Gaming Machines
The gaming machine enhances entertainment value through dynamic display effects and interactive elements, improving player engagement by incorporating movable patterns and simultaneous symbol appearances.
Patent Information
- Application Number
- JP2021108144
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-06-29
- Publication Date
- 2025-05-19
- Estimated Expiration
- 2041-06-29
AI Technical Summary
Existing gaming machines lack enhancements to increase entertainment value through advanced display effects and interactive elements.
A gaming machine with a display system that includes multiple types of images, movable decorative patterns, and light effects, featuring a sequence of effects such as pattern movements, hiding, and simultaneous appearance of symbols to enhance player engagement.
The solution improves player interest and engagement by providing dynamic and interactive display effects, enhancing the overall entertainment value of the gaming experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] 2. Description of the Related Art Conventionally, there has been known a gaming machine capable of executing a display performance using a display device when a gaming ball enters a starting hole (see, for example, Patent Document 1).
[0003] In such gaming machines, display effects can be produced using character images, patterns, and the like. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2016-202930 A [Patent Document 2] JP 2016-198339 A [Patent Document 3] JP 2016-182376 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, even with the above gaming machines, there is still room for improvement in terms of technology for increasing the entertainment value of the game.
[0006] The present invention has been made to solve the above-mentioned problems, and has an object to improve the entertainment value of games. [Means for solving the problem]
[0007] The present invention has been made to solve at least some of the problems described above, and can be realized as the following application examples. Note that the reference symbols and supplementary explanations in parentheses in this section indicate the corresponding relationship with the embodiments described later in order to aid in understanding the present invention, and do not limit the present invention in any way.
[0008] [Application example 1] A gaming machine having a display means for displaying a plurality of types of images on a screen, One of the plurality of types of images is A set of balls that can inform you of winning or losing. It is a decorative design, One of the plurality of types of images is a specific image, The above A set of A first effect in which the decorative pattern moves from a first line to a second line different from the first line; After the first performance, A set of Among the decorative patterns, those that exceed the second line Decorative pattern The second production hides the part, After the second effect, a third effect is performed in which the decorative pattern different from the decorative pattern that crossed the second line appears from a third line different from the first line and the second line and moves toward the first line; After the third performance, the first line is reached. A set of A fourth effect is executed in which the decorative pattern and the specific image are displayed. death , When the variation ends, the set of decorative symbols simultaneously appear from the third line and simultaneously arrive at the first line and are stopped and displayed. A gaming machine characterized by: Effect of the Invention
[0014] According to the present invention, interest in games can be improved. [Brief description of the drawings]
[0015] [Figure 1] FIG. [Diagram 2] An explanatory diagram showing details of the big prize device. [Diagram 3] FIG. [Figure 4] A block diagram showing the electrical configuration of the main control board of the gaming machine. [Diagram 5] A block diagram showing the electrical configuration of the sub-control board of the gaming machine. [Figure 6] FIG. 2 is a diagram for explaining a main ROM and a main RAM. [Figure 7] FIG. 2 is a diagram for explaining a sub-ROM and a sub-RAM. [Figure 8] 1 is a diagram for explaining various random numbers used in gaming machines. [Figure 9] A diagram for explaining a special pattern winning determination table, etc. [Figure 10] FIG. 11 is a first diagram for explaining a hit type determination table. [Figure 11] FIG. 2 is a second diagram for explaining the hit type determination table. [Figure 12] 13 is a diagram for explaining a fluctuation pattern determination table. FIG. [Figure 13] A diagram for explaining the normal pattern winning determination table, etc. [Figure 14] A diagram to explain the electric chute opening pattern determination table. [Figure 15] A diagram to explain the large prize opening pattern determination table. [Figure 16] 4 is a flowchart of a main control process. [Figure 17] 13 is a flowchart of a main-side timer interrupt process. [Figure 18] 13 is a flowchart of a start port sensor detection process. [Figure 19] 13 is a flowchart of a normal operation process. [Figure 20] 13 is a flowchart of a special action process. [Figure 21] 13 is a flowchart of a special symbol waiting process. [Figure 22] 13 is a flowchart of a special symbol winning determination process. [Figure 23] This is a first flowchart of the special symbol change pattern selection process. [Figure 24] This is a second flowchart of the special symbol change pattern selection process. [Diagram 25] 1 is a flowchart of a game status management process 1. [Figure 26] This is a flowchart of processing during special pattern change. [Figure 27] 13 is a flowchart of a special symbol