Gaming Machines
By introducing judgment mechanisms and mode switching mechanisms into the game console, the problem of lack of innovation in controlling the game state of existing game consoles is solved, and a richer and more interesting player experience is achieved.
Patent Information
- Application Number
- JP2022138541
- 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 existing gaming consoles has led to insufficient player experience.
By introducing a judgment mechanism, it is determined whether the action device is activated according to specific conditions, and after activation, mode switching is performed, thereby controlling the game state to switch from a specified state to a non-specified state.
It realizes novel game status control of the game console, enhancing the fun and diversity of the player experience.
Smart Images

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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 an advantageous state for the player when certain conditions are met, and by providing various effects using image display devices with LCD screens, audio output devices (speakers), electric gimmicks, etc. For example, a presentation pattern is determined based on the results of a pattern lottery conducted 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] JP2015-062748A 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 increase the excitement of a game by controlling the game 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 forms. A first aspect of the present invention includes a determination means for determining whether or not an operating device is to be operated in response to the establishment of a predetermined condition, and a determination means for determining whether or not an operating device is to be operated based on a result of the determination by the determination means. usually Includes symbol change and stop display Normal design Make a change Normal designa display means, an actuation device control means for controlling the actuation of the actuation device based on the determination result of the determination means, and a state control means capable of controlling a game state between a non-specific game state and a specific game state which is more advantageous to a player than the non-specific game state, the actuation device having an actuation mode including a first actuation mode and a second actuation mode which is more advantageous to a player than the first actuation mode, the actuation device being operable in the second actuation mode in the specific game state, and the state control means being operable to control the actuation mode when the specific game state is being controlled. Normal design When the variation is performed a predetermined number of times, the specific game state is controlled to the non-specific game state, and when the operation device is operated in the second operation mode in accordance with the judgment of the judgment means for the predetermined number of times, The above-mentioned normal design The gaming machine is characterized in that, upon completion of the fluctuation, the specific gaming state is controlled to the non-specific gaming state, and in the non-specific gaming state, the operating device is operated in the second operating mode. Effect 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 description of the drawings]
[0007] [Figure 1] 1 is a front view of a gaming machine according to an embodiment of the present invention. [Diagram 2] 2 is an oblique view showing an example of the back side of the gaming machine according to the present embodiment. FIG. [Diagram 3] A block diagram showing the configuration of a game control device provided in the gaming machine of this embodiment. [Figure 4] FIG. 4 is a block diagram of an image control board. [Diagram 5] FIG. 13 is a diagram showing an example of a big win determination table. [Figure 6] FIG. 13 is a diagram showing an example of a symbol determination table for determining the stopping symbols of special symbols. [Figure 7] A diagram explaining the number of fluctuations that trigger the end of time-saving play. [Figure 8] FIG. 13 is a diagram explaining a method for determining the game state when a jackpot is won. [Figure 9] A figure showing an example of a winning normal pattern determination table. [Figure 10] A figure showing an example of a fluctuation pattern determination table for a non-time-saving gaming state. [Figure 11] A figure showing an example of a fluctuation pattern determination table for a time-saving gaming state. [Figure 12] FIG. 13 is a diagram showing an example of a pre-determination table for determining the result of a jackpot lottery in advance. [Figure 13] 4 is a flowchart illustrating a main process by a main control board. [Figure 14] 13 is a flowchart illustrating a timer interrupt process by a main control board. [Figure 15] 13 is a flowchart illustrating an input control process by a main control board. [Figure 16] A flowchart explaining the first start hole detection switch input processing by the main control board. [Figure 17] 13 is a flowchart illustrating a pre-determination process performed by a main control board. [Figure 18] A flowchart explaining the second start hole detection switch input processing by the main control board. [Figure 19] 13 is a flowchart illustrating specific area detection switch input processing by the main control board. [Figure 20] 13 is a flowchart explaining the special chart special electricity control processing by the main control board. [Figure 21] 13 is a flowchart illustrating the special pattern memory determination process performed by the main control board. [Figure 22] 13 is a flowchart explaining the processing performed by the main control board when a special pattern stops. [Figure 23] 13 is a flowchart explaining small win game processing by the main control board. [Figure 24] 13 is a flowchart explaining special game ending processing by the main control board. [Diagram 25] 11 is a flowchart explaining main processing by the performance control board. [Figure 26] 13 is a flowchart explaining timer interrupt processing by the performance control board. [Figure 27] 13 is a flowchart explaining command analysis processing by the performance control board. [Figure 28] 13 is a flowchart explaining command analysis processing by the performance control board. [Figure 29] 13 is a flowchart explaining the performance input control processing by the performance control board. [Diagram 30] 11 is a flowchart illustrating a main process performed by an image control board. [Diagram 31] 13 is a flowchart illustrating an interrupt process of an image control board. [Diagram 32] 10A to 10C are diagrams illustrating the transition of game states in the gaming machine of this embodiment. [Diagram 33] FIG. 13 is a diagram showing an example of a production scenario determination table (part 1). [Diagram 34] FIG. 2 shows an example of a production scenario determination table (part 2). [Diagram 35] FIG. 3 is a diagram showing an example of a production scenario determination table (part 3). [Diagram 36] FIG. 4 is a diagram showing an example of a production scenario determination table. [Figure 37] 10 is a diagram illustrating the flow of presentation in the gaming machine of this embodiment. FIG. [Figure 38] This figure shows the change display when, after the start of the change, a reach is not achieved and a miss notification effect is performed. [Figure 39] A diagram showing the changing display during a normal reach. [Diagram 40] A diagram showing a normal reach medium strong preview performance. [Diagram 41] FIG. [Diagram 42] A diagram showing the changing display during the SP reach performance. [Diagram 43]This is a diagram explaining the effects leading up to a jackpot in an SP reach. [Diagram 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). [Diagram 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 an SPSP reach (part 2). [Figure 47] This is a diagram explaining the effects leading up to a jackpot in the 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 the first diagram outlining the cut-in production. [Figure 50] This is the second diagram outlining the cut-in production. [Figure 51] FIG. 13 is a diagram outlining button effects. [Figure 52] FIG. 1 is a diagram explaining the SPSP reach performed for different characters (part 1). [Figure 53] FIG. 2 is a diagram explaining the SPSP reach performed for different characters (part 2). [Figure 54] FIG. 3 is a diagram explaining the SPSP reach performed for different characters (part 3). [Figure 55] A figure showing an example of a presentation screen up to 29 spins after a big win. [Figure 56] 11 is a diagram illustrating the performance restriction according to the rotation speed in this embodiment. FIG. [Figure 57] This is a diagram (part 1) showing the restriction patterns of the variation pattern determination table. [Figure 58] FIG. 2 is a diagram showing the restriction patterns of the variation pattern determination table. [Figure 59] FIG. 3 shows the restriction patterns of the variation pattern determination table. [Figure 60] FIG. 13 is a diagram illustrating the effects that occur during a jackpot game. [Figure 61] FIG. 13 is a diagram illustrating the effects that occur during a jackpot game. [Figure 62] FIG. 13 is a diagram illustrating the effects that occur during a jackpot game. [Figure 63] A figure showing a pending icon change notice (pending change notice) in the gaming machine of this embodiment. [Figure 64] A figure showing a table for determining the display change mode of the pending icon in the gaming machine of this embodiment. [Figure 65] A figure showing a preview of the change in the variable icon in the gaming machine of this embodiment. [Figure 66] A figure showing a preview of the change in 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. 2 is a diagram showing a menu screen displayed on an image display device in the gaming machine according to the present embodiment. [Figure 69] 13 is a flowchart explaining customer waiting effect execution processing by a CPU provided on an image control board. [Figure 70] A figure showing a customer waiting presentation image including a menu screen displayed on an image display device. [Figure 71] FIG. 13 is a diagram illustrating an example of a volume / light intensity change screen. [Figure 72] 2 is a diagram showing a configuration of a voice control circuit according to the present embodiment. [Figure 73] FIG. 2 is a diagram showing the configuration of a volume changeover switch using a rotary switch. [Figure 74] 13 is a flowchart illustrating a master volume setting process by an image control board. [Figure 75] 11 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]11 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] 13 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 fluctuation in the gaming machine of this embodiment. FIG. [Figure 78] 13 is a flowchart for explaining a soft volume adjustment process (using the left and right keys) by the image control board. [Figure 79] 11 is a flowchart for explaining a screen light amount adjustment process (using the up and down keys) by the image control board. [Figure 80] FIG. 13 is a diagram showing an example of a big win determination table relating to [another embodiment]. [Figure 81] FIG. 13 is a diagram showing a pattern determination table for determining the stopping patterns of special patterns in [another embodiment]. [Figure 82] A diagram showing an ordinary pattern determination table relating to [another embodiment]. [Figure 83] FIG. 13 is a diagram showing a special pattern determination table for small wins in [another embodiment]. [Figure 84] FIG. 13 is a diagram explaining the trigger for ending the time-saving game in [another embodiment]. [Figure 85] A figure 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-saving gaming state in [another embodiment]. [Figure 87] FIG. 11 is a diagram illustrating the control of the second time reduction in [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. 13 is a diagram explaining the control of [time-saving state 1] in [another embodiment]. [Figure 90] FIG. 13 is a diagram illustrating the control of [time-saving state 2] in [another embodiment]. [Figure 91]FIG. 13 is a diagram for explaining the presentation performed in [another embodiment]. [Figure 92] FIG. 13 is a diagram for explaining the presentation performed in [another embodiment]. [Figure 93] FIG. 13 is a diagram for explaining the presentation performed in [another embodiment]. [Figure 94] FIG. 13 is a diagram for explaining the presentation performed in [another embodiment]. [Figure 95] FIG. 13 is a diagram for explaining the presentation performed in [another embodiment]. [Figure 96] 13 is a flowchart explaining the processing when a special symbol stops in [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 a jackpot in [other embodiments]. [Figure 98] This is a diagram explaining the opening control of normal electric devices during the final fluctuation of the normal time reduction in [other embodiments]. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] Hereinafter, the present invention will be described in detail with reference to the embodiments shown in the drawings. <Configuration of the gaming machine> FIG. 1 is a front view showing an example of a gaming machine according to this embodiment, FIG. 2 is an oblique view showing an example of the back side of the gaming machine according to this embodiment, and FIG. 3 is a block diagram showing the configuration of a gaming control device provided in the gaming machine according to this embodiment.
[0009] In the gaming machine 1 shown in Figure 1, an inner frame (opening / closing frame) 3 is attached so as to be openable and closable to an outer frame 2 which is attached to the island structure of the gaming hall, and a glass frame 4 is attached so as to be openable and closable to this inner frame 3. 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 via a hinge mechanism 5 at one end (e.g., the left side when facing the gaming machine) in the left-right direction, and can be rotated in a direction that opens the other end (e.g., the right side when facing the gaming machine) in the left-right direction from the outer frame 2, with the hinge mechanism 5 as a fulcrum. The glass frame 4 covers the gaming board 10 together with the glass plate 4b, and can open the inner part of the outer frame 2 including the gaming board 10 by rotating like a door with the hinge mechanism 5 as a fulcrum. A lock mechanism is provided at the other end of the glass frame 4 to fix the other end of the glass frame 4 to the outer frame 2. The fixation by the lock mechanism can be released by 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 or not.
[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 a performance button 8 that the player can press, a cross key 40 with which the player can perform various selection operations, and an ejection button 9 for ejecting the 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. Further, the cross key 40 is provided with cross key detection switches 40 (up key detection switch 40a, down key detection switch 40b, left key detection switch 40c, and 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) in the operating handle 11 detects that the player has touched the operating handle 11 and transmits a touch signal to a launch control board 160 (described later). When the launch control board 160 receives a touch signal from the touch sensor 11a (see FIG. 4), it allows the launch solenoid 12a to be energized. When the rotation angle of the operating handle 11 is changed, a gear directly connected to the operating handle 11 rotates, and the knob of the launch volume 11b (see FIG. 4) connected to the gear rotates. A voltage according 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 FIG. 3), the launch solenoid 12a operates in response to 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 play ball launched from the play ball launching mechanism to the upper part of the play area 10a when the operating handle 11 is operated. The play ball guided to the upper part of the play area 10a falls within the play area 10a. At this time, the game ball falls 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 prop device 32 shaped like a sword. In addition, a first starting hole 13 through which a game ball can enter is provided in the game area 10a at the center lower side of the center member 12. A second starting hole 14 is provided below the first starting hole 13. The second starting hole 14 has an opening and closing door 14b, and is controlled to move between a first state in which the opening and closing door 14b is kept closed and a second state in which the opening and closing door 14b is open. Therefore, when the second starting hole 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 game ball is prevented from entering the second starting hole 14. However, if there are fewer opportunities for a game ball to enter when the first mode is controlled than when the second mode is controlled, a game ball may enter the second starting hole 14 when the first mode is controlled. In other words, the first mode includes a state in which it is impossible or difficult for a game 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 entrance of a game ball, and when these detection switches detect the entrance of a game ball, a lottery for acquiring the right to play a jackpot game, which will be described later (hereinafter, referred to as a "jackpot lottery") is held. Also, when the first start hole detection switch 13a and the second start hole detection switch 14a detect the entrance of a game ball, a predetermined prize ball (for example, three game balls) is paid out. In the gaming machine 1 of this embodiment, when a gaming ball enters the first start hole 13 and the second start hole 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 hole, for example, the number of payouts for the first start hole 13 is three, and the number of payouts for the second start hole 14 is one.
[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 normal symbols, 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 ball is configured such that it cannot enter the large prize opening 16 or the specific area 17 unless the game ball is shot out with great force by rotating the operating handle 11 greatly.
[0017] The large prize opening 16 is normally kept closed by the opening / closing door 16b, making it impossible for game balls to enter the large prize opening 16. In contrast, when a large prize game described later is started, the opening / closing door 16b opens and functions as a tray that guides game balls into the large prize opening 16, making it possible for 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 the first large prize opening switch 16a detects the entry of a game ball, a preset number of prize balls (for example, 15 game balls) are paid out.
[0018] The specific area 17 is usually kept in a closed state by the movable piece 17b, making it impossible for the game ball to enter. In contrast, when a small win game, which will be described later, is started, the movable piece 17b is actuated and opened, and the movable piece 17b functions as a guide path that guides the game ball into the specific area 17, making it possible for the game ball to enter the specific area 17. The specific area 17 is provided with a specific area detection switch 17a, and when the specific area detection switch 17a detects the game ball entering during the valid period (small win game) of the specific area 17, this triggers the execution of a big win game. The gate 15 (right gate) provided in the right area of the game area may also serve as the specific area 17. In this case, the detection switch that detects the game ball passing through the specific area is the gate detection switch 15a of the right gate. When the game ball passes through the right gate during the valid period of the specific area, this triggers a lottery for normal symbols and opens the big win port 16. The gate 15 provided in the left area of the play area cannot also serve as a special area. Furthermore, the game area 10a is provided with a plurality of general winning holes 18. When a gaming ball enters each of these general winning holes 18, a predetermined number of 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 the general prize opening 18, the first start opening 13, the second start opening 14, the large prize opening 16, or the specific area 17.
[0019] The image display device 31 displays images during standby when no game is being played, and 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 pattern 35 that notifies the player of the lottery result is displayed in a variable manner. The performance pattern 35 is, for example, a scrolling display of three patterns (numbers), namely a first pattern (left pattern), a second pattern (right pattern), and a third pattern (middle pattern), and after a predetermined time has elapsed, the scrolling is stopped and specific patterns (numbers) are displayed in an array. This gives the player the impression that a lottery is currently being drawn while the symbols are scrolling, and the player is notified of the lottery results by the symbols displayed when the scrolling stops. By displaying various images and characters during the varying display of the performance symbols 35, the player is given a high sense of expectation that he or she 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 a change state of the effect symbol 35 used to notify the lottery result by the big win lottery process. It should be noted that the fourth symbol does not necessarily have to be displayed on the image display device 31, and may be displayed by a separate fourth symbol display lamp. A pair of performance lighting devices 33, one on each side, are installed on the upper part of the glass frame 4. Each performance lighting device 33 is equipped with multiple lights, and various performances can be created by changing the irradiation direction and emission color of each light.
[0021] Each of the performance lighting devices 33 is equipped with a plurality of lights, and various performances can be performed by changing the direction of light irradiation and the color of light emitted by each light. Furthermore, although not shown in FIG. 1, the gaming machine 1 is provided with an audio output device 34 (see FIG. 4) consisting of a speaker, which, in addition to the above-mentioned performance devices, outputs BGM (background music), SE (sound effects), etc., so as to provide sound-based performance.
