Gaming Machines
By introducing a variety of special game decision mechanisms and specific game execution mechanisms into the game console, the problem of lack of innovation in game status control in the existing technology is solved, and the game experience is improved and the player's sense of participation is enhanced.
Patent Information
- Application Number
- JP2022138539
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-08-31
- Publication Date
- 2025-03-28
- Estimated Expiration
- 2042-08-31
AI Technical Summary
The lack of innovation in controlling the game state of the existing consoles has led to poor player experience.
By introducing a variety of special game decision mechanisms, including the first and second special game decision mechanisms, as well as specific game execution mechanisms, to dynamically control the game state, providing a more challenging and interesting gaming experience.
It has achieved the improvement of the gaming experience of the game console and increased the sense of participation and fun of players.
Smart Images

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Figure 0007653151000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine using a gaming medium. [Background technology]
[0002] In gaming machines such as pachinko machines, various measures are taken to increase the player's interest by controlling the game state to be advantageous to the player when certain conditions are met, and by using various effects such as image display devices with LCD screens, audio output devices (speakers), and electrically operated devices. For example, a presentation pattern is determined based on the results of a lottery for a symbol drawn when a game ball enters the starting hole and the game status, and a presentation image is displayed on an image display device according to this presentation pattern (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2015-062748 A Summary of the Invention [Problem to be solved by the invention]
[0004] An object of the present invention is to propose a gaming machine that can enhance the enjoyment of gaming by controlling the gaming state in a new manner. [Means for solving the problem]
[0005] The present invention has been made to solve the above-mentioned problems, and can be realized in the following aspects. The first aspect of the present invention is a first winning slot, a second winning slot capable of winning in response to the operation of an operating device, a first special game determination means for determining whether or not to execute a special game advantageous to a player in response to a winning at the first winning slot, a second special game determination means for determining whether or not to execute the special game in response to a winning at the second winning slot, a specific game execution means capable of executing a specific game advantageous to a player based on the determination result by the second special game determination means, a third special game determination means for determining the execution of the special game when a winning is achieved in a predetermined area during the specific game, a special game execution means capable of executing the special game when it is determined to execute the special game, a state control means for controlling the game state to a non-advantageous game state or an advantageous game state, a determination means for determining an ordinary pattern to be displayed in response to the establishment of an ordinary pattern lottery condition, a pattern display means for varying the ordinary patterns, including displaying a variable display and a stationary display of the ordinary patterns, based on the determination result of the determination means, and an operating device control means for controlling the operation of the operating device based on the display result of the ordinary patterns. The state control means is capable of controlling the game state to the advantageous game state after the special game is executed, and is controlled to the advantageous game state. After The aforementioned usually Pattern change but A specified number of lines With this,The advantageous gaming state is controlled to the non-advantageous gaming state. [Effects of the Invention]
[0006] As configured as described above, the present invention can realize a gaming machine that can enhance the enjoyment of gaming. [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Figure 2] 1 is an oblique view showing an example of the rear side of the gaming machine according to the present embodiment. FIG. [Figure 3] 1 is a block diagram showing the configuration of a game control device provided in a gaming machine according to this embodiment. [Figure 4] FIG. 2 is a block diagram of an image control board. [Figure 5] FIG. 10 is a diagram showing an example of a jackpot determination table. [Figure 6] FIG. 10 is a diagram showing an example of a symbol determination table for determining the symbols to be stopped for special symbols. [Figure 7] A diagram explaining the number of fluctuations that trigger the end of time-saving play. [Figure 8] FIG. 10 is a diagram illustrating a method for determining the game state when a jackpot is won. [Figure 9] FIG. 10 is a diagram showing an example of a winning normal symbol determination table. [Figure 10] A figure showing an example of a variation pattern determination table for a non-time-shortened gaming state. [Figure 11] A figure showing an example of a variation pattern determination table for a time-saving game state. [Figure 12] FIG. 10 is a diagram showing an example of a pre-determination table for determining the result of a jackpot lottery in advance. [Figure 13] 10 is a flowchart illustrating main processing by a main control board. [Figure 14]10 is a flowchart illustrating a timer interrupt process by the main control board. [Figure 15] 10 is a flowchart illustrating an input control process performed by a main control board. [Figure 16] A flowchart explaining the first start port detection switch input processing by the main control board. [Figure 17] 10 is a flowchart illustrating a preliminary determination process performed by a main control board. [Figure 18] A flowchart explaining the second start port detection switch input processing by the main control board. [Figure 19] 10 is a flowchart illustrating specific area detection switch input processing by the main control board. [Figure 20] 10 is a flowchart illustrating the special chart special electric control processing by the main control board. [Figure 21] 10 is a flowchart illustrating the special symbol memory determination process performed by the main control board. [Figure 22] 10 is a flowchart illustrating the processing performed by the main control board when a special symbol stops. [Figure 23] 10 is a flowchart illustrating the small win game processing by the main control board. [Figure 24] 10 is a flowchart illustrating a special game ending process performed by the main control board. [Figure 25] 10 is a flowchart illustrating main processing by the performance control board. [Figure 26] 10 is a flowchart illustrating timer interrupt processing by the performance control board. [Figure 27] 10 is a flowchart illustrating command analysis processing by the performance control board. [Figure 28] 10 is a flowchart illustrating command analysis processing by the performance control board. [Figure 29] 10 is a flowchart illustrating the performance input control processing by the performance control board. [Figure 30] 10 is a flowchart illustrating a main process performed by an image control board. [Figure 31] 10 is a flowchart illustrating an interrupt process of an image control board. [Figure 32] 10A to 10C are diagrams illustrating the transition of game states in the gaming machine of this embodiment. [Figure 33] FIG. 10 is a diagram showing an example of a production scenario determination table (part 1). [Figure 34] FIG. 2 is a diagram showing an example of a production scenario determination table (part 2). [Figure 35] FIG. 10 is a diagram showing an example of a production scenario determination table (part 3). [Figure 36] FIG. 4 is a diagram showing an example of a production scenario determination table (part 4). [Figure 37] 10 is a diagram illustrating the flow of presentation in the gaming machine of this embodiment. FIG. [Figure 38] This is a diagram showing the change display when, after the start of the change, the reach is not achieved and a miss notification effect is performed. [Figure 39] A diagram showing the variable display during a normal reach. [Figure 40] This is a diagram showing the normal reach medium strong preview performance. [Figure 41] FIG. 10 is a diagram showing a pseudo consecutive performance. [Figure 42] A diagram showing the changing display during the SP reach performance. [Figure 43] This is a diagram explaining the effects leading up to a jackpot in an SP reach. [Figure 44] This is a diagram explaining the flow of the presentation until a miss occurs in an SP reach (the state after the temporary stop when a miss occurs). [Figure 45] This is a diagram explaining the effects that take place during an SPSP reach (part 1). [Figure 46] This is a diagram explaining the effects that take place during SPSP reach (part 2). [Figure 47] This is a diagram explaining the effects leading up to a jackpot in an SPSP reach. [Figure 48] This is a diagram explaining the flow of the presentation until a miss occurs in an SPSP reach (the state after the temporary stop when a miss occurs). [Figure 49] This is a diagram (part 1) outlining the cut-in effect. [Figure 50] This is a diagram (part 2) outlining the cut-in effects. [Figure 51] FIG. 10 is a diagram outlining button effects. [Figure 52] FIG. 1 is a diagram illustrating SPSP reaches performed for different characters (part 1). [Figure 53] FIG. 10 is a diagram illustrating SPSP reaches performed for different characters (part 2). [Figure 54] FIG. 10 is a diagram illustrating SPSP reaches performed for different characters (part 3). [Figure 55] This is a diagram showing an example of the presentation screen up to the 29th spin after a jackpot. [Figure 56] 10 is a diagram illustrating the effect restriction according to the rotation speed in this embodiment. FIG. [Figure 57] This is a diagram (part 1) showing the restriction patterns of the fluctuation pattern determination table. [Figure 58] This is a diagram (part 2) showing the restriction patterns of the fluctuation pattern determination table. [Figure 59] This is a diagram (part 3) showing the restriction patterns of the fluctuation pattern determination table. [Figure 60] FIG. 10 is a diagram illustrating the effects that occur during a jackpot game. [Figure 61] FIG. 10 is a diagram illustrating the effects that occur during a jackpot game. [Figure 62] FIG. 10 is a diagram illustrating the effects that occur during a jackpot game. [Figure 63] A figure showing the pending icon change notification (pending change notification) in the gaming machine of this embodiment. [Figure 64] A figure showing a table for determining the display change mode of the hold icon in the gaming machine of this embodiment. [Figure 65] A figure showing the change preview effect of the variable icon in the gaming machine of this embodiment. [Figure 66] A figure showing the change preview effect of the variable icon in the gaming machine of this embodiment. [Figure 67] A figure showing a table for determining the variable icon display change mode. [Figure 68] FIG. 10 is a diagram showing a menu screen displayed on an image display device in the gaming machine according to the present embodiment. [Figure 69] 10 is a flowchart illustrating the customer waiting effect execution process by the CPU provided on the image control board. [Figure 70] FIG. 10 is a diagram showing a customer waiting effect image including a menu screen displayed on an image display device. [Figure 71] FIG. 10 is a diagram illustrating an example of a volume / light intensity change screen. [Figure 72] FIG. 2 is a diagram illustrating a configuration of a voice control circuit according to the present embodiment. [Figure 73] FIG. 10 is a diagram showing the configuration of a volume changeover switch using a rotary switch. [Figure 74] 10 is a flowchart illustrating a master volume setting process performed by an image control board. [Figure 75] 10 is a diagram illustrating the confirmation sound emitted from the audio output device and the volume gauge (light intensity gauge) displayed on the image display device when the cross key is operated while waiting for customers in the gaming machine of this embodiment. FIG. [Figure 76] 10 is a diagram illustrating the confirmation sound emitted from the audio output device and the volume gauge (light intensity gauge) displayed on the image display device when the cross key is operated while waiting for customers in the gaming machine of this embodiment. FIG. [Figure 77] 10 is a diagram illustrating the confirmation sound emitted from the audio output device and the volume gauge displayed on the image display device when the cross key is operated during a change in the gaming machine of this embodiment. FIG. [Figure 78] 10 is a flowchart illustrating a soft volume adjustment process (using the left and right keys) by the image control board. [Figure 79] 10 is a flowchart illustrating a screen light amount adjustment process (using the up and down keys) by the image control board. [Figure 80] FIG. 10 is a diagram showing an example of a jackpot determination table according to another embodiment. [Figure 81] FIG. 10 is a diagram showing a symbol determination table for determining the stopping symbols of special symbols in [another embodiment]. [Figure 82] A diagram showing a normal symbol determination table for [another embodiment]. [Figure 83] FIG. 10 is a diagram showing a small win special pattern determination table according to [another embodiment]. [Figure 84] FIG. 10 is a diagram explaining the trigger for ending time-saving play in [another embodiment]. [Figure 85] This is a diagram showing a table that determines a small win as a time-saving end condition in Figure 84. [Figure 86] A diagram showing the control of the non-time-shortened gaming state in [another embodiment]. [Figure 87] FIG. 10 is a diagram illustrating the control of the second time reduction according to [another embodiment]. [Figure 88] This is a diagram explaining the control after the long release of the normal electric role in Figure 87. [Figure 89] FIG. 10 is a diagram illustrating the control of [time-saving state 1] according to [another embodiment]. [Figure 90] FIG. 10 is a diagram illustrating the control of [time-shortening state 2] according to [another embodiment]. [Figure 91] FIG. 10 is a diagram illustrating the effects performed in [another embodiment]. [Figure 92] FIG. 10 is a diagram illustrating the effects performed in [another embodiment]. [Figure 93] FIG. 10 is a diagram illustrating the effects performed in [another embodiment]. [Figure 94] FIG. 10 is a diagram illustrating the effects performed in [another embodiment]. [Figure 95] FIG. 10 is a diagram illustrating the effects performed in [another embodiment]. [Figure 96] 10 is a flowchart illustrating the processing performed when a special symbol stops in accordance with [another embodiment]. [Figure 97] This is a diagram explaining the opening control of normal electric devices related to the normal time reduction before and after the end of the jackpot in [another embodiment]. [Figure 98]This is a diagram explaining the opening control of ordinary electric devices during the final fluctuation of the ordinary time reduction in [another embodiment]. DETAILED DESCRIPTION OF THE INVENTION
[0008] The present invention will be described in detail below with reference to the embodiments shown in the drawings. <Configuration of gaming machine> Figure 1 is a front view showing an example of a gaming machine according to this embodiment, Figure 2 is an oblique view showing an example of the back side of the gaming machine according to this embodiment, and Figure 3 is a block diagram showing the configuration of a gaming control device provided in the gaming machine according to this embodiment.
[0009] The gaming machine 1 shown in Figure 1 has an inner frame (opening / closing frame) 3 attached to an outer frame 2 that is attached to the island structure of the gaming hall, and a glass frame 4 attached to this inner frame 3 that can be opened and closed. A window 4a is formed in the glass frame 4, and a transparent plate 4b is attached to the window 4a. A game board 10 having a board surface from which game balls are shot out is attached to the inner frame 3, and a game area 10a in which game balls can roll and flow down is formed between the board surface of the game board 10 and the transparent plate 4b in front of it. The transparent plate 4b is, for example, a glass plate, and is fixed to the glass frame 4 in a detachable manner.
[0010] The glass frame 4 is connected to the outer frame 2 at one end in the left-right direction (e.g., the left side when facing the gaming machine) via a hinge mechanism 5, and is rotatable around the hinge mechanism 5 in a direction that opens the other end in the left-right direction (e.g., the right side when facing the gaming machine) from the outer frame 2. The glass frame 4, together with the glass plate 4b, covers the gaming board 10, and can be rotated like a door around the hinge mechanism 5 like a door to open the inner portion of the outer frame 2, including the gaming board 10. A locking mechanism is provided at the other end of the glass frame 4, securing the other end of the glass frame 4 to the outer frame 2. The locking mechanism can be released with a dedicated key. The glass frame 4 is also provided with a door opening switch 136 (see FIG. 3) that detects whether the glass frame 4 is released from the outer frame 2.
[0011] A tray unit 7 having storage trays 6 (upper tray 6a and lower tray 6b) for storing game balls is provided at the bottom of the glass frame 4 (the lower part of the window 4a), and the tray unit 7 is equipped with an effect button 8 that can be pressed by the player, a cross key 40 that allows the player to perform various selection operations, and an ejection button 9 that ejects game balls stored in the lower tray 6b outside the gaming machine. The effect button 8 is only enabled when, for example, a message to operate the effect button 8 is displayed on the image display device 31 described later. The effect button 8 is provided with an effect button detection switch 8a (see FIG. 4), and when this effect button detection switch 8a detects an operation by the player, a further effect is executed in response to this operation. The cross key 40 is also provided with cross key detection switches 40 (up key detection switch 40a, down key detection switch 40b, left key detection switch 40c, right key detection switch 40d) (see FIG. 3).
[0012] An operating handle 11 is provided on the lower right side of the glass frame 4. When a player touches the operating handle 11, a touch sensor 11a (see FIG. 4) within the operating handle 11 detects the player's touch and transmits a touch signal to a launch control board 160 (described later). When the launch control board 160 receives the touch signal from the touch sensor 11a (see FIG. 4), it permits the energization of the launch solenoid 12a. When the rotation angle of the operating handle 11 is changed, a gear directly connected to the operating handle 11 rotates, and the knob of the launch volume 11b (see FIG. 4) connected to the gear rotates. A voltage corresponding to the detected angle of the launch volume 11b is applied to the launch solenoid 12a provided in the game ball launching mechanism. When a voltage is applied to the launch solenoid 12a (see Figure 3), the launch solenoid 12a operates in accordance with the applied voltage, and the game ball is launched into the game area 10a of the game board 10 with a strength that corresponds to the rotation angle of the operating handle 11.
[0013] An outer rail R1 and an inner rail R2 are provided around the play area 10a of the play board 10. These outer rail R1 and inner rail R2 guide the game balls launched from the game ball launching mechanism to the upper part of the play area 10a when the operating handle 11 is operated. The game balls guided to the upper part of the play area 10a fall within the play area 10a. At this time, the game balls fall unpredictably due to multiple nails and windmills provided in the play area 10a.
[0014] A center member 12 is disposed approximately in the center of the game board 10. The center member 12 is provided with an image display device 31 such as a liquid crystal display device, and a performance accessory device 32 shaped like a sword. In addition, a first starting opening 13 through which game balls can enter is provided in the game area 10a below the center of the center member 12. A second starting opening 14 is provided below this first starting opening 13. The second starting opening 14 has an opening / closing door 14b, and is controlled to move between a first state in which the opening / closing door 14b is kept closed and a second state in which the opening / closing door 14b is open. Therefore, when the second starting opening 14 is in the first state, there is no chance of a game ball entering, and when it is in the second state, there is an increased chance of a game ball entering. In this embodiment, when the second starting hole 14 is controlled to the first mode, a gaming ball is prevented from entering the second starting hole 14. However, if there are fewer opportunities for a gaming ball to enter when the machine is controlled to the first mode than when the machine is controlled to the second mode, a gaming ball may enter the second starting hole 14 when the machine is controlled to the first mode. In other words, the first mode includes a state in which it is impossible or difficult for a gaming ball to enter the second starting hole 14.
[0015] The first start hole 13 and the second start hole 14 are provided with a first start hole detection switch 13a (see FIG. 4) and a second start hole detection switch 14a, respectively, which detect the entry of a game ball, and when these detection switches detect the entry of a game ball, a lottery (hereinafter referred to as a "jackpot lottery") is held to determine the right to play a jackpot game, which will be described later. Also, when the first start hole detection switch 13a and the second start hole detection switch 14a detect the entry of a game ball, predetermined prize balls (for example, three game balls) are paid out. In the gaming machine 1 of this embodiment, when a gaming ball enters the first start opening 13 and the second start opening 14, for example, three gaming balls are paid out, but it is not necessary to pay out a gaming ball when it enters. Also, the number of payouts may be different for each start opening, for example, three for the first start opening 13 and one for the second start opening 14.
[0016] Gates 15 through which game balls can pass are provided in the game areas 10a on both sides of the center member 12. The gates 15 are provided with gate detection switches 15a (see FIG. 4) that detect the passage of game balls, and when the gate detection switches 15a detect the passage of game balls, a lottery for a normal symbol, which will be described later, is held. Furthermore, a large prize opening 16 and a specific area 17 into which game balls can enter are provided in the game area 10a on the right side of the center member 12. For this reason, the game balls cannot enter the large prize opening 16 or the specific area 17 unless they are shot with great force by rotating the operating handle 11 greatly.
[0017] The large prize opening 16 is normally kept closed by an opening / closing door 16b, preventing game balls from entering. In contrast, when a jackpot game, which will be described later, starts, the opening / closing door 16b opens and functions as a tray that guides game balls into the large prize opening 16, allowing the game balls to enter the large prize opening 16. A first large prize opening switch 16a is provided in the large prize opening 16, and when this first large prize opening switch 16a detects the entry of a game ball, a preset number of prize balls (for example, 15 game balls) is paid out.
[0018] The specific area 17 is normally maintained in a closed state by a movable piece 17b, preventing the entry of gaming balls. When a small jackpot game (described later) is initiated, the movable piece 17b is activated and opened, and this movable piece 17b functions as a guideway to guide the gaming ball into the specific area 17, allowing the gaming ball to enter the specific area 17. A specific area detection switch 17a is provided in the specific area 17. When this specific area detection switch 17a detects the entry of a gaming ball during the valid period of the specific area 17 (small jackpot game), this triggers the execution of a jackpot game. The gate 15 (right gate) provided in the right area of the gaming area may also serve as the specific area 17. In this case, the detection switch that detects the passage of a gaming ball through the specific area is the gate detection switch 15a of the right gate. When a gaming ball passes through the right gate during the valid period of the specific area, this triggers a lottery for a normal symbol and the opening of the jackpot opening 16. The gate 15 provided in the left area of the play area cannot also serve as a special area. Furthermore, the gaming area 10a is provided with a plurality of general winning holes 18. When a gaming ball enters each of these general winning holes 18, predetermined prize balls (for example, 10 gaming balls) are paid out. At the bottom of the game area 10a, there is an outlet 19 for discharging game balls that do not enter any of the general winning opening 18, the first starting opening 13, the second starting opening 14, the big winning opening 16, and the specific area 17.
[0019] The image display device 31 displays images during standby when no game is being played, and also displays images according to the progress of the game. In particular, when a game ball enters the first start hole 13 or the second start hole 14, a performance symbol 35 is displayed in a variable manner to notify the player of the lottery result. The performance pattern 35 is, for example, a scrolling display of three patterns (numbers), namely, the first pattern (left pattern), the second pattern (right pattern), and the third pattern (center pattern), and after a predetermined time has elapsed, the scrolling is stopped and specific patterns (numbers) are displayed in an array. This gives the player the impression that a lottery is currently being held while the symbols are scrolling, and the symbol displayed when the scrolling stops notifies the player of the lottery results. By displaying various images and characters during the variable display of the performance symbol 35, the player is given a high sense of anticipation that they may win a jackpot.
[0020] Although not shown, a fourth symbol is displayed on the image display device 31 in addition to the effect symbol 35. The fourth symbol is a symbol that indicates the changing state of the effect symbol 35 used to notify the result of the lottery process for the big win. The fourth symbol does not necessarily have to be displayed on the image display device 31, but may be displayed by a separate fourth symbol display lamp. A pair of stage lighting devices 33 are mounted on the left and right sides above the glass frame 4. Each stage lighting device 33 is equipped with multiple lights, and various effects can be created by changing the direction of light irradiation and the color of light emitted by each light.
[0021] Each of the stage lighting devices 33 is equipped with a plurality of lights, and various stage effects can be produced by changing the direction of light irradiation and the color of light emitted by each light. Furthermore, although not shown in Figure 1, the gaming machine 1 is provided with an audio output device 34 (see Figure 4) consisting of a speaker, which outputs BGM (background music), SE (sound effects), etc. in addition to the above-mentioned performance devices, so as to also perform sound-based performances.
[0022] A display area 27 is provided at the bottom left of the game area 10a, which includes a first special pattern display device 20, a second special pattern display device 21, a normal pattern display device 22, a first special pattern reserved display device 23, a normal pattern reserved display device 25, a round count display device 26, etc., as described below. The first special symbol display device 20 notifies the result of the jackpot lottery, which is triggered by a gaming ball entering the first starting hole 13, and is composed of a plurality of LEDs. That is, a plurality of special symbols corresponding to the jackpot lottery results are provided, and the lottery results are notified to the player by displaying special symbols (lighting up) corresponding to the jackpot lottery results on the first special symbol display device 20. The special symbols displayed in this way are not displayed immediately, but are displayed in a variable manner (flashing) for a predetermined period of time, and then are displayed stationary.
[0023] More specifically, when a gaming ball enters the first starting hole 13, a lottery for a jackpot is held, but the result of this lottery for a jackpot is not immediately notified to the player, but is notified to the player after a predetermined time has passed. Then, after the predetermined time has passed, a special symbol corresponding to the result of the lottery for a jackpot is displayed in a stopped state, so that the result of the lottery is notified to the player. The second special pattern display device 21 is used to notify the result of the jackpot lottery that is triggered when a game ball enters the second starting hole 14, and its display mode is the same as the display mode of the special pattern on the first special pattern display device 20. The normal symbol display device 22 is for announcing the result of a lottery for a normal symbol, which is triggered when a gaming ball passes through the gate 15. As will be described in detail later, if a predetermined win is won in the lottery for this normal symbol, the normal symbol display device 22 lights up, and then the second starting hole 14 is controlled to the second mode for a predetermined time. Note that the lottery result for this normal symbol is not announced immediately after the gaming ball passes through the gate 15, but the normal symbol is displayed in a variable manner, such as by flashing the normal symbol display device 22, until the predetermined time has passed.
[0024] Furthermore, when a gaming ball enters the first starting hole 13 and a lottery for a jackpot cannot be held immediately, such as during the variable display of special symbols or during a special game described below, the right to a lottery for a jackpot is reserved under certain conditions. More specifically, the right to a lottery for a jackpot reserved when a gaming ball enters the first starting hole 13 is reserved. The upper limit of the number of reserved first special symbols is set to four, and the reserved number is displayed on the first special symbol reserved indicator 23. The upper limit of the number of reserved ordinary symbols is also set to four, and the reserved number is displayed on the ordinary symbol reserved indicator 25 in the same manner as the first special symbol reserved indicator 23 described above. The round number display 26 is for notifying the number of rounds of a round game that is performed during a special game, which will be described later.
[0025] A light guide plate 60 is disposed on the front side of the image display device 31. The light guide plate 60 has a plurality of vertical patterns formed thereon that emit light when light is incident thereon. It is equipped with multiple LED light sources that can direct light into each pattern, and by directing light sequentially from the central pattern to the left and right patterns, a ripple-like light-emitting pattern can be achieved.
[0026] 2, a main control board 110, a performance control board 120, a payout control board 130, a power supply board 170, a game information output terminal board 27, etc. are provided on the back surface of the gaming machine 1. In addition, a power plug 171 for supplying power to the gaming machine and a power switch (not shown) are provided on the power supply board 170.
[0027] Next, the effect button 8 will be described. The effect button 8 is incorporated in the center of the plate unit 7. The effect button 8 is configured to be movable between a normal operation position (not shown), a depressed position retracted below the normal operation position, and a protruding operation position protruding above the normal operation position. The effect button 8 is also configured to be capable of being depressed from any position including the normal operation position and the protruding operation position to the depressed position. In this specification, the detailed structure of the effect button 8 is not explained here as it is disclosed in, for example, Japanese Patent Application Laid-Open No. 2013-116168.
[0028] <Configuration of game control device> Next, a game control device that controls the progress of a game in the gaming machine 1 of this embodiment will be described with reference to FIG. 3, a main control board 110 controls the basic operations of the game. This main control board 110 is equipped with at least a one-chip microcomputer 114 consisting of a main CPU 111, a main ROM 112, and a main RAM 113, and input and output ports (not shown) for main control. The main CPU 111 reads out programs stored in the main ROM 112 and performs arithmetic processing based on input signals from each detection switch, and also directly controls each device and display, or sends commands to other boards depending on the results of the arithmetic processing. The main RAM 113 functions as a data work area during the arithmetic processing of the main CPU 111.
[0029] The input side of the main control board 110 is connected to the first start hole detection switch 13a, the second start hole detection switch 14a, the gate detection switch 15a, the first large prize hole detection switch 16a, the specific area detection switch 17a, and the general prize hole detection switch 18a, so that the detection signal of the game ball is input to the main control board 110. In addition, connected to the output side of the main control board 110 are a start opening / closing solenoid 14c which opens and closes the opening / closing door 14b of the second start opening 14, a first large prize opening / closing solenoid 16c which opens and closes the opening / closing door 16b of the large prize opening 16, and a specific area opening / closing solenoid 17c which opens and closes the movable piece 17b of the specific area 17. Furthermore, the output side of the main control board 110 is connected to a first special pattern display device 20, a second special pattern display device 21, a normal pattern display device 22, a first special pattern reserved indicator 23, a second special pattern reserved indicator 24, a normal pattern reserved indicator 25, and a round count indicator 26, and various signals are output via the output ports. In addition, the main control board 110 outputs to the game information output terminal board 27 external information signals required for managing the gaming machines in the hall computer of the gaming parlor or the like.
[0030] The main ROM 112 of the main control board 110 stores a game control program, which will be described later, as well as data and tables required for various games. Furthermore, the main RAM 113 of the main control board 110 has a plurality of storage areas. For example, the main RAM 113 is provided with a normal symbol reserved number (G) memory area, a normal symbol reserved memory area, a first special symbol reserved number (U1) memory area, a judgment memory area, a first special symbol memory area, a time-saving game count (J) memory area, a round game count (R) memory area, a number of openings (K) memory area, a first large prize slot entry ball count (C1) memory area, a game status memory area, a game status buffer, a stopped symbol data memory area, a performance transmission data storage area, etc. The game status memory area is provided with a time-saving game flag memory area, a special symbol special power processing data memory area, and a normal symbol normal power processing data memory area. Note that the above-mentioned memory areas are merely examples, and many other memory areas are provided.
