may be executed in response to a failure notification after the challenge performance is executed.
[0312] Next, referring to FIG. 36, an example of the performance of the low probability time-saving state in the first embodiment will be described. As illustrated in FIG. 36(A) and (B), the variation pattern O201 resulting in the big win D is an immediate win variation pattern in which the symbols are aligned without the execution of the reach performance. As illustrated in FIG. 36(B), when the big win D is stopped and displayed, the big win game is executed. In the big win game, the first and second attention calls are not displayed. After the big win game ends, the game shifts to the low probability time-saving mode. In the big win game, the first and second attention calls may be displayed. In the gaming machine 1, the same performance as the variation pattern O201 is executed even in the case of the variation pattern K201 resulting in the small win B.
[0313] As illustrated in Fig. 36(A), (C), and (B), the variation pattern O202 resulting in a jackpot D is a variation pattern in which a transition (fall) from a low probability time-saving to a low probability non-time-saving state is suggested and then an immediate win occurs. From the start of the fall suggestion, the display of a door image begins and an operation prompting performance is executed. The door image is the same as the door image displayed in response to the start of the first special pattern variation display after the transition to the low probability time-saving state. Note that the door image displayed from the start of the fall suggestion may be different from the door image displayed in response to the start of the first special pattern variation display after the transition to the low probability time-saving state. In the case of a jackpot D, the door image opens at a predetermined valid period end timing (for example, 3 seconds after the start of the operation prompting performance) regardless of whether or not an operation is performed during the valid period, and an immediate win occurs. Note that in the case of a jackpot D, the door image may open in response to an operation during the valid period, and an immediate win occurs.
[0314] As shown in Fig. 36 (A), (C), and (D), the variation pattern H202 in which the normal losing symbol is displayed in a stopped state is a variation pattern in which a fall is suggested and then a loss is notified. The door image that starts to be displayed from the start of the fall suggestion opens at the end of the predetermined valid period (for example, 3 seconds after the start of the operation prompting performance) regardless of whether or not an operation is performed during the valid period, and a loss is notified. Note that in the case of a loss, the door image may be opened in response to an operation performed during the valid period to notify a loss.
[0315] As illustrated in Fig. 36(A), (C), and (E), the variation pattern K203 which becomes a small win C is a variation pattern in which a fall is suggested and then the small win C is notified by the small pattern 56. The door image which started to be displayed from the start of the fall suggestion closes at the end of the valid period (for example, 3 seconds after the operation promotion performance starts) regardless of the operation during the valid period. When the small win C is stopped and displayed as illustrated in Fig. 36(E), a big win game is executed on the condition that a V is won during the small win game. In the big win game, the first and second attention calls are not displayed. After the big win game ends (the game state is low-probability non-time shortening), it is controlled to low-probability non-time shortening. Also, if a V is not won during the small win game, the big win game is not executed and it is controlled to low-probability non-time shortening. When it shifts to low-probability non-time shortening, counting is performed by the base calculation out counter and the base calculation prize ball counter.
[0316] FIG. 36(F) is an example of a presentation when the reserve for the second special symbol judgment is consumed when the game is controlled in the low probability non-time-saving mode. From the start of the display of the first second special symbol fluctuation in the low probability non-time-saving mode until just before the display of the fluctuation related to the reserve for the first second special symbol judgment ends, a result that suggests the number of winning balls that the player has obtained by playing a jackpot is displayed. Also, from the start of the result, the display of a door image starts. The door image is the same as the door image displayed in response to the start of the first special symbol fluctuation display after the transition to the low probability time-saving mode, and the door image displayed from the start of the fall suggestion. Note that the door image displayed from the start of the result may be different from the door image displayed in response to the start of the first special symbol fluctuation display after the transition to the low probability time-saving mode, and the door image displayed from the start of the fall suggestion. Note that the result and the door image displayed from the start of the result are also displayed when the number of times of the low probability time-saving mode is completed (for example, the flow from FIG. 36(D) to (F)). If the variable display at the end of the low-probability time-saving count does not satisfy the condition of 750 consecutive misses, the game will transition to low-probability non-time-saving when the variable display ends, and counting will be performed using the base calculation out counter and the base calculation prize ball counter. On the other hand, if the variable display at the end of the low-probability time-saving count satisfies the condition of 750 consecutive misses, the game will transition to low-probability time-saving when the variable display ends, and counting will remain stopped using the base calculation out counter and the base calculation prize ball counter.
[0317] In addition, a countdown may be performed to notify the remaining number of times of time reduction each time the special symbol starts to display a change, from the change display a predetermined number of times before (for example, 10 changes before) the final change of the low-probability time reduction to the final change of the low-probability time reduction. In the gaming machine 1, the icon 53 and the reserved icon 51 are hidden from the change display a predetermined number of times before (for example, 3 changes before) the final change of the low-probability time reduction, as exemplified in Fig. 36(D). In addition, the icon 53 and the reserved icon 51 may be displayed until the final change of the low-probability time reduction is completed.
[0318] If all the pending second special symbol judgments are misses, the result will be hidden and the door image will be opened just before the variable display related to the pending first second special symbol judgment ends (see Figure 36(G)). Accordingly, the display priority of the decorative symbol 55 will change from the display pattern HP9 to HP3 during the result display.
[0319] In addition, when displaying a door image accompanying the result display, the following configuration may be used. The size of the entire middle pattern may be larger, smaller, or the same size in Heaven mode immediately after the door image is displayed than in RUSH mode before the door image is displayed. The size of the number portion 550 of the middle pattern may be larger, smaller, or the same size in Heaven mode immediately after the door image is displayed than in RUSH mode before the door image is displayed. The overall size of the left image (and right image) in Heaven mode immediately after the door image is displayed may be larger, smaller, or the same size than in RUSH mode before the door image is displayed. The size of the number portion 550 of the left image (and right image) in Heaven mode immediately after the door image is displayed may be larger, smaller, or the same size as that in RUSH mode before the door image is displayed. In RUSH mode before the door image is displayed, the middle pattern is larger than the left pattern (and right pattern), and in Heaven mode immediately after the door image is displayed, the sizes of the left, middle, and right patterns may be the same. The size ratio between the left, middle, and right patterns may be the same in RUSH mode before the door image is displayed and in Heaven mode immediately after the door image is displayed. While the door image is displayed, it will light up in the door image lighting pattern, and immediately after the door image display ends it will light up in the heaven mode lighting pattern.