determination process. [Figure 28] 13 is a flowchart of a game status management process 2. [Figure 29] FIG. 13 is a diagram for explaining a setting table of a time-saving counter. [Diagram 30] 13 is a flowchart of a game status reset process. [Diagram 31] 13 is a flowchart of special electric feature processing 1. [Diagram 32] 13 is a flowchart of a game status setting process. [Diagram 33] 13 is a first flowchart of special electric feature processing 2. [Diagram 34] 13 is a second flowchart of special electric feature processing 2. [Diagram 35] 13 is a flowchart of a V opening / closing member control process. [Diagram 36] 13 is a flowchart of a V-area sensor detection process. [Figure 37] 13 is a flowchart showing a sub-control main process. [Figure 38] 13 is a flowchart of a sub-side timer interrupt process. [Figure 39] 13 is a flowchart of a received command analysis process. [Diagram 40] 13 is a flowchart of the variable performance start processing. [Diagram 41] This is an explanatory diagram illustrating the movement of the first movable part 14 in the forward direction. [Diagram 42] An explanatory diagram illustrating the second state of the first movable part 14. [Diagram 43] An explanatory diagram illustrating the second state of the second movable part 15. [Diagram 44] 1 is an explanatory diagram illustrating an example of the display presentation of the illumination panel 18. FIG. [Diagram 45] 13 is an explanatory diagram illustrating the light emission effect of a frame lamp 66. FIG. [Figure 46] FIG. 2 is an explanatory diagram illustrating a decorative member 10. [Figure 47] This is the first explanatory diagram illustrating the movement of the third movable part 17 in the forward direction. [Figure 48] This is a second explanatory diagram illustrating the movement of the third movable part 17 in the forward direction. [Figure 49] FIG. 13 is an explanatory diagram illustrating an example of a combination of reels. [Figure 50] An explanatory diagram illustrating an example of a display content change presentation A when a condition is met. [Figure 51] An explanatory diagram illustrating an example of a display content change presentation B when a condition is met. [Figure 52] 13 is an explanatory diagram illustrating an example of a display content change presentation C when a condition is met. FIG. [Diagram 53] An explanatory diagram illustrating icon display effect A. [Figure 54] An explanatory diagram illustrating icon display effect B. [Figure 55] An explanatory diagram illustrating icon display effect C. [Figure 56] This is an explanatory diagram illustrating a winning type expectation indication effect A. [Figure 57] This is an explanatory diagram illustrating a winning type expectation indication effect B. [Figure 58] This is an explanatory diagram illustrating a winning type expectation indication display C. [Figure 59] An explanatory diagram illustrating an example of icon delayed display effect A. [Figure 60] An explanatory diagram illustrating an example of icon delayed display effect B. [Figure 61] An explanatory diagram illustrating an example of icon delayed display effect C. [Figure 62] An explanatory diagram illustrating the time-saving count notification effect A. [Figure 63] An explanatory diagram illustrating the time-saving count notification display B. [Figure 64] An explanatory diagram illustrating the time-saving count notification display C. [Figure 65] This is an explanatory diagram illustrating decorative pattern irregular start-stop performance A. [Figure 66] An explanatory diagram illustrating decorative pattern irregular start-stop performance B. [Figure 67] An explanatory diagram illustrating decorative pattern irregular start-stop performance C. [Figure 68] 13 is an explanatory diagram illustrating a scrolling background effect A. FIG. [Figure 69] 13 is an explanatory diagram illustrating a scrolling background effect B. FIG. [Figure 70] 13 is an explanatory diagram illustrating a scrolling background effect C. FIG. [Figure 71] 13 is an explanatory diagram illustrating an example of image superimposition button effect A. FIG. [Figure 72] 13 is an explanatory diagram illustrating an example of image superimposition button effect B. [Figure 73] 13 is an explanatory diagram illustrating an example of image superimposition button effect C. FIG. [Figure 74] FIG. 13 is an explanatory diagram illustrating character selection presentation A. [Figure 75] FIG. 13 is an explanatory diagram illustrating character selection presentation B. [Figure 76] FIG. 13 is an explanatory diagram illustrating character selection presentation C. [Figure 77] 1 is an explanatory diagram illustrating a display effect A by a performance device. [Figure 78] 13 is an explanatory diagram illustrating a display effect B produced by the effect device. FIG. [Figure 79] 13 is an explanatory diagram illustrating a display effect C produced by the effect device. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0016] First Embodiment 1. Structure of the gaming machine The structure of a gaming machine 1 according to one embodiment of the present invention will be described with reference to Figures 1 and 2. Figure 1 is a front view of the gaming machine 1. Figure 2 is an explanatory diagram showing the details of the big prize device 36. In the following, the left-right direction of the gaming machine 1 will be described as coinciding with the left-right direction as seen by a player facing the gaming machine 1. Also, the front direction of the gaming machine 1 will be described as the direction from the gaming machine 1 toward the player, and the rear direction of the gaming machine 1 will be described as the direction from the player toward the gaming machine 1.