[0022] A display area 27 is provided at the lower left side 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, and a round number display device 26, as described below. The first special symbol display device 20 notifies the result of the lottery for the big win, which is triggered by the entry of a game ball into the first starting hole 13, and is composed of multiple LEDs. In other words, multiple special symbols corresponding to the lottery results for the big win are provided, and the lottery results are notified to the player by displaying special symbols (lighting modes) corresponding to the lottery results for the big win 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 (blinking) for a predetermined period of time and then are displayed stationary.
[0023] More specifically, when a game ball enters the first starting hole 13, a lottery for a big win is held, but the result of this lottery 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 lottery result for the big win is stopped and displayed, so that the lottery result is notified to the player. The second special pattern display device 21 is intended to notify the result of the jackpot lottery that is triggered when a gaming ball enters the second starting hole 14, and its display mode is the same as the display mode of the special pattern in the first special pattern display device 20. The normal symbol display device 22 is for notifying the result of the lottery for the normal symbol, which is triggered by the passing of the gaming ball through the gate 15. As will be described in detail later, if a predetermined winning is won through the lottery for the 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 immediately notified when the gaming ball passes through the gate 15, but the normal symbol is displayed in a variable manner, such as by blinking the normal symbol display device 22, until the predetermined time has passed.
[0024] Furthermore, when a game ball enters the first start 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 draw a jackpot is reserved under certain conditions. More specifically, the right to draw a jackpot reserved when a game ball enters the first start hole 13 is reserved. The upper limit of the number of reserved first special symbols is set to four, and the number of reserved symbols is displayed on the first special symbol reservation 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 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. The system is equipped with multiple LED light sources that can direct light to each pattern, and by directing light sequentially from the central pattern to the left and right patterns, a ripple-like light emission pattern can be achieved.
[0026] 2, the rear surface of the gaming machine 1 is provided with a main control board 110, a performance control board 120, a payout control board 130, a power supply board 170, a game information output terminal board 27, etc. In addition, the power supply board 170 is provided with a power plug 171 for supplying power to the gaming machine, and a power switch (not shown).
[0027] Next, the effect button 8 will be described. The performance 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 addition, in this specification, the detailed structure of the effect button 8 is disclosed in, for example, JP 2013-116168 A, so description thereof will be omitted.
[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 a 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 an input port and an output port (not shown) for main control. The main CPU 111 reads out a program 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 transmits commands to other boards according to 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 opening / closing solenoid 14c which opens and closes the opening / closing door 14b of the second start opening 14, a first large prize opening 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 number 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 a hall computer or the like of the gaming establishment.
[0030] A main ROM 112 of the main control board 110 stores a game control program (to be described later) and data and tables necessary 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 winning slot 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 includes a time-saving game flag memory area, a special symbol special transmission processing data memory area, and a normal symbol normal transmission 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 in the main control board 110 to a hall computer or the like of an amusement facility. 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 facility. 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 includes 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 falls 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, a magnetic sensor 50 for detecting unauthorized radio waves is connected to the main control board 110.
[0032] The performance control board 120 mainly controls each performance during 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 transmitted from the main control board 110 or an input signal from the performance 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 during the arithmetic processing of the sub-CPU 121.
[0033] The sub-ROM 122 of the performance control board 120 stores programs for performance control, data required for various games, and tables. For example, a presentation scenario determination table (not shown) for determining the 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. In addition, the performance control board 120 is equipped with an RTC (real-time clock) 124 that outputs the current time. The sub-CPU 121 inputs 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 source mounted on the power supply board 170 when the gaming machine is turned off. Therefore, the RTC 124 can measure the current date and time even when the gaming machine is turned off. The RTC 124 may be operated on 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. The payout control board 130 includes 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 in both directions. 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 transmits corresponding data to the main control board 110 based on the processing.
[0036] Also, the output side of the payout control board 130 is connected to a payout motor 134 of a prize ball payout device for paying out a predetermined number of prize balls from a game ball storage section to a player. The payout CPU 131 reads out a predetermined program from the payout ROM 132 and performs calculation processing based on a payout number designation command transmitted from the main control board 110, 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 the calculation processing of 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 transmits 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 when 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 storage section for game balls. The launch control board 160 allows launch when it receives launch control data from the payout control board 130. Then, it reads out 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 firing solenoid 12a rotates to rotate the firing member. Here, the rotation speed of the launch solenoid 12a is set to about 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 launched game balls per minute is about 99.9 (balls / minute), since one ball is launched each time the launch solenoid rotates once. In other words, a game ball is launched approximately every 0.6 seconds. The ball-sending solenoid 12b is composed of a linear solenoid, and sends out the game balls on the upper tray 6a (see FIG. 1) one by one toward a striking 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. 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 a drive source such as a solenoid or a motor that operates 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 its output side.
[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 later-described performance pattern designation command received from the performance control board 120, the host CPU 151 instructs the VDP 200 to display image data stored in the CGROM 154 on the image display device 31. Such instructions are made 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 in 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 a control processing program for the host CPU 151, pattern arrangement information that corresponds the pattern numbers of the performance patterns to the types of performance patterns 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 production pattern, and stores the combination of animation scene information included in the production pattern, the display order of each animation scene information, etc. Also, the animation scene information 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 made up of flash memory, EEPROM, EPROM, mask ROM, etc., and stores compressed image data (sprites, movies) etc., which are a collection of pixel information for a given range of pixels (e.g., 32 x 32 pixels). The pixel information is made up 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 for specifying a color number is associated with display color information for actually displaying the color. The CGROM 154 may be configured to compress only a portion of the image data instead of compressing all of the image data. 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 voice 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, and the like.
[0046] The VRAM 156 is composed of an SRAM that allows high-speed writing and reading of image data. The VRAM 156 also has a display list storage area 156a for temporarily storing a display list output from the host CPU 151, a decompression storage area 156b for storing image data expanded by the expansion 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, 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 VDP200; a data transfer register for making settings necessary for data transfer; a drawing register for making settings for controlling drawing; a bus interface register for making settings necessary for bus access; an decompression register for making settings necessary for decompressing compressed images; and a display register for making settings for controlling the 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, the CPU I / F 203 is an interface circuit for communication with the host CPU 151, and via the CPU I / F 203, the host CPU 151 outputs a display list to the VDP 200, accesses control registers, and inputs various interrupt signals from the VDP 200. The data transfer circuit 204 transfers data between various devices. Specifically, it transfers data between the host CPU 151 and the VRAM 156, between the CGROM 154 and the VRAM 156, and between various storage areas of the VRAM 156 (including the frame buffer). The clock generation circuit 205 receives a pulse signal from the crystal oscillator 155 and generates a system clock that determines the arithmetic 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 development memory area 153b. The drawing circuit 207 is a circuit that performs sequence control according to a display list that is made up of a group of drawing control commands. The display circuit 208 is a circuit that generates an RGB signal (analog signal) indicating color data of an image as a video signal 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 a synchronization signal (vertical synchronization signal, horizontal synchronization signal, etc.) for synchronizing with the image display device 31 to the image display device 31. In this embodiment, the image display device 31 is configured to output, as a video signal, an RGB signal obtained by converting a digital signal into an analog signal. However, the video signal may be output as a digital signal as it is.
[0051] When the host CPU 151 instructs the memory controller 209 to switch the frame buffer, the memory controller 209 controls 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 in the audio output device . The voice control circuit 300 outputs voice using voice data stored in the CGROM 154. In this case, the CGROM 154 includes a voice ROM for storing voice data.
[0052] Note that instead of storing the audio data in the CGROM 154, a sound source ROM may be provided separately in the VDP 154. In this case, since a larger amount of image data can be stored instead of audio data being stored in the CGROM 154, which has a fixed capacity, the presentation using images can be made more diverse and impressive. Also, 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 that 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 FIG. 5 to FIG. <Jackpot Judgment 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 a jackpot determination table referenced in the first special symbol display device, and FIG. 5(b) is a jackpot determination table referenced in the second special symbol display device. The tables in FIG. 5(a) and FIG. 5(b) differ in whether or not a small jackpot is won, but the probability of winning 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 a time-saving game is not granted will be referred to as a non-time-saving game state, and a gaming state in which a time-saving game is granted will be referred to as a time-saving game state or non-time-saving.
[0054] The big win determination table shown in FIG. 5(a) determines whether a bonus 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 big win determination table of the first special symbol display device shown in FIG. 5(a), two special symbol determination random number values are determined as a "big win". 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 is 0 to 598, the probability of being determined as 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 big win determination table of the second special symbol display device shown in Fig. 5(b), the random number value for determining the special symbol that is determined to be a big win is the same as that of the first special symbol display device, but the random number value for determining the special symbol that is determined to be a small win is different from that of the big win determination table of the first special symbol display device. More precisely, the small win that was not won in the big win determination table of the first special symbol display device is won in the big win determination table of the second special symbol display device. In the big win determination table of the second special symbol display device in 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 special symbol determination random number is any of the seven random numbers other than those corresponding to a big win, a "small win" is determined. Therefore, in the jackpot determination table for the second special pattern display device, as in the jackpot determination table for the second special pattern display device, the probability of a jackpot being determined as a jackpot is 2 / 599 = 1 / 299.5, and the probability of a small jackpot being determined as a small jackpot is 597 / 599.
[0056] <Collision 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 pattern variation is a winning result. The hit determination table shown in Figure 5 (c) is composed of a random number determination table for use in a non-time-shortened play state and a random number determination table for use in a time-shortened play state. By referring to the play state, the random number determination table for use in a non-time-shortened play state or the random number determination table for use in a time-shortened play 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 FIG. 5(c), the probability that a normal symbol is determined to be a hit during a non-time-saving game state is 1 / 20, and the probability that a normal symbol is determined to be a hit during a time-saving game state is 19 / 20.
[0057] <Pattern determination table> FIG. 6 is a diagram showing a symbol determination table for determining the symbols to be stopped as special symbols. 6(a) is a jackpot symbol determination table for determining the symbols to be stopped at the time of a jackpot. The jackpot symbol determination table is made up of a symbol determination table for a non-time-saving game state and a symbol determination table for a time-saving game state. With reference to the game state, a pattern determination table for a non-time-saving game state (a-1) or a pattern determination table for a time-saving game state (a-2) is selected, and a stopping pattern is determined based on the selected table and the extracted random number value for the jackpot pattern. 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. Fig. 6(b) is a small win symbol determination table for determining the stop symbol at the time of a small win. The small win symbol determination table is composed of a symbol determination table for non-time-saving game state and a symbol determination table for time-saving game state, and by referring to the game state, the symbol determination table for non-time-saving game state (b-1) or the symbol determination table for time-saving game state (b-2) is selected, and the stop symbol is 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 of Fig. 5, the gaming machine of this embodiment wins a small win only in the second special symbol display device, and does not win a small win in the first special symbol display device. Therefore, the small win symbol determination table has only 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 combination occurs.
[0058] In the big win symbol determination table for the non-time-reduction gaming state shown in FIG. 6(a-1), a random number value for the big win symbol is 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-saving" is a time-saving game state that ends when the player hits the reel with his / her left hand 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 judges 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 vary, it generates the performance 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 judges a jackpot, if the random number value for the jackpot symbol is "60" to "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) that the first special symbol 2 is determined is 20%. After the jackpot, the second time reduction is granted. If the random number value for the jackpot symbol is between "80" and "99", the stop symbol data will be set to "03" (first special symbol 3) and the performance symbol designation command "E0H" or "03H" will be generated. The rate (probability) that the first special symbol 3 will be determined is 20%. No time reduction will be given after the jackpot.
[0059] Also, when the second special symbol display device 21 judges 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 stop 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 the jackpot, the first time reduction is granted. For the sake of convenience, 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, which are described in Figs. 10 and 11. If the random number value for the jackpot symbol is between "80" and "99", the stop symbol data is set to "05" (second special symbol 2) and the performance symbol designation command "E1H" and "05H" is generated. The rate (probability) that the second special symbol 2 is determined is 20%. The second time reduction is granted after the jackpot.
[0060] In the big win symbol determination table for the time-saving gaming state shown in FIG. 6(a-2), a random number value for the big win symbol is referenced. When the first special symbol display device 20 judges a jackpot, if the random number value for the jackpot symbol is "0" to "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) that the first special symbol 1 is determined is 60%. After the jackpot, the first time reduction is granted. Furthermore, when the first special symbol display device 20 judges 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 performance 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 the 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 the jackpot. Also, when the first special symbol display device 20 judges a jackpot, 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) that the first special symbol 2 is determined is 20%. After the jackpot, the second time reduction is granted.
[0061] Also, when the second special symbol display device 21 judges a jackpot, if the random number value for the jackpot symbol is "0" to "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) that the second special symbol 1 is determined is 93%. After the jackpot, the first time reduction is granted. If the random number value for the jackpot symbol is between "93" and "99", the stop symbol data is set to "05" (second special symbol 2) and the performance symbol designation command "E1H" and "05H" is generated. The rate (probability) that the second special symbol 2 is determined is 7%. The second time reduction is granted after the jackpot.
[0062] In the small win symbol determination table for non-time-saving game state shown in FIG. 6(b-1), the random number value for the small win symbol is referenced. Then, when the second special symbol display device 21 determines a small win, if the random number value for the small win symbol is "0" to "92", "11" (special symbol 1 for small win) is determined as the stopping symbol data. The rate (probability) that the special symbol 1 for small win is determined is 93%. Then, when the special symbol starts to change, the performance symbol designation command "E1H" or "01H" is generated based on the type of special symbol (stopping symbol data) that has been determined. After the big win following the small win, the first time saving is granted. If the random number value for the small win symbol is between "93" and "99", the stop symbol data is set to "12" (special symbol 2 for small win) and the performance symbol designation command "E1H" and "05H" is generated. The rate (probability) that the special symbol 2 for small win is determined is 7%. After the big win following the small win, the second time reduction is granted. In the following description, the special symbol for a small win may be simply referred to as a "small win symbol."
[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. Then, when the second special symbol display device 21 determines that a small win has occurred, if the random number value for the small win symbol is between "0" and "92", "11" (special symbol 1 for small win) is determined as the stop symbol data. 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 a special symbol that provided the first time-saving, but if it is selected during the time-saving game state, the time-saving is not provided after the big win following the small win. Then, when the special symbol starts to change, the performance 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 stop symbol data is set to "12" (special symbol 2 for small win) and the performance symbol designation command "E1H" or "02H" is generated. The rate (probability) that the special symbol 2 for small win is determined is 7%. After the big win following the small win, the second time reduction is granted.
[0064] Next, in the losing symbol determination table shown in FIG. 6(c), when the first special symbol display device 20 judges a loss, it determines the stopping symbol data to be "00" (special symbol 0 (loss) and generates the performance symbol designation commands "E0H" and "00H" when the special symbol starts to change. Also, when the second special symbol display device 21 judges a loss, it determines the stopping symbol data to be "00" (special symbol 0 (loss) and generates the performance symbol designation commands "E1H" and "00H" when the special symbol starts to change. In addition, since the game state and the jackpot mode after the jackpot end are determined by the type of special pattern (stop pattern data), it can be said that the type of special pattern determines the game state and the jackpot mode after the jackpot game ends.
[0065] As a support for the big win symbol determination table in 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 for explaining the change in the number of times that triggers the end of the time-saving game. 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 assigning symbols J1 and J2, respectively. The end condition of the time-saving game is determined based on the game state at the time of the jackpot that caused the time-saving game to be awarded. The game state at the time of the jackpot is the game state at the start of the fluctuation that caused the jackpot to be won, as will be described later with reference to Figure 8.
[0066] When the first special symbol 1 is selected during a non-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 FIG. 6. When the first special symbol 1 is selected during the time-saving game state, the time-saving game that is granted thereafter 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 FIG. 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] When the first special symbol 3 is selected during a non-time-saving game state, the time-saving game that is subsequently awarded ends when the first special symbol changes 0 times (J1) or the second special symbol changes 0 times (J2). In other words, when the special symbol 3 is selected during a non-time-saving game state, the time-saving game is not actually 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 granted thereafter 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 FIG. 6. The first special pattern 3 is a special pattern that does not confer time reduction when selected during a non-time-saving game state, but that confer a first time reduction equivalent to the first special pattern 1 when selected during a time-saving game state.
[0068] If the first special symbol 2 is selected during a non-time-saving game state, the time-saving game that is subsequently granted ends 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 in FIG. 6. When the first special symbol 2 is selected during the time-saving game state, the time-saving game that is granted thereafter ends 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 in FIG. 6. The first special symbol 2 is a special symbol that provides a second time reduction regardless of the game state when the first special symbol 2 is selected.
[0069] When the second special symbol 1 is selected during a non-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 FIG. 6. When the second special symbol 1 is selected during the time-saving game state, the time-saving game that is granted thereafter 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 FIG. 6. The first special symbol 2 is a special symbol that provides a first time reduction regardless of the game state when it is selected.