[0320] As shown in Fig. 36(H), if the reserved second special symbol judgment consumed during the low probability non-time shortening is a big win D, the result is erased and the door image displayed from the start of the result opens, and an instant win is announced. As shown in Fig. 36(I), if the reserved second special symbol judgment consumed during the low probability non-time shortening is a small win C, the result is erased and the door image displayed from the start of the result opens, and a small win C is announced by the small symbol 56.
[0321] [Small winning hole opening control process by the game control board 100] Hereinafter, the small prize opening control process executed by the game control board 100 will be described with reference to FIG. 37. This small prize opening control process is a process for executing a small prize game selected based on a symbol determination table for a small prize stored in the main ROM 100b. Here, FIG. 37 is a detailed flowchart of the small prize opening control process in step S5A of FIG. 19. The main CPU 100a judges whether or not the small prize game flag is set to "ON" (step S641). Here, if it is judged that the small prize game flag is not set to "ON" (step S641: NO), the process proceeds to the large prize opening control process in step S7.
[0322] When the main CPU 100a determines that the big win game flag is set to "ON" (step S641: YES), it determines whether or not it is in the opening period of the small win game based on whether or not the elapsed time since the opening command related to the small win game is set by the stop processing reaches a predetermined opening time (step S642). Here, when it is determined that it is in the opening period (step S642: YES), it also determines whether or not the opening time has elapsed based on whether or not the elapsed time has reached a predetermined opening time (step S643). Here, when it is determined that the opening time has not elapsed (step S643: NO), the process proceeds to the big win port control process of step S7.
[0323] When the main CPU 100a judges that the opening time has elapsed (step S643: YES), it sets the operation pattern of the small prize opening opening solenoid 51c and stores the setting information in the main RAM 100c (step S644). By executing the process of this step S644, various times related to the small prize game, such as the ending time after the round ends, are also set.
[0324] Following the process of step S644, the main CPU 100a resets the number X of winning game balls into the small winning hole 19 stored in the main RAM 100c (step S645).
[0325] Following the process of step S645, the main CPU 100a starts the opening control of the small prize winning hole (step S646). Next, the main CPU 100a starts measuring the opening time, which is the elapsed time from the start of this opening control (step S647).
[0326] When the main CPU 100a judges that the game is not in the opening period of the small win game (step S642: NO), it judges whether the game is in the ending period or not based on the information indicating the time point of the current state in the small win game stored in the main RAM 100c (step S648). If it is judged that the game is in the ending period (step S648: YES), the process proceeds to step S659 described later.
[0327] When the main CPU 100a determines that the ending of the small winning game is not in progress (step S648: NO), it determines whether the small winning hole switch 116a is "ON" or not (step S649). Specifically, it determines whether the small winning hole switch 116a is "ON" or not based on the presence or absence of a detection signal from the small winning hole switch 116a.
[0328] Here, if the main CPU 100a determines that the small winning port switch 116a has been turned "ON" (step S649: YES), it determines that one game ball has won the small winning port 19, and updates the number of winning game balls X to a value incremented by "1" (step S650).
[0329] Following the process of step S650, the main CPU 100a judges whether the V winning port switch 116b has become "ON". If it is judged that the V winning port switch 116b has become "ON" (step S651: YES), it sets a V winning command (step S652) and sets the big win game flag to "ON" (step S653).
[0330] When the main CPU 100a executes the process of step S653, executes the process of step S647, or determines that the small prize winning port switch 116a is not "ON" (step S649: NO), it determines whether or not a specified opening time has elapsed since the opening of the small prize winning port 19 started (step S654). Specifically, it determines whether or not the opening time that was started to be measured by the process of step S647 has reached the specified opening time stored in the main ROM 100b.
[0331] When the main CPU 100a determines that the specified opening time has not elapsed (step S654: NO), it determines whether the number of winning balls X in the current round of play stored in the main RAM 100c matches the number of winning balls Xmax (e.g., "9") that specifies the closing timing of the special winning hole 13 stored in the main ROM 100b (step S655). Here, when it is determined that the number of winning balls X does not match the number of winning balls Xmax (step S655: NO), the process proceeds to the special winning hole control process of step S7.
[0332] On the other hand, if the main CPU 100a determines that the number of winnings X matches the number of game balls Xmax (step S655: YES), it causes the small winning opening opening solenoid 51c to end the opening control of the small winning opening 19 that was started in the processing of step S646 (step S656).
[0333] Following the process of step S656, the main CPU 100a starts measuring the ending time (step S657) and sets an ending command in the main RAM 100c (step S658). This ending command is a command to notify that the round game of the small win game has ended, and is transmitted to the performance control board 130 by the transmission process of step S9.
[0334] When the main CPU 100a executes the process of step S658, it judges whether the ending time has elapsed (step S659). When it is judged that the ending time has not elapsed (step S659: NO), the process proceeds to the big prize opening control process of step S7.
[0335] When the main CPU 100a determines that the ending time has elapsed (step S659: YES), the main CPU 100a sets the small win game flag to "OFF" in order to end the small win game (step S660).
[0336] [Big prize opening control process by the game control board 100] Hereinafter, the big prize opening control process executed by the game control board 100 will be described with reference to FIG. 38. This big prize opening control process is a process for executing a big prize game selected based on a symbol determination table at the time of a big prize stored in the main ROM 100b. Here, FIG. 38 is a detailed flowchart of the big prize opening control process in step S6A of FIG. 19. Following the small prize opening control process in step S5A, the main CPU 100a judges whether or not the big prize game flag is set to "ON" (step S601). Here, if it is judged that the big prize game flag is not set to "ON" (step S601: NO), the process proceeds to the prize ball process in step S8.
[0337] When the main CPU 100a determines that the jackpot game flag is set to "ON" (step S601: YES), it determines whether the jackpot game is in the opening stage based on whether the elapsed time since the opening command for the jackpot game was set by the stop processing has reached a predetermined opening time (step S602). When it determines that the jackpot game is in the opening stage (step S602: YES), it determines whether the opening time has elapsed based on whether the elapsed time has reached a predetermined opening time (step S603). When it determines that the opening time has not elapsed (step S603: NO), the process proceeds to the prize ball processing in step S8.
[0338] When the main CPU 100a determines that the opening time has elapsed (step S603: YES), it sets the number of rounds Rmax of the big win game, the operation pattern of the big win opening opening solenoid 51b, etc., and stores the setting information in the main RAM 100c (step S604). By executing the process of this step S604, various times related to the big win game, such as the interval time between rounds and the ending time after the end of the final round, are also set.