[0017] The gaming machine 1 is a pachinko gaming machine that shoots gaming balls based on a player's shooting operation, and when the gaming balls win a specific winning device, pays out a predetermined number of gaming balls to the player based on the winning. The gaming machine 1 includes a gaming machine frame 50 and a gaming board 2, and the gaming board 2 is attached to the inside of the gaming machine frame 50. The gaming machine frame 50 includes a front frame (front frame portion) 53, an outer frame (base frame portion) that forms the outer shell of the gaming machine, and an inner frame to which the gaming board 2 is attached inside the outer frame. The front frame (front frame portion) 53 is a vertically rectangular unit that is arranged on the front side of the outer frame and the inner frame, and includes a handle 60, a ball supply tray (upper tray) 61, a surplus ball receiving tray (lower tray) 62, a performance button 63, a sword member 64, a sword button 65, a frame lamp 66, a speaker 67, and a select button 68. An opening is formed in the center of the front frame 53, and the playing area 3 of the playing board 2 can be seen through the opening.
[0018] The handle 60 is disposed at the lower end of the right side of the front frame 53, and launches game balls with a launch strength according to the rotation angle. The ball supply tray (upper tray) 61 is disposed below the front frame 53, and stores game balls. The surplus ball receiving tray (lower tray) 62 is disposed below the ball supply tray (upper tray) 61, and stores game balls that cannot be accommodated in the ball supply tray 61. The performance button 63 is an operation unit disposed near the ball supply tray (upper tray) 61, and is operated (pressed) by the player during a performance executed as the game progresses. The sword member 64 is an operation unit imitating the shape of a sword, and can be pushed downward by the player during a performance executed as the game progresses. The sword button 65 is an operation unit disposed at the upper end portion of the sword member 64, i.e., the end of the handle of the sword, and is operated (pressed) by the player during a performance executed as the game progresses. The sword member 64 is configured to be capable of performing two different operations: a first operation in which the entire sword member 64 is pushed downward, and a second operation in which the sword button 65 at the tip is pressed. The frame lamps 66 are arranged around the opening of the front frame 53, and provide light emission effects during play. The speakers 67 are arranged at the upper left and upper right of the front frame 53, and provide sound effects during play.
[0019] The game board 2 includes a game area 3, a rail member 4, a board lamp 5, an image display device 7, a first board movable body 14, a second board movable body 15, an illumination panel (light guide plate) 18, a fixed winning device (center) 19, a first variable winning device 31, a second variable winning device 22, a gate (through chucker) 28, an electric chute 29, an electric chute winning port 34, and a large winning device (a large winning device). The winning bay 30 is equipped with a winning slot (a winning slot for winning a prize) 36, a general winning slot (a normal winning slot) 27, an outlet 16, and displays 40.
[0020] The game area 3 is an area where game balls launched by operating the handle 60 flow down, and multiple game nails are protruding to guide the game balls. The rail member 4 is disposed at the left end of the game area 3, and guides the game balls launched by operating the handle 60 toward the upper part of the game area 3. The board lamp 5 is disposed on the rear side of the game area 3, and irradiates light from the rear side of the game area 3. Here, some of the board lamps 5 are also provided on the inside of the first board movable body 14 and the second board movable body 15, and the first board movable body 14 and the second board movable body 15 are configured to be able to emit light in a specific manner.
[0021] The image display device 7 is provided near the center of the game area 3 and has a display screen 7a. The image display device 7 may be a liquid crystal display device, or may be another image display device such as an organic EL display device, a plasma display, a projector, or a dot matrix. The display screen 7a of the image display device 7 has a performance pattern display area in which performance patterns (decorative patterns) 8L, 8C, 8R) are variably displayed (also called variable display), a reserved image display area in which reserved images 9A and 9B are displayed, and a reserved digestion image display area in which a reserved digestion image 9C is displayed. The reserved images 9A and 9B are images that represent a reserved play, and are also called reserved icons. The reserved digestion image 9C is an image that represents the reserved play, and is also called the reserved icon. The reserved icon and the reserved icon are collectively called simply reserved icons or icons.
[0022] The effect symbol display area includes three symbol display areas, "left", "middle" and "right". The left effect symbol 8L is displayed in the left symbol display area. The middle effect symbol 8C is displayed in the middle symbol display area. The right effect symbol 8R is displayed in the right symbol display area. The effect symbols 8L, 8C, 8R are composed of a plurality of symbols representing numbers from "1" to "9", for example. The variable display of the effect symbols 8L, 8C, 8R is synchronized with the variable display of the first special symbol and the second special symbol, which will be described later. The image display device 7 can display the results of the variable display of the first special symbol and the second special symbol displayed by the first special symbol display device 41a and the second special symbol display device 41b, which will be described later, (the results of the big win / small win lottery) in an easy-to-understand manner to the player, by the combination of the effect symbols displayed in the left, middle and right symbol display areas.