[0070] If the second special symbol 3 is selected during a non-time-saving game state, the time-saving game that is subsequently granted ends 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 in FIG. 6. When the second special symbol 3 is selected during the time-saving game state, the time-saving game that is granted thereafter ends 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 in FIG. 6. The second special symbol 3 is a special symbol that provides a second time reduction regardless of the game state when selected.
[0071] When the special symbol 1 for small win is selected during the non-time-saving game state, the time-saving game that is given after that 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 FIG. 6. When the special symbol 1 for small win is selected during the time-saving game state, the time-saving game that is granted thereafter ends when the first special symbol changes 0 times (J1) or the second special symbol changes 0 times (J2). In other words, when the special symbol 1 for small win is selected during the time-saving game state, the time-saving is not granted in effect. The special pattern 1 for small win is a special pattern that gives a first time reduction when selected during a non-time-reduction game state, but does not give a time reduction when selected during a time-reduction game state.
[0072] When the special symbol 2 for small win is selected during the non-time-saving game state, the time-saving game that is given after that ends 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 FIG. 6. When the special symbol 2 for a small win is selected during the time-saving game state, the time-saving game that is subsequently granted ends when the first special symbol changes 29 or 10 times (J1), or the second special symbol changes 10 times (J2). The special symbol 2 for the small win is a special symbol that provides a 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 big win is won. As shown in FIG. 8(a), the gaming state at the time of a jackpot resulting from a lottery for a first special symbol held during a non-time-saving gaming state is the non-time-saving gaming state. During the non-time-saving game state, the first special symbol that will win the jackpot starts to change, and after the change time ends and the fixed time has passed, the condition device is activated, and the player starts hitting the right button to enter the jackpot game state in which the consecutive operation device of the role is activated. The time-saving game is not granted from the time when the first special symbol changes until after the jackpot game starts. The timing for referring to the game state at the time of the big win in the lottery of the first special symbol during the non-time-saving game state is the start of the fluctuation that resulted in the big win, so the game state at the time of the big win is the non-time-saving game state. The time-saving game that is granted is the "time-saving game state transitioned from the non-time-saving game state."
[0074] As shown in FIG. 8(b), the game state of the jackpot won by the lottery of the first special symbol performed other than the final variation during the time-saving game state (second time-saving with left-hand shot) is the time-saving game state. The variation of the first special symbol that wins the jackpot starts during the time-saving game state, and after the variation time ends and the fixed time has elapsed, the condition device is activated, the jackpot game state is entered, and the player starts hitting to the right. The time-saving game is granted from the variation of the first special symbol until the start of the jackpot game. Also, as shown in FIG. 8(c), the game state of the jackpot won by the lottery of the first special symbol performed during the final variation during the time-saving game state (second time-saving with left-hand shot) 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 was granted while the first special symbol was changing ends, and after the fixed time has elapsed, the condition device is activated, the jackpot game state starts, and the player starts hitting to the right. The timing to refer to the game state at the time of the big win when the first special symbol is selected in the lottery during the time-saving game state (the second time-saving game with left-handed play) is the start of the fluctuation that resulted in the big win, so the game state at the time of the big win 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 at the time of a jackpot that is won as a result of a lottery for the second special symbol held during the non-time-saving gaming state is the non-time-saving gaming state. During the non-time-saving game state, the second special symbol that wins the small prize starts to change, and after the change time ends and the fixed time has passed, the small prize game is played. When a V is won, the condition device is activated and the game enters the big prize game state, and the player starts hitting the right. The time-saving game is not granted from the time when the second special symbol changes to the time when the big prize game starts. The timing for referring to the game state at the time of the big win resulting from the drawing of the second special symbol during the time-saving game state is the start of the fluctuation that resulted in the big win, so the game state at the time of the big win 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 FIG. 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 starts 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 ends the right hand shot. In the small win game that is played 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 the right hand shot. As a result of the lottery for the second special symbol held during the time-saving game state, the time-saving end condition is met by winning a small prize, and the timing for referring to the game state at the time of the big win, which is performed by activating the condition device, is when the condition device is activated, so the game state at the time of the big win 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 wins a small win begins to change, and if the time-saving end condition is not met after the change time ends, the small win game that is played after the fixed time has elapsed will activate the condition device when the player continues to hit the right and wins a V, entering the big win game state, and the time-saving game will end at that point. As a result of the lottery for the second special symbol performed during the time-saving game state, if the time-saving end condition is not met by winning a small prize, and the timing for referring to the game state at the time of the big win, which is performed by activating the condition device, is the time-saving game state, since the timing is when the condition device is activated, the game state at the time of the big win 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 which 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 which 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 which 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, a pattern determination table for a non-time-saving game state (a-1), a pattern determination table for a time-saving game state (a-2), or a pattern determination table for a second time-saving 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 table shown in Figs. 9(a) to (c), a random number value (0 to 10) for normal symbols is referred to. 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 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 judged as a win in the win judgment table and the game state is the 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 random number value for the normal pattern 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 the 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, the stop pattern data is determined to be "01", and when the normal pattern starts to change, the normal pattern designation commands "E8H" and "01H" are generated. In addition, in the case of a short-opening pattern, the stop pattern data is determined to be "02", and when the normal pattern starts to change, the normal pattern designation commands "E8H" and "02H" are generated.
[0082] When the random number value for the normal pattern of the normal pattern display device 22 is judged to be a miss in the winning judgment table, a missing 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 symbol, the stopping symbol data is determined to be "00", and when the normal symbol starts to change, the normal symbol designation commands "E8H" and "00H" are generated.
[0083] <Fluctuation pattern determination table> Figures 10 and 11 are figures 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 referenced in a non-time-saving game state, and Figure 11 is an example of a variation pattern determination table referenced in a time-saving 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 play state is in effect, the number of reserved special patterns, the random number value for reach determination, 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, in the gaming machine 1 of this embodiment, since it is configured to always perform a reach when a big win or small win occurs, it is configured not to refer to the random number value for reaching the reach when a big win or small win occurs. In this embodiment, the term "reach" refers to a state where, after a part of the combination of the performance symbols 35 that notifies the transition to a special game is displayed in a stopped state, the remaining part of the performance symbols 35 continues to display in a variable manner. For example, when a combination of the performance symbols 35 with three digits, "777," is set as a combination of the performance symbols 35 that notifies the transition to a big win game, the term refers to a state where two performance symbols 35 are displayed in a stopped state at "7," and the remaining performance symbols 35 are displaying in a variable manner.
[0085] In addition, 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 the game ball enters the first start hole 13 and the variation of the special symbol of the first special symbol display device 20 starts, and when the MODE is "E7H", it indicates that it is a variation pattern designation command corresponding to the variation pattern determined when the game ball enters the second start hole 14 and the variation of the special symbol of the second special symbol display device 21 starts. And, 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-saving game state> The fluctuation pattern determination table for the non-time-saving gaming state shown in FIG. 10 will be described. In the variation pattern determination table shown in Fig. 10, 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. In addition, 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 reach determination, and the random number value for the variation pattern, one of these variation patterns is selected 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 executed) than the "normal reach (effect)" described above. Furthermore, the "SPSP reach (effect)" is a reach that has a higher chance of winning the jackpot (a special game will be executed) than the "SP reach (effect)". It can develop from an "SP reach (effect)" or directly from a "normal reach (effect)". It can also display a different effect screen or movie from the "SP reach (effect)".
[0088] For example, when the 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 is achieved in a performance performed by the performance control board 120 using a variation time of 40,000 ms. In addition, when the fluctuation pattern 2-1 is selected, in the performance performed by the performance control board 120 using a fluctuation time of 60,000 ms, after a normal reach performance is executed, SP reach 1 is executed, which corresponds to a performance resulting in the first time-saving jackpot. In addition, when the fluctuation pattern 2-2 is selected, in the performance performed by the performance control board 120 using a fluctuation time of 60,000 ms, after a normal reach performance is executed, an SP reach 2 is executed, which corresponds to a performance resulting in a jackpot with the first time reduction. In addition, when the fluctuation pattern 3-1 is selected, in the performance performed by the performance control board 120 using a fluctuation time of 70,000 ms, after a normal reach performance is executed, SPSP reach 1 is executed via the SP reach performance or directly, corresponding to a performance resulting in the first time-saving jackpot. In addition, when the fluctuation pattern 3-2 is selected, in the performance performed by the performance control board 120 using a fluctuation time of 70,000 ms, after a normal reach performance is executed, SPSP reach 2 is executed via the SP reach performance or directly, corresponding to a performance resulting in the first time-saving jackpot.
[0089] In addition, when the 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 is achieved in a performance performed by the performance control board 120 using a variation time of 40,000 ms. In addition, when the fluctuation pattern 5-1 is selected, in the performance performed by the performance control board 120 using a fluctuation time of 60,000 ms, after a normal reach performance is executed, an SP reach 1 is executed, which corresponds to a performance resulting in a jackpot with a second time reduction. In addition, when the fluctuation pattern 5-2 is selected, in the performance performed by the performance control board 120 using a fluctuation time of 60,000 ms, after a normal reach performance is executed, an SP reach 2 is executed, which corresponds to a performance resulting in a jackpot with a second time reduction.
[0090] In addition, when the fluctuation pattern 6-1 is selected, in the performance performed by the performance control board 120 using a fluctuation 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 a jackpot with a second time reduction. In addition, when the fluctuation pattern 6-1 is selected, in the performance performed by the performance control board 120 using a fluctuation 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 a jackpot with a second time reduction.
[0091] In addition, when the 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. In addition, when the fluctuation pattern 8-1 is selected, in the performance performed by the performance control board 120 using a fluctuation time of 60,000 ms, after a normal reach performance is executed, an SP reach 1 is executed, which corresponds to a performance resulting in a jackpot without time reduction. In addition, when the fluctuation pattern 8-2 is selected, in the performance performed by the performance control board 120 using a fluctuation time of 60,000 ms, after a normal reach performance is executed, an SP reach 2 is executed, which corresponds to a performance resulting in a jackpot without time reduction. In addition, when the variation pattern 9-1 is selected, in the presentation performed by the presentation control board 120 using a variation time of 70,000 ms, after a normal reach presentation is executed, SPSP reach 1 is executed either via the SP reach presentation or directly, resulting in a jackpot without time reduction. In addition, when the variation pattern 9-1 is selected, in the presentation performed by the presentation control board 120 using a variation time of 70,000 ms, after a normal reach presentation is executed, SPSP reach 1 is executed either via the SP reach presentation or directly, resulting in a jackpot without time reduction.
[0092] When the variation pattern 10 is selected, it corresponds to a performance that results in a miss without performing a reach performance in a performance performed by the performance control board 120 using a variation time of 3,000 ms. For example, when the 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] In addition, when the fluctuation pattern 12-1 is selected, in the performance performed by the performance control board 120 using a fluctuation time of 55,000 ms, after a normal reach performance is executed, an SP reach 1 is executed, which corresponds to a performance that results in a miss. In addition, when the fluctuation pattern 12-2 is selected, in the performance performed by the performance control board 120 using a fluctuation time of 55,000 ms, after a normal reach performance is executed, an SP reach 2 is executed, which corresponds to a performance that results in a miss.
[0094] In addition, when the fluctuation pattern 13-1 is selected, in the performance performed by the performance control board 120 using a fluctuation time of 65,000 ms, after a normal reach performance is executed, SPSP reach 1 is executed via the SP reach performance or directly, corresponding to a performance that results in a miss. In addition, when the fluctuation pattern 13-2 is selected, in the performance performed by the performance control board 120 using a fluctuation time of 65,000 ms, after a normal reach performance is executed, SPSP reach 2 is executed via the SP reach performance or directly, corresponding to a performance that results in a miss. In addition, when the variation pattern 15 is selected, it corresponds to a performance that results in a miss without performing a reach performance in a performance 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 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.
[0096] <Fluctuation pattern determination table for time-saving game state> The variation pattern determination table for the time-saving gaming state shown in FIG. 11 will be described. In the variation pattern determination table shown in Fig. 11, 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. In addition, 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 (whether or not the jackpot is won), 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 of these variation patterns is selected in the allocation shown in FIG. 11. The variation pattern shown in FIG. 11 is also associated with the performance content performed when the performance control board 120 performs a variation performance (of the performance pattern 35).
[0097] For example, when the fluctuation pattern 21 is selected, it corresponds to a performance in which, in a performance performed by the performance control board 120 using a fluctuation time of 40,000 ms, a normal reach performance is executed, followed by a first time-saving jackpot (a jackpot that leads to a guaranteed variable game state after the jackpot). In addition, when the fluctuation pattern 22-1 is selected, in the performance performed by the performance control board 120 using a fluctuation time of 60,000 ms, after a normal reach performance is executed, SP reach 1 is executed, which corresponds to a performance resulting in a jackpot with the first time reduction. In addition, when the fluctuation pattern 22-2 is selected, in the performance performed by the performance control board 120 using a fluctuation time of 60,000 ms, after a normal reach performance is executed, SP reach 2 is executed, which corresponds to a performance resulting in the first time-saving jackpot.
[0098] In addition, when the fluctuation pattern 23-1 is selected, in the performance performed by the performance control board 120 using a fluctuation time of 70,000 ms, after a normal reach performance is executed, SPSP reach 1 is executed via the SP reach performance or directly, corresponding to a performance resulting in the first time-saving jackpot. In addition, when the fluctuation pattern 23-2 is selected, in the performance performed by the performance control board 120 using a fluctuation time of 70,000 ms, after a normal reach performance is executed, SPSP reach 2 is executed via the SP reach performance or directly, corresponding to a performance resulting in the first time-saving jackpot.
[0099] For example, when the 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 is achieved in a performance performed by the performance control board 120 using a variation time of 40,000 ms. In addition, when the fluctuation pattern 25-1 is selected, in the performance performed by the performance control board 120 using a fluctuation time of 60,000 ms, after a normal reach performance is executed, SP reach 1 is executed, which corresponds to a performance resulting in a jackpot with a second time reduction. In addition, when the fluctuation pattern 25-2 is selected, in the performance performed by the performance control board 120 using a fluctuation time of 60,000 ms, after a normal reach performance is executed, an SP reach 2 is executed, which corresponds to a performance resulting in a jackpot with a second time reduction.
[0100] In addition, when the fluctuation pattern 26-1 is selected, in the performance performed by the performance control board 120 using a fluctuation time of 70,000 ms, after a normal reach performance is executed, SPSP reach 1 is executed via the SP reach performance or directly, corresponding to a performance resulting in a jackpot with a second time reduction. In addition, when the variation pattern 26-2 is selected, in the presentation performed by the presentation control board 120 using a variation time of 70,000 ms, after a normal reach presentation is executed, SPSP reach 2 is executed via the SP reach presentation or directly, corresponding to a presentation resulting in a jackpot with a second time reduction.
[0101] For example, when the 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 the 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] In addition, when the fluctuation pattern 32-1 is selected, in the performance performed by the performance control board 120 using a fluctuation 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. In addition, when the fluctuation pattern 32-2 is selected, in the performance performed by the performance control board 120 using a fluctuation time of 55,000 ms, after a normal reach performance is executed, an SP reach 2 is executed, which corresponds to a performance resulting in a miss.
[0103] In addition, when the fluctuation pattern 33-1 is selected, in the performance performed by the performance control board 120 using a fluctuation 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. In addition, when the fluctuation pattern 33-2 is selected, in the performance performed by the performance control board 120 using a fluctuation time of 65,000 ms, after a normal reach performance is executed, SPSP reach 2 is executed via the SP reach performance or directly, corresponding to a performance that results 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 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.
[0105] <Special design pre-judgment table> FIG. 12 is a diagram showing a pre-determination table for determining the result of a big win lottery in advance. In the pre-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 game 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 advance judgment table shown in FIG. 12, the winning information for the first special pattern display device 20 is set as the winning information 1, 2-1, 2-2, 3-1, 3-2, 7, 8, 9-1, 9-2, 10-1, and 10-2. Since the gaming machine of this embodiment does not have a reserve for the second special symbol, 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 (won or lost the jackpot), the random number value for the jackpot pattern (jackpot pattern), the random number value for reach determination, 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, the winning information 1 corresponds to a performance in which a normal reach performance is executed and then a big win is achieved in a performance performed by the performance control board 120 using a variable time of 40,000 ms. In addition, 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 jackpot presentation. In addition, when the 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 presentation performed by the presentation control board 120 using a variable time of 70,000 ms, a normal reach presentation is executed, and then an SPSP reach presentation 1 is executed either via an SP reach presentation or directly, resulting in a jackpot. Furthermore, when the winning information 3-2 is selected, in the presentation performed by the presentation control board 120 using a variable time of 70,000 ms, a normal reach presentation is executed, and then an SPSP reach presentation 2 is executed either via an SP reach presentation or directly, resulting in a jackpot. The winning information 7, 8, 9-1, 9-2, 10-1, and 10-2 correspond to losing cases. In addition, 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 start winning designation command are not performed.