[0339] Following the process of step S604, the main CPU 100a resets the number Y of winning balls into the big winning port 13 stored in the main RAM 100c (step S605), and updates the number of rounds R during the big win, also stored in the main RAM 100c, to a value incremented by "1" (step S606). This number of rounds R is set to "0" before the start of the big win, and is incremented by "1" each time the process of step S606 is performed.
[0340] Following the process of step S606, the main CPU 100a starts the opening control of the special prize opening (step S607). Next, the main CPU 100a starts measuring the opening time, which is the elapsed time from the start of the opening control (step S608). Then, the main CPU 100a sets a round start command in the main RAM 100c to notify that a round game for opening the special prize opening 13 has started (step S609).
[0341] When the main CPU 100a judges that the game is not in the opening stage of the big win game (step S602: NO), it judges whether the game is in the ending stage immediately after the end of the final round (step S611) based on information indicating the time point of the big win game in which the current state is stored in the main RAM 100c. If it is judged that the game is in the ending stage (step S611: YES), the process proceeds to step S625 described later.
[0342] When the main CPU 100a determines that the jackpot game is not ending (step S611: NO), it determines whether or not the jackpot game is in an interval (between a round and the next round) based on information indicating which point in time the current state is in the jackpot game stored in the main RAM 100c (step S612). When it determines that the jackpot game is in an interval (step S612: YES), it determines whether or not the interval time set by the process of step S604 has elapsed since the jackpot winning hole 13 was closed at the end of the previous round game (step S613). When it determines that the interval time has elapsed (step S613: YES), it is time to start the next round game, so the process proceeds to the above step S605. On the other hand, when it determines that the interval time has not elapsed (step S613: NO), the process proceeds to the prize ball process of step S8.
[0343] On the other hand, when the main CPU 100a judges that the game is not in an interval (step S612: NO), it judges that the game is in a round and judges whether the special prize opening switch is "ON" or not (step S614). Specifically, it judges whether the special prize opening detection switch 50a is "ON" or not based on the presence or absence of a detection signal from the special prize opening detection switch 50a.
[0344] Here, if the main CPU 100a determines that the special prize opening detection switch 50a has turned "ON" (step S614: YES), it determines that one game ball has entered the special prize opening 13, and updates the number of winning game balls Y to a value incremented by "1" (step S615).
[0345] When the main CPU 100a executes the process of step S615, executes the process of step S609, or determines that the special prize opening detection switch 50a is not "ON" (step S614: NO), it determines whether or not a specified opening time has elapsed since the special prize opening 13 started to be opened (step S616). Specifically, it determines whether or not the opening time that was started to be measured by the process of step S608 has reached the specified opening time stored in the main ROM 100b.
[0346] When the main CPU 100a determines that the specified opening time has not elapsed (step S616: NO), it determines whether the number of winning game balls Y in the current round game stored in the main RAM 100c matches the number of game balls Ymax (e.g., "9") that specifies the closing timing of the big winning hole 13 stored in the main ROM 100b (step S617). Here, when it is determined that the number of winning game balls Y does not match the number of game balls Ymax (step S617: NO), the process proceeds to the prize ball process of step S8.
[0347] On the other hand, if the main CPU 100a determines that the number of winnings Y matches the number of game balls Ymax (step S617: YES), or if it determines that the specified opening time has elapsed (step S616: YES), it causes the large prize opening opening solenoid 51b to end the opening control of the large prize opening 13 that was started in the processing of step S607 (step S618).
[0348] Following the process of step S618, the main CPU 100a judges whether or not the current round number R of the big win game stored in the main RAM 100c matches the round number Rmax set by the process of step S604 (step S619). If it is judged that the round number R does not match the round number Rmax (step S619: NO), the main CPU 100a starts measuring the interval time, which is the elapsed time from when the big win opening 13 is closed, in order to control the start timing of the next round game (step S620). The interval time measured by the process of step S620 is used in the process of step S613.
[0349] On the other hand, when the main CPU 100a judges that the number of rounds R matches the number of rounds Rmax (step S619: YES), it starts measuring the ending time (step S622), resets the number of rounds R stored in the main RAM 100c (step S623), and sets an ending command in the main RAM 100c (step S624). This ending command is a command to notify that the last round of play has ended, and is transmitted to the performance control board 130 by the transmission process of step S8. This ending command includes information (game information) regarding the game state after the big win game ends.
[0350] When the main CPU 100a executes the process of step S624 or when it is determined that the ending is in progress (step S611: YES), it judges whether or not the set ending time has elapsed (step S625). Specifically, it judges whether or not the ending time that started to be measured by the process of step S622 above has reached the set ending time that was set by the process of step S604 above. Here, when it is determined that the ending time has not elapsed (step S625: NO), the process proceeds to the prize ball process of step S8.
[0351] When the main CPU 100a determines that the set ending time has elapsed (step S625: YES), it sets the number of time-saving times and a game state designation command according to the type of special symbol (step S626).
[0352] After the process of step S626, the main CPU 100a sets the big win game flag to "OFF" in order to end the big win game (step S627).
[0353] [Timer interrupt processing by the performance control board 130] Below, the timer interrupt processing executed in the performance control board 130 will be described with reference to Fig. 39. Here, Fig. 39 is a flow chart showing an example of the timer interrupt processing executed in the performance control board 130. Below, the processing shown in Figs. 39 to 41 will be described as being executed by the performance control board 130, but some or all of this processing may be executed in any of the performance control board 130, the image and sound control board 140, and the lamp control board 150.
[0354] The sub-CPU 130a in the performance control board 130 repeatedly executes a series of processes illustrated in Fig. 39 at regular intervals (for example, 4 milliseconds) in the same manner as the timer interrupt process performed in the game control board 100. The processes illustrated in Fig. 39 to Fig. 41 are executed according to commands issued by the sub-CPU 130a based on the program stored in the sub-ROM 130b.
[0355] The sub CPU 130a first executes a command receiving process (step S10) that performs processing according to a command from the game control board 100, and then executes a transmission process (step S30). In the command receiving process, processing is performed according to receiving various commands from the game control board 100 and the lamp control board 150. Specifically, the sub CPU 130a receives a command as game information from the game control board 100, for example, and sets the performance content according to the received command. For example, the sub CPU 130a determines a variable performance pattern corresponding to the variable pattern of the special symbol, and determines whether or not to execute a notice performance that can be executed in the determined variable performance pattern, and the content of the performance. Then, the sub CPU 130a generates a command that instructs the execution of the determined performance, for example, and transmits it to the image sound control board 140 and the lamp control board 150. As a result, the performance of the content determined in the performance control board 130 is executed in the image sound control board 140 and the lamp control board 150. The command receiving process will be described in detail later with reference to FIG. 40.