[0031] The game information output terminal board 27 is a board for outputting external information signals generated on the main control board 110 to a hall computer or the like of an amusement parlor. The game information output terminal board 27 is connected to the main control board 110 by wiring, and is provided with a connector for connecting to a hall computer or the like of an amusement parlor. The power supply board 170 converts the power supply voltage supplied from the power plug 171 into a predetermined voltage and supplies it to each control board. The power supply board 170 also has a backup power supply consisting of a capacitor, which monitors the power supply voltage supplied to the gaming machine and outputs a power interruption detection signal to the main control board 110 when the power supply voltage drops below a predetermined value. More specifically, when the power interruption detection signal becomes high level, the main CPU 111 becomes operable, and when the power interruption detection signal becomes low level, the main CPU 111 becomes inoperative. The backup power supply is not limited to a capacitor and may be, for example, a battery, or a combination of a capacitor and a battery. Furthermore, the main control board 110 is connected to a magnetic sensor 50 for detecting unauthorized radio waves.
[0032] The performance control board 120 mainly controls each performance during game play, standby, etc. This performance control board 120 is equipped with a sub-CPU 121, a sub-ROM 122, and a sub-RAM 123, and is connected to the main control board 110 so as to be able to communicate in one direction from the main control board 110 to the performance control board 120. The sub-CPU 121 reads out a program stored in the sub-ROM 122 and performs arithmetic processing based on a command sent from the main control board 110 or an input signal from the effect button detection switch 8a input via the lamp control board 140, and transmits corresponding data to the lamp control board 140 or the image control board 150 based on the processing. The sub-RAM 123 functions as a work area for data used by the sub-CPU 121 during arithmetic processing.
[0033] The sub-ROM 122 of the effect control board 120 stores programs for effect control, data required for various games, and tables. For example, a presentation scenario determination table (not shown) for determining presentation content (scenario) based on a variation pattern designation command received from the main control board 110, a presentation symbol pattern determination table (not shown) for determining a combination of presentation symbols 35 to be stopped and displayed, and the like are stored in the sub-ROM 122. Note that the above-mentioned tables are merely examples of characteristic tables among the tables in this embodiment, and many other tables and programs (not shown) are provided in the course of the game.
[0034] The sub-RAM 123 of the performance control board 120 has multiple storage areas. The sub-RAM 123 is provided with a command receiving buffer, a game status storage area, a performance mode storage area, a performance pattern storage area, a performance symbol storage area, a judgment storage area (0th storage area), a first reserved storage area, a second reserved storage area, etc. The above-mentioned storage areas are merely examples, and many other storage areas are provided. The performance control board 120 is also equipped with an RTC (real-time clock) 124 that outputs the current time. The sub-CPU 121 receives a date signal indicating the current date and a time signal indicating the current time from the RTC 124, and executes various processes based on the current date and time. The RTC 124 normally operates on power from the gaming machine when power is supplied to the gaming machine, and operates on power supplied from a backup power supply mounted on the power supply board 170 when the power to the gaming machine is turned off. Therefore, the RTC 124 can keep track of the current date and time even when the power to the gaming machine is turned off. The RTC 124 may be operated by a battery provided on the performance control board 120.
[0035] The payout control board 130 controls the launch of game balls and the payout of prize balls. This payout control board 130 is equipped with a payout CPU 131, a payout ROM 132, and a payout RAM 133, and is connected to the main control board 110 so as to be able to communicate bidirectionally. The payout CPU 131 reads out a program stored in the payout ROM 132 and performs arithmetic processing based on input signals from a payout ball counting switch 135, which detects whether game balls have been paid out, and a door opening switch 136, and also transmits corresponding data to the main control board 110 based on the processing.
[0036] Also, a payout motor 134 of a prize ball payout device for paying out a predetermined number of prize balls from a game ball storage unit to a player is connected to the output side of the payout control board 130. Based on a payout number designation command sent from the main control board 110, the payout CPU 131 reads out a predetermined program from the payout ROM 132 and performs arithmetic processing, and controls the payout motor 134 of the prize ball payout device to pay out a predetermined number of prize balls to a player. At this time, the payout RAM 133 functions as a data work area during arithmetic processing by the payout CPU 131. It also checks whether a game ball lending device (card unit) not shown is connected to the payout control board 130, and if the game ball lending device (card unit) is connected, it sends launch control data to the launch control board 160 to allow the game balls to be launched. In addition, a tray full detection switch 51 and a ball jam detection switch 52 are connected to the dispensing control board 130.
[0037] The tray full detection switch 51 is a switch for detecting that the storage tray (lower tray) for game balls is full. The ball jam detection switch 52 is a switch for detecting, for example, a jam of game balls in a passage through which game balls are paid out from a game ball storage section. The launch control board 160 permits launch when it receives the launch control data from the payout control board 130. Then, it reads the touch signal from the touch sensor 11a and the input signal from the launch volume 11b, controls the energization of the launch solenoid 12a and the ball feed solenoid 12b, and launches the game ball.
[0038] The firing solenoid 12a is a rotary solenoid. A firing member (not shown) is directly connected to the firing solenoid 12a, and the rotation of the firing solenoid 12a rotates the firing member. Here, the rotation speed of the launch solenoid 12a is set to approximately 99.9 (times / minute) based on the frequency based on the output cycle of the crystal oscillator provided on the launch control board 160. As a result, the number of game balls launched per minute is approximately 99.9 (balls / minute), since one game ball is launched per rotation of the launch solenoid. In other words, a game ball is launched approximately every 0.6 seconds. The ball feeding solenoid 12b is composed of a linear solenoid, and feeds the game balls on the upper tray 6a (see FIG. 1) one by one toward the firing member directly connected to the launch solenoid 12a.
[0039] The lamp control board 140 is connected to the performance control board 120 so as to be able to communicate in both directions, and its input side is connected to the performance button detection switch 8a provided on the performance button 8, and when a detection signal is input from the performance button detection switch 8a, it is output to the performance control board 120. The lamp control board 140 is also connected to the performance accessory device 32 and the performance lighting device 33 provided on the game board 10, and the lamp control board 140 controls the lighting of the performance lighting device 33 and controls the drive of a motor for changing the direction of light irradiation based on data transmitted from the performance control board 120. The lamp control board 140 also controls the supply of electricity to drive sources such as solenoids and motors that operate the performance accessory device 32. In this embodiment, the performance button 8 is configured to protrude, so the performance accessory device 32 includes the performance button 8. The image control board 150 is connected to the performance control board 120 so as to be capable of two-way communication, and the image display device 31 and the audio output device 34 are connected to the output side thereof.
[0040] <Image control board configuration> Here, the configuration of the image control board 150 will be described with reference to FIG. FIG. 4 is a block diagram showing the configuration of the image control board. The image control board 150 includes a host CPU 151, a host RAM 152, a host ROM 153, a CGROM 154, a crystal oscillator 155, a VRAM 156, and a VDP (Video Display Processor) 200 for controlling the image display of the image display device 31. The VDP 200 also includes a sound control circuit 300 for controlling sound output in the gaming machine.
[0041] Based on a performance pattern designation command (described later) received from the performance control board 120, the host CPU 151 instructs the VDP 200 to display the image data stored in the CGROM 154 on the image display device 31. This instruction is performed by setting data in the control register 201 of the VDP 200 and outputting a display list made up of a group of drawing control commands. Furthermore, when the host CPU 151 receives a V blank interrupt signal or a drawing end signal from the VDP 200, it performs appropriate interrupt processing.
[0042] Furthermore, the host CPU 151 also instructs the audio control circuit 300 included in the VDP 200 to output predetermined audio data to the audio output device 34 based on the performance pattern designation command received from the performance control board 120. The host RAM 152 is built into the host CPU 151, and functions as a work area for data during arithmetic processing by the host CPU 151, and temporarily stores data read from the host ROM 153.
[0043] In addition, the host ROM 153 is composed of a mask ROM, and stores the control processing program of the host CPU 151, pattern arrangement information that corresponds the pattern number of the performance pattern with the type of performance pattern 35, a display list generation program for generating a display list, animation patterns for displaying animations of performance patterns, animation scene information, etc. This animation pattern is referenced when displaying the animation of the effect pattern, and stores the combination of animation scene information included in the effect pattern, the display order of each animation scene information, etc. The animation scene information also stores information such as wait frame (display time), target data (sprite identification number, transfer source address, etc.), parameters (sprite display position, transfer destination address, etc.), drawing method, etc.
[0044] The CGROM 154 is composed of flash memory, EEPROM, EPROM, mask ROM, etc., and stores compressed image data (sprites, movies) consisting of a collection of pixel information for a predetermined range of pixels (e.g., 32 x 32 pixels). The pixel information consists of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. Furthermore, the CGROM 154 stores uncompressed palette data in which color number information specifying a color number is associated with display color information for actually displaying the color. The CGROM 154 may be configured to compress only part of the image data, rather than compressing all of it. As a compression method for movies, various known compression methods such as MPEG4 can be used. The CGROM 154 also stores a large amount of audio data.
[0045] The crystal oscillator 155 outputs a pulse signal to the clock generation circuit 205 of the VDP 200, and by dividing the frequency of this pulse signal, the clock generation circuit 205 generates a system clock for the VDP 200 to perform control, a synchronization signal for synchronizing with the image display device 31, etc.
[0046] The VRAM 156 is configured with an SRAM that allows high-speed writing and reading of image data. The VRAM 156 also has a display list storage area 156a that temporarily stores a display list output from the host CPU 151, a decompression storage area 156b that stores image data decompressed by the decompression circuit 206, and a first frame buffer 156c and a second frame buffer 156d for drawing or displaying images. The VRAM 156 also stores palette data. The two frame buffers 156c and 156d are alternately switched between a "drawing frame buffer" and a "display frame buffer" every time drawing starts.
[0047] The VDP200 is a so-called image processor that reads image data from one of the frame buffers (display frame buffers) based on instructions from the host CPU151, generates a video signal (RGB signal, etc.) based on the read image data, and outputs it to an image display device. However, in the gaming machine of this embodiment, the VDP 200 is not merely an image processor, but also has an audio output function. The VDP 200 also includes a control register 201, a CG bus I / F 202, a CPU I / F 203, a clock generation circuit 205, an expansion circuit 206, a drawing circuit 207, a display circuit 208, a memory controller 209, and an audio control circuit 300.
[0048] The control register 201 is a register used by the VDP 200 to control drawing and display, and drawing control and display control are performed by writing and reading data to and from the control register 201. The host CPU 151 can write and read data to and from the control register 201 via the CPU I / F 203. This control register 201 has six types of registers: a system control register for making basic settings necessary for the operation of the VDP 200; a data transfer register for making settings necessary for data transfer; a drawing register for making settings to control drawing; a bus interface register for making settings necessary for bus access; an expansion register for making settings necessary for expanding compressed images; and a display register for making settings to control display.
[0049] The CG bus I / F 202 is an interface circuit for communication with the CGROM 154 , and image data from the CGROM 154 is input to the VDP 200 via the CG bus I / F 202 . In addition, CPU I / F 203 is an interface circuit for communication with host CPU 151, and via CPU I / F 203, host CPU 151 outputs display lists to VDP 200, accesses control registers, and inputs various interrupt signals from VDP 200. The data transfer circuit 204 transfers data between various devices. Specifically, data transfer between the host CPU 151 and the VRAM 156, data transfer between the CGROM 154 and the VRAM 156, and data transfer between various storage areas of the VRAM 156 (including the frame buffer) are performed. The clock generation circuit 205 receives a pulse signal from the crystal oscillator 155 and generates a system clock that determines the processing speed of the VDP 200. It also generates a clock for generating a synchronization signal and outputs the synchronization signal to the image display device via the display circuit.
[0050] The decompression circuit 206 is a circuit for decompressing the image data compressed in the CGROM 154, and stores the decompressed image data in the decompression storage area 153b. The drawing circuit 207 is a circuit that performs sequence control using a display list that is made up of a group of drawing control commands. The display circuit 208 is a circuit that generates, as a video signal, an RGB signal (analog signal) that indicates the color data of an image from image data (digital signal) stored in a "display frame buffer" in the VRAM 156, and outputs the generated video signal (RGB signal) to the image display device 31. Furthermore, the display circuit 208 also outputs to the image display device 31 synchronization signals (vertical synchronization signal, horizontal synchronization signal, etc.) for synchronization with the image display device 31. In this embodiment, the image display device 31 is configured to output RGB signals obtained by converting digital signals into analog signals as video signals, but the video signals may be output as digital signals as they are.
[0051] When the host CPU 151 instructs the memory controller 209 to switch the frame buffer, the memory controller 209 controls the switching between the "drawing frame buffer" and the "display frame buffer." The audio control circuit 300 reads out a predetermined program based on a command sent from the performance control board 120, and controls the audio output of the audio output device . The audio control circuit 300 outputs audio using audio data stored in the CGROM 154. In this case, the CGROM 154 includes an audio ROM for storing audio data.
[0052] It should be noted that instead of storing the audio data in the CGROM 154, a separate audio source ROM may be provided in the VDP 154. In this case, audio data is not stored in the CGROM 154, which has a fixed capacity, and more image data can be stored, making it possible to make the visual effects more diverse and impressive. Furthermore, the audio control circuit 300 may not be included in the VDP 200, but may be provided independently within the image control board 150. In this case, the audio source ROM may be included in the audio control circuit 300.
[0053] Next, various tables stored in the main ROM 112 will be described in detail with reference to FIGS. <Jackpot determination table> 5(a) and (b) are diagrams showing an example of a jackpot determination table that is referenced when determining whether or not the result of the special symbol fluctuation is a jackpot. FIG. 5(a) is the jackpot determination table that is referenced in the first special symbol display device, and FIG. 5(b) is the jackpot determination table that is referenced in the second special symbol display device. The tables in FIG. 5(a) and FIG. 5(b) differ in whether or not a small jackpot is won, but the jackpot probability is the same. In FIG. 5(b), a small jackpot is won, but in FIG. 5(a), a small jackpot is not won. In this specification, a gaming state in which time-shortening play is not granted will be referred to as a non-time-shortening play state, and a gaming state in which time-shortening play is granted will be referred to as a time-shortening play state or non-time-shortening.
[0054] The big win determination table shown in FIG. 5(a) determines whether a game is a "big win" or a "miss" based on the extracted random number value for determining the special symbol. The big win determination table shown in FIG. 5(b) determines whether a "big win" or "small win" occurs based on the extracted random number value for determining the special symbol. For example, according to the jackpot determination table of the first special symbol display device shown in FIG. 5(a), two random numbers for determining special symbols are determined to be "jackpots." In the big win determination table of the first special symbol display device shown in FIG. 5(a), if the random number value is other than the above, it is determined as a "miss." Since the random number range of the special symbol determination random number value is 0 to 598, the probability of determining a jackpot in the jackpot determination table of the first special symbol display device is 2 / 599=1 / 299.5.
[0055] On the other hand, in the jackpot determination table of the second special symbol display device shown in Fig. 5(b), the random number value for determining the special symbol that determines a jackpot is the same as that of the first special symbol display device, but the random number value for determining the special symbol that determines a small jackpot is different from that of the jackpot determination table of the first special symbol display device. More precisely, a small jackpot that would not be won in the jackpot determination table of the first special symbol display device will be won in the jackpot determination table of the second special symbol display device. In the big win determination table of the second special symbol display device of FIG. 5(b), either a big win or a small win is always won, and there is no loss. For example, in the big win determination table in the second special symbol display device, when the random number value for special symbol determination is any of the seven random numbers other than those corresponding to a big win, it is determined as a "small win." Therefore, in the jackpot determination table for the second special pattern display device, the probability of being determined as a jackpot is 2 / 599 = 1 / 299.5, and the probability of being determined as a small jackpot is 597 / 599, just like in the jackpot determination table for the second special pattern display device.
[0056] <Collision detection table> FIG. 5(c) is a diagram showing a winning determination table that is referred to when determining whether or not the stopping result of the normal symbol variation is a winning result. The hit determination table shown in Figure 5(c) is composed of a random number determination table for non-time-shortened game state and a random number determination table for time-shortened game state, and by referring to the game state, the random number determination table for non-time-shortened game state or the random number determination table for time-shortened game state is selected, and a ``hit'' or ``miss'' is determined based on the selected table and the extracted hit determination random number value. In the hit determination table shown in Figure 5(c), the probability that a normal pattern will be determined to be a hit when in a non-time-saving game state is 1 / 20, and the probability that a normal pattern will be determined to be a hit when in a time-saving game state is 19 / 20.
[0057] <Pattern determination table> FIG. 6 is a diagram showing a symbol determination table that determines the symbols to be stopped for the special symbols. 6(a) is a jackpot symbol determination table for determining the symbols to be stopped when a jackpot occurs. The jackpot symbol determination table is made up of a symbol determination table for a non-time-shortened gaming state and a symbol determination table for a time-shortened gaming state. With reference to the game state, a symbol determination table for a non-time-reduced game state (a-1) or a symbol determination table for a time-reduced game state (a-2) is selected, and a stopping symbol is determined based on the selected table and the extracted random number value for the jackpot symbol. Each symbol determination table is configured for each special symbol display device, and is configured from a symbol determination table for a first special symbol display device and a symbol determination table for a second special symbol display device. 6(b) is a small win symbol determination table for determining the symbols to be stopped when a small win occurs. The small win symbol determination table is composed of a symbol determination table for non-time-shortened game states and a symbol determination table for time-shortened game states, and by referring to the game state, the symbol determination table for non-time-shortened game states (b-1) or the symbol determination table for time-shortened game states (b-2) is selected, and the symbols to be stopped are determined based on the selected table and the extracted random number value for the small win symbol. As explained in the big win determination table in Fig. 5, in the gaming machine of this embodiment, a small win is won only with the second special symbol display device, and a small win is not won with the first special symbol display device. Therefore, the small win symbol determination table only has a small win symbol determination table for the second special symbol display device. FIG. 6(c) is a losing symbol determination table for determining the symbols to be stopped when a losing symbol is displayed.
[0058] In the jackpot symbol determination table for the non-time-reduction gaming state shown in FIG. 6(a-1), random numbers for jackpot symbols are referenced. As will be explained in more detail later, in this specification, the "first time reduction" is a time reduction game state whose ending condition is when the player hits the right side and the first special pattern changes 100 times in a row or the second special pattern changes once without winning a big win or a small win. The "second time reduction" is a time reduction game state in which the player hits the left side and the first special symbol changes 29 (10) times or the second special symbol changes 10 times. When the first special symbol display device 20 determines a jackpot, if the random number value for the jackpot symbol is between "0" and "59", it determines "01" (first special symbol 1) as the stopping symbol data. Furthermore, when the special symbol starts to change, it generates the effect symbol designation commands "E0H" and "01H" as information on the special symbol based on the type of special symbol determined (stopping symbol data). The rate (probability) at which the first special symbol 1 is determined is 60%. After the jackpot, the first time reduction is granted. Also, when the first special symbol display device 20 determines that a jackpot has occurred, if the random number value for the jackpot symbol is between "60" and "79", it determines "02" (first special symbol 2) as the stopping symbol data and generates the performance symbol designation commands "E0H" and "02H". The rate (probability) at which the first special symbol 2 is determined is 20%. After a jackpot, a second time reduction is granted. If the random number value for the jackpot symbol is between "80" and "99", the stopping symbol data will be "03" (1st special symbol 3) and the effect symbol designation command "E0H" and "03H" will be generated. The rate (probability) that the 1st special symbol 3 will be determined is 20%. No time reduction will be granted after the jackpot.
[0059] Furthermore, when the second special symbol display device 21 determines a jackpot, if the random number value for the jackpot symbol is between "0" and "79," it determines "04" (second special symbol 1) as the stopping symbol data and generates the performance symbol designation commands "E1H" and "04H." The rate (probability) at which the second special symbol 1 is determined is 80%. After a jackpot, the first time reduction is granted. For ease of explanation, the second special symbol 1 is described here as a special symbol that combines the second special symbol 1-1 that wins a long jackpot and the second special symbol 1-2 that wins a short jackpot, as explained in Figures 10 and 11. If the random number value for the jackpot symbol is between "80" and "99", the stopping symbol data will be "05" (second special symbol 2) and the effect symbol designation commands "E1H" and "05H" will be generated. The rate (probability) that the second special symbol 2 will be determined is 20%. After the jackpot, the second time reduction will be granted.
[0060] In the jackpot symbol determination table for the time-shortened gaming state shown in FIG. 6(a-2), random numbers for jackpot symbols are referenced. When the first special symbol display device 20 determines that a jackpot has occurred, if the random number value for the jackpot symbol is between "0" and "59", it determines "01" (first special symbol 1) as the stopping symbol data and generates the performance symbol designation commands "E0H" and "01H". The rate (probability) at which the first special symbol 1 is determined is 60%. After a jackpot, the first time reduction is granted. Furthermore, when the first special symbol display device 20 determines a jackpot, if the random number value for the jackpot symbol is between "60" and "79," it determines "03" (first special symbol 3) as the stop symbol data and generates the effect symbol designation commands "E0H" and "03H." The rate (probability) at which the first special symbol 3 is determined is 20%. In this case, the first time reduction is granted after a jackpot. One of the features of the gaming machine 1 of this embodiment is that if the first special symbol 3, which was a special symbol that did not grant time reduction during non-time reduction play, is selected during time reduction play, the first time reduction can be granted after a jackpot. Also, when the first special symbol display device 20 determines that a jackpot has occurred, if the random number value for the jackpot symbol is between "80" and "99", it determines "02" (first special symbol 2) as the stopping symbol data and generates the performance symbol designation commands "E0H" and "02H". The rate (probability) at which the first special symbol 2 is determined is 20%. After a jackpot, a second time reduction is granted.
[0061] Also, when the second special symbol display device 21 determines that a jackpot has occurred, if the random number value for the jackpot symbol is between "0" and "92", it determines "04" (second special symbol 1) as the stopping symbol data and generates the performance symbol designation commands "E1H" and "04H". The rate (probability) at which the second special symbol 1 is determined is 93%. After a jackpot, the first time reduction is granted. If the random number value for the jackpot symbol is between "93" and "99", the stopping symbol data will be "05" (second special symbol 2) and the effect symbol designation commands "E1H" and "05H" will be generated. The rate (probability) that the second special symbol 2 will be determined is 7%. After the jackpot, the second time reduction will be granted.
[0062] In the small win symbol determination table for non-time-saving gaming state shown in FIG. 6(b-1), the random number value for the small win symbol is referenced. Then, when a small win is determined in the second special symbol display device 21, if the random number value for the small win symbol is between "0" and "92," "11" (special symbol 1 for small win) is determined as the stopping symbol data. The rate (probability) at which the special symbol 1 for small win is determined is 93%. Then, when the special symbol starts to change, the effect symbol designation command "E1H" or "01H" is generated based on the type of special symbol determined (stop symbol data). After a big win is executed following a small win, the first time-saving is granted. If the random number value for the small win symbol is between "93" and "99", the stopping symbol data will be set to "12" (special symbol 2 for small win) and the effect symbol designation commands "E1H" and "05H" will be generated. The rate (probability) at which the special symbol 2 for small win is determined is 7%. After a big win following a small win, the second time reduction will be granted. In the following explanation, the special pattern for a small win may be simply referred to as a "small win pattern."
[0063] In the small win symbol determination table for the time-saving game state shown in FIG. 6(b-2), the random number value for the small win symbol is referenced. When the second special symbol display device 21 determines a small win, if the random number value for the small win symbol is between "0" and "92," the stopping symbol data is determined to be "11" (special symbol 1 for small win). The rate (probability) at which the special symbol 1 for small win is determined is 93%. In the non-time-saving game state, the special symbol 1 for small win was the special symbol that awarded the first time-saving effect, but if it is selected during the time-saving game state, the time-saving effect is not awarded after the big win following the small win. When the special symbol starts to change, the effect symbol designation command "E1H" or "03H" is generated based on the type of special symbol (stop symbol data) that has been determined. If the random number value for the small win symbol is between "93" and "99", the stopping symbol data will be set to "12" (special symbol 2 for small win) and the effect symbol designation commands "E1H" and "02H" will be generated. The rate (probability) at which the special symbol 2 for small win is determined is 7%. After a big win is executed after a small win, the second time reduction will be granted.
[0064] Next, in the losing symbol determination table shown in FIG. 6(c), when the first special symbol display device 20 determines a loss, it determines "00" (special symbol 0 (loss)) as the stopping symbol data, and when the special symbol starts to change, it generates the effect symbol designation commands "E0H" and "00H". Also, when the second special symbol display device 21 determines a loss, it determines "00" (special symbol 0 (loss)) as the stopping symbol data, and when the special symbol starts to change, it generates the effect symbol designation commands "E1H" and "00H". In addition, since the type of special pattern (stop pattern data) determines the game state and jackpot type after the jackpot ends, it can be said that the type of special pattern determines the game state and jackpot type after the jackpot game ends.
[0065] As a support for the jackpot symbol determination table of FIG. 6, or as a result, the number of fluctuations that trigger the end of the time-saving game for each special symbol will be explained. FIG. 7 is a diagram illustrating the number of fluctuations that triggers the end of time-saving play. In FIG. 7 and the following description, the number of times the first special symbol appears and the number of times the second special symbol appears, which are the conditions for ending the time-saving game, may be described by adding the symbols J1 and J2, respectively. The conditions for ending the time-saving game are determined based on the game state at the time of the jackpot that resulted in the time-saving game being awarded. The game state at the time of the jackpot is the game state at the start of the fluctuation that resulted in the jackpot, as will be described later using Figure 8.
[0066] If the first special symbol 1 is selected during the non-time-saving game mode, the time-saving game will end when the first special symbol changes 100 times (J1) or the second special symbol changes once (J2). This corresponds to the first time-saving mode in Figure 6. If the first special symbol 1 is selected during the time-saving game state, the time-saving game that is subsequently granted ends when the first special symbol changes 100 times (J1) or the second special symbol changes once (J2). This corresponds to the first time-saving in Figure 6. The first special symbol 1 is a special symbol that provides a first time reduction regardless of the game state when it is selected.
[0067] If the first special symbol 3 is selected during a non-time-saving game state, the time-saving game that is subsequently awarded will end when the first special symbol changes 0 times (J1) or the second special symbol changes 0 times (J2). In other words, if the special symbol 3 is selected during a non-time-saving game state, the time-saving game will not actually be awarded. On the other hand, if the first special symbol 3 is selected during the time-saving game state, the time-saving game that is subsequently granted ends when the first special symbol changes 100 times (J1) or the second special symbol changes once (J2). This corresponds to the first time-saving state in Figure 6. The first special pattern 3 is a special pattern that does not grant time reduction when selected during a non-time-reduction game state, but grants a first time reduction equivalent to the first special pattern 1 when selected during a time-reduction game state.
[0068] If the first special symbol 2 is selected during the non-time-saving game mode, the time-saving game will end when the first special symbol changes 29 times (J1) or the second special symbol changes 10 times (J2). This corresponds to the second time-saving mode in Figure 6. If the first special symbol 2 is selected during the time-saving game state, the time-saving game will end when the first special symbol changes 29 times (J1) or the second special symbol changes 10 times (J2). This corresponds to the second time-saving mode in Figure 6. The first special symbol 2 is a special symbol that provides a second time reduction regardless of the game state when it is selected.
[0069] If the second special symbol 1 is selected during the non-time-saving game mode, the time-saving game will end when the first special symbol changes 100 times (J1) or the second special symbol changes once (J2). This corresponds to the first time-saving mode in Figure 6. If the second special symbol 1 is selected during the time-saving game state, the time-saving game that is subsequently granted ends when the first special symbol changes 100 times (J1) or the second special symbol changes once (J2). This corresponds to the first time-saving in Figure 6. The first special symbol 2 is a special symbol that provides the first time reduction regardless of the game state when it is selected.
[0070] If the second special symbol 3 is selected during the non-time-saving game mode, the time-saving game will end when the first special symbol changes 29 times (J1) or the second special symbol changes 10 times (J2). This corresponds to the second time-saving mode in Figure 6. If the second special symbol 3 is selected during the time-saving game state, the time-saving game will end when the first special symbol changes 29 times (J1) or the second special symbol changes 10 times (J2). This corresponds to the second time-saving game in Figure 6. The second special symbol 3 is a special symbol that provides a second time reduction regardless of the game state when selected.