[0109] As described above, in the special pattern pre-determination table, the random number value for determining the special pattern determines whether it is a "jackpot," "small win," or "miss," and the random number value for the jackpot pattern determines the type of special game, whether it is a "long win" or a "short win." Furthermore, the "occurrence of a reach" etc. is determined based on the reach determination random number value. The fluctuation 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 reach determination, and the random number value for the fluctuation pattern. Therefore, the type of jackpot, the variation pattern, and the occurrence of a reach can be determined before the variation of the special symbols starts, depending on the DATA data of the start winning specification command. In addition, since a jackpot always accompanies a "reach," it can also be determined that a reach will occur because of the jackpot.
[0110] <Explanation of game state> Next, the game state as the game progresses will be described. In this embodiment, the "non-time-saving 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 starting hole 14 when a long-opening pattern is determined is set to 4.2 seconds, and the total opening time of second starting hole 14 when a short-opening pattern is determined is set to 0.2 seconds. In contrast, the "time-saving 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 starting hole 14 when a long-opening pattern is determined is set to 5 seconds, and the total opening time of second starting hole 14 when a short-opening pattern is determined is set to 3 seconds.
[0111] Also, in the "time-saving game state", the probability of winning in the lottery for normal symbols is higher than in the "non-time-saving game state". Therefore, in the "time-saving game state", the second starting hole 14 is more likely to be controlled to the second mode as long as the game ball passes through the gate 15 than in the "non-time-saving game state". As a result, in the "time-saving game state", the player can play without consuming game balls, and the game efficiency can be significantly improved compared to the non-time-saving 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", since it is difficult for a game ball to enter the second starting hole 14, the main feature is the change in 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 change pattern of the first special symbol when it is (usually) a miss is set to "3 seconds".
[0113] On the other hand, in the "time-saving game state", since the game ball is likely to enter the second starting hole 14, the change in 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 (usually) misses is set to "2 seconds." When configured in this manner, in the "time-saving play state", the time required for one change of the second special pattern is usually just "2 seconds", whereas in the "non-time-saving play state", the time required for one change of the first special pattern is "3 seconds", which is longer than in the "time-saving play 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, in the gaming machine 1 of this embodiment, the probability of winning a jackpot advantageous to the player is higher when the gaming ball enters the second starting hole 14 than when the gaming ball enters the first starting hole 13, so that the player is more likely to win a jackpot advantageous to the player during the time-saving gaming state than during the non-time-saving gaming state. In addition, the probability of winning in the lottery for normal symbols may be set so that it does not change 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 an initialization process. In this process, the main CPU 111 reads a boot program from the main ROM 112 and performs a process of initializing 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 value for the variation pattern and the random number value for reach determination. 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] <Timer interrupt processing on the main control board> FIG. 14 is a flowchart illustrating timer interrupt processing by the main control board. A reset clock pulse generating circuit provided on 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 registers 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 power 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 release 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 for updating the random number counters by incrementing the initial random number counter for determining a special symbol, the initial random number counter for a big win symbol, and the initial random number counter for a small win symbol by one.
[0119] In step S105, the main CPU 111 performs an input control process. In this input control process, the main CPU 111 judges 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 with reference to Figures 15 to 19. In step S106, the main CPU 111 executes a special symbol and special electric control process for controlling the special symbols and the special electric role object. The details will be described later with reference to Figs. 20 to 24. In step S107, the main CPU 111 performs normal symbol and normal electric control processing for controlling the normal symbols and normal electric role objects.
[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 won in 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 won, it sends a payout number designation command corresponding to each of them to the payout control board 130. More specifically, the general prize opening ball counter, the large prize opening prize ball counter, and the start prize opening prize ball counter are checked, and a payout number designation command corresponding to each prize opening is sent to the payout control board 130. After that, a predetermined data is subtracted from the prize ball counter corresponding to the sent payout number designation command, and the counter is updated. In step S109, the main CPU 111 performs data creation processing for external information data, start opening / closing solenoid data, big prize 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 a port output process for outputting signals of the external information data, the start opening / closing solenoid data, and the special winning opening / closing solenoid data created in the above step S109.
[0121] In addition, the main CPU 111 performs a display device output process to output the special symbol display device data and normal symbol display device data created in the above 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 command 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 by the main control board. First, in step S121, the main CPU 111 judges whether a detection signal has been input from the general winning opening detection switch 18a, that is, whether a game ball has entered the general winning opening 18. When the main CPU 111 inputs a detection signal from the general winning opening detection switch 18a, the main CPU 111 adds predetermined data to the general winning opening prize ball counter used for prize balls to update it. In step S122, the main CPU 111 determines whether a detection signal has been input from the special winning hole detection switch 16, that is, whether a gaming ball has entered the special winning hole 16 or not. 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 specified data to it, and also updates the counter in the large prize opening ball counter (C1) memory area for counting the game balls that have entered the large prize opening 16 by adding data to it.
[0123] In step S123, the main CPU 111 determines whether a detection signal from the first start hole detection switch 13a has been input, that is, whether a game ball has entered the first start hole 13, and sets predetermined data for determining whether a big win has occurred. This will be described in detail later with reference to FIG. 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 the game ball has entered the second start hole 14 or not. When the main CPU 111 receives a detection signal from the second start hole detection switch 14a, the main CPU 111 performs the same process as in 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 memory 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 or not. 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 explaining 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 hole detection switch 13a (Yes in step S131), processing proceeds to step S132; if a detection signal is not input from the first start hole detection switch 13a (No in step S131), the first start hole detection switch input processing is terminated. In step S132, the main CPU 111 performs a process of updating the start hole prize ball counter used for prize balls by adding predetermined data to the counter. Next, in step S133, the main CPU 111 judges 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 sections in the first special pattern memory area starting from the first memory section, and stores the acquired random number value for determining a special pattern in an available memory section. In step S135, the main CPU 111 acquires a random number value for the jackpot symbol, searches through available memory sections in the first special symbol memory area starting from the first memory section, and stores the acquired random number value for the jackpot symbol in an available memory section. In step S136, the main CPU 111 acquires random number values for game use (random number values for variation pattern 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 use (random number values for variation pattern 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 added number. In step S138, the main CPU 111 performs a pre-determination process (FIG. 17) for determining the random numbers acquired in steps S134 to S136 based on the pre-determination tables corresponding to the current game states.
[0126] <Pre-judgment process> FIG. 17 is a flowchart illustrating the pre-determination process performed by the main control board. First, in step S151, the main CPU 111 judges the random number value for determining the special symbol newly written in the special symbol reservation memory area based on the pre-determination table shown in FIG. Next, in step S152, the main CPU 111 determines whether or not a big win has been provisionally determined as a result of the big win determination in the above 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. When it is provisionally determined in the above step S152 that a big win has occurred, the main CPU 111 provisionally determines the type of special symbol (stop symbol data) by determining the newly written random number value for the big win symbol in step S153.
[0127] Next, in step S154, the main CPU 111 judges the newly written special symbol variation random number value, and provisionally judges 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 pre-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 FIG. 10 and FIG. 11, and is associated with information on a big win, a small win, and a miss. In step S152, when it is not provisionally determined as a big win (No in step S152), the main CPU 111 provisionally determines in step S156 whether or not it is determined as a loss.
[0128] If it is provisionally determined to be a miss 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 (including the provisionally determined variation pattern 20) indicating a miss in the performance transmission data storage area, and ends the preliminary determination process. If it is not provisionally determined to be a miss (No in step S156), the main CPU 111 ends the preliminary determination process without doing anything.
[0129] By the above-described advance judgment process, when the game ball enters the first starting hole 13, winning information can be transmitted to the performance control board 120 as a start 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 hole 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 the reserved ball reserved by the ball is processed, 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 explaining 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 hole detection switch 14a (Yes in step S161), processing proceeds to step S162; if a detection signal is not input from the second start hole detection switch 14a (No in step S161), the second start hole detection switch input processing is terminated. In step S162, the main CPU 111 performs a process of updating the start hole prize ball counter used for prize balls by adding predetermined data to it.
[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 random numbers for gaming (random numbers for variation patterns and random numbers for reach determination), and stores the acquired random numbers for gaming (random numbers for variation patterns) 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 play state where a game ball is shot aiming at the first start hole 14, it is almost impossible for a game ball to enter the second start hole 15, but it is possible for a game ball to enter the first start hole 14 during time-saving play. Also, it is possible that the reserved first special symbol remains during time-saving play after a jackpot. The fluctuation of the first special symbol during time-saving play hinders the fluctuation of the second special symbol. When time-saving play 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 newly generated during time-saving play.
[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 has been input from the specific area detection switch 17a (Yes in step S171), the main CPU 111 transfers the process to step S172, and if a detection signal has not been input from the specific area detection switch 17a (No in step S171), the main CPU 111 terminates the specific area detection switch input process. In step S172, the main CPU 111 determines whether or not the specific area 17 is in an effective period during which the specific area 17 is opened as a result of a small win. If it is determined that the valid period is in progress (Yes in step S172), the main CPU 111 advances the process to step S173, and if it is determined that the valid period is not in progress (No in step S172), the main CPU 111 advances the process 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 state information indicating the game state 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 second time-saving) is awarded after a jackpot. However, as explained in FIG. 7, the game state information at the time of passing through the specific area is important because the conditions for ending the time-saving game may differ depending on whether the game state at the time of the jackpot that awards the time-saving game is a non-time-saving game state or a time-saving game state. In step S174, the CPU 111 sets a specific area passage designation command for notifying the performance control board 120 that the game 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 the game ball is detected during the non-valid period of the specific area through which the game ball should not normally pass. 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 explaining the special chart special electricity control processing by the main control board. First, the main CPU 111 loads the value of the special picture special electric processing data in step S181, and refers to a branch address from the loaded special picture special electric processing data in step S182. In step S183, if the special symbol special signal processing data=0 (Yes in step S183), the main CPU 111 transfers the process to a special symbol memory determination process (step S184). In step S183, if the special picture special call processing data is not 0 (No in step S183), the main CPU 111 determines in step S185 whether the special picture special call processing data is 1. In step S185, if the special symbol special signal 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 special pattern change time 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 (e.g., 0.5 seconds). In step S185, when the special drawing special line processing data is not equal to 1 (No in step S185), the main CPU 111 determines in step S187 whether the special drawing special line processing data is equal to 2.
[0136] In step S187, if the special symbol special signal processing data=2 (Yes in step S187), the main CPU 111 transfers the process to the special symbol stop time process (step S188). In the special pattern stop processing in step S188, when the specified pattern stop time set in the special pattern change processing has elapsed, if the special pattern displayed and stopped is a big win pattern, the special pattern 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 pattern displayed and stopped is a small win pattern, the special pattern special electric processing data is set to "4", and then an opening command and opening time for a small win are set.
[0137] In step S187, if the special drawing special line processing data is not equal to 2 (No in step S187), the main CPU 111 determines in step S189 whether the special drawing special line processing data is equal to 3. In step S189, if the special symbol special signal processing data=3 (Yes in step S189), the main CPU 111 shifts the process to the big win game process (step S190). In the big win game process of step S190, when the opening of the big win is completed, the big win opening 16 is opened for a predetermined period according to the opening mode determination table for the big win (not shown). After the opening of the big win opening 16 is completed, an ending is performed for a predetermined period, and after the ending is completed, the special chart special electric processing data is set to "5".
[0138] In step S189, if the special picture special call processing data is not 3 (No in step S189), the main CPU 111 determines in step S191 whether the special picture special call processing data is 4. In step S191, if the special symbol special power processing data=4 (Yes in step S191), the main CPU 111 shifts the process to a small winning game process (step S192).
[0139] In the small win game processing of step S192, when the opening of the small win is completed, the large prize opening 16 is opened for a predetermined period according to the opening mode determination table for the small win (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, the special chart special electric processing data is set to "5". In step S191, if the special symbol special electric processing data is not equal to 4 (No in step S191), the main CPU 111 determines that the special symbol special electric processing data is equal to 5, and transfers the process to the special game end process (step S193). In the special game end process in step S193, the game state after the jackpot game is set to a sure-variable game state or a time-limited game state at the end of the jackpot, 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 by the main control board. In step S201, the main CPU 111 determines whether or not the special symbol is being variably displayed. If the special symbol is being variably displayed, that is, if the special symbol time counter is not 0 (Yes in step S201), the special symbol storage determination process is terminated. Also, if the special symbol is not being displayed in a variable manner, that is, if the special symbol time counter is 0 (No in step S201), in step S202, the main CPU 111 judges whether the first special symbol reserved number (U1) memory area is 1 or more. If the first special symbol reserved number (U1) memory area is not 1 or more (No in step S202), the main CPU 111 moves the process to step S213, and if it is judged that the first special symbol reserved number (U1) memory area is "1" or more (Yes in step S202), the main CPU 111 moves the process 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 the predetermined random number values (random number values for special symbol determination, random number values for big win symbol, random number values for small win symbol, random number values for reach determination, random number values for variable pattern) and the 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 the 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 (0th 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 (0th storage unit), and the data already written to the judgment storage area (0th 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. 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 (special symbol determination random number value, jackpot symbol random number value) written in the determination memory area (0th memory unit) of the special symbol reservation memory area in step S204. In the big win determination process in step S205, if it is determined that a big win has been won, a special symbol for the big win 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 state is a time-saving game state, the fluctuation pattern determination table for the time-saving game state shown in Fig. 11 is determined, and if the game state is a non-time-saving game state, the fluctuation pattern determination table for the non-time-saving 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 target position, and the random number value for the variation pattern are referenced, and a 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 a 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 performance transmission data storage area.
[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. This causes the first special symbol display device 20 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 in the special symbol time counter. Note that the special symbol time counter is decremented every 4 ms in S110.
[0147] In step S211, the main CPU 111 sets the customer waiting judgment flag to 00H. In other words, the customer waiting judgment flag is cleared. The customer waiting judgment flag = "00H" indicates that the special symbol is currently being displayed in a variable manner or that a special game is currently being played. On the other hand, when the special symbol is not being displayed in a variable manner or when a special game is not being played, the customer waiting judgment flag "01H" is stored. When the customer waiting judgment flag = "01H" is stored, a customer waiting command is set in step S215 described later, and the fact that the special symbol is not being displayed in a variable manner or a special game is not being played is transmitted to the performance control board 120.
[0148] In step S212, the main CPU 111 sets the special symbol special signal processing data=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 or not 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 pattern 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 a customer waiting command in the performance transmission data storage area, and ends the special symbol storage determination process.
[0149] FIG. 22 is a flowchart explaining the processing performed by the main control board when the 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 transfers the process to step S222. If it is determined that the stop time has not elapsed (No in step S221), the main CPU 111 transfers the special symbol stop process to step S222.
[0150] In step S222, the main CPU 111 determines whether or not the stopped special symbol is a special symbol that has won a big win. If it is determined that the special symbol is a winning symbol for a big win (Yes in step S222), the main CPU 111 shifts the process to step S223. If it is determined that the special symbol is not a jackpot winning symbol (No in step S222), the main CPU 111 shifts the process 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 signal processing data to 3, and transfers 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, 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 win (Yes in step S225), the main CPU 111 executes a small win opening transition process in step S226. Next, in step S227, the main CPU 111 sets 4 to the special signal 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-saving flag is set. The first time-saving flag is set at the end of a jackpot game when a jackpot with the first or second time-saving feature is won (FIG. 24), and is a flag indicating that the game is in a time-saving game state. 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 fluctuations has reached the specified number of times (Yes in step S231), in step S232, the main CPU 111 clears the first time reduction flag (ends the first time reduction or the second time reduction), and moves the process to step S240.
[0154] When 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 at the end of the fluctuation when the first special pattern fluctuates a specified number of times (800 times) without a jackpot being generated, resulting in the awarding of a "specific time-saving" mode, 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 a specified number (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 advances 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 advances the process to step S240. In step S237, the main CPU 111 sets a time-saving end condition for the specific time-saving. The time-saving end condition is that the first special symbol fluctuates 100 times (J1) and the second special symbol fluctuates once (J2). In step S238, the main CPU 111 sets a second time-shortening flag (specific time-shortening). In step S239, the main CPU 111 sets a time-saving count designation command. In step S240, the special symbol special signal processing data is set to 0, and the processing when the special symbol stops is terminated.