[0356] Following the process of step S30, the sub CPU 130a performs data transfer processing (step S50). For example, the sub CPU 130a transfers data transmitted from the image and sound control board 140 to the lamp control board 150 in order to control the frame lighting device 10 and the like to emit light and control (for example, operate) the performance props 7 and the like in association with the start of each performance. By performing this data transfer process, for example, light emission control is performed to cause the board lighting device 74 and the frame lighting device 10 to emit light in conjunction with the performance image displayed on the liquid crystal screen 5 and the performance sound output by the speaker 24, and the performance props 7 are operated. With the above, the sub CPU 130a ends the process shown in FIG. 39.
[0357] [Command reception processing by the performance control board 130] Fig. 40 is a detailed flowchart of the command receiving process in step S10 in Fig. 39. As illustrated in Fig. 40, the sub-CPU 130a first determines whether or not a command transmitted from the game control board 100 or the lamp control board has been received (step S11). If it is determined that a command has not been received (step S11: NO), the process proceeds to step S30.
[0358] When the sub-CPU 130a determines that it has received a command (step S11: YES), it determines whether or not the command is a game state designation command transmitted from the game control board 100 in response to the processing of step S3194C (FIG. 27) or step S627 (see FIG. 38) (step S12). If it is determined that the received command is not a game state designation command (step S12: NO), the process proceeds to step S14 described later.
[0359] When the sub-CPU 130a determines that the received command is a game state designation command (step S12: YES), the sub-CPU 130a executes a game state update process for updating the game state (step S13).
[0360] When the sub-CPU 130a determines that the received command is not a hold command (step S12: NO), it determines whether or not the command is a fluctuation start command transmitted from the game control board 100 in response to the processing of step S311 (see FIG. 23) (step S14). Here, when it is determined that the received command is not a fluctuation start command (step S14: NO), the processing proceeds to step S16 described later.
[0361] When the sub-CPU 130a judges that the received command is a fluctuation start command (step S14: YES), it executes a fluctuation start command reception process (step S15). In the fluctuation start command reception process, the sub-CPU 130a determines, for example, a fluctuation performance pattern corresponding to the fluctuation pattern of the special symbol included in the fluctuation start command. This fluctuation start command reception process will be described in detail later with reference to FIG.
[0362] When the sub-CPU 130a judges that the received command is not a variation start command (step S14: NO), it judges whether or not the command is a symbol determination command transmitted from the game control board 100 in response to the processing of step S316 (see FIG. 23) (step S16). When the sub-CPU 130a judges that the command is a symbol determination command (step S16: YES), it sets a variable performance end command in the sub-RAM 130c (step S17). When the variable performance end command is transmitted to the image and sound control board 140 and the lamp control board 150 by the transmission processing of step S30, the decorative pattern 55 and the small pattern 56 are displayed in a stopped state on the liquid crystal screen 5 in conjunction with the stopped display of the special pattern.
[0363] When the sub-CPU 130a determines that the received command is not a symbol determination command (step S16: NO), it determines whether the command is an operation command sent from the lamp control board 150 (step S18). This operation command is a command sent from the lamp control board 150 to notify the information when the lamp CPU 151 of the lamp control board 150 detects the operation of the performance button 26 or the performance key 27. The operation command includes information indicating which of the performance button 26 and the performance key 27 has been operated, and information indicating which key has been operated if the performance key 27 has been operated.
[0364] When the sub-CPU 130a determines that an operation command has been received (step S18: YES), it sets an operation performance start command in the sub-RAM 130c (step S19). This command is transmitted to the image / sound control board 140 and the lamp control board 150 by the transmission process of step S30. By receiving this command, the image / sound control board 140 can execute a performance using images and sounds using the liquid crystal screen 5 and the speaker 24 in response to the operation during the valid period. Also, by receiving this command, the lamp control board 150 can execute a performance in which various lamps are illuminated in response to the operation during the valid period.
[0365] On the other hand, if it is determined that the received command is not an operation command (step S18: NO), a process corresponding to the command is executed (step S20). As an example, if the sub-CPU 130a determines that an opening command transmitted from the game control board 100 has been received, the sub-CPU 130a sets an opening command that instructs the start of a performance of a big win game (or a small win game) corresponding to the type of big win (or small win).
[0366] [Variation start command reception processing by the performance control board 130] Hereinafter, referring to Fig. 41, the fluctuation start command receiving process executed in the performance control board 130 in response to receiving the fluctuation start command transmitted from the game control board 100 will be described. Here, Fig. 41 is a detailed flowchart of the fluctuation start command receiving process in step S15 of Fig. 40.
[0367] 40, when the sub-CPU 130a determines that the command received from the game control board 100 is a fluctuation start command (step S14: YES), it acquires a fluctuation performance pattern random number and stores it in the sub-RAM 130c (step S1511). The sub-CPU 130a acquires the value at the time of receiving the fluctuation start command as the fluctuation performance pattern random number.
[0368] Following the process of step S1511, the sub CPU 130a analyzes the variation start command received from the game control board 100 (step S1512). As described above, the variation start command includes information on whether or not there is a jackpot indicating the result of the jackpot determination (see FIG. 25), the type of special symbol, setting information on the variation pattern of the special symbol, information on the game state of the gaming machine 1, etc. By performing this process, the sub CPU 130a obtains information necessary to determine the variation presentation pattern.
[0369] Following the process of step S1512, the sub-CPU 130a judges whether or not the display is a special pattern for the first rotation after the time-saving game flag is ON (step S1513). If the result of the process of step S1513 is YES, the sub-CPU 130a judges whether or not the display is a low-probability time-saving pattern (step S1514). If the result of the process of step S1514 is YES, the sub-CPU 130a determines a right-hit notification mode variable presentation pattern accompanied by the display of a character and a door image encouraging a right hit (step S1515).
[0370] When the result of the process in step S1513 or step S1514 is NO, the sub-CPU 130a determines a variable performance pattern that is not a right-hit notification mode (step S1516).
[0371] When the process of step S1515 or step S1516 is executed, the sub-CPU 130a sets a variable performance start command including the setting contents determined in these processes (step S1517). The variable performance start command is transmitted to the image sound control board 140 and the lamp control board 150 by the transmission process of step S30 (see FIG. 39). As a result, the performance of the aspect determined in the performance control board 130 is realized by the image sound control board 140 and the lamp control board 150.