[0023] For example, when a big win is won, the performance symbols are displayed as random numbers such as "777". When a loss occurs, the performance symbols are displayed as random numbers such as "637". This makes it easier for the player to grasp the progress of the game. The player can grasp the results of the big win / small win lottery by the first special symbol display device 41a and the second special symbol display device 41b, as well as the image display device 7. The position of the symbol display area does not have to be fixed. The variable display of the performance symbols may be scrolled up and down or may be in other ways. When a small win is won, the performance symbols may be displayed as random numbers such as "135". The combination of performance symbols to be displayed according to each lottery result is not limited to the above and can be set arbitrarily. Hereinafter, the performance of displaying the performance symbols 8L, 8C, and 8R is also called "variable performance of performance symbols", or simply "variable performance" or "variable display". In addition, the decorative pattern variation performance is counted as one variation performance (one cycle of variation performance) during the period from when the special pattern starts to vary to when it is fixed (also called the special pattern variation period). Therefore, even if the decorative pattern is temporarily stopped during the period from when the special pattern starts to vary to when it is fixed, the temporary stop performance is included in the decorative pattern variation performance.
[0024] The image display device 7 displays on the display screen 7a not only the performance symbol variation performance, but also the big win performance performed in parallel with the big win game (second special game) and the demo performance for waiting for customers. In the performance symbol variation performance, in addition to the performance symbols, performance images such as background images and character images may also be displayed. In addition to the performance symbols, the image display device 7 may display on the display screen 7a an identification display (fourth symbol, not shown) that can indicate that the special symbol is varying or the result of the lottery for the special symbol. The identification display (fourth symbol) may be displayed by a light-emitting device such as an LED provided in the play area 3.
[0025] The reserved image display area includes a first reserved display area that displays reserved images 9A according to the number of reserved first special symbols, which will be described later, and a second reserved display area that displays reserved images 9B according to the number of reserved second special symbols, which will be described later. By displaying the reserved images 9A and 9B, the number of reserved first special symbols displayed on the first special symbol reserved display 43a, which will be described later, and the number of reserved second special symbols displayed on the second special symbol reserved display 43b, which will be described later, can be displayed in an easy-to-understand manner to the player. The reserved consumption image display area includes a reserved consumption display area that displays a reserved consumption image 9C. The reserved consumption image 9C corresponds to the currently changing performance pattern (performance pattern 8L, 8C, 8R) on the display screen 7a, and by displaying the reserved consumption image 9C, it is possible to easily display to the player that the reserved first special symbol or reserved second special symbol is consumed ("consuming reserved special symbols" described later).
[0026] On the left and right sides of the image display device 7, there are provided first board movable bodies 14 (also called first movable gadgets 14), which are so-called movable gimmicks. The first movable gadgets 14 are configured such that two semi-ring-shaped members arranged on the left and right sides can move in the left and right directions. The first movable gadgets 14 are normally stationary at retracted positions (FIG. 1) on the left and right sides of the image display device 7, and can move (advance) from the retracted positions toward the center of the display screen 7a so as to approach each other, and can be stationary at an advanced position in front of the display screen 7a. When the left and right members of the first movable gadget 14 are combined at the advanced position, a ring-shaped decorative part is formed, which covers a part of the image display device 7.
[0027] A second board movable body 15 (also called the second movable accessory 15), which is a movable so-called gimmick, is provided on the upper side of the image display device 7. The second movable accessory 15 is configured so that a rectangular member (decorative part) marked "OARO" can move up and down. The second movable accessory 15 is normally stationary at a retracted position (FIG. 1) above the image display device 7, and can move (advance) downward from the retracted position toward the center of the display screen 7a and stop at an advanced position in front of the display screen 7a. The second movable accessory 15 covers a part of the image display device 7 when stopped at the advanced position.
[0028] A stage section 11 is formed below the image display device 7. The stage section 11 has a shape that can guide game balls rolling on the upper surface of the stage section 11 to a first starting hole 20 described below. A warp section 12 is provided at the lower left of the center decorative body 10. The warp section 12 has an entrance section through which game balls flow and an exit section through which the game balls flow out, and causes the game balls that flow in from the entrance section to flow out from the exit section to the stage section 11.
[0029] The illumination panel (light guide plate) 18 is a transparent flat plate member attached to the central opening of the front frame 53, and the game area 3 of the game board 2 can be seen through the illumination panel 18. That is, the illumination panel 18 is disposed in front of the image display device 7, and the image displayed on the image display device 7 can be seen through the illumination panel 18. The illumination panel 18 is configured to be able to display a predetermined image on its main surface by irradiating LED light from its end surface. The illumination panel 18 is configured to be able to display a plurality of types of images in a plurality of types of colors by varying the irradiation direction and color of the LED light.