[0156] FIG. 23 is a flowchart explaining the small win game processing by the main control board. In step S241, the main CPU 111 determines whether or not the game is in the opening mode. If it is determined that the opening is in progress (Yes in step S241), the main CPU 111 shifts the process to step S242. If it is determined that the opening is not in progress (No in step S241), the main CPU 111 shifts the process 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), in step S261, the main CPU 111 determines whether or not the ending is in progress. When 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. When 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 chart special power processing data to 0 in step S263, and ends the small winning 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] When 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 is satisfied. When it is determined that the special prize opening condition is satisfied (Yes in step S245), the main CPU 111 executes the special prize opening process in step S246. Next, in step S247, the main CPU 111 determines whether or not the specific area release condition is satisfied. If it is determined that the specific area release condition is satisfied (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 a specific area closing condition is met. When 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 a 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 a special prize opening closing process 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 a 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 (FIG. 19, step S173) is not set (No in step S255), the main CPU 111 executes an ending transition process in step S259, and sets an 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 port is not satisfied (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 satisfied (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 satisfied (No in step S249), the main CPU 111 advances the process to step S251. When it is determined in step S251 that the special prize opening closing condition is not satisfied (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 end condition of the time-saving play is 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 winning, i.e., when the fluctuation begins, and for the second special symbol, the game state at the time of the V winning of the 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 winning of the jackpot.
[0163] If it is determined that the stopped symbol is not a special symbol that has been selected for a jackpot (is a small jackpot) (Yes in step S282), in step S284, the CPU 111 acquires the game status at the time of V winning in a small jackpot game that is a big jackpot and results in a time-saving game. In step S285, the CPU 111 determines the time-saving end condition (J1, J2) based on the game state at the time of the jackpot that resulted in the time-saving game being awarded, obtained in step S283 or step S284 (FIG. 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 corresponding 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 process.
[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, the performance control board 120 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 explaining the main processing by the performance control board. In step S510, the sub CPU 121 performs an initialization process. In this process, the sub CPU 121 reads a main processing program from the sub ROM 122 in response to power-on, and also performs a process of initializing and setting flags and the like stored in the sub RAM 123. When this process ends, the process proceeds to step S520. In step S520, the sub CPU 121 performs a process of updating the random number values for performance. In this process, the sub CPU 121 performs a process of updating various random number values stored in the sub RAM 123. After this, the process of step S510 is repeated until a predetermined interrupt process is performed.
[0166] <Timer interrupt processing for the performance control board> FIG. 26 is a flowchart explaining 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 a command analysis process. In this process, the sub CPU 121 performs a process of analyzing a command stored in the receive buffer of the sub RAM 123. A specific description of the command analysis process 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 of the performance control board 120 (not shown) occurs, and the received command is stored in a reception buffer. After that, in step S603, an analysis process of the received command is performed.
[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 flow charts for explaining the command analysis process by the performance control board. Note that the command analysis process 2 shown in FIG. 27 is carried out following the command analysis process 1 shown in FIG. In step S611, the sub CPU 121 checks whether or not there is a command in the receive buffer, and determines 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 sub CPU 121 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 shifts the process to step S622, and if it is not a customer waiting command (No in step S621), the sub CPU 121 shifts the process to step S631. In step S622, the sub-CPU 121 performs a customer waiting performance pattern determination process to determine a customer waiting performance pattern. Specifically, the sub-CPU 121 determines a customer waiting performance pattern, sets the determined customer waiting performance pattern in a performance pattern storage area, and sets data based on the determined customer waiting performance pattern in a transmission buffer of the sub-RAM 123 to transmit information on the determined customer waiting performance pattern to the image performance control board 150 and the lamp control board 140.
[0171] In step S631, the sub-CPU 121 checks whether the command stored in the receive buffer is a start winning designation command. If the command stored in the receive buffer is a start winning designation command (Yes in step S631), the sub-CPU 121 shifts the process to step S632, and if it is not a start winning designation command (No in step S631), the sub-CPU 121 shifts 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 pre-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 reservation display mode determination process to transmit a reservation display command to the image control board 150 and the lamp control board 140 to perform reservation display in a predetermined mode. As a result, the image display device 31 displays the current number of reserved items in the first reservation (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 a 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 for determining a rendering scenario based on the received variation pattern designation command and on FIGS. 33, 34, 35, and 36, which will be described later. In step S643, the sub CPU 121 executes the advance notice performance determination process. In the advance notice performance determination process, the sub CPU 121 determines a weak advance notice independent of the scenario, or determines a reserved change scenario of the variable icon by using the table of FIG. As mentioned above, since weak predictions and the like do not have a significant impact no matter how they are carried out, whether or not they are carried out and the manner in which they are carried out can be determined by an independent lottery, as in the past. 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 transmit information on the hold display data after the shift 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 receiving buffer is a performance symbol designation command. If the command stored in the receive buffer is a performance symbol designation command (Yes in step S651), the sub-CPU 121 transfers the process to step S652, and if it is not a performance symbol designation command (No in step S651), the sub-CPU 121 transfers the process to step S661.
[0176] In step S652, the sub-CPU 121 performs a performance symbol determination process for determining the performance symbol 35 to be stopped and displayed on the image display device 31 based on the content of the received performance symbol designation command. Specifically, the sub-CPU 121 analyzes the performance symbol designation command, determines performance symbol data constituting a combination of performance symbols 35 according to the presence or absence of a jackpot and the type of the jackpot, and sets a symbol command based on the determined performance symbol data in the 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 shifts the process to step S662, and if it is not a symbol determination command (No in step S661), the sub CPU 121 shifts the process 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 receive buffer is a normal map fluctuation pattern designation command (Yes in step S671), the sub-CPU 121 transfers the process to step S672, and if it is not a normal map fluctuation pattern designation command (No in step S671), the sub-CPU 121 transfers the process 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 opening start command (Yes in step S681), the sub CPU 121 transfers the process to step S682, and if not (No in step S681), the sub CPU 121 transfers the process to step S700. In step S682, the sub-CPU 121 performs a long-time opening performance process. Here, a notification performance is executed to notify the player that the second start hole 14 will be opened for a long time (4.2 seconds) in the non-time-reduction gaming state.
[0180] In step S691, the sub-CPU 121 checks whether the command stored in the receiving 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 not (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 performance pattern data corresponding to the received normal pattern confirmation command and a pattern stop command for stopping the display of the normal performance pattern in the transmission buffer of the sub-RAM 123 in order to stop the display of the normal performance pattern.
[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 state designation command (Yes in step S700), the sub-CPU 121 transfers the process to step S701, and if it is not a game state designation command (No in step S700), the sub-CPU 121 transfers the process to step S711. In step S701, the sub-CPU 121 sets the game state based on the received game state designation command in a 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 moves the process to step S712, and if it is not an opening command (No in step S711), the sub CPU 121 moves the process to step S721.
[0182] In step S712, the sub-CPU 121 performs a winning start performance pattern determination process to determine a winning start performance pattern. Specifically, the sub-CPU 121 determines a winning start performance pattern based on the opening command, sets the determined winning start performance pattern in the performance pattern storage area, and sets data based on the determined winning start performance pattern in the transmission buffer of the sub-RAM 123 to transmit information on the determined winning start performance 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 big prize opening opening designation command that indicates the start of a big prize round game. If the command stored in the receive buffer is a command to open the large prize opening (Yes in step S721), sub-CPU 121 transfers the process to step S722, and if it is not a command to open the large prize opening (No in step S721), sub-CPU 121 transfers the process to step S731.
[0183] In step S722, the sub-CPU 121 performs a process of determining a mid-round performance pattern to determine a big win performance pattern. Specifically, the sub-CPU 121 determines a mid-round performance pattern for each round that starts based on a big prize opening command that has information about which round game will start. The sub-CPU 121 then sets the determined mid-round performance pattern in the performance pattern storage area, and sets corresponding data in the transmission buffer of the sub-RAM 123 to transmit information about the performance pattern to the image control board 150 and the lamp control board 140. In step S731, the sub CPU 121 checks whether or not 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 a pause effect pattern determination process for determining an 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 performance pattern determination process to determine a winning end performance pattern. Specifically, the winning end performance pattern is determined based on the ending command, and the determined winning end performance pattern is set in the performance pattern storage area, and data based on the determined winning end performance pattern is set in the transmission buffer of the sub-RAM 123 in order to transmit information on the determined winning end performance 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 ball entry command into the big prize hole. If the command stored in the receiving buffer is a ball entry command for the big prize opening (Yes in step S751), the sub-CPU 121 transfers the processing to step S752, and if it is not a ball entry command for the big prize opening (No in step S751), the sub-CPU 121 terminates the command analysis processing. In step S752, the sub-CPU 121 sets the special prize opening ball entry command in the transmission buffer of the sub-RAM 123 in order to transmit it 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 is 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 is no effect button detection signal (No in step S831), it ends the process, and if it determines that there is a 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 executable flag = 01 is set in the storage area of the sub RAM 123. If the button operation performance executable flag = 01 is not set (No in step S832), the sub CPU 121 ends the process, and if the button operation performance executable flag = 01 is set (Yes in step S832), the sub CPU 121 proceeds to the process of step S833.
[0188] The button operation effect execution possible flag determines whether or not a state is available in which an effect corresponding to that operation can be executed based on the button operation that has been performed. If the flag is "01", it means that it is possible to execute the effect corresponding to that operation, and if the flag is "00", it means that it is not possible to execute the effect corresponding to that operation. The flag "01" is set to coincide with 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 performance execution command in the transmission buffer. This command is a command for causing the image control board 150 to execute a performance corresponding to the operation of the performance 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 sound 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 an initialization process. In this process, the host CPU 151 reads a main processing program from the host ROM 153 in response to power-on, and instructs the initial settings of various modules of the host CPU 151 and the VDP 200.
[0193] In step S902, host CPU 151 performs a performance pattern (performance scenario) designation command analysis process to analyze a performance pattern designation command transmitted from performance control board 120 (a command stored in the receiving buffer of 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. After that, 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 reception buffer. If an effect pattern (effect scenario) designation command is not stored in the reception buffer, the process proceeds directly to step S903. If a performance pattern (performance scenario) designation command (+performance control command) is stored in the receiving buffer, a new performance pattern designation command is read, and one or more animation groups to be executed are determined based on the read performance pattern designation command, and an animation pattern is determined from each animation group. Then, when the animation pattern is determined, the read performance pattern (performance scenario) designation command is erased from the transmitting buffer.
[0195] In step S903, the host CPU 151 performs animation control processing, in which the addresses of various animation scenes are updated 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 display information (sprite identification number, display position, etc.) of one frame of the animation scene at the updated address, in accordance with the priority order (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=01. Here, as described later in Fig. 30(b), if the previous display list drawing is completed at the V blank interrupt every 1 / 60 seconds (about 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=01 (Yes in step S905), the host CPU 151 moves the process to step S906, and if the FB switching flag=00 (No in step S905), the host CPU 151 waits until the FB switching flag=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, rendering execution start data is set in the rendering register to instruct the VDP 200 to perform rendering on the display list that has already been output. That is, rendering is instructed to be performed on the display list output in step S904 above. 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 process 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 which is performed in response to input of a drawing end interrupt signal, and a V blank interrupt processing which 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 drawing end interrupt processing 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 the drawing end flag on) 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 explaining the V blank interrupt processing 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 a V blank interrupt process.
[0201] In step S921, the host CPU 151 performs processing to update various counters, such as the "scene change counter," the "wait frame," and the "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 the current V blank interrupt process. In other words, even if a V blank interrupt signal is input, if drawing is not completed, the processes after step S923 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 and controls the operation of the performance prop device 32, and also reads out a performance lighting device control program based on the received performance command and controls the performance lighting device 33 and the 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 an operation program for the performance button 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 gaming state, which is a feature of the gaming machine of this embodiment, will be described in detail with reference to FIG. 32 and FIG. 6 to FIG. The gaming machine of this embodiment is a so-called type 1 and type 2 mixed type gaming machine. In the following description, the first time reduction is a time reduction game state in which the player hits the ball with his / her right hand and aims the ball at the second starting hole 14 to play a right-hand hit game. The second time-saving state is a time-saving 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 big win game returns to a left-handed shot after the big win game ends.
[0204] As shown in Fig. 9(a-2), during the first time-saving period, when a winning is determined by the lottery of the normal symbol due to the game ball passing through the gate, the probability that the second starting hole 14 will be opened for a long time (long opening) is very high (6450 / 65536) compared to when there is no time-saving period (1 / 65536). Of course, as shown in Fig. 5(c), the probability that a winning is determined by the lottery of the normal symbol is also high compared to when there is no time-saving period. As a result, during the first time reduction, the game ball is more likely to enter the second starting hole 14, and the second special symbol is more likely to change.
[0205] The first time-saving ends when the first special symbol changes 100 times or the second special symbol changes once, and the game state returns to the non-time-saving game state. As explained in FIG. 7, the condition for ending the first time-saving is that the first special symbol changes 100 times (J1) or the second special symbol changes once (J2). The reason why the number of times the first special symbol changes is set as the end condition of the first time reduction, which is supposed to be mainly performed by hitting the right hand side, is because the reserved first special symbol may change during the first time reduction. If the first time reduction ends with one 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 to the first special symbol changing 100 times. The number of times is not limited to this.
[0206] As shown in FIG. 9(a-3), during the second time-saving period, when a winning symbol is determined by the lottery of a normal symbol passing through the game ball gate, the probability that the second starting hole 14 will be opened 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 or 10 times, or when the second special symbol has changed 10 times, and the game state returns to a non-time-saving game state. As described 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 FIG. 5(c), the probability of a winning regular symbol being selected is higher than in the non-time-saving state, and the second time-saving state is a time-saving game state. However, during the second time-saving state, although it is easier for the ball to enter the second starting hole 14 than in the non-time-saving game state, it is relatively difficult for the ball to enter the second starting hole 14, and the second special symbol is also unlikely to change. The possibility of the second special symbol changing when the ball is hit to the right during the second time-saving state is not zero, but is set to be low.
[0208] In Figure 32, (a) shows the transition of the game state when a jackpot is won in the drawing of the first special pattern during non-time-saving mode, (b) shows the transition of the game state when a jackpot is won in the drawing of 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 drawing of the second special pattern during the first time-saving mode.
[0209] In the non-time-saving gaming state (non-time-saving gaming state), the player plays a left-handed game, and when the gaming machine wins the first starting hole 13, a lottery for a first special symbol is held. When a jackpot is won, as shown in Figures 32(a) and 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 a lottery for a first special symbol is held in response to the game machine winning at the first starting hole 13. When a jackpot is won, as shown in Fig. 32(b) and Fig. 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 special pattern 3, which does not grant a time reduction, will grant the first time reduction. As explained above, the first special pattern 3 is a special pattern that does not award time reduction when selected during a non-time-saving game state, but awards time reduction when selected during a time-saving game state. As a result, if you win a jackpot in a non-time-saving game state (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 states 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 a lottery for a first special symbol is held in response to the winning of the gaming machine at the second starting hole 14. When a jackpot is won, as shown in Figure 32(c) and Figure 6(a-2), the second special pattern will change when the player hits the right hand during the first time reduction, and if a jackpot is won in the lottery for the second special pattern during the first time reduction, there is a 93% probability that the second special pattern 1 will be selected as the jackpot pattern and the first time reduction will be granted, and there is a 7% probability that the first special pattern 2 will be selected and the second time reduction will be granted. When a small prize is won, the specific area 17 is opened, and since there is no losing area in the specific area 17 and the winning game ball is almost certain to enter the V zone, if the game ball enters the specific area 17, there is a 1 / 1 chance of winning the big prize and the big prize game is played. There is a 93% chance that the small prize special pattern 1 is selected and the first time reduction is granted, and there is a 7% chance that the small prize special pattern 2 is selected and the second time reduction is granted. The end condition for this second time reduction is 10 times or 29 times (the number of times the first special pattern changes), and the 7% rate is the sum of the rate of the time reduction game state that grants 10 times of time reduction for the first special pattern and the rate of the time reduction game state that grants 29 times of time reduction.
[0212] Incidentally, if the second time reduction is granted after a jackpot (a jackpot won during a non-time-reduced play state or a jackpot won during the first time-reduced play state), the probability that the first time reduction will be granted after a jackpot is 80% for the reasons explained above until the first special pattern has changed 10 or 29 times. However, when the second time reduction ends as the number of spins (the number of times the special pattern has changed) meets the end condition and the game returns to a non-time-reduced play state, the probability that the first time reduction will be granted returns to 60%. That is, in the gaming machine 1 of the present embodiment, the probability of granting the first time reduction after a big win can be changed according to the number of spins.
[0213] If the first time-saving mode is not applied after a jackpot, the player cannot tell whether the first 29 spins (or 10 spins) of the first special symbol are in a non-time-saving mode where the second time-saving mode is not applied, or in the second time-saving mode. Therefore, the 29 spins (or 10 spins) after a jackpot can be used as a chance zone that attracts players because it is highly likely that the first time-saving mode will be entered. As a result, if another jackpot occurs early after a jackpot (29 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-saving performance differs even in the same time-saving game state between the first time-saving mode in which the second starting hole 14 is likely to be opened long when the game ball passes through the gate 15, resulting in the second special symbol being likely to change, and the second time-saving mode in which the second starting hole 14 is unlikely to be opened long even when the game ball passes through the gate, resulting in the second special symbol being unlikely to change.