[0372] Following the process of step S1517, the sub CPU 130a subtracts "1" from the value of the reserved number stored in the sub RAM 130c (step S1518). With this, the sub CPU 130a ends the process shown in FIG.
[0373] [Effects of the first embodiment] The gaming machine 1 of the first embodiment controls the game in a low-probability non-time-saving state, a low-probability minute-time-saving state, and a low-probability time-saving state. The low-probability non-time-saving state is a game state that is more advantageous to the player than the low-probability minute-time-saving state. When the gaming machine 1 is in the power "OFF" state, if the power is turned "ON" with the setting key SW "OFF" and the RWM clear SW "ON", the gaming machine 1 transitions to the RAM clear mode immediately after starting up. When the transition is made to the RAM clear mode, information regarding the game state is initialized and the gaming machine 1 starts playing in the low-probability non-time-saving state, which is more advantageous to the player than the high-probability minute-time-saving state. This makes it possible for the gaming machine 1 of the first embodiment to motivate the player to play immediately after the gaming establishment opens.
[0374] Moreover, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-shortening state, a low-probability minute-time-shortening state, and a low-probability time-shortening state. The low-probability non-time-shortening state is a game state that is more advantageous to the player than the low-probability minute-time-shortening state. When the gaming machine 1 is in the power "OFF" state, if the power is turned to the power "ON" state with the setting key SW "ON" state and the RWM clear SW "ON" state, the gaming machine 1 transitions to the setting change mode immediately after starting up. When the transition is made to the setting change mode, the information regarding the game state is initialized, and the gaming machine 1 starts playing in the low-probability non-time-shortening state that is more advantageous to the player than the high-probability minute-time-shortening state. This makes it possible for the gaming machine 1 of the first embodiment to motivate the player to play immediately after the setting change (i.e., immediately after the gaming facility opens).
[0375] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-saving state, a low-probability minute-time-saving state, and a low-probability time-saving state. When a big win A occurs in the low-probability non-time-saving state or the low-probability minute-time-saving state, the game transitions to the low-probability time-saving state in response to the end of the big win game. When a specific losing symbol is stopped and displayed in the low-probability non-time-saving state, the game can transition from the low-probability non-time-saving state to the low-probability time-saving state. On the other hand, when a specific losing symbol is stopped and displayed in the low-probability minute-time-saving state, the game state does not change. Therefore, the probability of transitioning to the low-probability time-saving state is higher in the low-probability non-time-saving state than in the low-probability minute-time-saving state by the probability of a specific losing symbol. This makes the low-probability non-time-saving state a game state that is more advantageous to the player than the low-probability minute-time-saving state.
[0376] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-saving state, a low-probability minute-time-saving state, and a low-probability time-saving state. The probability of determining that a jackpot game is executed is the same in the low-probability non-time-saving state, the low-probability minute-time-saving state, and the low-probability time-saving state. When a jackpot A is obtained in the low-probability non-time-saving state or the low-probability minute-time-saving state, the game moves to the low-probability time-saving state upon the end of the jackpot game. When a specific losing symbol is stopped and displayed in the low-probability non-time-saving state, the game state can be moved from the low-probability non-time-saving state to the low-probability time-saving state. On the other hand, when a specific losing symbol is stopped and displayed in the low-probability minute-time-saving state, the game state does not change. Therefore, the probability of moving to the low-probability time-saving state is higher in the low-probability non-time-saving state than in the low-probability minute-time-saving state by the probability of a specific losing symbol. This allows the low-probability non-time-shortening state to be a more advantageous game state for the player than the low-probability minute-time-shortening state in a situation where the probability of determining that a big win game will be executed is the same.
[0377] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-saving state, a low-probability minute-time-saving state (time-saving count 99 or 500), and a low-probability minute-time-saving state. In the low-probability minute-time-saving state, the number of times the special symbol judgment result is notified reaches 99 or 500, and the low-probability minute-time-saving state ends. If a jackpot A is obtained in the low-probability non-time-saving state or the low-probability minute-time-saving state, the game moves to a low-probability minute-time-saving state (time-saving count 700) in response to the end of the jackpot game. In addition, if a specific losing symbol is stopped and displayed in the low-probability non-time-saving state, the game can move from the low-probability non-time-saving state to the low-probability minute-time-saving state (time-saving count 700). On the other hand, if a specific losing symbol is stopped and displayed in the low-probability minute-time-saving state, the game state does not change from the low-probability minute-time-saving state. The probability of moving to the low-probability minute-time-saving state is higher in the low-probability non-time-saving state than in the low-probability minute-time-saving state. When the condition of 750 consecutive misses is met in the low-probability non-time-saving state or the low-probability minute time-saving state, the state transitions to the low-probability time-saving state (time-saving count 1000 times). Therefore, in the low-probability time-saving state in the gaming machine 1 of the first embodiment, there are a state in which the low-probability time-saving state ends when the number of times the judgment result of the special pattern judgment is notified reaches 700 times, and a state in which the low-probability time-saving state ends when the number of times the judgment result of the special pattern judgment is notified reaches 1000 times. The low-probability minute time-saving state, the low-probability time-saving state (time-saving count 700 times), and the low-probability time-saving state (time-saving count 1000 times) have different degrees of advantage to the player. This makes it possible to make the player interested in the number of times the judgment result of the special pattern judgment is notified.
[0378] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-saving state, a low-probability minute-time-saving state (time-saving times 99 or 500), and a low-probability time-saving state. When a big win A occurs in the low-probability non-time-saving state or the low-probability minute-time-saving state, the game moves to a low-probability time-saving state (time-saving times 700) upon the end of the big win game. When a specific losing symbol is stopped and displayed in the low-probability non-time-saving state, it is possible to move from the low-probability non-time-saving state to the low-probability time-saving state. On the other hand, when a specific losing symbol is stopped and displayed in the low-probability minute-time-saving state, the game state does not change from the low-probability minute-time-saving state. Therefore, the low-probability minute-time-saving state is a game state that is disadvantageous to the player compared to the low-probability non-time-saving state. When the remaining number of time-saving times in the low-probability minute-time-saving state becomes 0, the game moves to the low-probability non-time-saving state. This makes it possible for a player to play when in a low-probability, minute time-saving state with the aim of transitioning to a low-probability, non-time-saving state.