[0071] If the special symbol 1 for small wins is selected during the non-time-saving game state, the time-saving game that is subsequently granted will end when the first special symbol changes 100 times (J1) or the second special symbol changes once (J2). This corresponds to the first time-saving in Figure 6. If the special symbol 1 for small win is selected during the time-saving game state, the time-saving game that is subsequently granted will end when the first special symbol changes 0 times (J1) or the second special symbol changes 0 times (J2). In other words, if the special symbol 1 for small win is selected during the time-saving game state, the time-saving is not actually granted. The special pattern 1 for small win is a special pattern that gives the first time reduction when selected during a non-time reduction game state, but does not give the time reduction when selected during a time reduction game state.
[0072] If the special symbol 2 for small wins is selected during non-time-saving play, the time-saving play that is subsequently granted will end when the first special symbol changes 29 times or 10 times (J1), or the second special symbol changes 10 times (J2). This corresponds to the second time-saving in Figure 6. If the special symbol 2 for small wins is selected during the time-saving game state, the time-saving game that is subsequently granted will end when the first special symbol changes 29 times or 10 times (J1), or the second special symbol changes 10 times (J2). The special pattern 2 for small win is a special pattern that gives the second time reduction regardless of the game state when it is selected.
[0073] FIG. 8 is a diagram for explaining a method for determining the game state when a jackpot is won. As shown in FIG. 8(a), the gaming state when a jackpot occurs in a lottery for the first special symbol held during the non-time-reduced gaming state is the non-time-reduced gaming state. During the non-time-saving game mode, the first special symbol that will win the jackpot will begin to fluctuate, and after the fluctuating time has elapsed, the condition device will be activated and the consecutive operation device will be activated, entering the jackpot game mode, and the player will begin hitting the right button. The time-saving game mode is not granted from the time the first special symbol fluctuates until the start of the jackpot game. The timing for referencing the game state at the time of a jackpot that is won by the lottery for the first special symbol during a non-time-saving game state is the start of the fluctuation that resulted in the jackpot, so the game state at the time of the jackpot is a non-time-saving game state. The time-saving game that is granted is a "time-saving game state transitioned from a non-time-saving game state."
[0074] As shown in Figure 8(b), the game state of a jackpot that is won by the lottery for the first special symbol that is performed other than the final variation during the time-saving game state (second time-saving game state with left-hand hit) is the time-saving game state. The variation of the first special symbol that wins the jackpot begins during the time-saving game state, and after the variation time ends and the fixed time has elapsed, the condition device is activated, entering the jackpot game state, and the player begins hitting the right side. The time-saving game is granted from the time of the variation of the first special symbol until the start of the jackpot game. Also, as shown in Figure 8(c), the game state of a jackpot that is won by the lottery for the first special symbol that is performed during the final variation during the time-saving game state (second time-saving game state with left-hand hit) is the time-saving game state. During the time-saving game state, the first special symbol that will win the jackpot starts to change, and at the end of the change time, the time-saving game that has been granted since the first special symbol changed ends, and after the fixed time has passed, the condition device is activated, the jackpot game state is entered, and the player starts hitting the right button. The timing to refer to the game state at the time of the jackpot that is won by the lottery of the first special symbol during the time-saving game state (second time-saving when hitting from the left) is the start of the fluctuation that resulted in the jackpot, so the game state at the time of the jackpot is the time-saving game state. The time-saving game that is granted is the "time-saving game state transitioned from the time-saving game state."
[0075] As shown in FIG. 8(d), the gaming state when a jackpot is won as a result of the lottery for the second special symbol held during the non-time-reduced gaming state is the non-time-reduced gaming state. During the non-time-saving game mode, the second special symbol that wins the small jackpot begins to change, and after the change time has ended and the fixed time has passed, the small jackpot game begins. When a V is hit, the condition device is activated, the jackpot game state begins, and the player starts hitting the right button. The time-saving game mode is not granted from the time the second special symbol changes until after the jackpot game begins. The timing for referencing the game state at the time of a jackpot resulting from a lottery for the second special symbol during the time-saving game state is the start of the fluctuation that resulted in the jackpot, so the game state at the time of the jackpot is a non-time-saving game state. The time-saving game that is granted is a "time-saving game state transitioned from a non-time-saving game state."
[0076] As shown in Figure 8(e), the gaming state of a big win that occurs after a small win that is won as a result of a lottery for the second special pattern that is performed other than the final change during the time-saving gaming state is a non-time-saving gaming state. During the time-saving game state, the second special symbol that wins the small win begins to change, and after the change time ends, if the time-saving end condition is met, the time-saving game that was granted while the second special symbol was changing ends at that point, and the player stops hitting the right. In the small win game that takes place after the fixed time has passed, if a V is won, the condition device is activated, the game enters the big win game state, and the player starts hitting the right. As a result of the lottery for the second special symbol held during the time-saving game state, if a small prize is won, the time-saving end condition is satisfied, and the timing for referencing the game state at the time of the jackpot, which is carried out by activating the condition device, is when the condition device is activated, so the game state at the time of the jackpot is a non-time-saving game state. The time-saving game that is granted is a "time-saving game state transitioned from a non-time-saving game state."
[0077] As shown in Figure 8(f), during the time-saving game state, the second special symbol that will win the small prize begins to fluctuate, and if the time-saving end condition is not met after the fluctuating time has ended, in the small prize game that is played after the fixed time has passed, if the player continues to hit the right button and a V is won, the condition device will be activated and the game will enter the big prize game state, and the time-saving game will end at that point. If the result of the lottery for the second special symbol held during the time-saving game state is that a small win is won, and the time-saving end condition is not met, and the timing for referencing the game state at the time of the jackpot, which is achieved by the activation of the condition device, is the activation of the condition device, the game state at the time of the jackpot is the time-saving game state. The time-saving game that is granted is the "time-saving game state transitioned from the time-saving game state."
[0078] Figure 9 shows a winning normal pattern determination table that is referenced when determining a normal pattern based on the stopping result of the normal pattern fluctuation, where Figure 9(a) is the normal pattern determination table that is referenced when a win is determined based on the random number value for winning determination, and Figure 9(b) is the normal pattern determination table that is referenced when a loss is determined based on the random number value for winning determination. The normal symbol determination table in FIG. 9(a) is made up of a symbol determination table for a non-time-shortened game state, a symbol determination table for a time-shortened game state, and a symbol determination table for a second time-shortened game state. With reference to the game state, the pattern determination table for non-time-shortened game state (a-1), the pattern determination table for time-shortened game state (a-2), or the pattern determination table for second time-shortened game state (a-3) is selected, and the stopping pattern is determined based on the selected table and the extracted random number value for the normal pattern.
[0079] In the normal symbol determination tables shown in FIGS. 9(a) to 9(c), random number values (0 to 10) for normal symbols are referenced. When the random number value for the normal pattern of the normal pattern display device 22 is determined to be a win in the win determination table and the game state is a non-time-saving game state, as shown in Figure 9 (a-1), if the random number value for the normal pattern is "0", a long-opening pattern is determined, and if the normal pattern random number value is "1" to "65535", a short-opening pattern is determined.
[0080] When the random number value for the normal pattern of the normal pattern display device 22 is determined to be a win in the win determination table and the game state is a time-saving game state (first time-saving), as shown in Figure 9 (a-2), if the random number value for the normal pattern is "0" to "6499", a long-opening pattern is determined, and if the normal pattern random number value is "6500" to "65535", a short-opening pattern is determined.
[0081] When the random number value for the normal pattern of the normal pattern display device 22 is judged as a win in the win judgment table and the game state is a time-saving game state (second time-saving), as shown in Figure 9 (a-3), if the random number value for the normal pattern is "0" to "3", a long-opening pattern is determined, and if the random number value for the normal pattern is "4" to "65535", a short-opening pattern is determined. In the case of (a-1), (a-2), or (a-3), in the case of a long opening pattern, "01" is determined as the stop pattern data, and when the normal pattern starts to change, the normal pattern designation commands "E8H" and "01H" are generated. Also, in the case of a short opening pattern, "02" is determined as the stop pattern data, and when the normal pattern starts to change, the normal pattern designation commands "E8H" and "02H" are generated.
[0082] If the random number value for the normal pattern of the normal pattern display device 22 is determined to be a miss in the hit determination table, a miss pattern is determined regardless of the value of the random number value for the normal pattern between "0" and "10", as shown in Figure 9(b). In the case of a losing pattern, the stopping pattern data is determined to be "00", and when the normal pattern starts to change, the normal pattern designation command "E8H" and "00H" is generated.
[0083] <Fluctuation pattern determination table> Figures 10 and 11 are diagrams showing a variation pattern determination table for determining the variation pattern of special symbols, where Figure 10 is an example of a variation pattern determination table that is referenced in a non-time-shortened game state, and Figure 11 is an example of a variation pattern determination table that is referenced in a time-shortened game state. Specifically, the fluctuation pattern is determined by the fluctuation pattern determination table based on the type of special pattern display device, the random number value for determining the special pattern (won or lost the jackpot), the random number value for the jackpot pattern (jackpot pattern), whether or not a time-saving game state is in effect, the number of reserved special patterns, the random number value for reaching a target, and the random number value for the fluctuation pattern (random number value for special pattern fluctuation). The variation pattern is determined when the special symbol starts to vary, and a variation pattern designation command is generated based on the determined variation pattern. This variation pattern designation command is transmitted from the main control board 110 to the performance control board 120 in the output control process.
[0084] In addition, the gaming machine 1 of this embodiment is configured to always perform a reach when a big win or small win occurs, so it is configured not to refer to the random number value for reach determination when a big win or small win occurs. In this embodiment, "reach" refers to a state in which, after a part of the combination of effect symbols 35 that notifies a transition to a special game is stopped and displayed, the remaining part of the effect symbols 35 continues to be displayed in a variable manner. For example, when a combination of three-digit effect symbols 35, "777," is set as a combination of effect symbols 35 that notifies a transition to a jackpot game, the state in which two effect symbols 35 are stopped and displayed as "7," and the remaining effect symbols 35 are displayed in a variable manner, is referred to.
[0085] Furthermore, when the MODE of the variation pattern designation command is "E6H", it indicates that it is a variation pattern designation command corresponding to the variation pattern determined when a gaming ball enters the first start hole 13 and the variation of the special symbol on the first special symbol display device 20 begins, and when the MODE is "E7H", it indicates that it is a variation pattern designation command corresponding to the variation pattern determined when a gaming ball enters the second start hole 14 and the variation of the special symbol on the second special symbol display device 21 begins. The DATA of the variation pattern designation command indicates a specific variation pattern number. In other words, the variation pattern designation command is also information indicating a variation pattern.
[0086] <Fluctuation pattern determination table for non-time-reduction gaming state> The fluctuation pattern determination table for the non-time-shortened gaming state shown in FIG. 10 will be explained. 10, the variation pattern determination table shows that variation patterns 1, 2-1, 2-2, 3-1, 3-2, 4, 5-1, 5-2, 6-1, 6-2, 7, 8-1, 8-2, 10, 11, 12-1, 12-2, 13-1, 13-2, and 15 are set as variation patterns of the special symbols of the first special symbol display device 20. Also, variation patterns 41, 42, 43, 44, 45, 46, 51, 52, 53, and 54 are set as variation patterns of the special symbols of the second special symbol display device 21. Based on the type of special pattern display device, the random number value for determining the special pattern (won or lost the jackpot), the random number value for the jackpot pattern (jackpot pattern), the number of reserved special patterns, the random number value for reaching the target, and the random number value for the variation pattern, one variation pattern is selected from these variation patterns in the allocation shown in Figure 10.
[0087] In the following explanation, a "normal reach (effect)" is a reach effect with a low expectation of winning a jackpot, in which two effect patterns 35 (left pattern, right pattern) temporarily stop in the left and right areas of the display section of the image display device 31, and the remaining effect pattern 35 fluctuates in the central area. The "SP Reach Effect" is a super reach that has a higher chance of winning the jackpot (a special game being played) than the "Normal Reach (Effect)" described above. Furthermore, "SPSP Reach (effect)" is a reach that has a higher chance of winning the jackpot (a special game will be executed) than "SP Reach (effect)". It can develop from "SP Reach (effect)" or directly from "Normal Reach (effect)". It may display a different effect screen or movie from "SP Reach (effect)".
[0088] For example, when variation pattern 1 is selected, it corresponds to a performance in which a normal reach performance is executed and then a first time-saving jackpot occurs in a performance performed by the performance control board 120 using a variation time of 40,000 ms. Furthermore, when variation pattern 2-1 is selected, in the presentation performed by the presentation control board 120 using a variation time of 60,000 ms, after a normal reach presentation is executed, SP reach 1 is executed, which corresponds to a presentation resulting in a jackpot with the first time reduction. Furthermore, when variation pattern 2-2 is selected, the performance control board 120 executes a variation time of 60,000 ms, and after executing a normal reach performance, executes SP reach 2, resulting in a first time-saving jackpot. Furthermore, when variation pattern 3-1 is selected, in the performance performed by the performance control board 120 using a variation time of 70,000 ms, after a normal reach performance is executed, SPSP reach 1 is executed via the SP reach performance or directly, resulting in a performance that results in the first time-saving jackpot. Furthermore, when variation pattern 3-2 is selected, in the performance performed by the performance control board 120 using a variation time of 70,000 ms, after a normal reach performance is executed, SPSP reach 2 is executed via the SP reach performance or directly, resulting in a performance that results in the first time-saving jackpot.
[0089] Furthermore, when variation pattern 4 is selected, it corresponds to a performance in which a normal reach performance is executed and then a jackpot with a second time reduction occurs in a performance performed by the performance control board 120 using a variation time of 40,000 ms. Furthermore, when variation pattern 5-1 is selected, in the presentation performed by the presentation control board 120 using a variation time of 60,000 ms, after a normal reach presentation is executed, SP reach 1 is executed, which corresponds to a presentation resulting in a jackpot with a second time reduction. Furthermore, when variation pattern 5-2 is selected, the performance control board 120 executes a variation time of 60,000 ms, and after executing a normal reach performance, executes an SP reach 2, resulting in a jackpot with a second time reduction.
[0090] Furthermore, when variation pattern 6-1 is selected, in the performance performed by the performance control board 120 using a variation time of 70,000 ms, after a normal reach performance is executed, SPSP reach 1 is executed via the SP reach performance or directly, resulting in a jackpot with a second time reduction. Furthermore, when variation pattern 6-1 is selected, in the performance performed by the performance control board 120 using a variation time of 70,000 ms, after a normal reach performance is executed, SPSP reach 1 is executed via the SP reach performance or directly, resulting in a jackpot with a second time reduction.
[0091] Furthermore, when variation pattern 7 is selected, it corresponds to a performance in which a normal reach performance is executed and then a jackpot without time reduction occurs in a performance performed by the performance control board 120 using a variation time of 40,000 ms. Furthermore, when variation pattern 8-1 is selected, in the presentation performed by the presentation control board 120 using a variation time of 60,000 ms, after a normal reach presentation is executed, SP reach 1 is executed, resulting in a jackpot without time reduction. Furthermore, when variation pattern 8-2 is selected, the performance control board 120 executes a variation time of 60,000 ms, and after executing a normal reach performance, executes an SP reach 2, resulting in a jackpot without time reduction. Furthermore, when variation pattern 9-1 is selected, in the performance performed by the performance control board 120 using a variation time of 70,000 ms, after a normal reach performance is executed, SPSP reach 1 is executed via the SP reach performance or directly, resulting in a jackpot without time reduction. Furthermore, when variation pattern 9-1 is selected, in the performance performed by the performance control board 120 using a variation time of 70,000 ms, after a normal reach performance is executed, SPSP reach 1 is executed via the SP reach performance or directly, resulting in a jackpot without time reduction.
[0092] When variation pattern 10 is selected, it corresponds to a performance in which a miss occurs without a reach performance in a performance performed by the performance control board 120 using a variation time of 3,000 ms. For example, when variation pattern 11 is selected, it corresponds to a performance in which a normal reach performance is executed and then a miss occurs in a performance performed by the performance control board 120 using a variation time of 35,000 ms.
[0093] Furthermore, when variation pattern 12-1 is selected, in the performance performed by the performance control board 120 using a variation time of 55,000 ms, after a normal reach performance is executed, SP reach 1 is executed, which corresponds to a performance that results in a miss. Furthermore, when variation pattern 12-2 is selected, in the performance performed by the performance control board 120 using a variation time of 55,000 ms, after a normal reach performance is executed, SP reach 2 is executed, which corresponds to a performance that results in a miss.
[0094] Furthermore, when variation pattern 13-1 is selected, in the performance performed by the performance control board 120 using a variation time of 65,000 ms, after a normal reach performance is executed, SPSP reach 1 is executed via the SP reach performance or directly, resulting in a miss. Furthermore, when variation pattern 13-2 is selected, in the performance performed by the performance control board 120 using a variation time of 65,000 ms, after a normal reach performance is executed, SPSP reach 2 is executed via the SP reach performance or directly, resulting in a miss. Furthermore, when variation pattern 15 is selected, it corresponds to a performance that results in a miss without a reach performance in a performance that is performed by the performance control board 120 using an extremely short variation time of 3,000 ms.
[0095] When the variation patterns 41 and 42 are selected, they correspond to a performance that results in a long win with the first time reduction in a performance performed by the performance control board 120 using a variation time of 60,000 ms. When the variation patterns 43 and 44 are selected, they correspond to a performance that results in a short win with the first time reduction in a performance performed by the performance control board 120 using a variation time of 60,000 ms. When the variation patterns 45 and 46 are selected, they correspond to a performance that results in a short win with a second time reduction in a performance performed by the performance control board 120 using a variation time of 60,000 ms. When the variation patterns 51 and 52 are selected, they correspond to a small win in which the first time reduction is granted after a big win following a small win in a performance performed by the performance control board 120 using a variation time of 60,000 ms. When the variation patterns 53 and 54 are selected, they correspond to a small win in which a second time reduction is given after a big win following a small win in a performance performed by the performance control board 120 using a variation time of 60,000 ms.
[0096] <Fluctuation pattern determination table for time-saving game state> The variation pattern determination table for the time-shortened gaming state shown in FIG. 11 will be explained. 11, the variation pattern determination table shows that variation patterns 21, 22-1, 22-2, 23-1, 23-2, 25-1, 25-2, 26-1, 26-2, 30, 31, 32-1, 32-2, 33-1, and 33-2 are set as variation patterns of the special symbols of the first special symbol display device 20. Also, variation patterns 41, 42, 43, 44, 45, 46, 51, 52, 53, and 54 are set as variation patterns of the special symbols of the second special symbol display device 21. Based on the type of special pattern display device, the random number value for determining the special pattern (won or lost the jackpot), the random number value for the jackpot pattern (jackpot pattern), the number of reserved special patterns, the random number value for reaching the target, and the random number value for the variation pattern, one variation pattern is selected from these variation patterns in the allocation shown in Figure 11. The variation pattern shown in FIG. 11 is also associated with the content of the performance that is performed when the performance control board 120 performs a variation performance (of the performance pattern 35).
[0097] For example, when variation pattern 21 is selected, it corresponds to a performance in which a normal reach performance is executed by the performance control board 120 using a variation time of 40,000 ms, followed by a first time-saving jackpot (a jackpot that leads to a guaranteed variable game state after the jackpot). Furthermore, when variation pattern 22-1 is selected, in the presentation performed by the presentation control board 120 using a variation time of 60,000 ms, after a normal reach presentation is executed, SP reach 1 is executed, which corresponds to a presentation resulting in a jackpot with the first time reduction. Furthermore, when variation pattern 22-2 is selected, in the presentation performed by the presentation control board 120 using a variation time of 60,000 ms, after a normal reach presentation is executed, SP reach 2 is executed, which corresponds to a presentation resulting in a jackpot with the first time reduction.
[0098] Furthermore, when variation pattern 23-1 is selected, in the performance performed by the performance control board 120 using a variation time of 70,000 ms, after a normal reach performance is executed, SPSP reach 1 is executed via the SP reach performance or directly, resulting in a performance that results in the first time-saving jackpot. Furthermore, when variation pattern 23-2 is selected, in the performance performed by the performance control board 120 using a variation time of 70,000 ms, after a normal reach performance is executed, SPSP reach 2 is executed via the SP reach performance or directly, resulting in a performance that results in the first time-saving jackpot.
[0099] For example, when variation pattern 24 is selected, it corresponds to a performance in which a normal reach performance is executed and then a first time-saving jackpot occurs in a performance performed by the performance control board 120 using a variation time of 40,000 ms. Furthermore, when variation pattern 25-1 is selected, in the presentation performed by the presentation control board 120 using a variation time of 60,000 ms, after a normal reach presentation is executed, SP reach 1 is executed, which corresponds to a presentation resulting in a jackpot with a second time reduction. Furthermore, when variation pattern 25-2 is selected, in the presentation performed by the presentation control board 120 using a variation time of 60,000 ms, after a normal reach presentation is executed, SP reach 2 is executed, which corresponds to a presentation resulting in a jackpot with a second time reduction.
[0100] Furthermore, when variation pattern 26-1 is selected, in the performance performed by the performance control board 120 using a variation time of 70,000 ms, after a normal reach performance is executed, SPSP reach 1 is executed via the SP reach performance or directly, resulting in a jackpot with a second time reduction. Furthermore, when variation pattern 26-2 is selected, in the performance performed by the performance control board 120 using a variation time of 70,000 ms, after a normal reach performance is executed, SPSP reach 2 is executed via the SP reach performance or directly, resulting in a jackpot with a second time reduction.
[0101] For example, when variation pattern 30 is selected, it corresponds to a performance that results in a miss without a reach performance in a performance performed by the performance control board 120 using an extremely short variation time of 3,000 ms. For example, when variation pattern 31 is selected, it corresponds to a performance in which a normal reach performance is executed and then a miss occurs in a performance performed by the performance control board 120 using a variation time of 35,000 ms.
[0102] Furthermore, when variation pattern 32-1 is selected, in the performance performed by the performance control board 120 using a variation time of 55,000 ms, after a normal reach performance is executed, SP reach 1 is executed, which corresponds to a performance that results in a miss. Furthermore, when variation pattern 32-2 is selected, in the performance performed by the performance control board 120 using a variation time of 55,000 ms, after a normal reach performance is executed, SP reach 2 is executed, which corresponds to a performance that results in a miss.
[0103] Furthermore, when variation pattern 33-1 is selected, in the performance performed by the performance control board 120 using a variation time of 65,000 ms, after a normal reach performance is executed, SPSP reach 1 is executed via the SP reach performance or directly, resulting in a miss. Furthermore, when variation pattern 33-2 is selected, in the performance performed by the performance control board 120 using a variation time of 65,000 ms, after a normal reach performance is executed, SPSP reach 2 is executed via the SP reach performance or directly, resulting in a miss.
[0104] When the variation patterns 41 and 42 are selected, they correspond to a performance that results in a long win with the first time reduction in a performance performed by the performance control board 120 using a variation time of 60,000 ms. When the variation patterns 43 and 44 are selected, they correspond to a performance that results in a short win with the first time reduction in a performance performed by the performance control board 120 using a variation time of 60,000 ms. When the variation patterns 45 and 46 are selected, they correspond to a performance that results in a short win with a second time reduction in a performance performed by the performance control board 120 using a variation time of 60,000 ms. When the variation patterns 51 and 52 are selected, they correspond to a small win in which the first time reduction is granted after a big win following a small win in a performance performed by the performance control board 120 using a variation time of 60,000 ms. When the variation patterns 53 and 54 are selected, they correspond to a small win in which a second time reduction is given after a big win following a small win in a performance performed by the performance control board 120 using a variation time of 60,000 ms.
[0105] <Special pattern pre-determination table> FIG. 12 is a diagram showing a pre-determination table for determining the result of the big win lottery in advance. In the advance determination table shown in Fig. 12, winning information for determining the result of the jackpot lottery in advance is generated based on the type of special symbol display device (the type of start hole detection switch that detects that the gaming ball has entered the start hole), the random number value for special symbol determination, the random number value for jackpot symbol, the random number value for reach determination, the random number value for variation pattern, and the variation pattern determined based on these. Then, based on the generated winning information, a start winning designation command for determining the result of the jackpot lottery in advance is generated.
[0106] In the preliminary determination table shown in FIG. 12, the winning information for the first special symbol display device 20 is set as winning information 1, 2-1, 2-2, 3-1, 3-2, 7, 8, 9-1, 9-210-1, and 10-2. The gaming machine of this embodiment does not have a reserve of the second special symbol, so that the winning information for the second special symbol display device 21 is not set. Based on the type of special pattern display device, the random number value for determining the special pattern (whether or not the jackpot is won), the random number value for the jackpot pattern (jackpot pattern), the random number value for determining the reach, and the random number value for the variation pattern, one winning information is selected from these winning information in the allocation shown in Figure 11.
[0107] For example, when the winning information 1 is selected, it corresponds to a performance in which a normal reach performance is executed and then a big win occurs in a performance performed by the performance control board 120 using a variable time of 40,000 ms. Furthermore, when winning information 2-1 is selected, in the presentation performed by the presentation control board 120 using a variable time of 60,000 ms, a normal reach presentation is executed, followed by an SP reach 1, which corresponds to a presentation resulting in a jackpot. Furthermore, when winning information 2-2 is selected, in the presentation performed by the presentation control board 120 using a variable time of 60,000 ms, a normal reach presentation is executed, followed by an SP reach 2, which corresponds to a jackpot presentation.
[0108] Furthermore, when the winning information 3-1 is selected, in the performance performed by the performance control board 120 using a variable time of 70,000 ms, after a normal reach performance is executed, an SPSP reach performance 1 is executed either via an SP reach performance or directly, resulting in a jackpot. Furthermore, when the winning information 3-2 is selected, in the performance performed by the performance control board 120 using a variable time of 70,000 ms, after a normal reach performance is executed, an SPSP reach performance 2 is executed either via an SP reach performance or directly, resulting in a jackpot. Winning information 7, 8, 9-1, 9-2, 10-1, and 10-2 correspond to losing cases. Furthermore, during time-saving play, regardless of whether the random number value for determining the special pattern in the first special pattern display device 20 is a big win, a small win, or a miss, when the game state is in the time-saving play state, the setting of winning information corresponding to the game ball entering the first starting hole 13 and the generation of a starting winning designation command are not performed.
[0109] As mentioned above, in the special pattern pre-determination table, the random number value for determining the special pattern determines whether it is a "big hit," "small hit," or "miss," and the random number value for the big hit pattern determines the type of special game, whether it is a "long hit" or a "short hit." Furthermore, the "presence or absence of a reach" is determined by the reach determination random number value. The variation pattern is determined based on the type of special pattern display device, the random number value for determining the special pattern (won or lost the jackpot), the random number value for the jackpot pattern (jackpot pattern), the random number value for reaching the target and the random number value for the variation pattern. Therefore, the data of the start winning specification command can determine the type of jackpot, the variation pattern, and whether or not a reach has occurred before the special symbol begins to vary. In addition, since a jackpot always accompanies a "reach," it can also be determined that a reach will occur if the jackpot is reached.
[0110] <Explanation of game status> Next, the game state as the game progresses will be described. In this embodiment, the "non-time-reduced game state" refers to a game state in which the time required for the lottery for a normal pattern, which is held on the condition that the game ball has passed through gate 15, is set to 10 seconds, and the total opening time of second start gate 14 when a long-opening pattern is determined is set to 4.2 seconds, and the total opening time of second start gate 14 when a short-opening pattern is determined is set to 0.2 seconds. In contrast, the "time-reduced game state" refers to a game state in which the time required for the lottery for a normal pattern, which is held on the condition that the game ball has passed through gate 15, is set to 1 second, and the total opening time of second start gate 14 when a long-opening pattern is determined is set to 5 seconds, and the total opening time of second start gate 14 when a short-opening pattern is determined is set to 3 seconds.
[0111] Furthermore, in the "time-shortened game state," the probability of winning in the lottery for the normal symbol is higher than in the "non-time-shortened game state." Therefore, in the "time-shortened game state," second starting port 14 is more likely to be controlled to the second mode as long as the game ball passes through gate 15 than in the "non-time-shortened game state." This allows the player to play in the "time-shortened game state" without consuming game balls, significantly improving game efficiency compared to the non-time-shortened game state.