[0214] The following describes the effects performed in the gaming machine of this embodiment and the handling of various commands used to realize them. The effects performed in the gaming machine of this embodiment are controlled by the effect control board 120. An explanation will be given of a presentation scenario determination table for determining presentations to be performed in the gaming machine of this embodiment. Conventionally, when deciding on a performance, the performance (notice) was selected by lottery based on the fluctuation pattern. For example, when a fluctuation pattern that performs an SPSP reach was decided as the fluctuation pattern, the execution of the corresponding notice performance and the content of the performance were decided by individual lottery. The combinations of performances are enormous, making debugging difficult. As a result of individually drawing lots for the preview performances, a low-expectation preview that would not be executed in the event of a big win may be executed at the beginning of the fluctuation, virtually confirming a loss, but then a high-expectation preview may be executed afterwards, disappointing the player.
[0215] In contrast, the gaming machine 1 of this embodiment manages the flow of presentations executed within a fluctuation with scenarios classified by reliability (high reliability scenario, medium reliability scenario, low reliability scenario), and selects a scenario according to the reliability to simultaneously draw lots for multiple presentations, including reliability. The gaming machine 1 determines, based on the fluctuation pattern, which of the high reliability scenario, the medium reliability scenario, and the low reliability scenario to execute, using the presentation scenario determination tables of FIG. 33 to FIG. 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 different degrees of 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 it does not have a large impact no matter how weak notices are executed, it is possible to determine whether or not to execute them and the execution mode by independent lottery as in the past.
[0216] 33 to 36 are diagrams showing an example of a presentation scenario determination table based on a variation pattern of the special symbol in the first special symbol display device 20. FIG. The "presentation scenario determination table" refers to, for example, one of a plurality of presentation scenario determination tables according to the current game status and presentation mode, and here, one presentation scenario determination table will be explained as an example. It should be noted that a presentation mode is a mode that has different backgrounds, background music, and options for variable presentation, for example, and can be switched to as appropriate 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 prop device 32, performance lighting device 33, and audio output device 34) performed during the variation of the special symbol. For example, in the image display device 31, the variation mode of the performance symbol 35 is determined by the performance scenario. The lighting mode (light color) of the board lamp 60 and the frame lamp 61 is also determined by the performance scenario. In this embodiment, "light emission corresponding to variable performance" means the lighting of the board lamp 60 and the frame lamp 61 based on the performance scenario, and "color corresponding to variable performance" means the lighting color of the board lamp 60 and the frame lamp 61 based on the performance scenario.
[0218] In other words, the "light emission corresponding to variable performance" is the lighting state of the frame lamp 60 and the board lamp 61 that matches the performance image and music in the variable performance (such as 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, a performance 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 response to these performance images and sounds, the frame lamp 60 and the board lamp 61 emit light. Alternatively, during an SPSP reach, a performance 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 response to these performance images and sounds, the frame lamp 60 and the board lamp 61 emit light.
[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 "variable performance lighting" based on the performance scenario. "Normal illumination" refers to the illumination mode of the board lamp 60 and the frame lamp 61 after "the variation ends (after the pattern is not determined)". Alternatively, "normal illumination" refers to the illumination mode during "waiting for customers (during demonstration)", and is performed in response to a customer waiting command, and the board lamp 60 and the frame lamp 61 are controlled to emit light in the illumination mode for waiting for customers. When a variation pattern designation command is received while waiting for customers, the board lamp 60 and the frame lamp 61 will emit light in a color based on the performance scenario. If a special pattern is reserved, when the fluctuation ends, the panel lamp 60 and frame lamp 61 will change from the fluctuation performance-compatible illumination to "normal illumination," and when the next fluctuation begins (when the fluctuation pattern designation command is received), the panel lamp 60 and frame lamp 61 will again change to "fluctuation performance-compatible illumination."
[0220] Furthermore, in the gaming machine of this embodiment, various advance notice effects (cut-in effects, button effects, etc.) are performed during the variable effects. In addition to being displayed on the image display device 31, these effects may be accompanied by the illumination of the board lamp 60 and the frame lamp 61 according to the contents of 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 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 described later, there are three types of cut-in images, in order of increasing expectation: premier cut-in images, strong cut-in images, medium cut-in images, and weak cut-in images. The premium cut-in image is a rainbow-colored image indicating a guaranteed big win, the strong cut-in image is a red image indicating high expectation, the medium cut-in image is a green image indicating medium expectation, and the weak cut-in image is a blue image indicating low expectation. Depending on the color of the cut-in image, the expectation of a big win can be clearly presented to the player. 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 performance, 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 performance, they emit light in green in response to the display of a green cut-in image, in a strong cut-in performance, they emit light in red in response to the display of a red strong cut-in image, and in a premium cut-in performance, 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) which 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 jackpot determination result 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 jackpot 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 degree of expectation, as indicated by the light emission color of the light source provided on the effect button 8, or the like. In the premium button effect, the effect button is illuminated in rainbow colors to indicate a guaranteed jackpot, in the strong button effect, the effect button is illuminated in red to indicate high expectations, and in the weak button effect, the effect button is illuminated in white to indicate low expectations.
[0224] In this embodiment, when executing a button effect, regardless of whether it is a weak button effect or a strong button effect, and regardless of 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 low 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 performance are also referred to as "light emission corresponding to button performance" and "light emission color corresponding to cut-in performance", and are described as being distinct from other "light emission corresponding to variable performance" 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 illumination of the board lamp 60 and frame lamp 61 can also be said to be both a "button effect-compatible illumination" and a "confirmation effect-compatible illumination."
[0226] In addition, the "pseudo consecutive performance" is a preview performance in which the performance pattern 35 is temporarily stopped during one special pattern display and then re-changed once or multiple times, simulating multiple display changes. The more times the re-change occurs, the higher the chance of a big win. In addition, in the "pseudo consecutive performance", the frame lamp 60 and the board lamp 61 are illuminated in the above-mentioned "pseudo consecutive performance corresponding light emitting color". 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 for performing a pseudo consecutive presentation is selected based on the presentation scenario determination table, the number of times (the number of steps) the pseudo consecutive presentation is re-changed can be determined based on, for example, the provisions of the presentation scenario itself. Regarding the "pseudo consecutive performance", a "pseudo consecutive performance corresponding light emission" is performed which takes precedence over the variable performance corresponding light emission uniquely determined by the performance scenario. The "illumination corresponding to pseudo consecutive performance" can be an illumination pattern in which the illumination color of the different frame lamps 60 and board lamps 61 changes each time the performance pattern changes again and the performance develops.
[0227] Also, when the performance symbol is temporarily stopped in a big win mode, the board lamp 60 and frame lamp 61 will emit rainbow colors instead of the variable performance corresponding color (other than rainbow) determined in the previous performance scenario. The rainbow emission of the board lamp 60 and frame lamp 61 corresponding to the temporary stop in a big win mode, which is performed as a confirmed performance, is performed within the flow of the variable performance, but is different from the previous variable performance corresponding emission. Furthermore, when the confirmed gimmick 32 is activated, the board lamp 60 and the frame lamp 61 will change from the variable performance corresponding color (other than rainbow) determined in the performance scenario up to that point 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 explained to be distinct from the other "lights corresponding to variable performances" of the frame lamps 60 and board lamps 61 determined by the performance scenario.
[0228] In this embodiment, the illumination of the board lamp 60 and frame lamp 61 in rainbow colors indicates a confirmed big win, and is a special illumination that accompanies the premium button performance, the premium cut-in performance, and the confirmation performance (the performance pattern is displayed as a temporary stop in the big win mode, and the operation of the confirmation gimmick 32). Therefore, when simply describing "illumination corresponding to variable performance" and "color corresponding to variable performance," this means illumination and the color of the illumination other than rainbow colors.
[0229] In addition, the red, blue, green and rainbow light emitted by the board lamp 60 and the frame lamp 61 during preview effects such as button effects, cut-in effects and gimmick operations as described above is "superimposed" (overwritten) on the "light emission 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 it can only emit one color at a time, it is naturally not possible to emit light resulting from different effects simultaneously (in layers). Therefore, a priority order is set in advance between the variable effects and the preview effects, and the effect (light emission) with the highest priority is given priority in lighting up 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 by variable effects may take priority over the light emitted by 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 performance", "light emission corresponding to button performance", and "light emission corresponding to confirmed performance" are performed with a higher priority than the lighting of the frame lamp 60 and the board lamp 61 based on the performance scenario, so that the frame lamp 60 and the board lamp 61 light up in the "light color corresponding to cut-in performance", "light color corresponding to button performance", and "light color corresponding to confirmed performance". In addition, in the case of the "normal reach strong notice" described later, the frame lamp 60 and the board lamp 61 will light up in the "normal reach 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 the performance symbols 35 that notify a transition to a special game are displayed stationary, and the other performance symbols 35 are displayed variably. For example, when a combination of three-digit performance symbols 35, "777," is set as a combination of the performance symbols 35 that notifies a transition to a big win game, the term refers to a state in which two performance symbols 35 are displayed stationary at "7," and the remaining performance symbols 35 are displayed variably.
[0233] As explained in the variation pattern determination table 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 expectation of winning a jackpot, in which two performance symbols 35 (left symbol, right symbol) temporarily stop in the left and right regions of the display unit of the image display device 31, and the remaining performance symbol 35 fluctuates in the center region. As described later, during the "normal reach", the performance symbol 35 is a symbol that adds decoration to a number symbol. An "SP reach" is a super reach that has a higher chance of winning a jackpot (a special game being played) than the "normal reach" described above, and it mainly develops from a "normal reach". The performance screen is changed to a special one, and the display mode of the performance pattern 35 also changes. For example, the decoration pattern 35 is no longer decorated, and only the number pattern is displayed. Furthermore, the "SPSP reach" is a reach that has a higher chance of winning the jackpot (a special game will be executed) than the "SP reach". It can develop from the "SP reach" or directly from the "normal reach". It can also display a different screen or movie from the "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 lead to SP reaches. The zone effect is an effect that suggests a higher expectation than the previous effect, even if the same effect as the previous effect is performed, by performing a band display indicating that the zone effect is being performed, a change in the background screen, a change in the decoration of the effect pattern, etc. When performing a pattern change according to a change pattern that causes a reach effect with a high expectation, the execution of the zone effect can be selected. It is possible to progress to 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. Whether the zone performance is performed and the band display is performed during the SPSP reach, or the zone performance is not performed and the band display is not performed, the band display will end and the same performance will occur after the result is decided (after the deciding performance is executed and the pattern is provisionally determined).
[0235] The rendering scenario determination table shown in FIG. 33 to FIG. 36 is configured by associating the variation pattern designation command received from the main control board 110, the rendering random value 1, and the rendering scenario. 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 obtains 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] In the production scenario determination table of Fig. 33, production scenarios that develop into normal reach, SP reach, and SPSP reach and become a first time-saving jackpot are mainly defined. In the production scenario determination table of Fig. 34, variation scenarios that develop into normal reach, SP reach, and SPSP reach and become a second time-saving jackpot are mainly defined. In the production scenario determination table of Fig. 35, variation scenarios that develop into normal reach, SP reach, and SPSP reach and become a jackpot without time-saving are mainly defined. In the production scenario determination table of Fig. 36, variation scenarios that develop into normal reach, SP reach, and SPSP reach and become a loss are mainly defined.
[0237] The types of rendering scenarios designated in the rendering scenario determination tables shown in Figures 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 executing a normal reach, this is the presentation (presentation pattern) that results in the first jackpot with time-saving. 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 Fig. 33. In this case, the range of effect random value 1 corresponding to the scenario types of low expectation, medium expectation, and high expectation may be allocated to the scenario No. evenly or completely 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. Specifying an effect not shown in FIG. 33, 3, 4... for a weak SP, 3, 4... for a medium SP, or 3, 4... for a strong SP may be selected. The range of the presentation random number value 1 corresponding to the scenario types of low expectation, medium expectation, and high expectation may be allocated evenly 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 types with low expectation, select 1, 2, 3, or 4 per weak SPSP; from the scenario types with medium expectation, select 1, 2, 3, 4, 5, 6, 7, or 8 per medium SPSP; and from the scenario types with high expectation, select 1, 2, 3, or 4 per strong SPSP. The range of the presentation random number value 1 corresponding to the scenario types of low expectation, medium expectation, and high expectation may be allocated evenly to the scenario numbers, or may be allocated completely unevenly. For example, the 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 "16" to "19" as 1 per medium SPSP, "20" to "23" as 2 per medium SPSP, "24" to "27" as 3 per medium SPSP, "28" to "31" as 4 per medium SPSP, "32" to "35" as 5 per medium SPSP, "36" to "39" as 6 per medium SPSP, "40" to "42" as 7 per medium SPSP, and "43" to "44" as 8 per medium SPSP. The random value 1 for 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. Specifying effects not shown in FIG. 33, 5, 6... for weak SPSP, 9, 10... for medium SPSP, and 5, 6... for strong SPSP may be selected.
[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. Except for the fact that the performance content (performance pattern) is a second time-saving big win after the normal reach is executed, it is the same as the variation patterns 1 and 21 in Fig. 33. The performance random number value 1 and the type of the corresponding scenario may be different.
[0241] A case will be described where the fluctuation pattern designation command received from the main control board 110 indicates fluctuation patterns 5-1 and 25-1. After executing the normal reach, it develops into the SP reach, and the performance content (performance pattern) is the same as that of the variation patterns 2-1 and 22-1 in Figure 33, except that it is a big win with a second time reduction. The performance random number value 1 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, this is the same as the variation patterns 3-1 and 23-1 in Fig. 33. The random value 1 for performance and the type of scenario corresponding to it may be different.
[0243] A case will be described in which the fluctuation pattern designation command received from main control board 110 indicates fluctuation patterns 7 and 27, as shown in FIG. Other than the fact that the performance content (performance pattern) is a big win without time reduction after the normal reach is executed, it is the same as the variation patterns 1 and 21 in Fig. 33. The performance random number value 1 and the type of the corresponding scenario 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 the normal reach, it develops into the SP reach, and the performance content (performance pattern) is the same as that of the variation patterns 3-1 and 23-1 in Figure 33, except that it is a big win without time reduction. The performance random number value 1 and the type of scenario corresponding to it may be different.
[0245] A case will be described where the fluctuation pattern designation command received from the main control board 110 indicates fluctuation patterns 9-1 and 29-1. After executing the normal reach, it develops into the SP reach, then into the SPSP reach, and the performance content (performance pattern) is the same as that of the variation patterns 2-1 and 22-1 in Figure 33. The performance random number value 1 and the type of the corresponding scenario 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 1 for presentation is between "0" and "49", a scenario type with low expectation is selected, and if the random number value 1 for presentation is between "50" and "99", a scenario type with medium expectation is selected. For example, from a scenario type with a medium expectation, a weak N miss 1 is selected, and from a scenario type with a high expectation, a strong N miss 1 is selected. Weak N miss 2, 3..., medium N miss 2, 3, 4..., strong N miss 2, 3, 4... may be selected to specify an effect not shown in Figure 36. The range of the presentation random number value 1 corresponding to the scenario types of low expectation, medium expectation, and high expectation may be allocated evenly 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 expectation, select either Weak SP Miss 1 or 2; from scenario types with medium expectation, select either Medium SP Miss 1 or 2; from scenario types with high expectation, 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 presentation random number value 1 corresponding to the scenario types of low expectation, medium expectation, and high expectation may be allocated evenly 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 types with low expectation, select either Weak SPSP Miss 1, 2, 3, or 4; from the scenario types with medium expectation, select either Medium SPSP Miss 1, 2, 3, 4, 5, or 6; and from the scenario types with high expectation, select either Strong SPSP Miss 1, 2, 3, or 4. For example, from scenario types with low expectation, select 1, 2, 3, or 4 per weak SPSP; from scenario types with medium expectation, select 1, 2, 3, 4, 5, 6, 7, or 8 per medium SPSP; and from scenario types with high expectation, select 1, 2, 3, or 4 per strong SPSP. The range of the presentation random number value 1 corresponding to the scenario types of low expectation, medium expectation, and high expectation may be allocated evenly to the scenario numbers, or may be allocated completely unevenly. For example, a random 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. It is also possible to assign "50" to "54" to middle SPSP miss 1, "55" to "59" to middle SPSP miss 2, "60" to "64" to middle SPSP miss 3, "65" to "69" to middle SPSP miss 4, "70" to "74" to middle SPSP miss 5, "75" to "79" to middle SPSP miss 6, "80" to "84" to middle SPSP miss 7, and "85" to "90" to middle 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 FIG.