[0379] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-saving state, a low-probability minute-time-saving state, and a low-probability time-saving state. The low-probability time-saving state is more advantageous to the player than the low-probability non-time-saving state and the low-probability minute-time-saving state. If it is determined that a jackpot game will not be executed, a specific losing symbol or a normal losing symbol is displayed. If a specific losing symbol is displayed in the low-probability non-time-saving state, it is possible to transition from the low-probability non-time-saving state to the low-probability time-saving state. As a result, the low-probability non-time-saving state can aim to transition to the low-probability time-saving state by a specific losing symbol, so the player can be happy even if he or she loses.
[0380] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-saving state, a low-probability minute-time-saving state, and a low-probability time-saving state. The low-probability time-saving state is more advantageous to the player than the low-probability non-time-saving state and the low-probability minute-time-saving state. When it is determined that a jackpot game is not to be executed, a specific losing symbol or a normal losing symbol is displayed. When a specific losing symbol is displayed in a low-probability non-time-saving state, it is possible to transition from the low-probability non-time-saving state to the low-probability time-saving state. In the low-probability time-saving state, when a specific losing symbol is displayed in a fluctuation before the final fluctuation of the time-saving state, the game state does not change. The low-probability time-saving state ends when the remaining number of time-saving times becomes 0. This allows the player to expect a specific losing symbol to be displayed when in the low-probability non-time-saving state more than when in the low-probability time-saving state.
[0381] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-saving state, a low-probability minute-time-saving state, and a low-probability minute-time-saving state. The low-probability minute-time-saving state is more advantageous to the player than the low-probability non-time-saving state and the low-probability minute-time-saving state. When it is determined that a jackpot game is not to be executed, a specific losing symbol or a normal losing symbol is stopped and displayed. When a losing symbol (time-saving A) is stopped and displayed as a specific losing symbol in the low-probability non-time-saving state, it is possible to transition from the low-probability non-time-saving state to the low-probability minute-time-saving state. When a losing symbol (time-saving B) is stopped and displayed as a specific losing symbol in the low-probability non-time-saving state, it is possible to transition from the low-probability non-time-saving state to the low-probability minute-time-saving state. In the low-probability minute-time-saving state, when a specific losing symbol is stopped and displayed in a fluctuation before the final fluctuation of the time-saving, the game state does not change. The low-probability minute-time-saving state ends when the number of time-saving times becomes 0. This makes it possible to give the player a sense of excitement as to whether a specific losing pattern will appear when in a low-probability non-time-saving state, resulting in a transition to a low-probability time-saving state or a low-probability minute time-saving state.
[0382] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-saving state, a low-probability minute-time-saving state, and a low-probability time-saving state. The low-probability time-saving state is more advantageous to the player than the low-probability non-time-saving state and the low-probability minute-time-saving state. When it is determined that a jackpot game is not to be executed, a specific losing symbol or a normal losing symbol is stopped and displayed. When a losing (time-saving A) symbol is stopped and displayed as a specific losing symbol in the low-probability non-time-saving state, it is possible to transition from the low-probability non-time-saving state to the low-probability time-saving state. In the low-probability non-time-saving state, the normal symbol is displayed in a variable pattern for the low-probability non-time-saving state, and in the low-probability time-saving state, it is displayed in a variable pattern for the low-probability time-saving state. The variable pattern of the normal symbol for the low-probability time-saving state is shorter than the variable pattern of the normal symbol for the low-probability non-time-saving state. This allows the normal symbol to be variable more frequently in the low-probability time-saving state than in the low-probability non-time-saving state.
[0383] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-saving state, a low-probability minute-time-saving state, and a low-probability time-saving state. The low-probability time-saving state is more advantageous to the player than the low-probability non-time-saving state and the low-probability minute-time-saving state. When it is determined that a big win game is not to be executed, a specific losing symbol or a normal losing symbol is stopped and displayed. When a losing (time-saving A) symbol is stopped and displayed as a specific losing symbol in the low-probability non-time-saving state, it is possible to transition from the low-probability non-time-saving state to the low-probability time-saving state. In the low-probability non-time-saving state, the electric tulip 17 is opened in an opening pattern for the low-probability non-time-saving state, and in the low-probability time-saving state, it is opened in an opening pattern for the low-probability time-saving state. The opening time of the electric tulip 17 is longer in the low-probability time-saving state than in the low-probability non-time-saving state. As a result, it is easier to get a game ball to enter the second starting hole 12 in the low-probability time-saving state than in the low-probability non-time-saving state.
[0384] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-saving state, a low-probability minute-time-saving state, and a low-probability time-saving state. The low-probability time-saving state is more advantageous to the player than the low-probability non-time-saving state and the low-probability minute-time-saving state. When it is determined that a jackpot game is not to be executed, a specific losing symbol or a normal losing symbol is stopped and displayed. When a losing (time-saving A) symbol is stopped and displayed as a specific losing symbol in the low-probability non-time-saving state, it is possible to transition from the low-probability non-time-saving state to the low-probability time-saving state. In the low-probability non-time-saving state, the special symbol is displayed in a variable pattern for the low-probability non-time-saving state, and in the low-probability time-saving state, it is displayed in a variable pattern for the low-probability time-saving state. The variable pattern of the special symbol for the low-probability time-saving state is shorter than the variable pattern of the special symbol for the low-probability non-time-saving state. This allows the special symbol to be variable more frequently in the low-probability time-saving state than in the low-probability non-time-saving state.
[0385] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-saving state, a low-probability minute-time-saving state, and a low-probability time-saving state. When in the low-probability time-saving state, the right-hit lamp 49 is lit to encourage the player to hit the right by lighting. When in the low-probability non-time-saving state or the low-probability minute-time-saving state, the right-hit lamp 49 is turned off. When it is determined that a jackpot game is not to be executed, a specific losing symbol or a normal losing symbol is displayed as a stopped symbol. When a losing symbol (time-saving A) is displayed as a specific losing symbol in the low-probability non-time-saving state, it is possible to transition from the low-probability non-time-saving state to the low-probability minute-time-saving state. In response to the missing symbol (time-saving A) being displayed as a stopped symbol in the low-probability non-time-saving state, the right-hit lamp 49 is lit. When a missing symbol (time-saving B) is displayed as a specific losing symbol in the low-probability non-time-saving state, it is possible to transition from the low-probability non-time-saving state to the low-probability minute-time-saving state. In the low probability non-time shortening state, the right hit lamp 49 remains unlit in response to the stop display of a losing (time shortening B) pattern. This makes it possible to suggest to the player whether or not the game ball is likely to enter the second starting hole 12 depending on the state of the right hit lamp 49.