[0112] In addition, in the "time-saving game state," the variation pattern (variation time) is set so that the number of times the special symbols are drawn within a unit time is faster than in the "non-time-saving game state." In other words, in the "time-saving game state," the lottery for the special symbols is performed more efficiently than in the "non-time-saving game state." For example, in the "non-time-saving game state," it is difficult for a game ball to enter the second starting hole 14, so the main effect is the variation of the first special symbol accompanying the entry of a game ball into the first starting hole 13. Therefore, in the "non-time-saving game state," the variation pattern of the first special symbol when it is (normally) a miss is set to "3 seconds."
[0113] On the other hand, in the "time-shortened game state", since the game ball is likely to enter the second starting hole 14, the change of the second special symbol accompanying the entry of the game ball into the second starting hole 14 becomes the main feature. Therefore, in the "time-saving game state," the variation pattern when the second special symbol (normally) misses is set to "2 seconds." When configured in this way, in the "time-shortened game state," the time required for one change of the second special symbol is usually just "2 seconds," whereas in the "non-time-shortened game state," the time required for one change of the first special symbol is "3 seconds," which is longer than in the "time-shortened game state." Therefore, the special symbol lottery can be performed more quickly in the "time-shortened game state" than in the "non-time-shortened game state."
[0114] Furthermore, the gaming machine 1 of this embodiment is configured such that when the gaming ball enters the second starting hole 14, the probability of winning a jackpot advantageous to the player is higher than when the gaming ball enters the first starting hole 13, so that during the time-saving gaming state, it is easier for the player to win a jackpot advantageous to the player than during the non-time-saving gaming state. In addition, the probability of winning in the lottery for the normal symbol may be set so that it remains the same regardless of whether the game state is the "non-time-saving game state" or the "time-saving game state."
[0115] Next, the progress of the game in the gaming machine 1 of this embodiment will be described. <Main processing of the main control board> FIG. 13 is a flowchart illustrating the main processing by the main control board. When power is supplied from the power supply board 170, a system reset occurs in the main CPU 111, and the main CPU 111 performs the following main processing. First, in step S10, the main CPU 111 performs initialization processing. In this processing, the main CPU 111 reads a startup program from the main ROM 112 and also performs processing to initialize flags stored in the main RAM 113.
[0116] In step S20, the main CPU 111 performs a game random number value update process for updating the random number values for the variation pattern and the reach determination random number values. In step S30, the main CPU 111 updates the initial random number value for determining the special symbol, the initial random number value for the big win symbol, and the initial random number value for the small win symbol. Thereafter, the main CPU 111 repeats the processes of steps S20 and S30 until a predetermined interrupt process is performed.
[0117] <Main control board timer interrupt processing> FIG. 14 is a flowchart illustrating the timer interrupt process by the main control board. A reset clock pulse generating circuit provided on the main control board 110 generates a clock pulse at a predetermined period (4 milliseconds, hereinafter referred to as "4 ms"), thereby executing the timer interrupt process described below. First, in step S101, the main CPU 111 saves the information stored in the register in the stack area. Next, in step S102, the main CPU 111 performs time control processing to update various timer counters, such as updating a special pattern time counter, updating a special game timer counter such as the opening time of a special electric device, updating a normal pattern time counter, and updating a normal electric opening time counter. Specifically, the main CPU 111 performs a process of subtracting 1 from the special symbol time counter, the special game timer counter, the normal symbol time counter, and the normal power open time counter.
[0118] In step S103, the main CPU 111 performs random number update processing for the random number values for special symbol determination, the random number values for big win symbol, the random number values for small win symbol, and the random number values for win determination. Specifically, each random number counter is updated by adding 1 to it. If the result of the addition exceeds the maximum value of the random number range, the random number counter is reset to 0, and when the random number counter has completed one cycle, the random number is updated from the initial random number value at that time. In step S104, the main CPU 111 performs an initial random number counter update process to update the initial random number counters by adding 1 to the initial random number counters for determining the special symbol, the initial random number counters for the big win symbol, and the initial random number counters for the small win symbol.
[0119] In step S105, the main CPU 111 performs input control processing. In this input control process, the main CPU 111 determines whether or not there is an input to each of the first start hole detection switch 13a, the second start hole detection switch 14a, the gate detection switch 15a, the special prize hole detection switch 16a, the general prize hole detection switch 18a, and the specific area detection switch 17a. Details will be described later using Figures 15 to 19. In step S106, the main CPU 111 performs a special symbol and special electric control process for controlling the special symbols and the special electric device, which will be described in detail later with reference to Figs. In step S107, the main CPU 111 performs normal symbol and normal electric control processing for controlling the normal symbol and normal electric accessory.
[0120] In step S108, the main CPU 111 performs a payout control process. In this payout control process, the main CPU 111 checks whether or not a game ball has entered the large prize opening 16, the first start opening 13, the second start opening 14, or the general prize opening 18, and if a prize has been entered, it sends a payout number designation command corresponding to each of the prizes to the payout control board 130. More specifically, it checks the general prize opening prize ball counter, the large prize opening prize ball counter, and the start prize opening prize ball counter, and sends a payout number designation command corresponding to each prize opening to the payout control board 130. After that, it updates the prize ball counter corresponding to the sent payout number designation command by subtracting a predetermined data from it. In step S109, the main CPU 111 performs data creation processing for external information data, start gate opening / closing solenoid data, big prize gate opening / closing solenoid data, special symbol display device data, normal symbol display device data, and memory number designation command. In step S110, the main CPU 111 performs an output control process. In this output control process, the main CPU 111 performs port output process to output signals of the external information data, the start opening / closing solenoid data, and the special winning opening / closing solenoid data created in step S109.
[0121] The main CPU 111 also performs a display device output process to output the special symbol display device data and the normal symbol display device data created in step S109 in order to light up the LEDs of the first special symbol display device 20, the second special symbol display device 21, and the normal symbol display device 22. Furthermore, the main CPU 111 also performs a command transmission process to transmit the commands set in the performance transmission data storage area of the main RAM 113. In step S111, the main CPU 111 restores the information saved in step S101 to the register of the main CPU 111.
[0122] <Input control processing> FIG. 15 is a flowchart illustrating the input control process performed by the main control board. First, in step S121, the main CPU 111 determines whether a detection signal has been input from the general prize opening detection switch 18a, that is, whether a gaming ball has entered the general prize opening 18. When a detection signal has been input from the general prize opening detection switch 18a, the main CPU 111 adds predetermined data to the general prize opening prize ball counter used for prize balls to update it. In step S122, the main CPU 111 determines whether or not a detection signal has been input from the special winning opening detection switch 16, that is, whether or not a gaming ball has entered the special winning opening 16. When the main CPU 111 receives a detection signal from the large prize opening detection switch 16a, it updates the large prize opening prize ball counter used for prize balls by adding predetermined data to it, and also adds and updates a counter in the large prize opening ball counter (C1) memory area for counting the game balls that have entered the large prize opening 16.
[0123] In step S123, the main CPU 111 determines whether a detection signal has been input from the first start hole detection switch 13a, that is, whether a game ball has entered the first start hole 13, and sets predetermined data for determining whether or not a jackpot has occurred. Details will be described later with reference to FIG. 15. In step S124, the main CPU 111 determines whether a detection signal has been input from the second start hole detection switch 14a, that is, whether a gaming ball has entered the second start hole 14 or not. When the main CPU 111 receives a detection signal from the second start port detection switch 14a, it performs the same process as step S123. However, in this second start hole detection switch input process, the extracted random number value for determining the special symbol, the random number value for the big win symbol, and the random number value for the small win symbol are stored in the second special symbol storage area. In step S125, the main CPU 111 determines whether the gate detection switch 15a has input a signal, that is, whether the gaming ball has passed through the normal symbol gate 15. In step S126, the main CPU 111 determines whether a signal has been input from the specific area detection switch 17a, that is, whether the gaming ball has passed through the specific area (V zone) 17 or not.
[0124] <First start port detection switch input processing> FIG. 16 is a flowchart illustrating the first start hole detection switch input processing by the main control board. First, in step S131, the main CPU 111 determines whether or not a detection signal has been input from the first start hole detection switch 13a. If a detection signal is input from the first start port detection switch 13a (Yes in step S131), processing proceeds to step S132; if a detection signal is not input from the first start port detection switch 13a (No in step S131), the first start port detection switch input processing is terminated. In step S132, the main CPU 111 performs a process of updating the start port prize ball counter used for prize balls by adding predetermined data to the counter. Next, in step S133, the main CPU 111 determines whether the reserved number set in the first special symbol reserved number (U1) storage area is less than 4. If the reserved number set in the first special symbol reserved number (U1) storage area is less than 4, the process proceeds to step S134, and if the reserved number set in the first special symbol reserved number (U1) storage area is not less than 4, the first start hole detection switch input process is terminated.
[0125] In step S134, the main CPU 111 acquires a random number value for determining a special pattern, searches through available memory units in the first special pattern memory area in order starting from the first memory unit, and stores the acquired random number value for determining a special pattern in an available memory unit. In step S135, the main CPU 111 acquires a random number value for the jackpot symbol, searches through available memory units in the first special symbol memory area in order starting from the first memory unit, and stores the acquired random number value for the jackpot symbol in an available memory unit. In step S136, the main CPU 111 acquires random number values for game play (random number values for variation patterns and random number values for reach determination), searches through available memory units in order starting from the first memory unit in the first special pattern memory area, and stores the acquired random number values for game play (random number values for variation patterns and random number values for reach determination) in an available memory unit. In step S137, the main CPU 111 adds "1" to the first special symbol reserved number (U1) storage area and stores the result. In step S138, the main CPU 111 performs a pre-determination process (FIG. 17) for determining the random number values acquired in steps S134 to S136 based on the pre-determination table corresponding to the current gaming state.
[0126] <Preliminary judgment process> FIG. 17 is a flowchart illustrating the preliminary determination process performed by the main control board. First, in step S151, the main CPU 111 determines the random number value for determining the special symbol newly written in the special symbol reservation storage area based on the pre-determination table shown in FIG. Next, in step S152, the main CPU 111 determines whether or not a provisional jackpot has been determined as a result of the jackpot determination in step S151. If it is provisionally determined that there is a big win (Yes in step S152), the main CPU 111 shifts the process to step S153, and if it is not provisionally determined that there is a big win (No in step S152), the main CPU 111 shifts the process to step S156. If it is provisionally determined in step S152 that a jackpot has occurred, the main CPU 111 determines the newly written random number value for the jackpot symbol in step S153, and provisionally determines the type of special symbol (stop symbol data).
[0127] Next, in step S154, the main CPU 111 determines the newly written random number value for special symbol variation, and provisionally determines the variation pattern of the special symbol. Next, in step S155, the main CPU 111 generates a start winning designation command corresponding to the provisionally determined type of special symbol and the provisionally determined variation pattern, sets it in the performance transmission data storage area, and ends the preliminary determination process. The start winning designation command is provided so as to be identifiable in the same manner as the variation pattern designation command shown in Figures 10 and 11, and is associated with information on big win, small win, and miss. In step S152, if it is not provisionally determined as a big win (No in step S152), the main CPU 111 provisionally determines in step S156 whether it is determined as a loss or not.
[0128] If it is provisionally determined to be a loss in step S156 (Yes in step S156), the main CPU 111 determines the random number value for special symbol variation in step S157 to provisionally determine the variation pattern of the special symbol. Then, in step S158, the main CPU 111 sets a start winning designation command indicating a loss (including the provisionally determined 20 variation patterns) in the performance transmission data storage area, and ends the preliminary determination process. If it is not provisionally determined to be a loss (No in step S156), the main CPU 111 ends the preliminary determination process without doing anything.
[0129] By the above-described advance determination process, when the game ball enters the first starting hole 13, winning information can be transmitted to the performance control board 120 as a starting winning designation command. Therefore, the sub-CPU 121 of the performance control board 120 that receives the start winning designation command can analyze the start winning command and execute the specified performance before the special pattern begins to change as a result of the game ball winning the first start port 13 this time. However, this pre-determination process is determined based on the game state at the time when the game ball enters each starting hole 13. Therefore, if the game state changes before processing the reserved ball due to the ball entering, the result of the jackpot determination process described later may differ from the result of the pre-determination process. <Second start port detection switch input processing> FIG. 18 is a flowchart illustrating the second start hole detection switch input processing by the main control board. First, in step S161, the main CPU 111 determines whether or not a detection signal has been input from the second start hole detection switch 14a. If a detection signal is input from the second start port detection switch 14a (Yes in step S161), processing proceeds to step S162; if a detection signal is not input from the second start port detection switch 14a (No in step S161), the second start port detection switch input processing is terminated. In step S162, the main CPU 111 performs a process of updating the start port prize ball counter used for prize balls by adding predetermined data to the counter.
[0130] In step S163, the main CPU 111 acquires a random number value for determining a special symbol, and stores the acquired random number value for determining a special symbol in the storage unit. In step S164, the main CPU 111 acquires a random number value for a jackpot symbol, and stores the acquired random number value for a jackpot symbol in the storage unit. In step S165, the main CPU 111 acquires a random number value for a small win symbol, and stores the acquired random number value for a small win symbol in the storage unit. In step S166, the main CPU 111 acquires the random number values for gaming (random number values for variation pattern and random number values for reach determination), and stores the acquired random number values for gaming (random number values for variation pattern) in the storage unit.
[0131] In the gaming machine 1 of this embodiment, the first special symbol and the second special symbol change (rights are consumed) in the order in which the gaming balls enter the first start hole 14 and the second start hole 15, respectively. In a non-time-saving mode where a game ball is fired aiming at the first start hole 14, it is almost impossible for a game ball to land in the second start hole 15, but it is possible for a game ball to land in the first start hole 14 during time-saving mode. It is also possible that reserved first special symbols remain during time-saving mode after a jackpot. The fluctuation of the first special symbol during time-saving mode interferes with the fluctuation of the second special symbol. When time-saving mode is granted after a jackpot, all reserved first special symbols are quickly consumed before the fluctuation of the second special symbol. The same applies to reserved first special symbols that are newly generated during time-saving mode.
[0132] <Specific area detection switch input processing> FIG. 19 is a flowchart illustrating specific area detection switch input processing by the main control board. First, in step S171, the main CPU 111 determines whether or not a detection signal has been input from the specific area detection switch 17a. If a detection signal is input from the specific area detection switch 17a (Yes in step S171), the main CPU 111 transfers the processing to step S172, and if a detection signal is not input from the specific area detection switch 17a (No in step S171), the main CPU 111 terminates the specific area detection switch input processing. In step S172, the main CPU 111 determines whether or not the specific area 17 is currently in an effective period in which the specific area 17 has been opened due to a small win. If it is determined that the validity period is in progress (Yes in step S172), the main CPU 111 proceeds to step S173, and if it is determined that the validity period is not in progress (No in step S172), the main CPU 111 proceeds to step S175. In step S173, the CPU 111 sets a specific area passing flag indicating that the gaming ball has passed through the specific area 17, and specific area passing game status information indicating the game status when the gaming ball passed through the specific area 17.
[0133] When the game ball passes through the specific area 17, a time-saving game (either the first time-saving or the second time-saving) is granted after a jackpot. However, as explained in Figure 7, the conditions for ending the time-saving game may differ depending on whether the game state at the time of the jackpot related to the granting of the time-saving game is a non-time-saving game state or a time-saving game state, so the game state information at the time of passing through the specific area is important. In step S174, the CPU 111 sets a specific area passage designation command that notifies the performance control board 120 that the gaming ball has passed through the specific area 17 and that a transition to a big win game is possible. In step S175, the CPU 111 sets a specific area passage error designation command, assuming that an error has occurred in which a gaming ball is detected during the non-valid period of a specific area that the gaming ball should not normally pass through. The performance control board 120 can display a warning or output a warning sound based on the specific area passage error designation command.
[0134] <Special diagram special signal control processing> FIG. 20 is a flowchart illustrating the special chart special power control processing by the main control board. First, the main CPU 111 loads the value of the special picture special power processing data in step S181, and refers to a branch address from the loaded special picture special power processing data in step S182. If the special symbol special power processing data=0 in step S183 (Yes in step S183), the main CPU 111 shifts the process to the special symbol memory determination process (step S184). If the special picture special power processing data is not 0 in step S183 (No in step S183), the main CPU 111 determines whether the special picture special power processing data is 1 in step S185. In step S185, if the special symbol special power processing data=1 (Yes in step S185), the main CPU 111 shifts the process to special symbol variation processing (step S186).
[0135] In the special pattern change processing of step S186, when the change time of the special pattern set in the special pattern memory determination processing has elapsed, the special pattern set in the special pattern memory determination processing is displayed on the special pattern display devices 20, 21 in a stopped state for a predetermined pattern stop time (for example, 0.5 seconds). If the special picture special electric processing data is not 1 in step S185 (No in step S185), the main CPU 111 determines whether the special picture special electric processing data is 2 in step S187.
[0136] In step S187, if the special symbol special power processing data=2 (Yes in step S187), the main CPU 111 shifts the process to the special symbol stop processing (step S188). In the processing when the special symbol stops in step S188, when the predetermined symbol stop time set in the special symbol change processing has elapsed, if the special symbol displayed as stopped is a big win symbol, the special symbol special electric processing data is set to "3", and then an opening command and opening time for a big win are set, and if the special symbol displayed as stopped is a small win symbol, the special symbol special electric processing data is set to "4", and then an opening command and opening time for a small win are set.
[0137] If the special picture special electric processing data is not equal to 2 in step S187 (No in step S187), the main CPU 111 determines whether the special picture special electric processing data is equal to 3 in step S189. In step S189, if the special symbol special power processing data=3 (Yes in step S189), the main CPU 111 shifts the process to the big win game process (step S190). In the jackpot game processing of step S190, when the opening of the jackpot is completed, the jackpot opening 16 is opened for a predetermined period according to the opening mode determination table for the jackpot (not shown). After the opening of the jackpot opening 16 is completed, an ending is performed for a predetermined period, and after the ending is completed, the special symbol special power processing data is set to "5".
[0138] If the special picture special electric processing data is not 3 in step S189 (No in step S189), the main CPU 111 determines whether the special picture special electric processing data is 4 in step S191. In step S191, if the special symbol special power processing data=4 (Yes in step S191), the main CPU 111 shifts the process to small winning game processing (step S192).
[0139] In the small prize game processing of step S192, when the opening of the small prize is completed, the large prize opening 16 is opened for a predetermined period according to the opening mode determination table for the small prize (not shown). After the opening of the large prize opening 16 is completed, an ending is performed for a predetermined period, and after the ending is completed, "5" is set in the special chart special electric processing data. If the special symbol special power processing data is not 4 in step S191 (No in step S191), the main CPU 111 determines that the special symbol special power processing data is 5, and transfers the processing to the special game end processing (step S193). In the special game end processing in step S193, when the jackpot ends, the game state after the jackpot game is set to a probability variable game state or a time-limited game state, and then the special chart special electric processing data is set to "0".
[0140] <Special symbol memory determination process> FIG. 21 is a flowchart illustrating the special symbol (first special symbol) storage determination process performed by the main control board. In step S201, the main CPU 111 determines whether or not a special symbol is being displayed in a variable manner. If the special symbol is being displayed in a variable manner, that is, if the special symbol time counter is not 0 (Yes in step S201), the special symbol storage determination process ends. Also, if the special symbol is not being displayed variably, that is, if the special symbol time counter is 0 (No in step S201), the main CPU 111 determines in step S202 whether the first special symbol reserved number (U1) memory area is equal to or greater than 1. If the first special symbol reserved number (U1) memory area is not equal to or greater than 1 (No in step S202), the main CPU 111 shifts the processing to step S213, and if it is determined that the first special symbol reserved number (U1) memory area is equal to or greater than 1 (Yes in step S202), the main CPU 111 shifts the processing to step S203.
[0141] In step S203, the main CPU 111 subtracts "1" from the value stored in the first special symbol reserved number (U1) storage area and stores the result. In step S204, the main CPU 111 performs a shift process of predetermined random number values (random number value for special symbol determination, random number value for big win symbol, random number value for small win symbol, random number value for reach determination, random number value for variation pattern) and start winning designation command stored in the special symbol reservation memory area corresponding to the special symbol reservation number (U) memory area subtracted in the above steps S202 to S205. Specifically, the predetermined random number values and start winning designation command stored in the first memory section to the fourth memory section in the first special symbol memory area are shifted to the previous memory section.
[0142] Here, the predetermined random number value and start winning designation command stored in the first storage unit are shifted to the judgment storage area (zeroth storage unit). At this time, the predetermined random number value and start winning designation command stored in the first storage unit are written to the judgment storage area (zeroth storage unit), and the data already written to the judgment storage area (zeroth storage unit) is erased from the special symbol reserved storage area. This erases the predetermined random number value and start winning designation command used in the previous game. Furthermore, after the shift, the MODE of the start winning designation command is processed so as to correspond to the storage area after the shift.
[0143] In step S205, the main CPU 111 executes a jackpot determination process based on the data (random number value for special symbol determination, random number value for jackpot symbol) written in the determination memory area (0th memory section) of the special symbol reserved memory area in step S204. In the jackpot determination process in step S205, if it is determined that a jackpot has been won, a special symbol for the jackpot to be stopped and displayed on the first special symbol display device 20 is determined. If it is a loss, a special symbol for a loss is determined.
[0144] In step S206, the main CPU 111 performs a variation pattern determination process. The fluctuation pattern determination process first determines a fluctuation pattern determination table based on the current game state by referring to the game state storage area of the main RAM 113. Specifically, if the game is in a time-shortened game state, the fluctuation pattern determination table for the time-shortened game state shown in Fig. 11 is determined, and if the game is in a non-time-shortened game state, the fluctuation pattern determination table for the non-time-shortened game state shown in Fig. 10 is determined. Thereafter, the random number value for determining the special symbol, the random number value for the big win symbol, the random number value for reaching the goal and the random number value for the variation pattern are referenced, and the variation pattern is determined based on the determined variation pattern determination table.
[0145] In step S207, the main CPU 111 sets a variation pattern designation command corresponding to the determined variation pattern in the transmission data storage area for performance. In step S208, the main CPU 111 checks the game state at the start of the fluctuation, and sets a game state designation command corresponding to the current game state in the transmission data storage area for presentation.
[0146] In step S209, the main CPU 111 starts the variable display of the special symbol on the first special symbol display device 20. That is, the variable display data of the first special symbol is set in the processing area. As a result, the first special symbol display device 20 is made to blink. In step S210, when the main CPU 111 starts the variable display of the special symbols as described above, it sets the variable time (counter value) based on the variable pattern determined in step S206 to the special symbol time counter. Note that the special symbol time counter is decremented every 4 ms in step S110.
[0147] In step S211, the main CPU 111 sets the customer waiting determination flag to 00H. In other words, the customer waiting determination flag is cleared. A customer waiting determination flag of "00H" indicates that a special symbol is currently being displayed in a variable manner or that a special game is currently being played. On the other hand, if a special symbol is not being displayed in a variable manner or a special game is not being played, the customer waiting determination flag "01H" is stored. If the customer waiting determination flag is "01H", a customer waiting command is set in step S215, which will be described later, and the performance control board 120 is notified that a special symbol is not being displayed in a variable manner or that a special game is not being played.
[0148] In step S212, the main CPU 111 sets the special symbol special power processing data to 1, and ends the special symbol memory determination process. In the above step S202, if it is determined that the first reservation (U1) is "0", that is, if the first reservation (U1) is not reserved, the main CPU 111 determines in step S213 whether the customer waiting determination flag is set to 01H. If the customer waiting determination flag is set to 01H (Yes in step S213), the special symbol memory determination process is terminated, and if the customer waiting determination flag is not set to 01H (No in step S213), the process proceeds to step S214. In step S214, the main CPU 111 sets the customer waiting determination flag to 01H so that the customer waiting command is not set multiple times in step S215, which will be described later. In step S215, the main CPU 111 sets the customer waiting command in the performance transmission data storage area, and ends the special symbol storage determination process.
[0149] FIG. 22 is a flowchart illustrating the processing performed by the main control board when a special symbol stops. First, in step S221, the main CPU 111 determines whether or not the stop time of the special symbol has elapsed. If it is determined that the stop time has elapsed (Yes in step S221), the main CPU 111 shifts the process to step S222. If it is determined that the stop time has not elapsed (No in step S221), the main CPU 111 shifts the process at the time of special symbol stop to step S222.
[0150] In step S222, the main CPU 111 determines whether or not the special symbol that has stopped is a special symbol that has won a big win. If it is determined that the special symbol is a jackpot winning symbol (Yes in step S222), the main CPU 111 proceeds to step S223. If it is determined that the special symbol is not a symbol that has won a jackpot (No in step S222), the main CPU 111 proceeds to step S225. In step S223, the main CPU 111 executes a big win opening transition process. In step S224, the main CPU 111 sets the special picture special power processing data to 3, and moves the process to step S228.
[0151] In step S225, the main CPU 111 determines whether or not the stopped special symbol is a special symbol that has won a small prize. When it is determined that the stopped special symbol is not a special symbol that has won a small prize, that is, a losing symbol (No in step S225), the main CPU 111 moves the process to step S230. When it is determined that the stopped special symbol is the special symbol that has won the small prize (Yes in step S225), the main CPU 111 executes a small prize opening transition process in step S226. Next, in step S227, the main CPU 111 sets 4 to the special telephone special diagram processing data.
[0152] In step S228, the main CPU 111 sets the opening time for the big win or small win. In step S229, the main CPU 111 sets an opening designation command for a big win or a small win.
[0153] In step S230, the main CPU 111 determines whether the first time-shortening flag is set. The first time-shortening flag is set at the end of a jackpot game when a jackpot with the first or second time-shortening feature is won (FIG. 24), and is a flag indicating that the game is in a time-shortening mode. If it is determined that the first time reduction is set (Yes in step S230), the first time reduction or the second time reduction has been granted, so in step S231, the main CPU 111 determines whether the number of fluctuations has reached a specified number. When it is determined that the number of times of change has reached the specified number of times (Yes in step S231), the main CPU 111 clears the first time reduction flag (ends the first time reduction or second time reduction) in step S232, and moves the process to step S240.
[0154] If it is determined in step S230 that the first time reduction is not set (No in step S230), it is determined in step S233 whether or not the second time reduction flag is set. The second time-saving flag is set when the first special symbol changes a specified number of times (800 times) without a jackpot being achieved, resulting in the granting of a "specific time-saving" effect, and is a flag indicating that the game is in a time-saving mode. When it is determined that the second time-shortening flag is set (Yes in step S233), the main CPU 111 determines in step S234 whether or not the number of fluctuations has reached a specified number of times. When it is determined that the number of fluctuations has reached the specified number of times (Yes in step S234), the main CPU 111 clears the second time-shortening flag in step S235 (terminating the specific time-shortening), and moves the process to step S240.
[0155] If it is determined that neither the first time-saving flag nor the second time-saving flag is set (No in step S233), the main CPU 111 determines in step S236 whether the number of times the first special pattern has changed (J1) has reached the specified number of times (800 times). If it is determined that the number of fluctuations has reached the specified number (800 times) (Yes in step S236), the main CPU 111 moves the process to step S237. If it is determined that the specified number of times has not been reached (No in step S236), the main CPU 111 moves the process to step S240. In step S237, the main CPU 111 sets a time-saving end condition for the specific time-saving mode. The time-saving end condition is that the first special symbol changes 100 times (J1) and the second special symbol changes once (J2). In step S238, the main CPU 111 sets a second time reduction flag (specific time reduction). In step S239, the main CPU 111 sets a time-saving number-of-times designation command. In step S240, the special symbol special power processing data is set to 0, and the processing when the special symbol stops is terminated.
[0156] FIG. 23 is a flowchart illustrating the small win game processing by the main control board. In step S241, the main CPU 111 determines whether or not the opening is in progress. If it is determined that the opening is in progress (Yes in step S241), the main CPU 111 proceeds to step S242. If it is determined that the opening is not in progress (No in step S241), the main CPU 111 proceeds to step S244. In step S242, the main CPU 111 determines whether the opening time has elapsed. If it is determined that the opening time has elapsed (Yes in step S242), the main CPU 111 sets the open / close game in progress flag in step S243 and ends the small win game process. When it is determined that the opening time has not elapsed (No in step S242), the main CPU 111 ends the small win game process.