[0030] The fixed winning device (center) 19 is disposed below the image display device 7 in the game area 3, and includes a first start hole (first start winning hole, first ball hole, fixed start hole) 20. The entry of a game ball into the first starting hole 20 is an opportunity to draw the first special symbol (a big win or a small win). In other words, the entry of a game ball into the first starting hole 20 is an opportunity to obtain a random number for the special symbol and to determine whether or not a big win has occurred.
[0031] The first variable winning device 31 is disposed below the gate 28 in the game area 3, and includes a first starting port (first starting winning port, first ball entry port) 30. The first starting port 30 includes an opening / closing member (first starting port opening / closing member) 32 that allows or prevents the reception of a game ball by swinging open / close action. The opening / closing member 32 is driven by a first non-electric device 33. The first starting port 30 allows a game ball to enter when the opening / closing member 32 is in an open state. The entry of a game ball into the first starting port 30 is an opportunity for the drawing of a first special symbol (a big win / small win lottery). In other words, the entry of a game ball into the first starting port 30 is an opportunity for the acquisition of a special symbol winning random number, etc., and the determination of a big win, etc.
[0032] The second variable winning device 22 is disposed below the first starting hole 20 in the game area 3, and includes a second starting hole (second starting winning hole, second ball entry hole, variable starting hole) 21. The entry of a game ball into the second starting hole 21 triggers a lottery for a second special symbol (a lottery for a big win or a small win). The second variable winning device 22 includes a movable member 23 that can move back and forth, and opens and closes the second starting hole 21 by operating the movable member 23. The movable member 23 is driven by a second non-electric device 24. The second starting hole 21 can receive a game ball when the movable member 23 is in an open state (advancing state). Note that the second variable winning device 22 only needs to make it easier for a ball to enter the second starting hole 21 when the movable member 23 is in an open state than when the movable member 23 is in a closed state (retracted state), and may allow a ball to enter the second starting hole 21 when the movable member 23 is in a closed state.
[0033] The gate (through chucker) 28 is disposed to the right of the image display device 7 in the game area 3, and is configured to allow the game ball to pass through. The passage of the game ball through the gate 28 triggers a normal symbol lottery that determines whether or not to drive the electric chute 29 and open the electric chute winning hole 34. In other words, the passage of the game ball through the gate 28 triggers the acquisition of a normal symbol winning random number and a winning determination, etc.
[0034] The electric chute 29 is a movable member that is disposed below the gate 28 and can move back and forth, and the forward and backward movement opens and closes the electric chute winning opening 34. When the electric chute 29 is in the open state (advance state), the game ball can enter the electric chute winning opening 34, but when the electric chute 29 is in the closed state (retracted state), it is difficult for the game ball to enter the electric chute winning opening 34.
[0035] The electric chute winning opening 34 is provided with a first winning opening 75, a second winning opening 76, and a distribution member 77 on the inside (see FIG. 14). The game ball that enters the electric chute winning opening 34 enters either the first winning opening 75 or the second winning opening 76 by the distribution member 77. When the ball enters the first winning opening 75, the weight of the game ball drives the first non-electric device 33 and opens the opening / closing member 32. This makes the first starting opening 30 available for ball entry. When the game ball enters the first starting opening 30, the weight of the game ball closes the opening / closing member 32. When the ball enters the second winning opening 76, the weight of the game ball drives the second non-electric device 24 and opens the movable member 23. This makes the second starting opening 21 available for ball entry. When a game ball enters the second starting hole 21, the movable member 23 closes due to the weight of the entered game ball. The first non-electric device 33 and the second non-electric device 24 are so-called non-electric chute. The distribution member 77 distributes the game ball that enters the electric chute winning hole 34 so that the game ball enters either the first winning hole 75 or the second winning hole 76.
[0036] Here, the "lottery for the special symbol" refers to a process in which, when a game ball enters the first starting hole 20, 30 or the second starting hole 21, a random number for determining the special symbol is obtained, and the obtained random number is compared with a value corresponding to a predetermined "big win" or "small win" to determine whether or not the game has won a big win. The lottery results of the "big win" and "small win" are not immediately notified to the player, but the special symbols are displayed variably on the first special symbol display device 41a or the second special symbol display device 41b described below, and when a predetermined variation time has elapsed, the special symbol corresponding to the lottery result is displayed stationary (determined display), and the lottery result is notified to the player. The image display device 7 plays a pattern matching game in which the performance symbols are displayed variably in synchronization with the variable display of the special symbols, and the lottery result of the big win is more effectively notified to the player by this pattern matching game.