[0386] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-saving state, a low-probability minute time-saving state, and a low-probability time-saving state. The low-probability non-time-saving state is advantageous to the player because the probability of transitioning to the low-probability time-saving state is higher than that of the low-probability minute time-saving state. When the number of time-saving times reaches 0 in the low-probability minute time-saving state, the game transitions to the low-probability non-time-saving state. When the small win pattern is stopped and displayed a predetermined upper limit number of times (for example, 2 times) when the number of time-saving times is not 0 in the low-probability minute time-saving state, the game can transition from the low-probability minute time-saving state to the low-probability non-time-saving state. As a result, a small win can be obtained before the number of time-saving times reaches 0, making it possible to transition from the low-probability minute time-saving state to the low-probability non-time-saving state, so that a game with variety can be provided to the player.
[0387] In addition, the gaming machine 1 of the first embodiment controls the game in a low probability non-time-saving state, a low probability minute time-saving state, and a low probability time-saving state. When it is determined that a jackpot game is not to be executed, a specific losing symbol or a normal losing symbol is stopped and displayed. When a specific losing symbol is stopped and displayed in a low probability non-time-saving state, it is possible to transition from the low probability non-time-saving state to the low probability time-saving state. In response to the specific losing symbol being stopped and displayed in a low probability non-time-saving state, characters encouraging a right hit, a door image, and a background image for the low probability time-saving state are displayed. In response to the specific losing symbol being stopped and displayed in a low probability minute time-saving state, characters encouraging a right hit, a door image, and a background image for the low probability time-saving state are not displayed. This makes it possible to easily suggest to the player that a specific losing symbol that causes a transition in the game state has been stopped and displayed.
[0388] In addition, the gaming machine 1 of the first embodiment controls the game in a low probability non-time-saving state, a low probability minute time-saving state, and a low probability time-saving state. When it is determined that a big win game is not to be executed, a specific losing symbol or a normal losing symbol is displayed. When a specific losing symbol is displayed in a low probability non-time-saving state, it is possible to transition from the low probability non-time-saving state to the low probability time-saving state. In response to a specific losing symbol being displayed in a low probability non-time-saving state, a character encouraging a right hit, a door image, and a background image for the low probability time-saving state are displayed. When a specific losing symbol is displayed in a low probability minute time-saving state, a performance indicating that it is simply a loss is executed. This makes it possible to easily suggest to the player whether a specific losing symbol that shifts the game state is displayed or a normal losing symbol that does not shift the game state is displayed.
[0389] [Second embodiment] Next, the second embodiment will be described with reference to Figures 42 to 52. The gaming machine 1 of the second embodiment is mainly different from the gaming machine 1 of the first embodiment in that, while it can transition to a low-probability time-shortening state in response to a specific losing symbol being stopped and displayed in a low-probability micro-time-shortening state, it does not transition to a low-probability time-shortening state in response to a specific losing symbol being stopped and displayed in a low-probability non-time-shortening state.
[0390] In addition, the second embodiment will be described focusing on the differences from the first embodiment, but the parts not described are the same as those of the first embodiment.
[0391] FIG. 42 is an explanatory diagram for explaining the transition of the game state in the second embodiment. In the initial state where the RWM is cleared, the gaming machine 1 is controlled to a low-probability non-time-saving state. When a specific losing symbol (specifically, a losing (time-saving A) symbol and a losing (time-saving B) symbol) is stopped and displayed in the low-probability non-time-saving state, the gaming machine 1 is controlled to a low-probability micro-time-saving state, and the number of time-saving times is set to 20 or 500 (the flow shifts from FIG. 42(a) to (c) via (a6)). Specifically, when a losing (time-saving A) symbol is stopped and displayed, the number of time-saving times J1 related to the first special symbol is set to 20 times, the number of time-saving times J2 related to the second special symbol is set to 0 times, and the number of time-saving times J3 related to the sum of the first special symbol and the second special symbol is set to 20 times. When a losing (time-saving I) symbol is stopped and displayed, the number of time-saving times J1 related to the first special symbol is set to 500, the number of time-saving times J2 related to the second special symbol is set to 0, and the number of time-saving times J3 related to the sum of the first special symbol and the second special symbol is set to 500. A losing (time-saving I) symbol is more advantageous to a player than a losing (time-saving A) symbol because the number of time-saving times controlled to low-probability minute time-saving is greater than that of a losing (time-saving A) symbol.
[0392] When a specific losing symbol (specifically, a losing (time-saving A) symbol and a losing (time-saving B) symbol) is displayed in a stopped state during the low-probability micro-time-saving state, the state is controlled to a low-probability micro-time-saving state, and the number of time-saving times is set to 700 (the flow shifts from FIG. 42(c) to (b) via (c3)). Specifically, when a losing (time-saving A) symbol or a losing (time-saving B) symbol is displayed in a stopped state, the number of time-saving times J1 related to the first special symbol is set to 10 times, the number of time-saving times J2 related to the second special symbol is set to 700 times, and the number of time-saving times J3 related to the sum of the first special symbol and the second special symbol is set to 700 times. When the state transitions to the low-probability micro-time-saving state, when the number of micro-time-saving times ends, the state transitions to a low-probability non-time-saving state, which is disadvantageous to the player.
[0393] The low-probability time-saving state allows players to aim for a big win (and a small win) by targeting the second starting hole 12, so it can be said to be a more advantageous state for players than the low-probability non-time-saving state (and the low-probability micro-time-saving state) which aims for the first starting hole 11. The low-probability micro-time-saving state can transition to the low-probability time-saving state when a specific losing symbol stops, so it can be said to be a more advantageous state for players than the low-probability non-time-saving state. Note that, if a losing (time-saving A) symbol or a losing (time-saving B) symbol stops and is displayed in the low-probability time-saving state, the number of time-saving times is not added and the game state does not change to the low-probability time-saving state.
[0394] In addition, the low probability time-saving state is controlled by the end of a jackpot game, which is executed on the condition that the jackpot pattern indicating the jackpot A is stopped. For example, when a jackpot game related to the jackpot A is executed, the number of time-saving times is set to 700. Specifically, the number of time-saving times J1 related to the first special pattern is set to 10 times, the number of time-saving times J2 related to the second special pattern is set to 700 times, and the number of time-saving times J3 related to the sum of the first special pattern and the second special pattern is set to 700 times.