[0157] In step S244, the main CPU 111 determines whether or not an open / close game is being performed. When it is determined that the open game is not in progress (No in step S244), the main CPU 111 determines in step S261 whether or not the ending is in progress. If it is determined that the ending is in progress (Yes in step S261), the main CPU 111 determines whether the ending time has elapsed in step S262. If it is determined that the ending time has not elapsed (No in step S261), the main CPU 111 ends the small win game process. When it is determined that the ending time has elapsed (Yes in step S262), the main CPU 111 sets the special symbol special power processing data to 0 in step S263, and ends the small win game processing. When it is determined that the ending time has not elapsed (No in step S262), the main CPU 111 ends the small win game process.
[0158] If it is determined in step S244 that an open / close game is in progress (Yes in step S244), the main CPU 111 determines in step S245 whether or not the special prize opening condition has been met. If it is determined that the special prize opening condition has been met (Yes in step S245), the main CPU 111 executes special prize opening processing in step S246. Next, in step S247, the main CPU 111 determines whether or not the specific area release condition is met. If it is determined that the specific area release condition is met (Yes in step S247), the main CPU 111 executes a specific area release process in step S248.
[0159] Next, in step S249, the main CPU 111 determines whether or not the specific area closing condition is met. If it is determined that the specific area closing condition is met (Yes in step S249), the main CPU 111 executes a specific area closing process in step S250. Next, in step S251, the main CPU 111 determines whether or not the special prize opening closing condition is met. When it is determined that the special prize opening closing condition is met (Yes in step S251), the main CPU 111 executes special prize opening closing processing in step S252. Next, in step S253, the main CPU 111 determines whether or not the final interval time has elapsed. When it is determined that the final interval time has elapsed (Yes in step S253), the main CPU 111 clears the open / close game in progress flag in step S254.
[0160] Next, in step S255, the main CPU 111 determines whether or not the specific area passage flag (FIG. 19, step S173) is set. Then, the main CPU 111 clears the specific area passing flag in step S256, executes the big win game transition process in step S257, sets the special chart special power processing data to 3 in step S258, and ends the small win game process. If the specific area passing flag (Figure 19, step S173) is not set (No in step S255), the main CPU 111 executes the ending transition process in step S259, and sets the ending designation command in step S260 to end the small win game process.
[0161] When it is determined in step S245 that the condition for opening the special prize opening is not met (No in step S245), the main CPU 111 advances the process to step S247. If it is determined in step S247 that the specific area release condition is not met (No in step S247), the main CPU 111 advances the process to step S249. If it is determined in step S249 that the specific area closing condition is not met (No in step S249), the main CPU 111 advances the process to step S251. When it is determined in step S251 that the condition for closing the special prize opening is not met (No in step S251), the main CPU 111 advances the process to step S253.
[0162] FIG. 24 is a flowchart illustrating the special game ending process by the main control board. In step S281, the main CPU 111 acquires stop symbol data. In step S282, the main CPU 111 determines whether or not the stopped symbol based on the stopped symbol data is a special symbol that has won a big win. As mentioned above, the conditions for ending the time-saving play are determined based on the game state at the time of the jackpot that resulted in the time-saving play being granted (for the first special symbol, the game state at the time of the jackpot win, i.e., the game state at the start of the fluctuation; for the second special symbol, the game state at the time of the V winning of the big jackpot that resulted in the time-saving play being granted). When it is determined that the stopped symbols are the special symbols that have won the jackpot (Yes in step S282), in step S283, the CPU 111 acquires the game state at the time of the jackpot winning.
[0163] If it is determined that the stopped symbol is not a special symbol that has been selected for a big win (it is a small win) (Yes in step S282), in step S284, the CPU 111 acquires the game status at the time of V winning in the small win game that is a big win and that results in time-saving play being awarded. In step S285, the CPU 111 determines the time-saving end conditions (J1, J2) based on the game state at the time of the jackpot that resulted in the time-saving game being granted, which was obtained in step S283 or step S284 (Figure 7), and sets a time-saving game flag that indicates the time-saving game state after the jackpot. In step S286, the CPU 111 sets a game state designation command according to the game state flag. In step S287, the CPU 111 sets the special symbol special power processing data to 0 and ends the special game end processing.
[0164] Next, the processing executed by the sub-CPU 121 of the performance control board 120 will be described. When the performance control board 120 receives a variation pattern designation command from the main control board 110, it determines by lottery a performance corresponding to the received variation pattern designation command and executes it.
[0165] <Main processing of the performance control board> FIG. 25 is a flowchart illustrating the main processing by the performance control board. In step S510, the sub CPU 121 performs initialization processing. In this processing, in response to power-on, the sub CPU 121 reads the main processing program from the sub ROM 122 and performs processing to initialize and set flags and the like stored in the sub RAM 123. When this processing is completed, the process proceeds to step S520. In step S520, the sub CPU 121 performs a random number value update process for effect. In this process, the sub CPU 121 performs a process for updating various random number values stored in the sub RAM 123. Thereafter, the process of step S510 is repeated until a predetermined interrupt process is performed.
[0166] <Timer interrupt processing for performance control board> FIG. 26 is a flowchart explaining the timer interrupt processing by the performance control board. Although not shown in the figure, a reset clock pulse generating circuit provided in the performance control board 120 generates a clock pulse at a predetermined period (2 milliseconds), reads a timer interrupt processing program, and executes the timer interrupt processing of the performance control board 120. First, in step S601, the sub CPU 121 saves information stored in its own registers in a stack area.
[0167] In step S602, the sub-CPU 121 performs update processing of various timer counters used in the performance control board 120. In step S603, the sub CPU 121 performs command analysis processing. In this processing, the sub CPU 121 performs processing to analyze the command stored in the receive buffer of the sub RAM 123. A specific description of the command analysis processing will be given later with reference to FIGS. 27 and 28. When the performance control board 120 receives a command transmitted from the main control board 110, a command reception interrupt process (not shown) of the performance control board 120 occurs, and the received command is stored in a reception buffer. Then, in step S603, the received command is analyzed.
[0168] In step S604, the sub-CPU 121 checks the signal of the effect button detection switch 8a input via the lamp control board 140, and performs effect input control processing for the effect button 8. A specific description of the effect input control processing will be given later with reference to FIG. In step S605, the sub-CPU 121 transmits the various data set in the transmission buffer of the sub-RAM 123 to the image control board 150 and the lamp control board 140. In step S606, the sub CPU 121 restores the information saved in step S601 to the register of the sub CPU 121.
[0169] <Command analysis process> 27 and 28 are flowcharts illustrating the command analysis process by the performance control board. Note that command analysis process 2 shown in Fig. 27 is performed following command analysis process 1 shown in Fig. 26. In step S611, the sub CPU 121 checks whether or not there is a command in the receive buffer, and checks whether or not a command has been received. If there is no command in the receive buffer (No in step S611), the sub CPU 121 ends the command analysis process, and if there is a command in the receive buffer (Yes in step S611), the process proceeds to step S621.
[0170] In step S621, the sub-CPU 121 checks whether the command stored in the receive buffer is a customer waiting command. If the command stored in the receive buffer is a customer waiting command (Yes in step S621), the sub CPU 121 moves the process to step S622, and if it is not a customer waiting command (No in step S621), the sub CPU 121 moves the process to step S631. In step S622, the sub-CPU 121 performs a customer waiting effect pattern determination process to determine a customer waiting effect pattern. Specifically, the sub-CPU 121 determines a customer waiting effect pattern, sets the determined customer waiting effect pattern in the effect pattern storage area, and sets data based on the determined customer waiting effect pattern in the transmission buffer of the sub-RAM 123 to transmit information on the determined customer waiting effect pattern to the image display control board 150 and the lamp control board 140.
[0171] In step S631, the sub-CPU 121 checks whether the command stored in the reception buffer is a start winning designation command. If the command stored in the receiving buffer is a start winning designation command (Yes in step S631), the sub-CPU 121 transfers the process to step S632, and if it is not a start winning designation command (No in step S631), the sub-CPU 121 transfers the process to step S641. In step S632, the sub-CPU 121 analyzes the received start winning designation command and executes a data update process corresponding to the start winning designation command. The start winning designation command is associated with information related to the big win, small win, miss, and fluctuation pattern provisionally determined by the preliminary determination process. Therefore, here, information about the newly reserved first reservation (U1) is stored in a predetermined storage area of the sub-RAM 123.
[0172] In step S633, the sub-CPU 121 analyzes the start winning designation command and performs a hold display mode determination process to transmit a hold display command to the image control board 150 and the lamp control board 140 to display the hold in a predetermined mode. As a result, the image display device 31 displays the current number of reserved items in the first hold (U1). In step S634, the sub-CPU 121 executes a hold change determination process. In the pending change determination process, the sub-CPU 121 uses the table described in FIG. 64 to determine the pending change scenario up to the change in question and the final color in the change in question independently of the scenario.
[0173] In step S641, the sub-CPU 121 checks whether the command stored in the receive buffer is a variation pattern designation command. If the command stored in the receive buffer is a fluctuation pattern designation command (Yes in step S641), the sub-CPU 121 transfers the process to step S642, and if it is not a fluctuation pattern designation command (No in step S641), the sub-CPU 121 transfers the process to step S651. In step S642, the sub-CPU 121 performs a rendering scenario determination process to determine a rendering scenario based on the received variation pattern designation command and on the basis of FIGS. 33, 34, 35, and 36, which will be described later. In step S643, the sub-CPU 121 executes the notice effect determination process. In the notice effect determination process, the sub-CPU 121 determines a weak notice independent of the scenario, or determines a reserved change scenario for the variable icon using the table of FIG. As mentioned above, weak predictions and the like do not have a significant impact no matter how they are carried out, so as in the past, whether or not they will be carried out and the manner in which they will be carried out can be determined by an independent lottery. The pending change scenario of the variable icon specifies the manner and timing of change of the variable icon from the current color to the final color during the change.
[0174] Next, in step S644, the sub-CPU 121 shifts the hold display data stored in the first hold memory area and the second hold memory area and the data corresponding to the start winning designation command, and performs a hold display mode update process to send the information of the shifted hold display data to the image control board 150 and the lamp control board 140.
[0175] In step S651, the sub-CPU 121 checks whether the command stored in the reception buffer is a performance symbol designation command. If the command stored in the receiving buffer is a performance symbol designation command (Yes in step S651), the sub-CPU 121 transfers the processing to step S652, and if it is not a performance symbol designation command (No in step S651), the sub-CPU 121 transfers the processing to step S661.
[0176] In step S652, the sub-CPU 121 performs a performance symbol determination process based on the content of the received performance symbol designation command to determine the performance symbol 35 to be stopped and displayed on the image display device 31. Specifically, the sub-CPU 121 analyzes the performance symbol designation command, determines performance symbol data that constitutes a combination of performance symbols 35 depending on the presence or absence of a jackpot and the type of jackpot, and sets a symbol command based on the determined performance symbol data in a performance symbol storage area.
[0177] In step S661, the sub-CPU 121 checks whether the command stored in the reception buffer is a symbol determination command. If the command stored in the reception buffer is a symbol determination command (Yes in step S661), the sub-CPU 121 proceeds to step S662, and if not (No in step S661), the sub-CPU 121 proceeds to step S671. In step S662, the sub-CPU 121 performs a performance symbol stop process to set a symbol stop command for stopping and displaying the performance symbol in the transmission buffer of the sub-RAM 123.
[0178] In step S671, the sub-CPU 121 checks whether the command stored in the receive buffer is a normal variation pattern designation command. If the command stored in the receiving buffer is a normal map variation pattern designation command (Yes in step S671), the sub-CPU 121 transfers processing to step S672, and if it is not a normal map variation pattern designation command (No in step S671), the sub-CPU 121 transfers processing to step S681. In step S672, the sub-CPU 121 performs a normal map variation presentation pattern determination process to determine one normal map variation presentation pattern from among a plurality of normal map variation presentation patterns based on the received normal map variation pattern designation command.
[0179] In step S681, the sub-CPU 121 checks whether the command stored in the receive buffer is a long release start command. If the command stored in the receive buffer is a long release start command (Yes in step S681), sub-CPU 121 transfers the process to step S682, and if it is not a long release start command (No in step S681), sub-CPU 121 transfers the process to step S700. In step S682, the sub-CPU 121 performs a long-time opening effect process. Here, in order to notify the player that the second start port 14 will be opened for a long time (4.2 seconds) in the non-time-shortening gaming state, a notification effect is executed.
[0180] In step S691, the sub-CPU 121 checks whether the command stored in the reception buffer is a normal symbol determination command. If the command stored in the receiving buffer is a normal symbol determination command (Yes in step S691), the sub-CPU 121 transfers the process to step S692, and if it is not a normal symbol determination command (No in step S691), the sub-CPU 121 transfers the process to step S700. In step S692, the sub-CPU 121 performs a normal pattern variation stop process to set the effect pattern data corresponding to the received normal pattern confirmation command and the pattern stop command for stopping the normal pattern display in the transmission buffer of the sub-RAM 123 in order to stop the normal pattern display.
[0181] In step S700, the sub-CPU 121 determines whether or not the command stored in the reception buffer is a game state designation command. If the command stored in the receiving buffer is a game status designation command (Yes in step S700), the sub-CPU 121 transfers processing to step S701, and if it is not a game status designation command (No in step S700), the sub-CPU 121 transfers processing to step S711. In step S701, the sub-CPU 121 sets the game state based on the received game state designation command in the game state storage area in the sub-RAM 123. In step S711, the sub CPU 121 checks whether the command stored in the receive buffer is an opening command. If the command stored in the receive buffer is an opening command (Yes in step S711), the sub CPU 121 proceeds to step S712, and if it is not an opening command (No in step S711), the sub CPU 121 proceeds to step S721.
[0182] In step S712, the sub-CPU 121 performs a winning start effect pattern determination process to determine a winning start effect pattern. Specifically, the sub-CPU 121 determines a winning start effect pattern based on the opening command, sets the determined winning start effect pattern in the effect pattern storage area, and sets data based on the determined winning start effect pattern in the transmission buffer of the sub-RAM 123 to transmit information on the determined winning start effect pattern to the image control board 150 and the lamp control board 140. In step S721, the sub-CPU 121 checks whether the command stored in the reception buffer is a command to specify opening of the big prize opening, which indicates the start of a round of games in the event of a big win. If the command stored in the receiving buffer is a command to specify the opening of the large prize opening (Yes in step S721), the sub-CPU 121 transfers processing to step S722, and if it is not a command to specify the opening of the large prize opening (No in step S721), the sub-CPU 121 transfers processing to step S731.
[0183] In step S722, the sub-CPU 121 performs a process for determining a mid-round effect pattern to determine a jackpot effect pattern. Specifically, the sub-CPU 121 determines a mid-round effect pattern for each round that starts based on the jackpot opening command, which contains information about the number of rounds of play that will start. The sub-CPU 121 then sets the determined mid-round effect pattern in the effect pattern storage area, and sets corresponding data in the transmission buffer of the sub-RAM 123 to transmit information about the effect pattern to the image control board 150 and the lamp control board 140. In step S731, the sub-CPU 121 checks whether the command stored in the receive buffer is a round end command. If the command stored in the receive buffer is a round end command (Yes in step S731), the sub CPU 121 moves the process to step S732, and if it is not a round end command (No in step S731), the sub CPU 121 moves the process to step S741. In step S732, the sub-CPU 121 performs pause effect pattern determination processing to determine the effect pattern between each round.
[0184] In step S741, the sub CPU 121 checks whether the command stored in the receive buffer is an ending command. If the command stored in the receive buffer is an ending command (Yes in step S741), the sub CPU 121 moves the process to step S742, and if it is not an ending command (No in step S741), the sub CPU 121 moves the process to step S751. In step S742, the sub-CPU 121 performs a winning end effect pattern determination process to determine a winning end effect pattern. Specifically, the sub-CPU 121 determines a winning end effect pattern based on the ending command, sets the determined winning end effect pattern in the effect pattern storage area, and sets data based on the determined winning end effect pattern in the transmission buffer of the sub-RAM 123 to transmit information on the determined winning end effect pattern to the image control board 150 and the lamp control board 140.
[0185] In step S751, the sub-CPU 121 checks whether the command stored in the reception buffer is a command for entering a ball into the big prize opening. If the command stored in the receiving buffer is a ball entry command in the big prize slot (Yes in step S751), the sub-CPU 121 transfers processing to step S752, and if it is not a ball entry command in the big prize slot (No in step S751), it terminates the command analysis processing. In step S752, the sub-CPU 121 sets the command for the ball entering the big prize opening in the transmission buffer of the sub-RAM 123 in order to transmit the command to the image control board 150 and the lamp control board 140.
[0186] <Performance input control processing> FIG. 29 is a flowchart illustrating the performance input control process performed by the performance control board. First, in step S831, the sub-CPU 121 determines whether or not there has been a valid effect button detection signal from the effect button detection switch 8a, based on the effect button detection command from the lamp control board 140. If the sub-CPU 121 determines that there has been no effect button detection signal (No in step S831), it ends the process, and if it determines that there has been an effect button detection signal (Yes in step S831), it proceeds to the process of step S832.
[0187] In step S832, the sub-CPU 121 determines whether or not the button operation performance execution enable flag = 01 is set in the storage area of the sub-RAM 123. If the button operation performance execution enable flag = 01 is not set (No in step S832), the sub-CPU 121 ends the processing, and if the button operation performance execution enable flag = 01 is set (Yes in step S832), the sub-CPU 121 proceeds to the processing of step S833.
[0188] The button operation effect execution enable flag determines whether or not a state is present in which an effect corresponding to the operation can be executed based on the button operation performed; if the flag is "01", it means that an effect corresponding to the operation can be executed, and if the flag is "00", it means that an effect corresponding to the operation cannot be executed. The flag "01" is set at the start of the valid operation period of the effect button 8, and the flag "00" is set when the effect button 8 is operated or when the valid operation period ends without the effect button 8 being operated.
[0189] In step S833, the sub-CPU 121 sets a button operation effect execution command in the transmission buffer. This command is a command for causing the image control board 150 to execute an effect corresponding to the operation of the effect button 8. Here, the sub-CPU 121 transmits the command set in the transmission buffer in step S605 (see FIG. 25) after the performance input control process to the image control board 150 and the lamp control board 140. The image control board 150 operates the image display device 31 and the audio output device 34 based on the received command, and the lamp control board 140 operates the performance prop device 32 and the performance lighting device 33 based on the received command.
[0190] Next, the image control board 150 will be described. When the image control board 150 receives a command for performance from the performance control board 120, the host CPU 151 reads out an audio output device control program from the host ROM 153 based on the received command for performance and controls the output of audio in the audio output device 342, and also reads out an animation control program from the host ROM 153 and controls the image display on the image display device 31.
[0191] Here, the processing executed by host CPU 151 in image control board 150 will be described.
[0192] <Host CPU main processing> FIG. 30 is a flowchart illustrating the main processing by the image control board. When power is supplied from the power supply board 170, a system reset occurs in the host CPU 151, and the host CPU 151 performs the following main processing. First, in step S901, the host CPU 151 performs initialization processing. In this processing, when the host CPU 151 is powered on, it reads a main processing program from the host ROM 153 and instructs the initial settings of various modules of the host CPU 151 and the VDP 200.
[0193] In step S902, the host CPU 151 performs a performance pattern (performance scenario) designation command analysis process to analyze the performance pattern designation command sent from the performance control board 120 (a command stored in the reception buffer of the host RAM 152). When the image control board 150 receives a command transmitted from the performance control board 120, a command reception interrupt process (not shown) of the image control board 150 occurs, and the received command is stored in a reception buffer. Then, in step S902, an analysis process of the received command is performed.
[0194] The effect pattern designation command analysis process checks whether or not an effect pattern (effect scenario) designation command (+effect control command) is stored in the receive buffer. If an effect pattern (effect scenario) designation command is not stored in the receive buffer, the process proceeds to step S903. If a performance pattern (performance scenario) designation command (+performance control command) is stored in the receive buffer, a new performance pattern designation command is read, and one or more animation groups to be executed are determined based on the read performance pattern designation command, and an animation pattern is determined from each animation group. Then, once the animation pattern is determined, the read performance pattern (performance scenario) designation command is erased from the transmit buffer.
[0195] In step S903, the host CPU 151 performs animation control processing, updating the addresses of various animation scenes based on the "scene switch counter," "wait frame," and "frame counter" updated in step S921 (described later) and the animation pattern determined in step S902. In step S904, the host CPU 151 generates a display list from the display information (sprite identification number, display position, etc.) of one frame of the animation scene at the updated address, in accordance with the priority (drawing order) of the animation group to which the animation scene belongs. Then, when generation of the display list is completed, the host CPU 151 outputs the display list to the VDP 200. The display list output here is stored in the display list storage area 156a of the VRAM 156 via the CPU I / F 203 in the VDP 200.
[0196] In step S905, the host CPU 151 determines whether the FB switching flag is 01 or not. 30(b), if the drawing of the previous display list is completed at the V blank interrupt every 1 / 60 seconds (approximately 16.6 ms), the FB switching flag becomes 01. That is, in step S905, it is determined whether the previous drawing is completed. If the FB switching flag is 01 (Yes in step S905), the host CPU 151 proceeds to step S906, and if the FB switching flag is 00 (No in step S905), the host CPU 151 waits until the FB switching flag is 01.
[0197] In step S906, the host CPU 151 sets the FB switching flag to 00 (turns the FB switching flag off), and moves the process to step S906. In step S907, the host CPU 151 performs a drawing execution start process. In this process, drawing execution start data is set in the drawing register to instruct the VDP 200 to perform drawing on the display list that has already been output. That is, drawing on the display list output in step S904 is instructed. Thereafter, the processes of steps S902 to S907 are repeated until a predetermined interrupt shown in FIG. 27 occurs.
[0198] <Image control board interrupt processing> The interrupt processing of the image control board 150 will be described with reference to FIG. The interrupt processing of the image control board 150 includes at least a drawing end interrupt processing that is performed in response to input of a drawing end interrupt signal, and a V blank interrupt processing that is performed in response to input of a V blank interrupt signal.
[0199] <Host CPU drawing end interrupt processing> FIG. 31(a) is a flowchart for explaining the drawing end interrupt process by the image control board. When the VDP 200 finishes drawing a predetermined unit of frames (one frame), it outputs a drawing end interrupt signal to the host CPU 151 via the CPU I / F 203 . When the host CPU 151 receives the drawing end interrupt signal from the VDP 200, it executes drawing end interrupt processing. In the drawing end interrupt process, in step S911, the host CPU 151 sets the drawing end flag to 01 (turns on the drawing end flag) and ends the current drawing end interrupt process. That is, the drawing end flag is turned on every time drawing ends.
[0200] <Host CPU V blank interrupt processing> FIG. 31(b) is a flowchart illustrating the V blank interrupt process by the image control board. The VDP 200 outputs a V blank interrupt signal (vertical synchronization signal) to the host CPU 151 via the CPU I / F 203 every 1 / 60 seconds (approximately 16.6 ms). When the host CPU 151 receives a V blank interrupt signal from the VDP 200, it executes V blank interrupt processing.
[0201] In step S921, the host CPU 151 performs processing to update various counters such as the "scene change counter," "wait frame," and "frame counter." In step S922, the host CPU 151 determines whether the rendering end flag is 01. That is, it determines whether rendering of a predetermined unit of frames has ended. If the drawing end flag is 01 (Yes in step S922), the host CPU 151 proceeds to step S923, and if the drawing end flag is not 01 (No in step S922), the host CPU 151 ends this V blank interrupt process. In other words, even if a V blank interrupt signal is input, if drawing is not completed, the processes from step S923 onwards are not performed. In step S923, the host CPU 151 sets the drawing end flag to 00 (clears the drawing end flag). In step S924, the host CPU 151 instructs the memory controller 209 of the VDP 200 to switch between the "display frame buffer" and the "drawing frame buffer." In step S925, the host CPU 151 sets the FB switching flag to 01 (turns the FB switching flag on), releases the standby state in step S905 (see FIG. 24), and ends the current V blank interrupt process.
[0202] Next, the lamp control board 140 will be briefly described. When the lamp control board 140 receives a performance command from the performance control board 120, it reads out a performance prop device operation program based on the received performance command to operate and control the performance prop device 32, and also reads out a performance lighting device control program based on the received performance command to control the performance lighting device 33 and light guide 60. In addition, when the lamp control board 140 receives a command for the performance button from the image control board 150 via the performance control board 120, it reads out the performance button operation program based on the received command for the performance button and controls the performance button 8.
[0203] FIG. 32 is a diagram illustrating the transition of the gaming state in the gaming machine of this embodiment. The control of the game state, which is a feature of the gaming machine of this embodiment, will be described in detail with reference to FIG. 32 and FIGS. 6 to 9. The gaming machine of this embodiment is a so-called one-type and two-type mixed gaming machine. In the following description, the first time reduction is a time reduction game state in which the player hits the ball with the right hand and aims the ball at the second starting hole 14 to perform a right-hand hit game. The second time reduction is a time reduction game state in which the player plays a left-handed shot and aims at the first starting hole 13. A player who plays a right-handed shot aiming at the big prize hole 16 during a jackpot game switches back to a left-handed shot after the jackpot game ends.
[0204] As shown in Figure 9(a-2), during the first time reduction, when a winning is determined by the lottery of a normal symbol when the game ball passes through the gate, the probability that the second starting hole 14 will be open for a long time (long opening) is much higher (6450 / 65536) than during non-time reduction (1 / 65536). Of course, as shown in Figure 5(c), the probability that a winning is determined by the lottery of a normal symbol is also higher than during non-time reduction. As a result, during the first time reduction, the game ball is likely to enter the second starting hole 14, and the second special symbol is likely to fluctuate.
[0205] The first time-saving mode ends when the first special symbol has changed 100 times or the second special symbol has changed once, and the game state returns to the non-time-saving mode. As explained in Figure 7, the condition for ending the first time-saving mode is when the first special symbol has changed 100 times (J1) or the second special symbol has changed once (J2). The reason why the number of times the first special symbol changes is set as the end condition for the first time reduction, which is supposed to be mainly performed by hitting the right side, is because the reserved first special symbol may change during the first time reduction. If the first time reduction ended with a single change of the first special symbol, as with the second special symbol, it would be significantly disadvantageous to the player, so the end condition is set as the first special symbol changing 100 times. The number of times is not limited to this.
[0206] As shown in Figure 9(a-3), during the second time-saving period, when a winning normal symbol is determined by lottery when the game ball passes through the gate, the probability that the second starting hole 14 will be open for a long time (long opening) (4 / 65536) is lower than during the first time-saving period, but is slightly higher than during the non-time-saving period (1 / 65536). The second time-saving period ends when the first special symbol has changed 29 times or 10 times, or when the second special symbol has changed 10 times, and the game state returns to the non-time-saving game state. As explained in FIG. 7, the condition for ending the second time reduction is that the first special symbol changes 29 times (J1) or the second special symbol changes 10 times (J2).
[0207] As shown in Figure 5(c), the probability of a winning normal symbol being selected is higher than when the time is not shortened, and the second time shortening is a time-shortened game state. However, during the second time shortening, although it is easier for the ball to enter the second starting slot 14 than during the non-time shortening game state, it is relatively difficult for the game ball to enter the second starting slot 14, and the second special symbol is also less likely to change. While the possibility of the second special symbol changing when hitting the right during the second time shortening is not zero, it is set to be low.
[0208] In Figure 32, (a) shows the transition of the game state when a jackpot is won in the lottery for the first special pattern during non-time-saving mode, (b) shows the transition of the game state when a jackpot is won in the lottery for the first special pattern during the first time-saving mode, and (c) shows the transition of the game state when a jackpot or small jackpot is won in the lottery for the second special pattern during the first time-saving mode.
[0209] In the non-time-reduced gaming state (non-time-reduced gaming state), the player plays a left-handed game, and when the gaming machine wins the first starting slot 13, a lottery for the first special symbol is held. When a jackpot is won, as shown in Figure 32(a) and Figure 6(a-1), there is a 60% probability that the first special pattern 1 will be selected as the jackpot pattern and the first time reduction will be granted, there is a 20% probability that the first special pattern 2 will be selected and the second time reduction will be granted, and there is a 20% probability that the first special pattern 3 will be selected and no time reduction will be granted.