[0037] Also, "drawing a normal symbol" refers to a process of acquiring a random number for determining a normal symbol when a gaming ball passes through the gate 28, and judging whether or not it is a win by comparing this acquired random number with a value corresponding to a predetermined "win". The lottery result of this normal symbol is also not immediately notified when the gaming ball passes through the gate 28, but a fluctuating display of the normal symbol is performed on the normal symbol display 42 described later, and after a predetermined fluctuating time has passed, the normal symbol corresponding to the lottery result is displayed as a confirmed one (lighted or unlit), and the lottery result is notified to the player.
[0038] The large prize device (second attacker, second special variable prize device) 36 is disposed below the first starting hole 30 in the game area 3, and is provided with a large prize hole (special prize hole) 35. The large prize hole 35 is provided with an opening / closing member (special prize hole opening / closing member, movable member) 37 that blocks or allows the reception of game balls by a shutter-type opening / closing action. The opening / closing member 37 is driven by a large prize hole solenoid 38. When the opening / closing member 37 is in the open state, game balls can enter the large prize hole 35.
[0039] The large prize winning device 36 includes a V area (specific area) 39, a V area sensor 39a, a non-V area (non-specific area) 70, a non-V area sensor 70a, a large prize winning port sensor 35a, a V opening / closing member 71, and a V opening / closing member solenoid 73. The V area (specific area) 39 and the non-V area (non-specific area) 70 are configured as areas through which a game ball that has passed through the large prize winning port 35 can pass inside the large prize winning device 36. The large prize winning port sensor 35a is disposed upstream of the V area 39 and the non-V area 70, and detects the entry of a game ball into the large prize winning port 35. The V area sensor 39a is disposed in the V area 39, and detects the passage of a game ball into the V area 39. The non-V area sensor 70a is disposed in the non-V area 70, and detects the passage of a game ball into the non-V area 70. The V opening / closing member 71 distributes the game balls that have passed through the large prize opening 35 to either the V region 39 or the non-V region 70. The V opening / closing member solenoid 73 drives the V opening / closing member 71. The V opening / closing member 71 is configured to rotate (clockwise and counterclockwise with respect to the game board 2), and when the V opening / closing member solenoid 73 is energized, it rotates clockwise from the origin position to distribute the game balls to the V region 39 in a first state (rotating state), and when the V opening / closing member solenoid 73 is not energized, it is located at the origin and distributes the game balls to the non-V region 70 in a second state (stopped state). Note that the V opening / closing member 71 is not limited to rotational movement, and may be configured to move in the left-right direction with respect to the game board 2, for example, as long as it has the function of distributing the game balls that have passed through the first large prize opening 30 to either the V region 39 or the non-V region 70. In other words, when the V opening / closing member solenoid 73 is energized, it is in a retracted state (first state) in which the game ball is distributed to the V region 39, and when the V opening / closing member solenoid 73 is not energized, it is in an advanced state (second state) in which the game ball is distributed to the non-V region 70.
[0040] Figure 2 (A) shows the state when the V opening / closing member solenoid 73 is energized. When the V opening / closing member solenoid 73 is energized, the V opening / closing member 71 is in a state (first state) that allows the passage of a gaming ball into the V area 39. When the V opening / closing member 71 is in the first state, a gaming ball that has entered the large prize opening 35 passes through the large prize opening sensor 35a and then passes through the V area 39 (route A in Figure 2 (A)). This route of the gaming ball is called the "first route". Figure 2 (B) shows the state when the V opening / closing member solenoid 73 is not energized. When the V opening / closing member solenoid 73 is not energized In this state, the V-shaped opening / closing member 71 is in a state (second state) in which it prevents the passage of the game ball into the V region 39. When the V-shaped opening / closing member 71 is in the second state, the game ball that entered the big prize opening 35 passes through the big prize opening sensor 35a, then rolls on the upper surface of the V-shaped opening / closing member 71 and passes through the non-V region 70 (route B in FIG. 2(B)). This route of the game ball is called the "second route." In addition, in the gaming machine 1, the passage of the game ball into the V region 39 is the trigger for the execution of a big prize game (second special game) described later. In other words, a lottery is held to determine whether or not the game ball has succeeded in passing through the V region 39. A big prize won by the lottery of the first special pattern or the lottery of the second special pattern described above is also called a "type 1 big prize," and a big prize won by the passage of the game ball into the V region 39 is also called a "type 2 big prize."
[0041] Returning to FIG. 1, two normal winning holes 27 are provided at the bottom of the game area 3. The number of normal winning holes 27 can be set as desired. The outlet 16 is provided at the bottom of the game area 3, and ejects game balls that do not win at any of the winning holes out of the game area 3. The indicators 40 are disposed at the bottom right of the game board 2. Details of the indicators 40 will be described later.