[0395] In this way, in the second embodiment, when a predetermined condition (specifically, when a miss or a jackpot occurs) is met in the low-probability micro-time-saving state, the state transitions from the low-probability micro-time-saving state to the low-probability time-saving state with the combined probability of the probability of a specific miss symbol and the probability of a jackpot A. In the second embodiment, when a predetermined condition (specifically, when a miss or a jackpot occurs) is met in the low-probability non-time-saving state, the state transitions from the low-probability non-time-saving state to the low-probability time-saving state with the probability of a jackpot A. For this reason, the probability of transitioning to the low-probability time-saving state is greater in the low-probability micro-time-saving state than in the low-probability non-time-saving state by the probability of a specific miss symbol. Therefore, the low-probability non-time-saving state is a game state that is relatively more disadvantageous to the player than the low-probability micro-time-saving state.
[0396] In addition, when the condition of 750 consecutive misses is met, the low probability time-saving state is controlled regardless of the game state, and the number of time-saving times is set to 1000. Specifically, the number of time-saving times J1 related to the first special symbol is set to 10, the number of time-saving times J2 related to the second special symbol is set to 1000, and the number of time-saving times J3 related to the sum of the first special symbol and the second special symbol is set to 1000. This number of time-saving times is more than the number of time-saving times set for the condition of a big win (or a small win), so it can be said to be a more advantageous state for the player.
[0397] The low probability minute time-saving state is controlled by the end of a jackpot game, the execution condition of which is the stop display of a jackpot pattern showing a jackpot I or C. For example, when a jackpot game related to a jackpot I is executed, the number of time-saving times is set to 20. Specifically, the number of time-saving times J1 related to the first special pattern is set to 20, the number of time-saving times J2 related to the second special pattern is set to 0, and the number of time-saving times J3 related to the combination of the first special pattern and the second special pattern is set to 20. Also, for example, when a jackpot game related to a jackpot C is executed, the number of time-saving times is set to 500. Specifically, the number of time-saving times J1 related to the first special pattern is set to 500, the number of time-saving times J2 related to the second special pattern is set to 0, and the number of time-saving times J3 related to the combination of the first special pattern and the second special pattern is set to 500.
[0398] The low-probability non-time-saving state is controlled by the end of the time-saving count in the low-probability time-saving state or the low-probability micro-time-saving state, in addition to the initial state. It is also controlled by the end of a big win game, which has as its execution condition the stop display of a big win pattern indicating a big win O. It is also controlled by the execution of a small win game, which has as its execution condition the stop display of a small win pattern indicating a small win I. If a V is won during a small win game, the big win game that is executed following the small win game ends, and if a V is not won during a small win game, the small win game ends, and the low-probability non-time-saving state is controlled. If a V is not won during a small win game, which has as its execution condition the stop display of a small win pattern indicating a small win A, the small win game ends, and the low-probability non-time-saving state is controlled.
[0399] In addition, on condition that a specific losing symbol (specifically, a losing (time-saving A) symbol and a losing (time-saving B) symbol) are stopped and displayed in the low-probability non-time-saving state, the number of time-saving times may not be incremented and the game state may remain unchanged in the low-probability non-time-saving state. Also, on condition that a losing (time-saving A) symbol is stopped and displayed in the low-probability non-time-saving state, the number of time-saving times may not be incremented and the game state may remain unchanged in the low-probability non-time-saving state, while when a losing (time-saving B) symbol is stopped and displayed in the low-probability non-time-saving state, the state may be controlled to the low-probability micro-time-saving state and the number of time-saving times may be set to 500 times (or 20 times).
[0400] Fig. 43 is an explanatory diagram for explaining the result of the special symbol determination in the second embodiment. In the second embodiment, the first special symbol determination results in a specific miss (time-saving A or B) that generates a slight time-saving state or a time-saving state with a probability of about 1 / 500 regardless of the setting value. A normal miss that does not change the game state will occur with a probability other than a big win, a small win, or a specific miss (time-saving A or B).
[0401] The feature of the result of the special symbol determination in the second embodiment is that the probability of being determined as a miss (time reduction) is different between the first special symbol determination and the second special symbol determination. This provides a new game feature in which the first special symbol determination aims to change the game state ...
Claims
[Claim 1] A variable member that can be in an open state and a closed state; a special winning area in which it is easy for the game medium to win a prize when the variable member is in the open state, but it is difficult for the game medium to win a prize when the variable member is in the closed state; A symbol control means for variably displaying symbols and then statically displaying the symbols; a special game execution means for executing the special game by operating the variable member in response to the symbol control means stopping and displaying a symbol indicating the execution of the special game; a game state control means capable of controlling a game state to any one of a plurality of game states including a first game state, a second game state, and a third game state, each of which has a different degree of advantage to a player; A storage means capable of retaining the game state when the power supply is stopped; a recovery means for allowing a game to be started based on the stored contents of the storage means when power supply is started; an initialization means for initializing the contents stored in said storage means; A performance execution means for executing a performance, The game state control means includes: When the memory contents of the memory means are initialized by the initialization means, the game device is controlled to the first gaming state; When a symbol of a first mode indicating that the special game is not to be executed is stopped and displayed while the game is in the first game state, the game state is set to the second game state after the symbol is stopped and displayed, and the game state thereafter is controlled to the second game state; When a symbol of a second mode indicating that the special game is not to be executed is stopped and displayed while the game is in the first game state, the third game state is set as the game state after the symbol is stopped and displayed, and the game state thereafter is controlled to the third game state; When a symbol of a third mode indicating that the special game is to be executed is stopped and displayed, the special game is executed without setting the third game state as the game state after the symbol is stopped and displayed, and after the operation of the variable member in the special game is completed, the third game state is set as the game state, and the game state thereafter is controlled to the third game state; The performance execution means includes: It is possible to execute a warning to alert the player and a predetermined effect to be displayed in accordance with a change in the game state, Executing the warning when the game is controlled to the third game state after the special game, which is triggered by the stop display of the third mode pattern; When the game machine is controlled to the third game state in response to the stop display of the symbol of the second mode while being controlled to the first game state, the predetermined performance is executed while the attention call is not executed; When the gaming machine is controlled to the second gaming state in response to the stopped display of the first pattern while being controlled to the first gaming state, the predetermined presentation and the warning are not executed.
Citation Information
Patent Citations
Game machine
JP2014183903A
Game machine
JP2021119875A
JPP7460174B
JPP7460175B
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