[0210] In the second time reduction, the player plays a left-handed game, and when the gaming machine wins the first starting slot 13, a lottery for the first special symbol is held. When a jackpot is won, as shown in Figure 32(b) and Figure 6(a-2), there is a 60% probability that the first special pattern 1 will be selected as the jackpot pattern and the first time reduction will be granted, there is a 20% probability that the first special pattern 3 will be selected and the first time reduction will be granted, and there is a 20% probability that the first special pattern 2 will be selected and the second time reduction will be granted.If a jackpot is won during the second time reduction, there is an additional 20% probability that the first time reduction will be granted for the first special pattern 3, which does not grant a time reduction. As explained above, the first special pattern 3 is a special pattern that does not grant time reduction when selected during a non-time-reduction game state, but does grant time reduction when selected during a time-reduction game state. As a result, if you win a jackpot in a non-time-saving game mode (non-time-saving mode), there is a 60% chance that the first time-saving feature will be granted after the jackpot, whereas if you win a jackpot during the second time-saving mode, there is an 80% chance that the first time-saving feature will be granted after the jackpot. In this way, there are two game modes with different probabilities of granting the first time-saving feature when you win a jackpot.
[0211] In the first time reduction, the player plays a right-hand hit game, and when the gaming machine wins the second starting hole 14, a lottery for the first special symbol is held. When a jackpot is won, as shown in Figure 32(c) and Figure 6(a-2), the second special symbol changes when the player hits the right button during the first time reduction, and if a jackpot is won in the lottery for the second special symbol during the first time reduction, there is a 93% chance that the second special symbol 1 will be selected as the jackpot symbol and the first time reduction will be granted, and there is a 7% chance that the first special symbol 2 will be selected and the second time reduction will be granted. When a small jackpot is won, specific area 17 is opened. Since there are no losing areas in specific area 17, any winning game ball will almost certainly land in the V-zone. Therefore, if a game ball lands in specific area 17, there is a 1 / 1 chance of winning a jackpot, and a jackpot game will begin. There is a 93% chance that special small jackpot symbol 1 will be selected, granting the first time-saving feature, and there is a 7% chance that special small jackpot symbol 2 will be selected, granting the second time-saving feature. The end conditions for this second time-saving feature are 10 or 29 times (the number of times the first special symbol changes), and the 7% rate is the sum of the rate of time-saving game states that grant 10 times of time-saving for the first special symbol and the rate of time-saving game states that grant 29 times of time-saving.
[0212] Incidentally, if the second time reduction is granted after a jackpot (a jackpot won during non-time-reduced play mode, or a jackpot won during the first time reduction mode), the probability of the first time reduction being granted after a jackpot is 80% for the reasons explained above until the first special pattern changes 10 or 29 times, but when the second time reduction ends as the number of spins (number of times the special pattern changes) meets the end condition and the game returns to the non-time-reduced play mode, the probability of the first time reduction being granted returns to 60%. That is, in the gaming machine 1 of this embodiment, the probability of being granted the first time reduction after a jackpot can be changed according to the number of spins.
[0213] If the first time reduction is not granted after a jackpot, the player does not know whether the first 29 spins (or 10 spins) of the first special symbol are in a non-time reduction game state where the second time reduction is not granted, or in the second time reduction state. Therefore, the 29 spins (or 10 spins) after a jackpot can be used as a chance zone that attracts players, as there is a high possibility of entering the first time reduction state. As a result, if another jackpot occurs early after a jackpot (29 spins or 10 spins), it means that the second time-saving mode is in effect, and there is a high probability that the first time-saving mode will start from there. The first time reduction, in which the second starting hole 14 is likely to be opened long when the game ball passes through the gate 15, and as a result the second special symbol is likely to change, and the second time reduction, in which the second starting hole 14 is unlikely to be opened long even when the game ball passes through the gate, and the second special symbol is unlikely to change, have different time reduction performances even in the same time reduction game state.
[0214] The following describes the effects performed in the gaming machine of this embodiment and how to handle the various commands used to achieve them. The effects performed in the gaming machine of this embodiment are controlled by the effect control board 120. The following describes a presentation scenario determination table for determining presentations to be performed in the gaming machine of this embodiment. In the past, when deciding on a performance, the performance (preview) was selected individually by lottery based on the variation pattern. For example, when a variation pattern that performs an SPSP reach was decided as a variation pattern, the execution of the corresponding preview performance and the content of the performance were decided by individual lottery. The number of combinations of performances was enormous, making debugging difficult. As a result of individually drawing lots for the preview performances, a low-expectation preview that is not executed when a jackpot is won may be executed at the beginning of the fluctuation, virtually confirming a loss, but then a high-expectation preview may be executed afterwards, which may be disappointing.
[0215] In contrast, the gaming machine 1 of this embodiment manages the flow of effects executed within a fluctuation using scenarios based on reliability (high reliability scenario, medium reliability scenario, low reliability scenario), and by selecting a scenario according to reliability, draws for multiple effects at once, including reliability. The gaming machine 1 determines which of the high reliability scenario, the medium reliability scenario, and the low reliability scenario to execute based on the fluctuation pattern, using the presentation scenario determination tables of FIGS. Depending on each performance scenario included in the scenario table, it is set so that performances with the same degree of expectation are executed, so it is possible to prevent performances with varying reliability from being executed in a disjointed manner, such as executing a performance with extremely low expectation followed by a notice with high expectation. Since weak notices and the like do not have a significant impact no matter how they are executed, it is possible to determine whether or not to execute them and how to execute them, as in the past, by independent lottery.
[0216] 33 to 36 are diagrams showing examples of a presentation scenario determination table based on the variation pattern of the special symbols in the first special symbol display device 20. FIG. The "presentation scenario determination table" is one that is referenced from, for example, a plurality of presentation scenario determination tables according to the current game state and presentation mode, and here we will explain using one presentation scenario determination table as an example. Note that presentation modes are modes that have different backgrounds, background music, and options for variable presentations, for example, and can be switched to as needed during play to break up the monotony of the game.
[0217] The "performance scenario" refers to a specific performance mode in the performance means (image display device 31, performance accessory device 32, performance lighting device 33, and sound output device 34) that is performed while the special symbol is varying. For example, in the image display device 31, the variation mode of the performance symbol 35 is determined by the performance scenario. The lighting conditions (light colors) of the board lamp 60 and the frame lamp 61 are also determined by the performance scenario. In this embodiment, "light emission corresponding to variable performance" refers to the lighting of the board lamp 60 and the frame lamp 61 based on the performance scenario, and "color corresponding to variable performance" refers to the lighting color of the board lamp 60 and the frame lamp 61 based on the performance scenario.
[0218] In other words, the "lighting corresponding to variable performance" is the lighting pattern of the frame lamp 60 and the board lamp 61 that matches the performance image and music in the variable performance (normal reach, SP reach, SPSP reach, etc.) specified in the "performance scenario," and is determined uniquely based on the performance scenario. For example, during an SP reach, an effect image corresponding to the SP reach is displayed on the image display device 31, and sound such as music corresponding to the SP reach is output from the audio output device 31. Then, in accordance with these effect images and sounds, the frame lamp 60 and the board lamp 61 light up. Alternatively, during an SPSP reach, an effect image corresponding to the SPSP reach is displayed on the image display device 31, and sound such as music corresponding to the SPSP reach is output from the audio output device 31. Then, in accordance with these effect images and sounds, the frame lamp 60 and the board lamp 61 light up.
[0219] In this embodiment, the lighting modes of the board lamp 60 and the frame lamp 61 include a mode called "normal lighting" in addition to the above-mentioned "lighting corresponding to variable performance" based on the performance scenario. "Normal illumination" is the illumination mode of the board lamp 60 and the frame lamp 61 "after the variation ends (after the confirmation of the pattern stops)." Alternatively, "normal illumination" is the illumination mode "during customer waiting (during demonstration)," and is performed in response to a customer waiting command, and the illumination of the board lamp 60 and the frame lamp 61 is controlled in the illumination mode for customer waiting. When a variation pattern designation command is received while customers are waiting, the board lamp 60 and the frame lamp 61 will emit light in a color based on the performance scenario. If a special symbol is reserved, at the end of the fluctuation, the board lamp 60 and frame lamp 61 will change from the fluctuation effect corresponding light emission to "normal light emission", and at the start of the next fluctuation (when the fluctuation pattern designation command is received), the board lamp 60 and frame lamp 61 will again change to "fluctuation effect corresponding light emission".
[0220] Furthermore, in the gaming machine of this embodiment, various preview effects (cut-in effects, button effects, etc.) are performed during the variable effects. These effects may be displayed on the image display device 31 and may also be accompanied by illumination of the board lamp 60 and frame lamp 61 according to the effects. For example, a cut-in effect (described in detail below) as a preview effect is an effect in which a cut-in image corresponding to the degree of expectation of a big win is displayed on the image display device 31 during an SP reach or an SPSP reach.
[0221] As will be explained later, cut-in images are classified into premier cut-in images, strong cut-in images, medium cut-in images, and weak cut-in images, in order of increasing expectation. The premium cut-in image is a rainbow-colored image indicating a guaranteed jackpot, the strong cut-in image is a red image indicating high expectations, the medium cut-in image is a green image indicating medium expectations, and the weak cut-in image is a blue image indicating low expectations. Depending on the color of the cut-in image, the player can clearly see the likelihood of winning. As cut-in effects, a premier cut-in effect, a strong cut-in effect, a medium cut-in effect, and a weak cut-in effect are performed, in which the above cut-in images are displayed, respectively.
[0222] The board lamp 60 and the frame lamp 61 emit light in colors corresponding to the cut-in images of the respective cut-in effects. In a weak cut-in effect, the board lamp 60 and the frame lamp 61 emit light in blue in response to the display of a blue cut-in image, in a medium cut-in effect they emit light in green in response to the display of a green cut-in image, in a strong cut-in effect they emit light in red in response to the display of a red strong cut-in image, and in a premium cut-in effect they emit light in rainbow colors in response to the display of a rainbow-colored premium cut-in image.
[0223] In addition, the variable effects, particularly the button effects (described in detail below) that are part of the SPSP reach effects, are effects in which, when the player operates the effect button 8, the confirmation gimmick 32 is activated if the result of the jackpot determination is a jackpot, but the confirmation gimmick 32 is not activated if the result is a miss, or if a revival effect is performed even if the result is a jackpot. Furthermore, the button effects of this embodiment include premium button effects, strong button effects, and weak button effects, each of which has a different expected degree of expectation, which is indicated by the light emission color of the light source provided on the effect button 8, etc. In the premium button effect, the effect button is illuminated in rainbow colors to indicate a confirmed jackpot, in the strong button effect, the effect button is illuminated in red to indicate a high expectation, and in the weak button effect, the effect button is illuminated in white to indicate a low expectation.
[0224] In this embodiment, when a button effect is executed, regardless of whether it is a weak button effect or a strong button effect, or whether it is a jackpot or a miss, basically, in order to increase interest in the button effect, the board lamp 60 and the frame lamp 61 are illuminated in a lighting pattern with reduced brightness (other than rainbow colors) or a lighting pattern with reduced lighting frequency (or no lighting at all). When the premium button effect is executed, the board lamp 60 and the frame lamp 61 emit rainbow light as a special light emission mode.
[0225] The illumination and color of the board lamp 60 and frame lamp 61 according to the content of the performance performed during such button performances are also referred to as "light emission corresponding to button performances" and "light emission color corresponding to cut-in performances," and are described as being distinct from other "light emission corresponding to variable performances" of the frame lamp 60 and board lamp 61 based on the performance scenario. However, the premium button effect is a type of button effect as well as a jackpot confirmation effect, and the accompanying rainbow light emitted by the board lamp 60 and frame lamp 61 can also be said to be both a "button effect compatible light emission" and a "confirmation effect compatible light emission."
[0226] In addition, the "pseudo consecutive effect" is a preview effect in which, during one change in the special symbol, the effect symbol 35 is temporarily stopped and then changed again once or multiple times, thereby simulating multiple changes in the display. The more times the change occurs, the higher the probability of winning. In addition, in the "pseudo consecutive performance", the frame lamp 60 and the board lamp 61 are illuminated in the "pseudo consecutive performance corresponding light emitting color" described above. The "pseudo consecutive performance" can be performed before a normal reach (before a reach is established) or during a normal reach, but as will be described later, in the gaming machine of this embodiment, when a "pseudo consecutive performance" is performed, the "pseudo consecutive performance" is performed before a reach is established. When a presentation scenario that performs a pseudo consecutive presentation is selected based on the presentation scenario determination table, the number of times (number of steps) that the pseudo consecutive presentation is re-varied can be determined based on, for example, the provisions of the presentation scenario itself. Regarding the "pseudo consecutive performance," "pseudo consecutive performance corresponding light emission" is performed, which takes priority over the variable performance corresponding light emission uniquely determined in the performance scenario. The "light emission corresponding to pseudo consecutive performance" can be a light emission pattern in which the light emission color of the different frame lamps 60 and board lamps 61 changes every time the performance pattern changes again and the performance develops.
[0227] Also, when the effect symbols are temporarily stopped in a jackpot mode, the board lamp 60 and frame lamp 61 change from the variable effect corresponding color (other than rainbow color) determined in the previous effect scenario to rainbow color illumination. The rainbow illumination of the board lamp 60 and frame lamp 61 corresponding to the temporary stop in a jackpot mode, which is performed as a confirmed effect, is performed within the flow of the variable effect, but is different from the illumination corresponding to the variable effect up to that point. Furthermore, when the confirmation gimmick 32 is activated, the board lamp 60 and the frame lamp 61 change from the variable effect corresponding color (other than rainbow colors) determined in the previous effect scenario to rainbow colors. These rainbow lights are also referred to as "lights corresponding to confirmed performances" and "light colors corresponding to confirmed performances," and are described as being distinct from the other "lights corresponding to variable performances" of the frame lamp 60 and board lamp 61 determined by the performance scenario.
[0228] In this embodiment, the rainbow-colored illumination of the board lamp 60 and frame lamp 61 indicates a confirmed jackpot, and is a special illumination that accompanies the premium button effect, premium cut-in effect, and confirmation effect (the effect symbol temporarily stops in the jackpot mode, and the confirmation gimmick 32 operates). Therefore, when simply referring to "illumination corresponding to variable effects" or "colors corresponding to variable effects," this means illumination and the color of the illumination other than the rainbow colors.
[0229] In addition, the red, blue, green and rainbow color illumination of the board lamp 60 and frame lamp 61 during preview effects such as those described above, i.e., button effects, cut-in effects, gimmick operations, etc., is performed by "adding on (overwriting)" the "illumination corresponding to variable effects" based on the performance scenario that takes place before and after them.
[0230] When displayed on the image display device 31, different variable effects and preview effects can be superimposed, but in the case of a lamp, since only one color can be emitted at a time, it is naturally not possible to emit light from different effects simultaneously (in layers). Therefore, priorities are set in advance between the variable effects and the preview effects, and the effect (light emission) with the highest priority is given priority to illuminate the board lamp 60 and the frame lamp 61. Generally, preview effects are considered to have a higher priority than variable effects, but depending on the content of the effect, variable effects may take priority over preview effects, and the light emitted from variable effects may take priority over the light emitted from preview effects.
[0231] In the effects of the gaming machine described below, the light colors of the board lamp 60 and frame lamp 61 are realized as a result of always selecting the light color (of the effect) with the highest priority when various variable effects and preview effects (including variable effects that can essentially be considered preview effects) occur simultaneously. For example, "light emission corresponding to cut-in effect," "light emission corresponding to button effect," and "light emission corresponding to confirmed effect" are performed with a higher priority than the light emission of the frame lamp 60 and the board lamp 61 based on the effect scenario, so that the frame lamp 60 and the board lamp 61 light up in "light emission color corresponding to cut-in effect," "light emission color corresponding to button effect," and "light emission color corresponding to confirmed effect." Also, in the "normal reach mid-strong notice" described below, the frame lamp 60 and board lamp 61 will light up in the "normal reach mid-strong notice corresponding light color" which takes precedence over the light corresponding to the variable performance that is uniquely determined by the performance scenario.
[0232] Incidentally, the term "reach" in this embodiment refers to a state in which some of the combinations of effect symbols 35 that notify a transition to a special game are displayed stationary, and the other effect symbols 35 are displayed variably. For example, when a combination of three-digit effect symbols 35, "777," is set as a combination of effect symbols 35 that notifies a transition to a jackpot game, the term "reach" refers to a state in which two effect symbols 35 are displayed stationary at "7," and the remaining effect symbols 35 are displayed variably.
[0233] As explained in the variation pattern determination tables of Figures 9 and 10, "reach" includes "normal reach", "SP reach", and "SPSP reach" as its modes. The "normal reach" is a reach with a low probability of winning a jackpot, in which two effect symbols 35 (left symbol, right symbol) temporarily stop in the left and right regions of the display unit of the image display device 31, and the remaining effect symbol 35 fluctuates in the central region. As will be described later, during the "normal reach", the effect symbol 35 is a symbol with a decorative number symbol added. "SP Reach" is a super reach that has a higher chance of winning the jackpot (a special game is executed) than the above-mentioned "Normal Reach," and it mainly develops from "Normal Reach." The effect screen is changed to a special one, and the display mode of the effect pattern 35 also changes. For example, the decoration pattern 35 is no longer decorated, and only the number pattern is displayed. Furthermore, "SPSP Reach" is a reach that has a higher chance of winning the jackpot (a special game will be executed) than "SP Reach". It can develop from "SP Reach" or directly from "Normal Reach". It may display even different screens and movies from "SP Reach".
[0234] In particular, there is a zone effect, which is a kind of preview effect that is used during SP reaches and fluctuations that develop into SP reaches. The zone effect is an effect that indicates that a zone effect will be performed by a band display, a change in the background screen, a change in the decoration of the effect pattern, etc., and suggests that there is a higher level of expectation than when an effect with the same content as another is performed. When a pattern variation is performed according to a variation pattern that causes a reach effect with a high level of expectation, the execution of the zone effect can be selected. It is possible to develop into an SPSP reach with or without going through a zone effect, but if an SPSP reach is made via a zone effect, a zone band will be displayed during the SPSP reach. Even if a zone effect is performed and a band display is performed during an SPSP reach, or even if a zone effect is not performed and a band display is not performed, once the result is determined (after the deciding effect is executed and the pattern is provisionally determined), the band display will end and the same effect will occur.
[0235] The rendering scenario determination tables shown in FIGS. 33 to 36 are configured by associating the variation pattern designation commands received from the main control board 110, the rendering random number values 1, and the rendering scenarios. 33 to 36, it is described that the scenario No. is selected from the scenario type (low expectation, medium expectation, high expectation) selected based on the random number value 1 for presentation, but it is also possible to directly associate the random number value 1 for presentation with the scenario No. The range of the random number value 1 for presentation corresponding to the scenario type may be allocated to the scenario No. evenly or unevenly. The sub-CPU 121 acquires the random number value 1 for presentation and determines a presentation scenario by referring to the presentation scenario determination tables shown in Figures 33 to 36. Then, the sub-CPU 121 transmits a presentation scenario designation command corresponding to the determined presentation scenario to the host CPU 151 of the image control board 150.
[0236] The presentation scenario determination table of Figure 33 mainly defines presentation scenarios that develop into normal reach, SP reach, and SPSP reach, resulting in a first time-saving jackpot. The presentation scenario determination table of Figure 34 mainly defines variation scenarios that develop into normal reach, SP reach, and SPSP reach, resulting in a second time-saving jackpot. The presentation scenario determination table of Figure 35 mainly defines variation scenarios that develop into normal reach, SP reach, and SPSP reach, resulting in a jackpot without time-saving. The presentation scenario determination table of Figure 36 mainly defines variation scenarios that develop into normal reach, SP reach, and SPSP reach, resulting in a loss.
[0237] The types of rendering scenarios designated in the rendering scenario determination tables shown in FIGS. 33 to 36 will be described. A case will be described in which the fluctuation pattern designation command received from the main control board 110 indicates fluctuation patterns 1 and 21, as shown in FIG. After a normal reach is executed, the first jackpot with time reduction occurs (presentation pattern). If the random number value 1 for presentation is between "0" and "15", a scenario type with low expectation is selected, if the random number value 1 for presentation is between "16" and "44", a scenario type with medium expectation is selected, and if the random number value 1 for presentation is between "45" and "99", a scenario type with high expectation is selected. For example, from the scenario type with low expectation, 1 per weak N is selected, from the scenario type with medium expectation, 1 per medium N is selected, and from the scenario type with high expectation, 1 per strong N is selected. It is also possible to select 2, 3... for weak N, 2, 3, 4... for medium N, or 2, 3, 4... for strong N, which specify effects not shown in Figure 33. In this case, the range of effect random number values 1 corresponding to the scenario types of low expectation, medium expectation, and high expectation may be allocated to the scenario Nos. evenly or unevenly.
[0238] A case will be described where the fluctuation pattern designation command received from the main control board 110 indicates fluctuation patterns 2-1 and 22-1. After a normal reach is executed, it develops into an SP reach, resulting in the first time-saving jackpot (presentation pattern). If the random number value 1 for presentation is between "0" and "15", a scenario type with low expectation is selected, if the random number value 1 for presentation is between "16" and "44", a scenario type with medium expectation is selected, and if the random number value 1 for presentation is between "45" and "99", a scenario type with high expectation is selected. For example, from a scenario type with low expectation, either 1 or 2 is selected per weak SP, from a scenario type with medium expectation, either 1 or 2 is selected per medium SP, and from a scenario type with high expectation, 1 is selected per strong SP. 3, 4... for weak SP, 3, 4... for medium SP, 3, 4... for strong SP may be selected to specify an effect not shown in FIG. The range of the random number values 1 for presentation corresponding to the scenario types of low expectation, medium expectation, and high expectation may be allocated equally to the scenario numbers, or may be allocated completely unevenly.
[0239] A case will be described where the fluctuation pattern designation command received from the main control board 110 indicates fluctuation patterns 3-1 and 23-1. After a normal reach is executed, it develops into an SP reach, then into an SPSP reach, resulting in the first time-saving jackpot (presentation pattern). If the random number value 1 for presentation is between "0" and "15", a scenario type with low expectation is selected, if the random number value 1 for presentation is between "16" and "44", a scenario type with medium expectation is selected, and if the random number value 1 for presentation is between "45" and "99", a scenario type with high expectation is selected. From the scenario type with low expectation, select 1, 2, 3, or 4 per weak SPSP; from the scenario type with medium expectation, select 1, 2, 3, 4, 5, 6, 7, or 8 per medium SPSP; and from the scenario type with high expectation, select 1, 2, 3, or 4 per strong SPSP. The range of the random number values 1 for presentation corresponding to the scenario types of low expectation, medium expectation, and high expectation may be allocated equally to the scenario numbers, or may be allocated completely unevenly. For example, a random value 1 for effect from "0" to "3" may be assigned to weak SPSP1, "4" to "7" to weak SPSP2, "8" to "11" to weak SPSP3, and "12" to "15" to weak SPSP4. You can also assign numbers 16 to 19 as 1 per medium SPSP, numbers 20 to 23 as 2 per medium SPSP, numbers 24 to 27 as 3 per medium SPSP, numbers 28 to 31 as 4 per medium SPSP, numbers 32 to 35 as 5 per medium SPSP, numbers 36 to 39 as 6 per medium SPSP, numbers 40 to 42 as 7 per medium SPSP, and numbers 43 to 44 as 8 per medium SPSP. The random number value 1 for the effect from "45" to "57" may be assigned to Strong SPSP1, "58" to "70" to Strong SPSP2, "71" to "83" to Strong SPSP3, and "84" to "99" to Strong SPSP4. 5, 6... for weak SPSP, 9, 10... for medium SPSP, and 5, 6... for strong SPSP may be selected to specify effects not shown in Figure 33.
[0240] A case will be described in which the fluctuation pattern designation command received from the main control board 110 indicates fluctuation patterns 4 and 24, as shown in FIG. Other than the fact that the effect content (effect pattern) is a second time-saving jackpot after a normal reach is executed, it is the same as the variation patterns 1 and 21 in Figure 33. The effect random number value 1 and the corresponding scenario type may be different.
[0241] A case where the fluctuation pattern designation command received from the main control board 110 indicates fluctuation patterns 5-1 and 25-1 will be described. After executing a normal reach, it develops into an SP reach, and the presentation content (presentation pattern) is the same as that of the variation patterns 2-1 and 22-1 in Figure 33, except that it is a jackpot with a second time reduction after the normal reach is executed. The random number value 1 for presentation and the type of scenario corresponding to it may be different.
[0242] Except for the case where the variation pattern designation command received from the main control board 110 indicates variation patterns 6-1 and 26-1, these are the same as variation patterns 3-1 and 23-1 in Figure 33. The random number value 1 for performance and the corresponding scenario type may be different.
[0243] A case will be described in which the fluctuation pattern designation command received from the main control board 110 indicates fluctuation patterns 7 and 27, as shown in FIG. Other than the fact that the presentation content (presentation pattern) is a jackpot without time reduction after a normal reach is executed, it is the same as the variation patterns 1 and 21 in Figure 33. The presentation random number value 1 and the corresponding scenario type may be different.
[0244] A case will be described where the fluctuation pattern designation command received from the main control board 110 indicates fluctuation patterns 8-1 and 28-1. After executing a normal reach, it develops into an SP reach, resulting in a jackpot without time reduction (presentation pattern), and other than that, it is the same as the variation patterns 3-1 and 23-1 in Figure 33. The random number value 1 for presentation and the type of scenario corresponding to it may be different.
[0245] A case where the fluctuation pattern designation command received from the main control board 110 indicates fluctuation patterns 9-1 and 29-1 will be described. After executing a normal reach, it develops into an SP reach, then into an SPSP reach, and the presentation content (presentation pattern) is the same as that of the variation patterns 2-1 and 22-1 in Figure 33. The presentation random number value 1 and the corresponding scenario type may be different.
[0246] A case will be described in which the fluctuation pattern designation command received from the main control board 110 indicates fluctuation patterns 11 and 31, as shown in FIG. This is the presentation (presentation pattern) that results in a miss after a normal reach is executed. If the random number value for presentation 1 is between "0" and "49", a scenario type with low expectation is selected, and if the random number value for presentation 1 is between "50" and "99", a scenario type with medium expectation is selected. For example, from the scenario type of medium expectation, weak N miss 1 is selected, and from the scenario type of high expectation, strong N miss 1 is selected. A weak N miss 2, 3..., medium N miss 2, 3, 4..., or strong N miss 2, 3, 4... may be selected to specify an effect not shown in Figure 36. The range of the random number values 1 for presentation corresponding to the scenario types of low expectation, medium expectation, and high expectation may be allocated equally to the scenario numbers, or may be allocated completely unevenly.
[0247] A case will be described in which the fluctuation pattern designation command received from the main control board 110 indicates fluctuation patterns 12-1 and 32-1, as shown in FIG. After a normal reach is executed, it develops into an SP reach, resulting in a miss. If the random number value 1 for presentation is between "0" and "49", a scenario type with low expectation is selected, if the random number value 1 for presentation is between "50" and "89", a scenario type with medium expectation is selected, and if the random number value 1 for presentation is between "90" and "99", a scenario type with high expectation is selected. From scenario types with low expectations, select either Weak SP Miss 1 or 2, from scenario types with medium expectations, select either Medium SP Miss 1 or 2, and from scenario types with high expectations, select Strong SP Miss 1. A weak SP miss 3, 4..., a medium SP SP miss 3, 4..., or a strong SP SP miss 2, 3... may be selected to specify an effect not shown in Figure 36. The range of the random number values 1 for presentation corresponding to the scenario types of low expectation, medium expectation, and high expectation may be allocated equally to the scenario numbers, or may be allocated completely unevenly.