[0249] The following describes the content of the presentation scenarios shown in Figures 33 to 36. The content of the presentation described below is merely an example and is not limited to these, but presentations included in the same presentation 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 FIG. 34 and FIG. For example, although a pseudo consecutive win is given as an example of a performance before a reach is reached, a line preview or conversation preview may be executed that suggests the likelihood of a big win by the content of the line or the display color. In addition, although only the strong notice is exemplified as the performance during the normal reach, a weak notice having a lower expectation than the strong notice may be executed. As the weak notice during the normal reach, for example, a line notice or a conversation notice may be executed.
[0250] Dialogue announcements that are given as weak announcements before or during a reach can be said to not contribute to indicating the degree of expectation, so whether or not to execute them can be decided separately from the performance scenario. A reserve change notice may be executed to suggest the probability of a big win by changing the display color or display form of the variable icon. The reserve change notice may be executed multiple times in one change across different reaches, and a reserve change pattern that matches 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, the reserve change to a gold reserve or red reserve with high expectation is prevented in spite of a failure change, and a high expectation notice is prevented from being executed frequently in spite of a failure change to a green reserve with low expectation.
[0251] A weak N hit 1 is a scenario in which a jackpot occurs without any pseudo consecutive hits or strong pre-reach notices. 1 weak N hit is a pseudo-consecutive that changes again once before the reach and a performance scenario that does not make a strong notice during the normal reach. A strong N hit 1 is a performance scenario in which a pseudo-consecutive win occurs with one re-flux before the reach, and a strong notice is made during the normal reach.
[0252] Weak SP hit 1 is a performance scenario in which there is no pseudo-consecutive win before the reach, no strong announcement 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 win before the reach, a strong announcement is made during the normal reach, sub-characters do not appear during the SP reach, and the dialogue color changes.
[0253] For a medium SP hit, a pseudo-consecutive win occurs where one re-change occurs 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 there is one re-change before the reach, a strong announcement occurs during the normal reach, and during the SP reach, a sub-character appears and the dialogue color changes.
[0254] When a strong SP hits, a pseudo-consecutive win occurs in which two re-changes occur before the reach, a strong announcement is made during the normal reach, and during the SP reach, a sub-character appears 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, an enemy character launches a preemptive attack during the SPSP reach, a weak cut-in is produced, the speech bubble color is in the weak mode (white), a weak button performance is performed, and no sub-characters appear during battle. In the case of a weak SPSP hit 2, there is no pseudo-consecutive win 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, an enemy character launches a preemptive attack during the SPSP reach, a weak cut-in is performed, the speech bubble color is in the weak mode (white), a weak button performance is performed, and sub-characters do not appear during battle.
[0256] Weak SPSP hit 3 is a presentation 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 will occur with one re-change before the reach, there will be no strong announcement during the normal reach, no sub-characters will appear during the SP reach, the dialogue color will not change, an enemy character will launch a preemptive attack during the SPSP reach, there will be a medium cut-in performance, the speech bubble will be in the medium mode (red), a strong button performance will be performed, and a performance scenario in which sub-characters will not appear during battle. For medium SPSP hits 2, a pseudo-consecutive will occur with one re-change before the reach, a strong announcement will be made during the normal reach, a sub-character will appear during the SP reach, the dialogue color will change, your character will perform a preemptive attack during the SPSP reach, a strong cut-in will be produced, the speech bubble will be in the medium mode (red), a strong button production will be performed, and a production scenario in which a sub-character will not appear during battle.
[0258] For a medium SPSP hit of 3, a pseudo-consecutive will occur with one re-change before the reach, there will be no strong announcement during the normal reach, no sub-characters will appear during the SP reach, the dialogue color will not change, an enemy character will launch a preemptive attack during the SPSP reach, there will be a medium cut-in performance, the speech bubble will be in the medium mode (red), a strong button performance will be performed, and a performance scenario in which a sub-character will appear during battle. For a medium SPSP hit of 4, a pseudo-consecutive will occur with one re-change before the reach, a strong announcement will be made during the normal reach, a sub-character will appear during the SP reach, the dialogue color will change, your character will perform a preemptive attack during the SPSP reach, a strong cut-in will be produced, the speech bubble will be medium (red), a strong button production will be performed, and a production scenario in which a sub-character will appear during battle.
[0259] The medium SPSP hit 5 is a performance scenario in which an SPSP reach is made directly without making an SP reach at the 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 at the medium SPSP hit 2. The medium SPSP hit 7 is a performance scenario in which an SPSP reach is made directly without making an SP reach at the medium SPSP hit 3. The medium SPSP hit 8 is a performance scenario in which an SPSP reach is made directly without making an SP reach at the medium SPSP hit 4.
[0260] When you hit a strong SPSP, a pseudo-consecutive will occur in which two re-changes occur before the reach, a strong announcement will be made during the normal reach, a sub-character will appear during the SP reach, the dialogue color will change, your character will perform a preemptive attack during the SPSP reach, a premium cut-in will be performed, the color of the speech bubble will be the strong mode (gold), a premium button will be performed, and a performance scenario in which a sub-character will appear during battle will be performed. 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 performance, the color of the speech bubble is the strong mode (gold), a premium button performance is performed, and a performance scenario in which 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 presentation scenario that results in a miss without any pseudo-consecutive wins or strong pre-reach announcements. 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 there is no pseudo-consecutive win before the reach, no strong announcement 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 is made 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 is made 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 before the reach, no strong announcement during the normal reach, no sub-characters appear during the SP reach, the dialogue color does not change, an enemy character launches a preemptive attack during the SPSP reach, there is a weak cut-in effect, the speech bubble is in the weak mode (white), a weak button effect is performed, and no sub-characters appear during 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, an enemy character launches a preemptive attack during the SPSP reach, there is a weak cut-in effect, the speech bubble is in the weak mode (white), a weak button effect is performed, and sub-characters do not appear during battle.
[0267] Weak SPSP Miss 3 is a presentation 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 presentation 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 re-change occurs once before the reach, there is no strong announcement during the normal reach, a sub-character does not appear during the SP reach, the dialogue color does not change, an enemy character launches a preemptive attack during the SPSP reach, there is a medium cut-in performance, the speech bubble is medium (red) color, a strong button performance occurs, and a sub-character does not appear during battle. Medium SPSP miss 2 is a scenario in which 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 occurs, the speech bubble is medium (red), a strong button effect occurs, and a sub-character does not appear during battle. Medium SPSP miss 3 is a pseudo-consecutive that changes once again before the reach, there is no strong announcement during the normal reach, a sub-character does not appear during the SP reach, the dialogue color does not change, an enemy character launches a preemptive attack during the SPSP reach, there is a medium cut-in performance, the color of the speech bubble is medium (red), a strong button performance is performed, and a sub-character appears during battle. Medium SPSP miss 4 is a pseudo-consecutive that changes once again before the reach, a strong announcement is made 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 is produced, the speech bubble is medium (red), a strong button production is performed, and a sub-character appears during battle.
[0269] Middle SPSP Miss 5 is a performance scenario in which an SPSP reach is made directly without making an SP reach in Middle 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. Middle SPSP Miss 7 is a performance scenario in which an SPSP reach is made directly without making an SP reach in Middle SPSP Miss 3. Middle SPSP Miss 8 is a performance scenario in which an SPSP reach is made directly without making an SP reach in Middle SPSP Miss 4.
[0270] Strong SPSP Miss 1 involves a pseudo-consecutive that re-changes twice before the reach, a strong announcement during the normal reach, a sub-character appearing during the SP reach, the dialogue color changing, your character making a preemptive attack during the SPSP reach, a strong cut-in effect, a strong button effect, the color of the speech bubble being the strong mode (gold), and a performance scenario in which a sub-character appears during battle. Strong SPSP Miss 2 is a pseudo-consecutive that changes twice before the reach, a strong announcement is made 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 is performed, the color of the speech bubble is the strong form (gold), and it is a performance scenario in which a sub-character appears during battle.
[0271] Strong SPSP Miss 3 is a presentation 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 presentation 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 for explaining 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, (2) if the reach of the performance symbol 35 is not achieved, the normal or shortened change is performed, and (3) the miss notification performance is performed. If the change performance based on the performance scenario corresponding to the reach performance or higher is performed, (4) the reach is achieved. In that case, (5) the normal reach pattern changes, and it may result in a win or miss, and (9) the win notification performance or miss notification performance may be performed.
[0273] (5) After the pattern change of the normal reach, (6) it may develop into the SP reach, resulting in either a win or a miss, and (9) a win notification or a miss notification may be displayed. (5) After the pattern of the normal reach changes, (6) it develops into the SP reach, and then it develops into the 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 miss, and (9) a win notification display or a miss notification display may be performed.
[0274] (5) After the normal reach symbol change, a strong reach notice (7) or a weak reach notice (not shown) may be made before the development into the SP reach or SPSP reach, according to the performance scenario. For convenience, the strong reach notice (7) is displayed separately from the normal reach symbol change (5), but the strong reach 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 starts (20), as one 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's 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. In the case where a big win occurs without performing a revival performance according to the performance scenario, (26) a winning action performance and (27) a victory performance are performed, and then, as a big win, (28) a winning notification performance is performed.
[0276] In the case where a revival effect is performed according to the performance scenario and a jackpot is won, the (25) button effect is followed by the (29) loss suggestion effect, followed by the (26) winning action effect, followed by the (27) victory effect, followed by the (28) win notification effect when the jackpot is won. In the case where a loss is won, 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 state of the board lamp 60 and the frame lamp 61 "after the variation ends (after the pattern is no longer determined)". Alternatively, "normal illumination" refers to the illumination 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 being controlled to emit illumination in the illumination 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, at the end of the fluctuation, the panel lamp 60 and the frame lamp 61 change from the fluctuation performance-compatible illumination to "normal illumination," and at the start of the fluctuation based on the performance scenario determined based on the next received fluctuation pattern designation command, the panel lamp 60 and the frame lamp 61 again change to the fluctuation performance-compatible illumination.
[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] FIG. 38 is a diagram showing the change display when the reach is not achieved after the start of the change and a miss notification effect is performed, and shows the change display corresponding to (1)→(2)→(3) in FIG. 37. Fig. 38(A) shows a case where shortening variation is performed, and Fig. 37(B) shows a case where normal variation is performed. Normal variation is a variation that shortens the variation time of the miss variation when the number of reserved variations of the first special pattern 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. In addition, the shortened variation can also be performed when the number of reserved variations of the first special symbol is large in the non-time-saving game state. The shortening fluctuation does not involve a reach like the normal fluctuation, but the shortening fluctuation is set to have a shorter fluctuation time than the normal fluctuation.
[0279] In Fig. 38(A), (a) of Fig. 38(A) shows the state of the image display device 31 from before the start of the variable performance to immediately after the start of the variable performance. A performance pattern 35 is displayed together with the normal performance screen. Here, the performance pattern 35 is the first mode in which the number pattern is decorated. In the figure, the number pattern is displayed with a frame as a decoration, but other decorations may be applied, such as adding different character images for each performance pattern (1 to 9). As the special symbol starts to change, the performance symbol 35 also starts to change.
[0280] When a variable effect corresponding to a shortened variation that results in a miss without a reach effect is performed, the performance pattern 35 changes as shown in (b) of Figure 38(A), and then the performance pattern 35 is displayed stopped in a miss mode as shown in (c) of Figure 38(A) without reaching a reach. During the time-saving game, the display is changed by the effect pattern 35 without a decorative part (only the number part). During the period shown in FIG. 38(A), the effect button 8 is always turned off.
[0281] Moreover, FIG. 38(B) shows the case where normal fluctuation is performed. In Fig. 38(B), (a) of Fig. 38(B) shows the state of the image display device 31 from before the start of the variable performance to immediately after the start of the variable performance. The performance pattern 35 is displayed together with the normal performance screen. The performance pattern 35 is a first mode in which the number pattern is decorated. 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 performance pattern (1 to 9). When the special pattern starts to change and the performance pattern 35 starts to change, even while the performance pattern 35 shown in (b) of Figure 37 (B) is being displayed, the light emitted by the board lamp 60 and the frame lamp 61 corresponds to the changing performance as specified in the performance scenario.
[0282] Unlike the shortened variation in Fig. 38(A), in the case of normal variation in Fig. 38(B), the performance symbol 35 is temporarily stopped and displayed in Fig. 37(B)(c). Here too, the board lamp 60 and the frame lamp 61 emit light in a color other than the rainbow color defined by 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 performance corresponding light emission defined by the performance scenario to the normal light emission. During the period shown in FIG. 38(B), the performance 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 performance is performed, the decorated performance pattern 35 does not change its display after the start of the fluctuation, and the fluctuation is stopped while still decorated.
[0283] FIG. 39 is a diagram showing the display changes during a normal reach, and shows the display changes corresponding to (4)→(5)→(9) in FIG. When the reach effect is performed, as shown in Fig. 38(a), the effect pattern 35 is in a reach state where the left and right patterns are temporarily stopped with the same number pattern (for example, "4", "↓", "4"). Also, the effect pattern 35 maintains the first state with decoration. Regardless of whether the game state is a non-time-saving game state or a time-saving game state, the display mode of the performance pattern 35 does not change before and after a normal reach (as will be described later, the display mode of the performance 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 performance based on a variable scenario that results in a jackpot without performing a pseudo consecutive performance is performed in a normal reach, the performance 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 performance symbol 35 is temporarily stopped in the big win mode, the big win is confirmed. Therefore, the temporary stop of the performance symbol 35 in the big win mode is a big win confirmed performance. Therefore, the board lamp 60 and the frame lamp 61 emit light in the rainbow colors corresponding to the confirmed performance. The performance button 8 is turned off. The rainbow light emitted by the board lamp 60 and the frame lamp 61 in association with the provisional stopping of the performance symbol 35 in a jackpot state is the light 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 final performance may be continued until the opening of the big win game. Also, the rainbow-colored illumination corresponding to the final performance may be ended before the pattern is finalized (by FIG. 39(c)).
[0286] When a variable performance based on a variable scenario that results in a miss without performing a pseudo consecutive performance in a normal reach is performed, the performance 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 performance determined in the performance scenario. After that, as the fluctuation time ends (the fluctuation of the special symbols stops), the performance symbols 35 are fixed and stopped in a losing pattern ("4", "5", "4") as shown in FIG. 39(e). The board lamp 60 and the frame lamp 61 are shifted from the variable performance corresponding color determined by the performance scenario to normal light emission. During the period shown in FIG. 38, the performance button 8 is always turned off.
[0287] FIG. 40 shows a normal reach medium strong preview 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 performance is performed during a normal reach, the performance symbol 35 is not displayed. As shown in Fig. 40(e), when the normal reach strong notice performance ends, the performance pattern 35 is restored to its original display. After that, the variable performance 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, a door closes and then opens on the screen as shown in Figures 40(b) and 40(c), changing the scene, and in Figure 40(d), the main character is shown holding a specific item (a drink in this figure). When this display is made, it will definitely progress to SP reach or higher. During the normal reach strong notice performance, the board lamp 60 and the frame lamp 61 will light up in the "normal reach strong notice corresponding color" which is the most prioritized light color at this time. During the normal reach strong notice performance shown in FIG. 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 performance is described as being performed during a normal reach, but it may be performed before the reach is achieved. When 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 light up in a color corresponding to the variable performance ("pseudo consecutive performance corresponding light emission"). Also, during the period shown in FIG. 41, the performance button 8 remains unlit. In the case of a pseudo consecutive performance that is determined using the table of Fig. 29 and that performs two re-changes, 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 the second change), then re-changes in Fig. 41(c), temporarily stops again in Fig. 41(d) with a pseudo consecutive performance chance pattern, then re-changes in Fig. 41(e), and becomes (again) a reach pattern in Fig. 41(f). At this point, the board lamp 60 and frame lamp 61 return to "emission corresponding to the change performance" that corresponds to the performance scenario. If this re-variation occurs two times, the game will progress to SP Reach or higher, which will be described in Figure 42 onwards. 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 is performed, after the re-change in FIG. 40(c), the display transitions to the normal reach display in FIG.
[0290] FIG. 42 is a diagram showing the display changes during the SP reach performance, and shows the display changes corresponding to (6) in FIG. In FIG. 42(a), the performance symbols 35 (right symbol, left symbol) are in a state without decoration (second state) and move to the left and right sides of the upper end of the image display device 31 (transition performance), and the SP reach performance begins. In addition, the presentation screen is a specific presentation screen that is different from the normal presentation screen at the start of the fluctuation.