[0042] The game area 3 has a left game area 3A on the left side of the center in the left-right direction, and a right game area 3B on the right side. A hitting style in which the game ball is shot so that it flows down the left game area 3A is called a "left hit". On the other hand, a hitting style in which the game ball is shot so that it flows down the right game area 3B is called a "right hit". In the game machine 1, a left hit can aim for winning at the first start gate 20. On the other hand, a right hit can aim for passing through the gate 28 and winning at the first start gate 30, the second start gate 21, and the big prize gate 35.
[0043] FIG. 3 is an enlarged view of the display devices 40. The display devices 40 include a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reserved display 43a, a second special symbol reserved display 43b, and a normal symbol reserved display 44. The first special symbol display 41a variably displays the first special symbol. The second special symbol display 41b variably displays the second special symbol. The normal symbol display 42 variably displays the normal symbol. The first special symbol reserved display 43a displays the number of reserved activations (first special symbol reserved) of the first special symbol display 41a. The second special symbol reserved display 43b displays the number of reserved activations (second special symbol reserved) of the second special symbol display 41b. The regular symbol reserve indicator 44 displays the number of reserved activations (regular symbol reserves) stored in the regular symbol indicator 42. The variable display of the first special symbol is triggered by the entry of a game ball into the first starting hole 20, 30. The variable display of the second special symbol is triggered by the entry of a game ball into the second starting hole 21. Hereinafter, the first special symbol and the second special symbol are collectively referred to as "special symbols." Additionally, the first special symbol indicator 41a and the second special symbol indicator 41b are collectively referred to as "special symbol indicator 41." Additionally, the first special symbol reserve indicator 43a and the second special symbol reserve indicator 43b are collectively referred to as "special symbol reserve indicator 43."
[0044] The special symbol display 41 variably displays (variably displays) the special symbol (identification information) and then displays it in a stopped state to notify the result of a lottery (special symbol winning lottery, big win / small win lottery) based on winning at the first starting hole 20, 30 or the second starting hole 21. The special symbol (stopping symbol, special symbol derived and displayed as a display result of the variable display) displayed in a stopped state is one special symbol selected from a plurality of types of special symbols by the special symbol lottery. When the stopped symbol is a special symbol (jackpot symbol) of a predetermined big win stopping mode, a big win game (second special game) is played in which the big winning hole 35 is opened in an opening pattern according to the type of the stopped and displayed big win symbol (type of big win won). In addition, when the stopped symbol is a special symbol (small win symbol) of a predetermined small win stopping mode, a small win game (first special game) is played in which the large prize opening 35 is opened in an opening pattern according to the type of the small win symbol (type of small win won) that has stopped and displayed. The opening pattern of the large prize opening 35 in the first special game or the second special game will be described later.
[0045] The special symbol display 41 is composed of eight LEDs arranged side by side, and displays a special symbol according to the result of the special symbol winning lottery according to the lighting state of the LEDs. For example, when a big win (one of the multiple types of big wins described later) is won, the big win symbol is displayed with the 1st, 2nd, 5th, and 6th LEDs from the left lit, such as "○○●●○○●●" (○: lit, ●: unlit). When a small win (one of the multiple types of small wins described later) is won, the small win symbol is displayed with the 5th and 6th LEDs from the left lit, such as "●●●●○○●●". When a loss occurs, a losing symbol is displayed with only the rightmost LED lit, such as "●●●●●●●○". A mode in which all LEDs are turned off as a losing symbol may be adopted. Before the special symbol is stopped and displayed, a variable display (variable display) of the special symbol is performed for a predetermined variable time. The variable display mode may be, for example, each LED is lit so that light flows repeatedly from left to right. The manner of the variable display is not limited to the above-mentioned manner, and can be any lighting manner, as long as each LED is not displayed as a stopped display (illumination display in a specific manner). For example, the variable display may be such that all LEDs flash simultaneously.
[0046] In the gaming machine 1, when a game ball enters the first start hole 20, 30 or the second start hole 21, the values (numerical information) of various random numbers such as the random number for winning the special symbol acquired for the winning are temporarily stored in the special symbol reservation memory area 85 (FIG. 6). Specifically, if the game ball enters the first start hole 20, 30, it is stored in the first special symbol reservation memory area 85a (FIG. 6) as the first special symbol reservation, and if the game ball enters the second start hole 21, it is stored in the second special symbol reservation memory area 85b (FIG. 6) as the second special symbol reservation. There is an upper limit to the number of special symbol reservations that can be stored in each special symbol reservation memory area 85, and the upper limit in this embodiment is four for the first special symbol reservation memory area 85a and four for the second special symbol reservation memory area 85b. The special symbol reservation stored in the special symbol reservation memory area 85 is consumed when the variable display of the special symbol based on the special symbol reservation becomes possible. "Consumption of special reserved symbols" means judging the random number of the special symbol corresponding to the reserved symbol, and executing the variable display of the special symbol to show the judgment result. Therefore, in the gaming machine 1, even if the variable display of the special symbol based on the winning of the game ball into the first starting hole 20, 30 or the second starting hole 21 cannot be performed immediately after the winning, that is, even if a winning occurs during the variable display of the special symbol or during the special game (big prize game or small prize game), the right to the big prize and small prize lottery for the winning can be reserved up to a predetermined number. The number of reserved special symbols is displayed on the reserved special symbol display 43. The first reserved special symbol display 43a is composed of, for example, four LEDs, and the second reserved special symbol display 43b is composed of, for example, four LEDs. Each reserved special symbol display 43 displays the number of reserved special symbols by lighting the LEDs for the number of reserved special symbols.