[0248] A case will be described where the fluctuation pattern designation command received from the main control board 110 indicates fluctuation patterns 13-1 and 33-1. After a normal reach is executed, it develops into an SP reach, then into an SPSP reach, resulting in a miss. If the random number value 1 for presentation is between "0" and "49", a scenario type with low expectation is selected, if the random number value 1 for presentation is between "50" and "89", a scenario type with medium expectation is selected, and if the random number value 1 for presentation is between "90" and "99", a scenario type with high expectation is selected. From the scenario type with low expectation, select either weak SPSP miss 1, 2, 3, or 4; from the scenario type with medium expectation, select either medium SPSP miss 1, 2, 3, 4, 5, or 6; and from the scenario type with high expectation, select either strong SPSP miss 1, 2, 3, or 4. For example, from a scenario type with low expectation, select 1, 2, 3, or 4 per weak SPSP; from a scenario type with medium expectation, select 1, 2, 3, 4, 5, 6, 7, or 8 per medium SPSP; and from a scenario type with high expectation, select 1, 2, 3, or 4 per strong SPSP. The range of the random number values 1 for presentation corresponding to the scenario types of low expectation, medium expectation, and high expectation may be allocated equally to the scenario numbers, or may be allocated completely unevenly. For example, a random number value 1 for the effect between "0" and "12" may be assigned to weak SPSP miss 1, "13" to "25" to weak SPSP miss 2, "26" to "38" to weak SPSP miss 3, and "39" to "49" to weak SPSP miss 4. You can also assign "50" to "54" to medium SPSP miss 1, "55" to "59" to medium SPSP miss 2, "60" to "64" to medium SPSP miss 3, "65" to "69" to medium SPSP miss 4, "70" to "74" to medium SPSP miss 5, "75" to "79" to medium SPSP miss 6, "80" to "84" to medium SPSP miss 7, and "85" to "90" to medium SPSP miss 8. A weak SPSP miss 5, 6..., a medium SPSP miss 9, 10..., or a strong SPSP miss 5, 6... may be selected to specify an effect not shown in Figure 36.
[0249] The following describes the rendering contents of the rendering scenarios shown in Figures 33 to 36. The rendering contents described below are merely examples and are not limited to these, but renderings included in the same rendering scenario are expected to have the same degree of reliability. 34 and 35 cover almost all effects that can be executed by the gaming machine 1, and set whether or not to execute them and how to execute them. However, the effects that can be executed by the gaming machine 1 are not necessarily all the effects exemplified in FIGS. For example, a pseudo consecutive win is given as an example of a pre-reach effect, but a line preview or conversation preview may be executed that suggests the likelihood of a jackpot by the content of the line or the display color. In addition, although only a strong notice is exemplified as an effect during a normal reach, a weak notice with a lower expectation than a strong notice may also be executed. As a weak notice during a normal reach, for example, a line notice or a conversation notice may be executed.
[0250] It can be said that dialogue announcements that are made as weak announcements before or during a reach do not contribute to suggesting the level of expectation, so whether or not to execute them can be decided separately from the performance scenario and executed. A reserve change notice may be executed to indicate the likelihood of a jackpot by changing the display color or display form of the variable icon. The reserve change notice may be executed multiple times across different reaches in one change, and a reserve change pattern appropriate to the expectation (reliability) is specified in the performance scenario, and a reserve change performance that is consistent with the expectation of other performances in the performance scenario is executed. For example, a change to a gold reserve or red reserve with high expectation is prevented despite a loss change, or a change to a green reserve with low expectation is prevented despite a loss change, and high expectation notices are not executed frequently.
[0251] Weak N hit 1 is a performance scenario that results in a jackpot without any pseudo-consecutive hits or strong pre-reach announcements. Weak N hit 1 is a pseudo-consecutive that changes again once before the reach and a performance scenario that does not make a strong announcement during the normal reach. Strong N hit 1 is a performance scenario in which a pseudo-consecutive re-fluctuation occurs once before the reach, and a strong notice is made during the normal reach.
[0252] Weak SP hit 1 is a performance scenario in which no pseudo-consecutive hits are made before the reach, no strong announcements are made during the normal reach, no sub-characters appear during the SP reach, and the dialogue color does not change. Weak SP hit 2 is a scenario in which there is no pseudo-consecutive hit before the reach, a strong announcement is made during the normal reach, no sub-characters appear during the SP reach, and the dialogue color changes.
[0253] For a medium SP hit, a pseudo-consecutive win occurs with one re-change before the reach, no strong announcement occurs during the normal reach, no sub-characters appear during the SP reach, and the dialogue color does not change. For medium SP hit 2, a pseudo-consecutive win occurs in which a re-change occurs once before the reach, a strong announcement occurs during the normal reach, and a sub-character appears during the SP reach and the dialogue color changes, creating a performance scenario.
[0254] When a strong SP hits, a pseudo-consecutive win occurs with two re-changes before the reach, a strong announcement occurs during the normal reach, and a sub-character appears during the SP reach, and the dialogue color changes.
[0255] A weak SPSP hit 1 is a scenario in which no pseudo-consecutive hits are made before the reach, no strong announcements are made during the normal reach, no sub-characters appear during the SP reach, the dialogue color does not change, the enemy character makes a preemptive attack during the SPSP reach, a weak cut-in is produced, the color of the speech bubble is weak (white), a weak button effect is performed, and no sub-characters appear during battle. In the case of a weak SPSP hit 2, there is no pseudo-consecutive hit before the reach, a strong announcement is made during the normal reach, sub-characters do not appear during the SP reach, the dialogue color changes, the enemy character launches a preemptive attack during the SPSP reach, a weak cut-in is performed, the color of the speech bubble is weak (white), a weak button effect is performed, and a sub-character does not appear during battle.
[0256] Weak SPSP hit 3 is a performance scenario in which an SPSP reach is made directly without making an SP reach in Weak SPSP hit 1. Weak SPSP hit 4 is a performance scenario in which an SPSP reach is made directly without making an SP reach in Weak SPSP hit 2.
[0257] For a medium SPSP hit, a pseudo-consecutive re-change occurs once before the reach, no strong announcement occurs during the normal reach, no sub-characters appear during the SP reach, the dialogue color does not change, the enemy character launches a preemptive attack during the SPSP reach, there is a medium cut-in effect, the color of the speech bubble is medium (red), a strong button effect occurs, and the sub-characters do not appear during the battle. For medium SPSP hits 2, a pseudo-consecutive re-change occurs once before the reach, a strong announcement occurs during the normal reach, a sub-character appears during the SP reach, the dialogue color changes, your character performs a preemptive attack during the SPSP reach, a strong cut-in effect occurs, the color of the speech bubble is medium (red), a strong button effect occurs, and the sub-character does not appear during the battle.
[0258] For a medium SPSP hit of 3, a pseudo-consecutive re-change occurs once before the reach, no strong announcement occurs during the normal reach, no sub-characters appear during the SP reach, the dialogue color does not change, the enemy character launches a preemptive attack during the SPSP reach, there is a medium cut-in effect, the color of the speech bubble is medium (red), a strong button effect occurs, and a sub-character appears during battle. For a medium SPSP hit of 4, a pseudo consecutive change occurs once again before the reach, a strong announcement occurs during the normal reach, a sub-character appears during the SP reach, the dialogue color changes, your character launches a preemptive attack during the SPSP reach, a strong cut-in effect occurs, the color of the speech bubble is medium (red), a strong button effect occurs, and a sub-character appears during battle.
[0259] Medium SPSP hit 5 is a performance scenario in which an SPSP reach is made directly without making an SP reach in medium SPSP hit 1. The medium SPSP hit 6 is a performance scenario in which an SPSP reach is made directly without making an SP reach in the medium SPSP hit 2. Medium SPSP hit 7 is a performance scenario in which an SPSP reach is made directly without making an SP reach in medium SPSP hit 3. Medium SPSP hit 8 is a performance scenario in which an SPSP reach is made directly without making an SP reach in medium SPSP hit 4.
[0260] When you hit a strong SPSP, a pseudo-consecutive re-change occurs twice before the reach, a strong announcement occurs during the normal reach, a sub-character appears during the SP reach, the dialogue color changes, your character launches a preemptive attack during the SPSP reach, a premium cut-in effect occurs, the color of the speech bubble is strong (gold), a premium button effect occurs, and a sub-character appears during battle. Strong SPSP hit 2 involves a pseudo-consecutive re-change twice before the reach, no strong announcement during the normal reach, a sub-character appears during the SP reach, the dialogue color changes, your character launches a preemptive attack during the SPSP reach, a premium cut-in effect occurs, the color of the speech bubble is strong (gold), a premium button effect occurs, and a sub-character appears during battle.
[0261] Strong SPSP Hit 3 is a performance scenario in which an SPSP reach is made directly without making an SP reach in Strong SPSP Hit 1. Strong SPSP Hit 4 is a performance scenario in which an SPSP reach is made directly without making an SP reach in Strong SPSP Hit 2.
[0262] Weak N Miss 1 is a scenario in which neither pseudo consecutive wins nor strong pre-reach announcements occur, resulting in a miss. Medium N Miss 1 is a scenario in which a pseudo-consecutive re-change occurs once before the reach, and a strong notice is made during the normal reach.
[0263] Weak SP Miss 1 is a scenario in which no pseudo consecutive wins are made before the reach, no strong announcements are made during the normal reach, no sub-characters appear during the SP reach, and the dialogue color does not change. Weak SP Miss 2 is a scenario in which there is no pseudo-consecutive win before the reach, a strong announcement is made during the normal reach, no sub-characters appear during the SP reach, and the dialogue color changes.
[0264] Medium SP Miss 1 is a scenario in which a pseudo-consecutive re-change occurs once before the reach, no strong announcement occurs during the normal reach, no sub-characters appear during the SP reach, and the dialogue color does not change. Medium SP Miss 2 is a scenario in which a pseudo-consecutive re-change occurs once before the reach, a strong announcement is made during the normal reach, and a sub-character appears during the SP reach and the dialogue color changes.
[0265] Strong SP Miss 1 is a scenario in which a pseudo-consecutive re-change occurs twice before the reach, a strong announcement occurs during the normal reach, and a sub-character appears during the SP reach and the dialogue color changes.
[0266] Weak SPSP Miss 1 is a scenario in which there is no pseudo-consecutive hit before the reach, no strong announcement during the normal reach, no sub-characters appear during the SP reach, the dialogue color does not change, the enemy character launches a preemptive attack during the SPSP reach, there is a weak cut-in effect, the color of the speech bubble is weak (white), a weak button effect is performed, and no sub-characters appear during the battle. Weak SPSP Miss 2 is a scenario in which there is no pseudo-consecutive hit before the reach, a strong announcement is made during the normal reach, sub-characters do not appear during the SP reach, the dialogue color changes, the enemy character launches a preemptive attack during the SPSP reach, there is a weak cut-in effect, the color of the speech bubble is weak (white), a weak button effect is performed, and sub-characters do not appear during battle.
[0267] Weak SPSP Miss 3 is a performance scenario in which an SPSP reach is made directly without making an SP reach in Weak SPSP Miss 1. Weak SPSP Miss 4 is a performance scenario in which an SPSP reach is made directly without making an SP reach in Weak SPSP Miss 2.
[0268] Medium SPSP Miss 1 is a scenario in which a pseudo consecutive change occurs once again before the reach, no strong announcement occurs during the normal reach, no sub-characters appear during the SP reach, the dialogue color does not change, the enemy character launches a preemptive attack during the SPSP reach, there is a medium cut-in effect, the color of the speech bubble is medium (red), a strong button effect occurs, and no sub-characters appear during the battle. Medium SPSP Miss 2 is a scenario in which a pseudo consecutive change occurs once again before the reach, a strong announcement occurs during the normal reach, a sub-character appears during the SP reach, the dialogue color changes, your character performs a preemptive attack during the SPSP reach, a strong cut-in occurs, the color of the speech bubble is medium (red), a strong button effect occurs, and the sub-character does not appear during the battle. In the case of a medium SPSP miss 3, a pseudo consecutive combination occurs in which one re-change occurs before the reach, no strong announcement occurs during the normal reach, no sub-characters appear during the SP reach, the dialogue color does not change, the enemy character launches a preemptive attack during the SPSP reach, there is a medium cut-in effect, the color of the speech bubble is medium (red), a strong button effect occurs, and a sub-character appears during battle. Medium SPSP miss 4 involves a pseudo-consecutive re-change once before the reach, a strong announcement during the normal reach, a sub-character appears during the SP reach, the dialogue color changes, your character launches a preemptive attack during the SPSP reach, a strong cut-in effect occurs, the color of the speech bubble is medium (red), a strong button effect occurs, and a sub-character appears during battle.
[0269] Medium SPSP Miss 5 is a performance scenario in which an SPSP reach is made directly without making an SP reach in Medium SPSP Miss 1. Middle SPSP Miss 6 is a performance scenario in which an SPSP reach is made directly without making an SP reach in Middle SPSP Miss 2. Medium SPSP Miss 7 is a performance scenario in which an SPSP reach is made directly without making an SP reach in Medium SPSP Miss 3. Medium SPSP Miss 8 is a performance scenario in which an SPSP reach is made directly without making an SP reach in Medium SPSP Miss 4.
[0270] Strong SPSP Miss 1 involves a pseudo-consecutive re-change twice before the reach, a strong announcement during the normal reach, a sub-character appears during the SP reach, the dialogue color changes, your character launches a preemptive attack during the SPSP reach, a strong cut-in effect, a strong button effect, the color of the speech bubble is strong (gold), and a performance scenario in which a sub-character appears during battle. Strong SPSP Miss 2 involves a pseudo-consecutive re-change twice before the reach, a strong announcement during the normal reach, a sub-character appears during the SP reach, the dialogue color changes, an enemy character launches a preemptive attack during the SPSP reach, a strong cut-in effect, a strong button effect, the color of the speech bubble is strong (gold), and a performance scenario in which a sub-character appears during battle.
[0271] Strong SPSP Miss 3 is a performance scenario in which an SPSP reach is made directly without making an SP reach in Strong SPSP Miss 1. Strong SPSP Miss 4 is a performance scenario in which an SPSP reach is made directly without making an SP reach in Strong SPSP Miss 2.
[0272] FIG. 37 is a diagram illustrating the flow of effects relating to the variation of the first special symbol in the gaming machine of this embodiment. (1) After the first special symbol changes, the variation effect begins. (2) If the 35 symbol does not reach the target, a normal variation or shortened variation occurs, followed by a (3) miss notification effect. If a variation effect based on a scenario corresponding to a reach effect or higher is being performed, (4) a reach is achieved. In that case, (5) a normal reach symbol variation occurs, resulting in a win or a miss, and (9) a win notification effect or a miss notification effect may be performed.
[0273] (5) After the pattern change of the normal reach, (6) it may develop into the SP reach, resulting in a win or a miss, and (9) a win notification effect or a miss notification effect may be performed. (5) After the normal reach pattern changes, (6) it develops into an SP reach, and then it develops into an SPSP reach (8), and it may result in a win or a miss, and (9) a win notification or a miss notification may be performed. (5) After the pattern change of the normal reach, (6) it may develop into the SPSP reach (8) without developing into the SP reach, resulting in a win or a miss, and (9) a win notification effect or a miss notification effect may be performed.
[0274] After the (5) normal reach symbol change has been made, a reach strong notice (7) or a reach weak notice (not shown) may be made before developing into (6) SP reach or (8) SPSP reach, according to the performance scenario. For convenience, the reach strong notice (7) is displayed separately from the normal reach symbol change (5), but the reach strong notice may be made during the normal reach symbol change.
[0275] In some SPSP reaches (8), a battle effect is performed. In an SPSP reach accompanied by a battle effect, after the battle (20) starts, for example, a pushing effect (21) is performed between the player's character and the enemy character. Thereafter, according to the presentation scenario, a relatively low-expectation (22) enemy character preemptive attack presentation or a relatively high-expectation (23) player character preemptive attack presentation is performed. Next, a cut-in effect (24) and a button effect (25) are performed in a manner based on the effect scenario. If a big win occurs without a revival performance according to the performance scenario, (26) a winning action performance and (27) a victory performance are performed, and the big win is achieved, and (28) a winning notification performance is performed.
[0276] If the revival effect is performed according to the effect scenario and a jackpot is reached, the (25) button effect is followed by the (29) loss suggestion effect, followed by the (26) winning action effect, the (27) victory effect, the jackpot is reached, and the (28) win notification effect is performed. If a loss occurs, the (25) button effect is followed by the (29) loss suggestion effect, followed by the (30) loss notification effect.
[0277] An example of the effects performed in the gaming machine of this embodiment will be described in detail below. The effects of the gaming machine of this embodiment are performed based on the configuration explained in the effect scenario determination table of FIGS. As mentioned above, in the following explanation, "normal light emission" refers to the light emission mode of the board lamp 60 and the frame lamp 61 "after the variation ends (after the pattern is fixed and stopped)." Alternatively, "normal lighting" refers to the lighting mode when "waiting for customers (during demonstration)" and is performed in response to a customer waiting command, with the panel lamp 60 and frame lamp 61 controlled to light up in the lighting mode for waiting for customers. When a variation pattern designation command is received while waiting for customers, a performance scenario is determined based on the variation pattern designation command, and the board lamp 60 and the frame lamp 61 emit light in a color based on the determined performance scenario. If a special symbol is reserved, the board lamp 60 and frame lamp 61 change from the illumination corresponding to the variable effect to "normal illumination" at the end of the variation, and at the start of the variation based on the performance scenario determined based on the next received variation pattern designation command, the board lamp 60 and frame lamp 61 again change to the illumination corresponding to the variable effect.
[0278] Furthermore, in the presentation of the gaming machine of this embodiment, the light colors of the board lamp 60 and the frame lamp 61 are realized as a result of always selecting the light color (of the presentation) with the highest priority while various presentations and notices occur simultaneously based on the presentation scenario. [Reach not successful] Figure 38 shows the change display when the reach is not achieved after the change starts and a miss notification effect is performed, and shows the change display corresponding to (1) → (2) → (3) in Figure 37. Fig. 38(A) shows a case where shortening fluctuation is performed, and Fig. 37(B) shows a case where normal fluctuation is performed. Normal fluctuation is a fluctuation that shortens the fluctuation time of the miss fluctuation when the number of reserved fluctuations of the first special symbol is relatively small in the non-time-saving game state. It does not involve a reach. In contrast, the shortened variation is a variation in which the variation time of the miss variation related to the second special symbol is shortened in the time-saving game state. Also, the shortened variation can be performed when the number of pending variations of the first special symbol is large in the non-time-saving game state. The shortened fluctuation does not involve a reach like the normal fluctuation, but the shortened fluctuation is set to have a shorter fluctuation time than the normal fluctuation.
[0279] In Figure 38(A), (a) of Figure 38(A) shows the state of the image display device 31 from before the start of the variable effect to immediately after the start of the variable effect. The normal effect screen and the effect pattern 35 are displayed. Here, the effect pattern 35 is the first mode in which decoration is applied to the number pattern. In the figure, the number pattern is displayed with a frame as decoration, but other decorations may be applied, such as adding a different character image for each effect pattern (1 to 9). As the special pattern begins to change, the performance pattern 35 also begins to change.
[0280] When a variable effect corresponding to a shortened variation that results in a miss without a reach effect is being performed, the display of the variable effect pattern 35 shown in (b) of Figure 38(A) is changed, and then the display of the variable effect pattern 35 stops in a miss state as shown in (c) of Figure 38(A) without a reach effect. During the time-saving game, the variable display is performed by the effect symbol 35 without the decorative part (only the number part). During the period shown in FIG. 38(A), the effect button 8 is always turned off.
[0281] Also, FIG. 38(B) shows the case where normal fluctuation is performed. In Figure 38 (B), (a) of Figure 38 (B) shows the state of the image display device 31 from before the start of the variation performance to immediately after the start of the variation performance. The performance pattern 35 is displayed together with the normal performance screen. The effect pattern 35 is a first form in which decoration is applied to the number pattern. In the figure, the number pattern is displayed with a pattern on the background, but other decorations may be applied, such as adding different character images for each effect pattern (1 to 9). When the special pattern starts to change and the performance pattern 35 also starts to change, the illumination of the board lamp 60 and frame lamp 61 corresponds to the change performance as specified in the performance scenario, even while the change of the performance pattern 35 shown in (b) of Figure 37(B) is being displayed.
[0282] Unlike the shortened variation in Fig. 38(A), in the case of the normal variation in Fig. 38(B), the performance symbol 35 is temporarily stopped and displayed as (c) in Fig. 37(B). Here too, the board lamp 60 and the frame lamp 61 emit light in a color other than the rainbow color specified in the performance scenario. After that, the performance pattern 35 is fixed and stopped at (d) in Figure 38 (B). At the same time, the board lamp 60 and the frame lamp 61 are shifted from the variable effect corresponding light emission defined by the effect scenario to the normal light emission. During the period shown in FIG. 38(B), the effect button 8 is always turned off. As shown in Figures 38(A) and 38(B), in the case of normal fluctuation or shortened fluctuation in which no reach effect is performed, the decorated effect pattern 35 does not change display after the start of the fluctuation, and the fluctuation is stopped while still decorated.
[0283] FIG. 39 is a diagram showing the variable display during a normal reach, and shows the variable display corresponding to (4) → (5) → (9) in FIG. When a reach effect is performed, as shown in Figure 38(a), the effect symbol 35 becomes a reach state in which the left and right symbols temporarily stop with the same number symbol (for example, "4", "↓", "4"). Also, the effect symbol 35 maintains the first state in which decoration is applied. Regardless of whether the game state is a non-time-saving game state or a time-saving game state, the display mode of the effect pattern 35 does not change before and after a normal reach (as will be described later, the display mode of the effect pattern 35 differs depending on the game state before and after an SP reach). The board lamp 60 and the frame lamp 61 emit light in a color corresponding to the variable performance determined by the performance scenario.
[0284] When a variable effect based on a variable scenario that results in a jackpot without performing a pseudo consecutive effect is performed in a normal reach, the effect pattern 35 is temporarily stopped in a jackpot pattern (for example, "4", "4", "4"), as shown in Figure 38(b).
[0285] In addition, when the effect symbol 35 provisionally stops in the jackpot mode, a jackpot is confirmed. Therefore, the provisional stopping of the effect symbol 35 in the jackpot mode is a jackpot confirmation effect. Therefore, the board lamp 60 and the frame lamp 61 emit light in rainbow colors corresponding to the confirmed effect. The effect button 8 is turned off. The rainbow light emitted by the board lamp 60 and the frame lamp 61 in association with the temporary stopping of the performance symbol 35 in a jackpot state is the light emitted with the highest priority at this point. After that, as the variation time ends (variation of the special symbols stops), the performance symbols 35 are fixed and stopped in the big win mode ("4", "4", "4") as shown in FIG. 39(c). Here, the board lamp 60 and the frame lamp 61 continue to emit rainbow-colored light corresponding to the confirmed effect, and the effect button 8 is turned off. The rainbow-colored illumination of the board lamp 60 and the frame lamp 61 corresponding to the confirmation effect may be continued until the opening of the jackpot game. Also, the rainbow-colored illumination corresponding to the confirmation effect may be ended before the symbol is confirmed (by FIG. 39(c)).
[0286] When a variable effect based on a variable scenario that results in a miss without performing a pseudo consecutive effect is performed in a normal reach, the effect pattern 35 is temporarily stopped in a miss pattern (for example, "4", "5", "4"), as shown in Figure 39(d). At this point, the board lamp 60 and the frame lamp 61 continue to emit light in the color corresponding to the variable effect determined in the effect scenario. After that, as the variation time ends (the variation of the special symbols stops), the performance symbols 35 are fixed and stopped in a losing pattern ("4", "5", "4") as shown in FIG. 39(e). The board lamp 60 and the frame lamp 61 are changed from the variable effect corresponding color determined by the effect scenario to normal light emission. During the period shown in FIG. 38, the effect button 8 is always turned off.
[0287] FIG. 40 shows a normal reach mid-strong notice performance, and shows a changing display corresponding to (4) → (5) → (7) in FIG. In FIG. 40(a), the performance symbol 35 is in a reach state. In Fig. 40(b) to (d), when a strong notice effect is performed during a normal reach, the effect symbol 35 is not displayed. As shown in Figure 40(e), when the normal reach strong notice effect ends, the effect symbol 35 returns to its original display. After that, the variable effect develops into an SP reach or an SPSP reach. To explain the strong notice performance during normal reach in Figures 40(b) to (d), during normal reach, as shown in Figures 40(b) and 40(c), a door closes on the screen and then opens again, changing the scene, and in Figure 40(d), the main character's own character is shown holding a specific item (a drink in this figure). When this display occurs, it will definitely develop into SP reach or higher. During the normal reach mid-strong notice performance, the board lamp 60 and frame lamp 61 will light up in the "normal reach mid-strong notice corresponding color" which is the light color that has the highest priority at this time. During the normal reach mid-strong notice performance shown in Figure 40, the performance button 8 is always off.
[0288] FIG. 41 is a diagram showing the pseudo consecutive effects performed in the gaming machine of this embodiment. In the gaming machine of this embodiment, the pseudo consecutive effects are described as being performed during a normal reach, but they may also be performed before the reach is established. If performed during a normal reach, the transition is possible from the state shown in Figure 39(a).
[0289] During the pseudo consecutive performance, the board lamp 60 and the frame lamp 61 emit light in a color corresponding to the variable performance ("light emission corresponding to pseudo consecutive performance"). Also, during the period shown in FIG. 41, the effect button 8 is always turned off. In the case of a pseudo consecutive performance in which two re-variations are performed as determined using the table of Fig. 29, the performance symbol 35 temporarily stops in a pseudo consecutive performance chance pattern (for example, "4," "☆," "4" including special symbols) in Fig. 41(a), then displays a display indicating the start of the pseudo consecutive performance in Fig. 41(b) (for example, "x2" is displayed in green letters indicating a second variation), then changes again in Fig. 41(c), temporarily stops again in Fig. 41(d) in a pseudo consecutive performance chance pattern, then changes again in Fig. 41(e), and (again) becomes a reach pattern in Fig. 41(f). At this point, the board lamp 60 and frame lamp 61 return to "variation performance corresponding light emission" corresponding to the performance scenario. If this re-variation is carried out two times, the game will develop into an SP reach or higher, which will be explained in Figure 42 and subsequent figures. If this pseudo consecutive performance is performed before a reach is established, a transition to a normal reach may occur from FIG. In the case of a pseudo consecutive performance in which one re-change occurs, after the re-change occurs in Figure 40(c), the display transitions to the normal reach display in Figure 38.
[0290] FIG. 42 is a diagram showing the variable display during the SP reach effect, and shows the variable display corresponding to (6) in FIG. In Figure 42 (a), the performance patterns 35 (right pattern, left pattern) are in a state without decoration (second state) and move to the left and right sides of the top edge of the image display device 31 (transition performance), and the SP reach performance begins. In addition, the presentation screen is a special presentation screen that is different from the normal presentation screen at the start of the variation.
[0291] The second mode of the performance pattern 35 is a display mode that does not include the frame that was present in the first mode. The board lamp 60 and the frame lamp 61 emit light in a color corresponding to the variable effect other than the rainbow color. Before a reach or during a normal reach, the effect symbols 35 are decorated with characters, etc., and if the game state is a non-time-saving game state, the display mode of the effect symbols 35 changes when an SP reach develops (a second mode with no decoration), but if the game state is a time-saving game state, the display mode of the effect symbols 35 does not change when an SP reach develops. They are displayed in a variable manner while remaining in the decorated first mode. In other words, if the game progresses to SP Reach or higher during non-time-saving play, the decorations will disappear.
[0292] As an example, the SP reach effect is an effect in which a warrior as the player character CH1 captures a demon as the enemy character CH2, and success in the effect in FIG. 42(f) indicates a big win. The board lamp 60 and the frame lamp 61 emit light in a color corresponding to the variable performance determined by the performance scenario. In FIG. 42(b), the enemy character CH2 is presented, and a caption such as "Capture the demon!" is displayed. In FIG. 42(c), a caption such as "Where is the demon?" is displayed and the player character CH1 begins to search for the enemy character CH2. According to the production scenario, the caption "Where is the demon?" is displayed in white (weak mode) or red (strong mode). If it is determined that a sub-character will appear according to the scenario, the sub-character CHS will appear and join the player character CH1's party, as shown in Figure 42(c) and Figure 42(c'). In this case, the caption "Where's the demon?" and the sub-character CHS's lines such as "I'll help you" are also displayed in white (weak mode) or red (strong mode) according to the scenario. When the SP reach changes to a big win, the player character CH1 captures the enemy character CH2 in FIG. 42(f). At this point, the board lamp 60 and the frame lamp 61 still emit light in the color corresponding to the variable effect determined in the effect scenario.