[0291] The second mode of the performance pattern 35 is a display mode that does not have 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 performance other than the rainbow color. Before the reach and during the normal reach, the performance pattern 35 is decorated with characters, etc., and when the game state is not a time-saving game state, the display mode of the performance pattern 35 changes when the SP reach develops (a second mode without decoration), but when the game state is a time-saving game state, the display mode of the performance pattern 35 does not change when the SP reach develops. It is displayed variably while remaining in the first mode with decoration. 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's character CH1 captures a demon as the enemy character CH2, and success in this effect as shown in FIG. 42(f) suggests 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), an enemy character CH2 is presented, and a caption such as "Catch the demon!" is displayed. In FIG. 42(c), a caption such as "Where are the demons?" is displayed and the player's character CH1 begins to search for the enemy character CH2. Depending on the presentation scenario, the caption "Where are the demons?" is displayed in white (weak mode) or red (strong mode). If it is decided that a sub-character will appear according to the presentation scenario, the sub-character CHS will appear and join the player character CH1, as shown in Figure 42(c) and Figure 42(c'). In this case, the caption "Where are the demons?" and the sub-character CHS's lines such as "I'll help you" are also displayed in white (weak mode) or red (strong mode) according to the presentation scenario. When the SP reach changes to a big win, the player's character CH1 captures the enemy character CH2 in FIG. 42(f). Even at this time, the board lamp 60 and the frame lamp 61 emit light in a color corresponding to the variable performance determined in the performance scenario.
[0293] Then, in FIG. 42(g), the performance symbols 35 are provisionally stopped in the big win pattern (for example, "4", "4", "4") while remaining in the second pattern without decoration. From FIG. 42(g), it is possible to progress to a re-selection effect shown in FIG. 42(a) described below, or to a final display without a re-selection effect shown in FIG. 42(g). In addition, when the performance symbol 35 is temporarily stopped in the big win mode, the big win is confirmed. Therefore, the temporary stop of the performance symbol 35 in the big win mode is a big win confirmed performance. The board lamp 60 and the frame lamp 61 emit light in rainbow colors corresponding to the confirmed performance. The performance button 8 is turned off. The rainbow light emission (light emission corresponding to a confirmed performance) of the board lamp 60 and the frame lamp 61 accompanying the provisional stopping of the performance pattern 35 in a jackpot state 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!") is displayed in Figure 42 (d), and the performance pattern 35 is 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's character CH1 and enemy character CH2 are hidden, the board lamp 60 and frame lamp 61 light up in a color corresponding to the variable performance determined in the performance scenario, and the performance button 8 is turned off.
[0295] From FIG. 42(e), it is possible to progress to a state after a temporary stop on a miss as shown in FIG. 44 described below, or to an SPSP reach as shown in FIG. From FIG. 42(g), it is possible to progress to a re-selection effect shown in FIG. 43 described later, or to a final display without a re-selection effect shown in FIG. 43(g). FIG. 42 shows a case where the performance symbols 35 reach with the results of "4", "↓", and "4" and temporarily stop with the results of "4", "4", and "4" (normal symbols), but this is not limited to the above, and it is of course possible that the performance symbol 35 reaches with the results of "5", "↓", and "5" and temporarily stops with the results of "5", "5", and "5" (special bonus symbols). In this case, the process does not proceed to FIG. 43 and a re-lottery effect is not performed, and the result is displayed as a confirmed result in FIG. 43(g).
[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. FIG. 43(a) shows the temporary stop display of the performance pattern 35 continuing from FIG. 42(g). The board lamp 60 and frame lamp 61 continue to emit rainbow colors corresponding to the confirmed performance from FIG. 41(g). In Figure 43(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 43(c). If this changing display involves a re-change (promotion), the performance pattern 35 will move (approach) toward 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 (stopping of fluctuation of the special symbols), the performance symbol 35 is fixed and stopped in FIG. 43(e). In addition, in Fig. 43 (e), 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. Here, the board lamp 60 and the frame lamp 61 continue to emit the rainbow-colored light corresponding to the confirmed effect from FIG. 43(a), and the effect button 8 is turned off.
[0298] If this changing display does not involve further change (promotion), when the performance pattern 35 moves (approaches) toward 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 (stopping of fluctuation of the special symbols), the performance symbol 35 is fixed and stopped in FIG. 43(g). In addition, in Fig. 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 performance, and the performance button 8 is turned off. If the re-lottery performance is not performed, the display transitions directly from the provisional stop mode of the provisional stop mode of the performance pattern 35 in FIG. 42(g) to the final display in FIG. 43(g).
[0300] FIG. 44 is a diagram for explaining the flow of presentation until a miss occurs in the SP reach (mode after temporary stop at the time of miss), and shows the variable display (miss) from (6) to (9) in FIG. FIG. 44(a) shows the temporary stop display of the performance pattern 35 continuing from FIG. 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 behind the effect pattern 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 performance determined in the performance scenario, and the performance button 8 is turned off. Then, in FIG. 44(c), when the blackout ends, the presentation screen is returned to the normal presentation screen (at the start of the fluctuation), and the presentation pattern 35 is returned to the decorated first state and is displayed oscillatingly. The board lamp 60 and frame lamp 61 continue to display the color corresponding to the variable performance determined in the performance scenario, and the performance button 8 is turned off.
[0302] After that, as the fluctuation time ends (the fluctuation of the special symbols stops), the performance symbols 35 are fixed and stopped in a losing pattern ("4", "5", "4") as shown in FIG. 44(d). In this way, in the gaming machine of this embodiment, the end of the SP reach causes the performance symbol 35 to stop (miss) without any characters, etc. After that, the screen goes black as a conversion performance, and when the performance screen returns to the normal screen (the screen before the reach development) after the blackout, the performance symbol 35 returns to the decorated state and is confirmed. The board lamp 60 and the frame lamp 61 change from the variable performance corresponding color determined by the performance scenario to normal light emission, and the performance button 8 is turned off.
[0303] 45 and 46 are diagrams for explaining the effects 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 FIG. 37(8). At this time, the board lamp 60 and the frame lamp 61 are still emitting light in a color other than the rainbow color that corresponds to the variable effect. The effect button 8 is turned off.
[0304] Figure 45(B) shows the start of the battle and the subsequent jostling 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), a battle between the player's character CH1 and the enemy character CH2 begins, and an effect in which the two characters push against each other begins. According to the presentation scenario, the caption "Fight!" is displayed in white (weak), red (medium), or gold (strong). At this time, the board lamp 60 and the frame lamp 61 are still emitting light in a color other than the rainbow color that corresponds to the variable effect. The effect button 8 is turned off.
[0305] FIG. 45 (C-1) corresponds to FIG. 37 (23), 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 FIG. 36(22), and shows a presentation in which the enemy character CH2 launches a preemptive attack on the player's character CH1. The presentation of the player's character's preemptive attack in FIG. 45(C-1) corresponds to a presentation scenario with high expectations, and the presentation of the enemy character's preemptive attack in FIG. 45(C-2) corresponds to a presentation scenario with high expectations. In either case, the board lamp 60 and the frame lamp 61 emit light in a color other than the rainbow color that corresponds to the variable effect. 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 premier 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 modes of the effect button 8 differ depending on the cut-in effect being performed. The premier cut-in effect is performed only for the big win fluctuation, and is an effect that notifies the confirmation of the big win. 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) indicating the expectation degree (confirmation), and the effect button 8 is turned off. However, in the premier cut-in effect, the effect button 8 may emit light in rainbow colors or in normal light colors.
[0307] As for the strong cut-in effect, the medium cut-in effect, and the weak cut-in effect, although there is a difference in the degree of expectation, they can either be 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 color corresponding to the cut-in effect, blue, 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 in time. During the cut-in effect, all of the effect patterns 35 are displayed so as to be visible.
[0308] FIG. 46(E) shows a button effect corresponding to (25) in FIG. As will be described 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 is an effect (confirmation effect) that notifies the player that a jackpot has been confirmed by itself. During this time, the board lamp 60 and frame lamp 61 emit light in rainbow colors corresponding to the button effect (colors corresponding to the confirmation effect), and the effect button 8 also emits light in rainbow colors.
[0309] In contrast, the strong button effect and the weak button effect can result in either a jackpot 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 light up in a color corresponding to the button effect other than rainbow, and the effect button 8 lights up in red. In the weak button effect, the board lamp 60 and the frame lamp 61 light up in a color corresponding to the button effect other than rainbow, and the effect button 8 lights up 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 miss indication effect corresponding to (28) in FIG. If the ongoing fluctuation 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 pressed in the strong button effect or the weak button effect, and further the performance pattern 35 is temporarily stopped in a miss mode along with the appearance of the player's character CH1 being defeated. At that time, the board lamp 60 and the frame lamp 61 flash in blue, for example, as part of the button effect corresponding light emission. 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 a premium button effect, or in a strong button effect or a weak button effect resulting in a big win, a 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 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 time. In addition, if this change is accompanied by a performance of revival 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 action presentation of FIG. 46(G), the determination gimmick 32 returns to its original position, and then the victory presentation shown in FIG. 46(H) is carried out. In the winning effect, the effect symbols 35 are temporarily stopped in a winning state, and a state in which the player character CH1 defeats the enemy character CH2 is displayed. In addition, when the performance symbol 35 is temporarily stopped in the big win mode, the big win is confirmed. Therefore, the temporary stop of the performance symbol 35 in the big win mode is a big win confirmed performance. The board lamp 60 and the frame lamp 61 emit light in rainbow colors corresponding to the confirmed performance. The performance 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 in time.
[0313] FIG. 47 is a diagram for explaining the effects leading up to a big win in the SPSP reach. This corresponds to the winning notification effect ((29) in FIG. 37) after the winning effect in FIG. 46(H). Fig. 47(a) shows the provisional stop display of the effect pattern 35, which continues from Fig. 46(H). The board lamp 60 and the frame lamp 61 continue to emit light in the rainbow colors corresponding to the confirmed effect from Fig. 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) toward 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 (stopping of fluctuation of the special symbols), the performance symbol 35 is fixed and stopped in FIG. 47(e). In addition, in Fig. 47 (e), the performance pattern 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 the rainbow-colored light corresponding to the confirmed effect from FIG. 47(a), 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 final performance may be continued until the opening of the big win game. Also, the rainbow-colored illumination of the board lamp 60 and the frame lamp 61 corresponding to the final performance may be ended before the pattern is finalized (by FIG. 47(e)).
[0318] If this changing display does not involve further change (promotion), when the performance pattern 35 moves (approaches) toward 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 (stopping of fluctuation of the special symbols), the performance symbol 35 is fixed and stopped in FIG. 47(g). In FIG. 47(g), the performance pattern 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 the frame lamp 61 corresponding to the final performance may be continued until the opening of the big win game. Also, the rainbow-colored illumination of the board lamp 60 and the frame lamp 61 corresponding to the final performance may be ended before the pattern is finalized (by FIG. 47(g)).
[0320] In addition, Figures 45 and 46 show a case where the SPSP reach is initiated when the performance pattern 35 shows "4", "↓", and "4", and the winning performance temporarily stops on the results of "4", "4", and "4" (normal patterns). However, this is not limited to the above, and it is also possible that, for example, the SPSP reach is initiated when the performance pattern 35 shows "5", "↓", and "5", and the winning performance temporarily stops on the results of "5", "5", and "5" (special bonus patterns). 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 presentation until a miss occurs in an SPSP reach (mode after temporary stop at the time of miss), and shows the variable display (miss) from (6) to (9) in FIG. FIG. 48(a) shows the temporary stop display of the performance pattern 35 continuing from FIG. 46(F). At this point, the board lamp 60 and the frame lamp 61 are illuminated in a color corresponding to the variable effect other than rainbow colors, and the effect button 8 is turned off. In FIG. 48(b), the screen goes black, leaving only 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 FIG. 48(c), when the blackout ends, the presentation screen is returned to the normal presentation screen (at the start of the fluctuation), and the presentation pattern 35 is returned to the decorated first state and is displayed oscillatingly. 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 fluctuation time ends (the fluctuation of the special symbols stops), the performance symbols 35 are fixed and stopped in a losing pattern ("4", "5", "4") as shown in FIG. 48(d). The board lamp 60 and the frame lamp 61 change from the variable performance corresponding color determined by the performance scenario to normal light emission, and the performance button 8 is turned off. In this way, in the gaming machine of this embodiment, the end of the SP reach causes the performance pattern 35 to stop (miss) without any characters, etc. After that, the screen goes black, and when the performance screen returns to the normal screen (the screen before the reach development) after the blackout, the performance pattern 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 "Give it a try" is displayed in the cut-in line image 71, and a sound with the same content as the line, "Give it a try," 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 a cut-in performance, but during 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 characters on a green background on the image display device 31, and 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 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 a cut-in performance, but emit green light as a cut-in performance-compatible luminous color that takes precedence 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 pattern background on the image display device 31, and 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" having 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, which is the color corresponding to the cut-in performance, in priority to the color corresponding to the variable performance.
[0326] 49(d) shows a premier (rainbow) cut-in effect. In the premier cut-in effect, a cut-in dialogue image (premium cut-in image) 74 displayed in rainbow characters on a rainbow background is displayed on the image display device 31, and 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 corresponding to the cut-in performance, taking precedence over the variable performance corresponding colors.
[0327] As shown in FIG. 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 illumination time of the board lamp 60 and the frame lamp 61 in the color corresponding to the cut-in effect are each set to one second. In addition, in the middle cut-in performance, 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 performance 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 illumination time of the board lamp 60 and the frame lamp 61 in the 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 above-described premier cut-in effect, 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 the frame lamp 61 are executed on the same time scale. However, without being limited thereto, 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 the frame lamp 61. Furthermore, for the premier cut-in effect, a premier cut-in image 74 is displayed for a short period of time (0.8 seconds), the premier cut-in sound is output for the same period of time as the strong cut-in sound (1.8 seconds), and the board lamp 60 and frame lamp 61 emit rainbow-colored light for the cut-in effect for a long period of 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 performing a premier cut-in performance, a strong cut-in image such as that shown in Figure 49(c) may be displayed (Figure 50(a)), and then a premier 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 serif image (strong cut-in image) 73 displayed in red letters on a zebra pattern background is displayed on an image display device 31 similar to that in Figure 49(c), and at the same time, a strong cut-in sound having the same content as the serif 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" having 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 a variable performance" before and after a cut-in performance, but while the cut-in performance is being performed, they emit light in red, which is the color corresponding to the cut-in performance, in priority to the color corresponding to the variable performance.
[0330] Next, in Figure 50 (b), a cut-in serif 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 serif 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 corresponding to the cut-in performance, taking precedence over the variable performance corresponding colors. However, the overall performance execution time of the premier cut-in performance described in FIG. 50 is the same as the performance execution time of the premier cut-in performance described in FIG. 49(d).
[0331] In the premier cut-in performance of the embodiment of Figure 50, for example, after all of the strong cut-in sounds such as "very strong" shown in Figure 50(a) are output, the confirmation sound "queen" shown in Figure 50(b) is output. As for 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 premier cut-in effect shown in Figure 50(b).
[0332] Alternatively, the determination sound "Queen" shown in FIG. 50(b) may be output so as to overlap with the strong cut-in sound "Gekiatsu" shown in FIG. 50(a). As for the illumination of the board lamp 60 and the frame lamp 61, while illuminating in a lighting pattern corresponding to the strong cut-in effect shown in Figure 50(a) (and interrupting this), illumination may be made in a lighting pattern corresponding to the premier cut-in effect shown in Figure 50(b). Depending on the board lamp 60 and the frame lamp 61, a plurality of light emission patterns cannot be performed simultaneously, so that when the next light emission pattern is performed, the previous light emission pattern is interrupted.
[0333] In the premier cut-in performance of the embodiment of FIG. 50, similarly to the case of FIG. 49(d), the strong cut-in image 73 becomes non-displayed 1.8 seconds after the start o...
Claims
[Claim 1] A determination means for determining whether or not the operating device is to be operated in response to the establishment of a predetermined condition; A normal symbol display means for performing normal symbol variation including variable display and stop display of normal symbols based on the judgment result of the judgment means; an actuator control means for controlling the operation of the actuator based on a determination result of the determination means; A state control means for controlling a gaming state into a non-specific gaming state and a specific gaming state which is more advantageous to a player than the non-specific gaming state; Equipped with The operating mode of the operating device includes a first operating mode and a second operating mode that is more advantageous to a player than the first operating mode, In the specific game state, the operating device is operable in the second operating mode, The state control means controls the specific game state to the non-specific game state when the normal symbol variation is performed a predetermined number of times while the specific game state is being controlled, When the operation device is operated in the second operation mode in response to the determination of the determination means for the predetermined number of times, the specific game state is controlled to the non-specific game state in response to the end of the normal pattern variation, and the operation device is operated in the second operation mode in the non-specific game state. A gaming machine characterized by:
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