[0293] Then, in FIG. 42(g), the performance symbols 35 are temporarily stopped in the jackpot mode (for example, "4," "4," "4") while remaining in the second mode without decoration. From FIG. 42(g), it is possible to proceed to a re-lottery effect shown in FIG. 42(a) described later, or to a final display without a re-lottery effect shown in FIG. 42(g). In addition, when the effect symbol 35 provisionally stops in the jackpot mode, a jackpot is confirmed. Therefore, the provisional stopping of the effect symbol 35 in the jackpot mode is a confirmed jackpot effect. The board lamp 60 and frame lamp 61 emit rainbow colors corresponding to the confirmed effect. The effect button 8 is turned off. The rainbow light emission (light emission corresponding to the confirmed effect) of the board lamp 60 and the frame lamp 61 accompanying the temporary stop of the effect symbol 35 in the jackpot mode is the light emission with the highest priority at this point.
[0294] If the SP reach is a miss or there is a change that develops into an SPSP reach, a message indicating a failure of the performance ("There are no demons!") will be displayed in Figure 42(d), and the performance pattern 35 will be temporarily stopped in a miss mode. The board lamp 60 and the frame lamp 61 emit light in a color corresponding to the variable performance determined by the performance scenario. In FIG. 42(e), the player character CH1 and the enemy character CH2 are hidden, the board lamp 60 and the frame lamp 61 light up in a color corresponding to the variable effect determined in the effect scenario, and the effect button 8 is turned off.
[0295] From FIG. 42(e), it is possible to develop into the state after temporary stop at the time of loss shown in FIG. 44 described later, or into the SPSP reach shown in FIG. From FIG. 42(g), it is possible to proceed to a re-lottery effect shown in FIG. 43 described later, or to a confirmation display without a re-lottery effect shown in FIG. 43(g). Figure 42 shows a case where the performance pattern 35 reaches with the roll of "4", "↓", "4" and is temporarily stopped with the roll of "4", "4", "4" (normal pattern), but it is not limited to this, and it is of course possible that the performance pattern reaches with the roll of "5", "↓", "5" and is temporarily stopped with the roll of "5", "5", "5" (special pattern). In this case, the process proceeds to FIG. 43 and a confirmation display is made in FIG. 43(g) without proceeding to FIG. 43 and performing a re-lottery effect.
[0296] FIG. 43 is a diagram for explaining the effects leading up to a big win in the SP reach, and shows the variable display (big win) from (6) to (9) in FIG. Figure 43(a) shows the temporary stop display of the performance pattern 35 continuing from Figure 42(g). The board lamp 60 and frame lamp 61 continue to emit rainbow colors corresponding to the confirmed effect from FIG. 41(g). In Figure 43(b), the performance pattern 35 begins to change again (starts to move away in the depth direction), and the performance pattern 35 finally becomes invisible in Figure 43(c). If this changing display involves a re-change (promotion), the performance pattern 35 will move (approach) towards the player in Figure 43(d) and when it becomes visible again, it will change to another form (for example, a special pattern of "5", "5", "5") and be temporarily stopped.
[0297] Then, with the end of the fluctuation time (stop of fluctuation of the special symbols), the performance symbol 35 is fixed and stopped in FIG. 43(e). In addition, in Figure 43 (e), the performance symbol 35 is fixed and stopped in the first mode with decoration from the second mode without decoration. It may be fixed and stopped in the second mode without decoration. Here, the board lamp 60 and the frame lamp 61 continue to emit rainbow-colored light corresponding to the confirmation effect from FIG. 43(a), and the effect button 8 is turned off.
[0298] If this changing display does not involve a further change (promotion), when the performance pattern 35 moves (approaches) towards the player in Figure 43(f) and becomes visible again, it will be temporarily stopped without changing from the result in Figure 43(a) (promotion will fail). Then, with the end of the fluctuation time (stop of fluctuation of the special symbol), the performance symbol 35 is fixed and stopped in FIG. 43(g). In addition, in Figure 43 (g), the performance pattern 35 is fixed and stopped in the first mode with decoration from the second mode without decoration. It may be fixed and stopped in the second mode without decoration.
[0299] Here, the board lamp 60 and the frame lamp 61 continue to emit light in rainbow colors corresponding to the final effect, and the effect button 8 is turned off. If a re-lottery effect is not performed, the display transitions directly from the temporary stop mode of the temporary stop mode of the effect pattern 35 in Figure 42(g) to the final display in Figure 43(g).
[0300] FIG. 44 is a diagram for explaining the flow of effects (mode after temporary stop at the time of loss) until a loss occurs in the SP reach, and shows the variable display (loss) from (6) to (9) in FIG. Figure 44(a) shows the temporary stop display of the performance pattern 35 continuing from Figure 42(e). At this point, the board lamp 60 and the frame lamp 61 continue to show the color corresponding to the variable effect determined in the effect scenario, and the effect button 8 is turned off.
[0301] In Fig. 44(b), a screen transition effect is performed, leaving the effect symbol 35. For example, the screen goes black as a transition effect. During this time, the board lamp 60 and frame lamp 61 continue to display the color corresponding to the variable effect determined in the effect scenario, and the effect button 8 is turned off. Then, in Figure 44 (c), when the blackout ends, the presentation screen returns to the normal presentation screen (at the start of the change), and the presentation pattern 35 is also returned to the decorated first form and displayed in a swinging manner. The board lamp 60 and the frame lamp 61 continue to display the color corresponding to the variable effect determined in the effect scenario, and the effect button 8 is turned off.
[0302] After that, as the variation time ends (the variation of the special symbols stops), the performance symbols 35 are fixed and stopped in a losing pattern ("4", "5", "4") as shown in FIG. 44(d). In this way, in the gaming machine of this embodiment, the end of the SP reach is triggered by the effect pattern 35 stopping (missing) without any characters, etc. After that, the screen goes black as a transition effect, and when the effect screen returns to the normal screen (the screen before the reach development) after the blackout, the effect pattern 35 returns to the decorated state and is confirmed. The board lamp 60 and the frame lamp 61 are changed from the variable effect corresponding color determined by the effect scenario to normal light emission, and the effect button 8 is turned off.
[0303] 45 and 46 are diagrams illustrating the effects that are performed during an SPSP reach in the gaming machine of this embodiment. FIG. 45(A) shows the state immediately after the SPSP reach development corresponding to (8) in FIG. At this point, the board lamp 60 and the frame lamp 61 still emit light in a color corresponding to the variable effect other than the rainbow color, and the effect button 8 is turned off.
[0304] Figure 45(B) shows the start of the battle and the subsequent pushing and shoving performance, which corresponds to (20) and (21) in Figure 37. A sub-character CHS may appear according to the performance scenario. In FIG. 45(B), the battle between the player's character CH1 and the enemy character CH2 begins, and an effect of the two characters pushing against each other begins. According to the presentation scenario, the caption "Fight!" is displayed in white (weak mode), red (medium mode), or gold (strong mode). At this point, the board lamp 60 and the frame lamp 61 still emit light in a color corresponding to the variable effect other than the rainbow color, and the effect button 8 is turned off.
[0305] FIG. 45 (C-1) corresponds to (23) in FIG. 37 and shows a presentation in which the player's character CH1 launches a preemptive attack on the enemy character CH2. FIG. 45 (C-2) corresponds to (22) in FIG. 36 and shows a presentation in which the enemy character CH2 launches a preemptive attack on the player character CH1. The presentation of the player's character's preemptive attack in Figure 45 (C-1) is performed in response to a presentation scenario with high expectations, and the presentation of the enemy character's preemptive attack in Figure 45 (C-2) is performed in response to a presentation scenario with high expectations. In either case, the board lamp 60 and the frame lamp 61 emit light in a color corresponding to the variable effect other than the rainbow color. The effect button 8 is turned off.
[0306] FIG. 45(D) shows a cut-in effect corresponding to (24) in FIG. As will be explained below using Figures 49 and 50, the cut-in effects in this embodiment include a premium cut-in effect (Figure 49(d)) which indicates a guaranteed jackpot, a strong cut-in effect with high expectations (Figure 49(c)), a medium cut-in effect with a medium attitude (Figure 49(b)), and a weak cut-in effect with low expectations (Figure 49(a)). As will be described later, the display mode of the image display device 31, the light emission modes of the board lamp 60 and frame lamp 61, and the light emission mode of the effect button 8 differ depending on the cut-in effect being performed. The premium cut-in effect is performed only for a jackpot fluctuation, and is an effect that notifies the player that a jackpot has been confirmed. Therefore, the board lamp 60 and the frame lamp 61 emit light in rainbow colors as cut-in effect corresponding colors (confirmation effect corresponding colors) that indicate the degree of expectation (confirmation), and the effect button 8 is turned off. However, in the premium cut-in effect, the effect button 8 may emit light in rainbow colors or in a normal light color.
[0307] Although there are differences in the degree of expectation for strong cut-in effects, medium cut-in effects, and weak cut-in effects, they can result in either a big hit or a miss. In the strong cut-in effect, the board lamp 60 and the frame lamp 61 emit light in the color corresponding to the cut-in effect, red, which indicates the degree of expectation, and the effect button 8 goes out. In the middle cut-in effect, the board lamp 60 and the frame lamp 61 emit light in the green color corresponding to the cut-in effect, which indicates the degree of expectation, and the effect button 8 goes out. In the weak cut-in effect, the board lamp 60 and the frame lamp 61 emit light in the blue color corresponding to the cut-in effect, which indicates the degree of expectation, and the effect button 8 goes out. The illumination of the board lamp 60 and frame lamp 61 accompanying these cut-in effects is the illumination corresponding to the variable effects, which has the highest priority at this point. During the cut-in effect, all of the effect symbols 35 are displayed so as to be visible.
[0308] FIG. 46(E) shows the button effect corresponding to (25) in FIG. As will be explained below with reference to FIG. 51, in the button effect, effect button images 80 (80A to 80C) and a remaining time gauge 81 are displayed on the image display device 31. In addition, the button effects in this embodiment include a premium button effect (Figure 51(c)) that indicates a guaranteed jackpot, a strong button effect (Figure 51(b)) with high expectations, and a weak button effect (Figure 51(a)) with low expectations. The premium button effect itself is an effect (confirmation effect) that notifies the player that a jackpot has been confirmed. Therefore, during this time, the board lamp 60 and frame lamp 61 emit light in the rainbow colors corresponding to the button effect (colors corresponding to the confirmation effect), and the effect button 8 also emits light in the rainbow colors.
[0309] In contrast, the strong button effect and the weak button effect can result in either a big hit or a miss, although there is a difference in the degree of expectation. In the strong button effect, the board lamp 60 and the frame lamp 61 emit light in a color corresponding to the button effect other than rainbow colors, and the effect button 8 emits light in red. In the weak button effect, the board lamp 60 and the frame lamp 61 emit light in a color corresponding to the button effect other than rainbow colors, and the effect button 8 emits light in blue. The illumination of the board lamp 60 and frame lamp 61 accompanying these button effects is the illumination corresponding to the variable effects, which has the highest priority at this point.
[0310] FIG. 46(F) shows a loss suggestion effect corresponding to (28) in FIG. If the fluctuation that is occurring recovers from a miss or a hint of a miss to a jackpot, the confirmation gimmick 32 indicating a confirmed win will not be activated (fall) in Figure 46 (F) even if the button is operated in the strong button effect or the weak button effect, and furthermore, the effect pattern 35 is temporarily stopped in a miss mode along with the appearance of the player's character CH1 being defeated. At this time, the board lamp 60 and the frame lamp 61 flash blue as part of the button effect light emission, and the effect button 8 goes out.
[0311] FIG. 46(G) shows a winning action presentation corresponding to (26) in FIG. When the effect button 8 is operated in the premium button effect, or in the strong button effect or the weak button effect resulting in a big win, the confirmation gimmick 32 is activated as a winning action effect. The board lamp 60 and frame lamp 61 emit rainbow colors corresponding to the button effects (colors corresponding to the confirmed effects), and the effect button 8 also emits rainbow colors. The illumination of the board lamp 60 and the frame lamp 61 accompanying this winning action presentation is the illumination corresponding to the confirmed presentation, which has the highest priority at this point. In addition, if this change is accompanied by a performance of reviving from a miss suggestion, the confirmation gimmick 32 is activated from a state in which the performance pattern 35 is temporarily stopped in a miss mode.
[0312] FIG. 46(H) shows the winning effect corresponding to (27) in FIG. After the winning motion effect of FIG. 46(G), the determination gimmick 32 returns to the origin position, and then the winning effect shown in FIG. 46(H) is performed. In the winning effect, the effect symbols 35 are temporarily stopped in a winning state, and a scene in which the player character CH1 defeats the enemy character CH2 is displayed. In addition, when the effect symbol 35 provisionally stops in the jackpot mode, a jackpot is confirmed. Therefore, the provisional stopping of the effect symbol 35 in the jackpot mode is a confirmed jackpot effect. The board lamp 60 and frame lamp 61 emit rainbow colors corresponding to the confirmed effect. The effect button 8 is turned off. The rainbow light emitted by the board lamp 60 and the frame lamp 61 in association with the temporary stopping of the performance symbol 35 in this jackpot mode is the light corresponding to the variable performance, which has the highest priority at this point.
[0313] FIG. 47 is a diagram illustrating the effects leading up to a big win in an SPSP reach. This corresponds to the winning notification effect ((29) in FIG. 37) after the winning effect in FIG. 46(H). Figure 47(a) shows the temporary stop display of the effect symbol 35, continuing from Figure 46(H). The board lamp 60 and frame lamp 61 continue to emit light in the rainbow colors corresponding to the confirmed effect, continuing from Figure 46(H).
[0314] In Figure 46(b), the performance pattern 35 begins to change again (starts moving away in the depth direction), and the performance pattern 35 finally becomes invisible in Figure 47(c).
[0315] If this changing display involves a re-change (promotion), the performance pattern 35 will move (approach) towards the player in Figure 47(d) and when it becomes visible again, it will change to another form (for example, a special pattern of "5", "5", "5") and be temporarily stopped.
[0316] Then, with the end of the fluctuation time (stop of fluctuation of the special symbol), the performance symbol 35 is fixed and stopped in FIG. 47(e). In addition, in Figure 47 (e), the performance symbol 35 is fixed and stopped in the first mode with decoration from the second mode without decoration. Not limited to that, it may be fixed and stopped in the second mode without decoration.
[0317] Here, the board lamp 60 and the frame lamp 61 continue to emit rainbow-colored light corresponding to the confirmation effect from FIG. 47(a), and the effect button 8 is turned off. The rainbow-colored illumination of the board lamp 60 and frame lamp 61 corresponding to the confirmation effect may be continued until the opening of the jackpot game. Also, the rainbow-colored illumination of the board lamp 60 and frame lamp 61 corresponding to the confirmation effect may be ended before the symbol is confirmed (by Figure 47(e)).
[0318] If this changing display does not involve a further change (promotion), when the performance pattern 35 moves (approaches) towards the player in Figure 47(f) and becomes visible again, it will be temporarily stopped without changing from the result in Figure 47(a) (promotion will fail). Then, with the end of the fluctuation time (stop of fluctuation of the special symbols), the performance symbol 35 is fixed and stopped in FIG. 47(g). In Figure 47 (g), the performance symbol 35 is fixed and stopped in the first mode with decoration from the second mode without decoration. However, it may be fixed and stopped in the second mode without decoration.
[0319] Here, the board lamp 60 and the frame lamp 61 continue to emit rainbow-colored light corresponding to the confirmed effect, and the effect button 8 is turned off. The rainbow-colored illumination of the board lamp 60 and frame lamp 61 corresponding to the confirmation effect may be continued until the opening of the jackpot game. Also, the rainbow-colored illumination of the board lamp 60 and frame lamp 61 corresponding to the confirmation effect may be ended before the symbol is confirmed (by Figure 47(g)).
[0320] In addition, Figures 45 and 46 show a case where the SPSP reach starts when the performance pattern 35 shows "4", "↓", "4", and the winning performance temporarily stops with the results of "4", "4", "4" (normal pattern), but this is not limited to this, and it is of course possible for the SPSP reach to start when the performance pattern 35 shows "5", "↓", "5", and the winning performance temporarily stops with the results of "5", "5", "5" (special pattern). In such a case, without proceeding to Figure 43(a) and performing a re-draw performance, the display will move directly from the provisional stopping mode of the performance pattern 35 in the winning performance of Figure 46(H) or the changing mode of the provisional stopping mode of the performance pattern 35 to the final display of Figure 43(g).
[0321] FIG. 48 is a diagram for explaining the flow of effects (mode after temporary stop at the time of loss) until a loss occurs in the SPSP reach, and shows the variable display (loss) from (6) to (9) in FIG. Figure 48(a) shows the temporary stop display of the performance pattern 35 continuing from Figure 46(F). At this point, the board lamp 60 and the frame lamp 61 are lit in a color corresponding to the variable effect other than rainbow colors, and the effect button 8 is turned off. In Figure 48(b), the screen goes black except for the performance pattern 35. The board lamp 60 and frame lamp 61 continue to emit light in a color corresponding to the variable effect other than rainbow colors, and the effect button 8 is turned off. Then, in Figure 48 (c), when the blackout ends, the presentation screen returns to the normal presentation screen (at the start of the change), and the presentation pattern 35 is also returned to the decorated first form and displayed in a swinging manner. The board lamp 60 and frame lamp 61 continue to emit light in a color corresponding to the variable effect other than rainbow colors, and the effect button 8 is turned off.
[0322] After that, as the variation time ends (the variation of the special symbols stops), the performance symbols 35 are fixed and stopped in a losing pattern ("4", "5", "4") as shown in FIG. 48(d). The board lamp 60 and the frame lamp 61 are changed from the color corresponding to the variable effect determined by the effect scenario to normal light emission, and the effect button 8 is turned off. In this way, in the gaming machine of this embodiment, the end of the SP reach is triggered by the effect symbol 35 stopping (missing) without any characters, etc. After that, the screen goes black, and when the effect screen returns to the normal screen (the screen before the reach development) after the blackout, the effect symbol 35 returns to the decorated state and is confirmed.
[0323] FIG. 49 is a diagram (part 1) outlining the cut-in effects in the gaming machine of this embodiment. 49(a) shows a blue (weak) cut-in effect. In the weak cut-in effect, a cut-in dialogue image (weak cut-in image) 71 in which dialogue is displayed in blue letters on a blue background is displayed on the image display device 31, and at the same time, a weak cut-in sound having the same content as the dialogue image is output from the audio output device 34. For example, the line "Try it" is displayed in the cut-in line image 71, and the same sound as the line "Try it" is output as the weak cut-in sound. As described above, the board lamp 60 and the frame lamp 61 emit blue light, which is the color of light corresponding to the cut-in effect. The board lamp 60 and the frame lamp 61 emit light in a color corresponding to a variable performance before and after the cut-in performance, but during the execution of the cut-in performance, they emit light in blue as a cut-in performance corresponding light emitting color which is a variable performance corresponding color that takes priority over such a variable performance corresponding color.
[0324] 49(b) shows a green (middle) cut-in effect. In the middle cut-in effect, a cut-in dialogue image (middle cut-in image) 72 is displayed in green letters on a green background on the image display device 31, and at the same time, a middle cut-in sound having the same content as the dialogue image is output from the audio output device 34. For example, the line "I'm coming" is displayed in the cut-in line image 72, and the sound "I'm coming" with the same content as the line is output as the cut-in sound. As described above, the board lamp 60 and the frame lamp 61 emit green light, which is the color of light corresponding to the cut-in effect. The board lamp 60 and the frame lamp 61 emit light in a color corresponding to the variable performance before and after the cut-in performance, but emit light in green as a cut-in performance-compatible light emitting color that takes priority over the variable performance-compatible color while the cut-in performance is being executed.
[0325] 49(c) shows a strong (red) cut-in effect. In the strong cut-in effect, a cut-in dialogue image (strong cut-in image) 73 is displayed in red letters on a zebra print background on the image display device 31, and at the same time, a strong cut-in sound having the same content as the dialogue image is output from the audio output device 34. For example, the line "very hot" is displayed in the cut-in line image 73, and the sound "very hot" with the same content as the line is output as the strong cut-in sound. As described above, the board lamp 60 and the frame lamp 61 emit red light, which is the color corresponding to the cut-in effect. The board lamp 60 and the frame lamp 61 emit light in a color corresponding to the variable performance before and after the cut-in performance, but during the execution of the cut-in performance, they emit light in red as the cut-in performance-compatible light emitting color, prior to the variable performance-compatible color.
[0326] 49(d) shows a premium (rainbow) cut-in effect. In the premium cut-in effect, a cut-in dialogue image (premium cut-in image) 74 displayed in rainbow letters on a rainbow background is displayed on the image display device 31, and at the same time, a confirmation sound (premium cut-in sound) announcing the confirmation of a jackpot is output from the audio output device 34. For example, the line "Yay!" is displayed in the cut-in line image 74, and a sound such as "Queen" is output as the confirmation sound. As described above, the board lamp 60 and the frame lamp 61 emit light in rainbow colors corresponding to the cut-in effect. The board lamp 60 and the frame lamp 61 emit light in a color corresponding to the variable performance before and after the cut-in performance, but during the execution of the cut-in performance, they emit light in rainbow colors as the cut-in performance-compatible light-emitting colors in preference to the variable performance-compatible colors.
[0327] As shown in Figure 49, for example, in a weak cut-in effect, the display of the cut-in image, the output of the cut-in sound, and the light emission time of the board lamp 60 and frame lamp 61 in the light color corresponding to the cut-in effect are each set to 1 second. In addition, in the middle cut-in effect, the display of the cut-in image, the output of the cut-in sound, and the light emission time of the board lamp 60 and the frame lamp 61 in the light emission color corresponding to the cut-in effect are each set to 1.5 seconds. Furthermore, for the strong cut-in effect, the display of the cut-in image, the output of the cut-in sound, and the lighting time of the board lamp 60 and the frame lamp 61 in the light color corresponding to the cut-in effect are each set to 1.8 seconds, and the effect time becomes longer as the strength (certainty) of the cut-in effect increases. In the weak, medium, and strong cut-in effects other than the premium cut-in effect described above, the display of the cut-in image, the output of the cut-in sound, and the cut-in effect-compatible light emission of the board lamp 60 and frame lamp 61 are all performed over the same time scale. However, this is not limiting, and for example, the output of the cut-in sound may be configured to end before the display of the cut-in image and the cut-in effect-compatible light emission of the board lamp 60 and frame lamp 61. Furthermore, for the premier cut-in effect, the premier cut-in image 74 is displayed for a short time (0.8 seconds), the premier cut-in sound is output for the same time as the strong cut-in sound (1.8 seconds), and the board lamp 60 and frame lamp 61 emit light in rainbow colors corresponding to the cut-in effect for a long time (2.0 seconds).
[0328] FIG. 50 is a diagram (part 2) outlining the cut-in effects in the gaming machine of this embodiment. As shown in Figure 50, when a premium cut-in effect is performed, a strong cut-in image such as that shown in Figure 49(c) may be displayed (Figure 50(a)), and then a premium cut-in image may be displayed superimposed on the strong cut-in image 73 (Figure 50(b)).
[0329] To explain in more detail, in Figure 50(a), a cut-in dialogue image (strong cut-in image) 73 displayed in red letters on a zebra-patterned background is displayed on an image display device 31 similar to that shown in Figure 49(c), and at the same time, a strong cut-in sound having the same content as the dialogue image is output from the audio output device 34. For example, the line "very hot" is displayed in the cut-in line image 73, and the sound "very hot" with the same content as the line is output as the strong cut-in sound. As described above, the board lamp 60 and the frame lamp 61 emit red light, which is the color corresponding to the cut-in effect. The board lamp 60 and the frame lamp 61 emit light in a "color corresponding to the variable performance" before and after the cut-in performance, but during the execution of the cut-in performance, they emit light in red as the cut-in performance corresponding light emitting color, prior to the variable performance corresponding color.
[0330] Next, in Figure 50 (b), a cut-in dialogue image (premium cut-in image) 74 displayed in rainbow letters on a rainbow background on the image display device 31 is displayed superimposed on the cut-in dialogue image (strong cut-in image) 73, and at the same time, a confirmation sound (premium cut-in sound) notifying the confirmation of a jackpot is output from the audio output device 34. For example, the line "Yay!" is displayed in the cut-in line image 74, and a sound such as "Queen" is output as the confirmation sound. As described above, the board lamp 60 and the frame lamp 61 emit light in rainbow colors corresponding to the cut-in effect. The board lamp 60 and the frame lamp 61 emit light in a color corresponding to the variable performance before and after the cut-in performance, but during the execution of the cut-in performance, they emit light in rainbow colors as the cut-in performance-compatible light-emitting colors in preference to the variable performance-compatible colors. However, the overall performance time of the premier cut-in performance described in FIG. 50 is the same as the performance time of the premier cut-in performance described in FIG. 49(d).
[0331] In the premium cut-in performance of Figure 50, for example, after all the strong cut-in sounds of "super hot" shown in Figure 50(a) are output, the confirmation sound of "queen" shown in Figure 50(b) is output. Regarding the illumination of the board lamp 60 and the frame lamp 61, after all illuminations have been performed in the illumination pattern corresponding to the strong cut-in effect shown in Figure 50(a), illuminations will be performed in the illumination pattern corresponding to the premium cut-in effect shown in Figure 50(b).
[0332] Alternatively, the confirmation sound "Queen" shown in FIG. 50(b) may be output so as to overlap (overlap) with the strong cut-in sound "Super Hot" shown in FIG. 50(a). Regarding the illumination of the board lamp 60 and the frame lamp 61, while emitting light in the illumination pattern corresponding to the strong cut-in effect shown in Figure 50(a) (and interrupting this), they may emit light in the illumination pattern corresponding to the premium cut-in effect shown in Figure 50(b). Depending on the board lamp 60 and the frame lamp 61, it is not possible to perform a plurality of light emission patterns simultaneously, so when the next light emission pattern is performed, the previous light emission pattern is interrupted.
[0333] In the premium cut-in effect of the embodiment of FIG. 50, similarly to the case of FIG. 49(d), the strong cut-in image 73 disappears 1.8 seconds after the start of display of the strong cut-in image 73 in FIG. 50(a). In order to avoid an unnatural effect where only the premium cut-in image 74 is displayed, the display of the strong cut-in image may be maintained until the timing at which the premium cut-in image 74 in Figure 50(b) is hidden, and the strong cut-in image may be hidden at the same time as the premium cut-in image 74 is hidden.
[0334] FIG. 51 is a diagram outlining the button effects in the gaming machine of this embodiment. In the gaming machine of this embodiment, the button effect is incorporated into the SPSP reach, and when a predetermined time has passed since the special pattern began to change (or since the transition to the SPSP reach) and it is time to start the operation promotion effect that encourages the operation of the effect button 8, the above-mentioned button operation effect executable flag is turned on. In the button effect, the image display device 31 displays the words "Press!" to encourage the player to operate the effect button 8, an effect button image 80 as an "operation prompt image" to also encourage the player to press the effect button 8, and an effective period gauge image 81. These operation prompting images are stored in the host ROM 153 as one of the animation patterns.
[0335] The valid period gauge image 81 is a gauge that indicates the valid operation period of the effect button 8 to the player by being displayed in a shortened manner from the maximum position to the minimum position between the start and end of the valid operation period of the operation button 8. As the operation valid period elapses, the valid period gauge image 81 shortens. When the effect button 8 is turned on at a time when the valid period gauge image 81 has not yet been shortened to the minimum position (during the valid operation period of the effect button 8), or when the valid operation period ends and the valid period gauge image 81 reaches it...
Claims
[Claim 1] A first winning port, a second winning port capable of receiving a prize when an operating device is activated, a first special game determination means for determining whether or not to execute a special game advantageous to a player in response to a winning at the first winning port; a second special game determination means for determining whether or not the special game is to be executed in response to a winning at the second winning port; a special game execution means for executing a special game advantageous to a player based on a result of the determination by the second special game determination means; a third special game determination means for determining execution of the special game when a prize is won in a predetermined area during the specific game; a special game execution means for executing the special game when it is determined that the special game is to be executed; A state control means capable of controlling a gaming state to a non-advantageous gaming state or an advantageous gaming state; A determination means for determining a normal symbol to be displayed in response to the establishment of a normal symbol lottery condition; A symbol display means for performing a normal symbol variation including a variable display and a stop display of the normal symbol based on a judgment result of the judgment means; An operating device control means for controlling the operation of the operating device based on the display result of the normal pattern; Equipped with The state control means is capable of controlling the game state to the advantageous game state after the special game is executed, and controls the game state from the advantageous game state to the non-advantageous game state as the normal symbol variation is performed a predetermined number of times after being controlled to the advantageous game state. A gaming machine characterized by:
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