[0047] The variable display of the normal symbol is triggered by the passage of the game ball through the gate 28. The normal symbol display device 42 variably displays (variably displays) the normal symbol, and then displays it in a stopped state to notify the result of the normal symbol lottery based on the passage of the game ball through the gate 28. The normal symbol displayed in a stopped state (normal symbol stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from a plurality of types of normal symbols by the normal symbol lottery. When the normal symbol stop symbol is a specific normal symbol determined in advance (a normal symbol in a predetermined stopping state, i.e., a normal winning symbol), an auxiliary game is performed in which the first start hole 30 and the second start hole 21 are opened in an opening pattern according to the current game state. The opening patterns of the first start hole 30 and the second start hole 21 will be described later.
[0048] The normal symbol display 42 is made up of three LEDs, and displays the normal symbol according to the result of the normal symbol lottery by the way they are lit. For example, if the lottery result is a win, the first and second LEDs from the left will be lit to display the normal winning symbol, such as "○○●" (○: lit, ●: unlit). If the lottery result is a loss, it will display "●○●" " displays a normal losing symbol with only the middle LED lit. A mode in which all LEDs are turned off as a normal losing symbol may also be adopted. Before the normal symbol is displayed stationary, the normal symbol is displayed in a variable manner for a predetermined variable time. The variable display mode may be, for example, each LED being lit so that light flows repeatedly from left to right. The variable display mode is not limited to the above modes and may be any lighting mode as long as each LED is not displayed stationary (lighting display in a specific mode). For example, the variable display mode may be all LEDs flashing at once.
[0049] In the gaming machine 1, when a gaming ball passes through the gate 28, the value of the normal symbol winning random number acquired for that passage is temporarily stored as a normal symbol reserve in the normal symbol reserve memory area 86 (FIG. 6). There is an upper limit to the number of normal symbol reserves that can be stored in the normal symbol reserve memory area 86, and the upper limit in this embodiment is one. The normal symbol reserve stored in the normal symbol reserve memory area 86 is consumed when the variable display of the normal symbol based on that normal symbol reserve becomes possible. The consumption of the normal symbol reserve means determining the normal symbol winning random number corresponding to that normal symbol reserve and executing the variable display of the normal symbol to show the result of the determination. Therefore, in the gaming machine 1, even if the variable display of the normal symbol based on the passage of the gaming ball through the gate 28 cannot be performed immediately after the passage, that is, even if a prize is won during the execution of the variable display of the normal symbol or during the execution of the auxiliary game, the right to draw the normal symbol for that passage can be reserved up to a predetermined number. The number of normal symbol reserves is displayed on the normal symbol reserve display 44. The regular map reservation indicator 44 is, for example, composed of one LED, and displays the number of regular map reservations by lighting up the LEDs equal to the number of regular map reservations.
[0050] 2. Electrical configuration of the gaming machine The electrical configuration of the gaming machine 1 will be described with reference to Figs. 4 and 5. Fig. 4 is a block diagram showing the electrical configuration of the main control board side of the gaming machine 1. Fig. 5 is a block diagram showing the electrical configuration of the sub-control board side of the gaming machine 1. The gaming machine 1 includes a main control board 80 (Fig. 4), a sub-control board 90 (Fig. 5), an image control board 100 (Fig. 5), a lamp control board 107 (Fig. 5), a sound control board 106 (Fig. 5), and a payout control board 110 (Fig. 4). The main control board 80 is a game control board that controls game profits such as big win / small win lottery and transition of game state, and constitutes a main control unit. The sub-control board 90 is a performance control board that controls performances executed as the game progresses, and constitutes a sub-control unit together with the image control board 100, the lamp control board 107, and the sound control board 106. The sub-control unit can be configured by at least including the sub-control board 90.
[0051] The main control board 80 includes a game control microcomputer 81 and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80, and controls the progress of the game of the gaming machine 1 according to a program. The game control microcomputer 81 includes a main ROM 83 that stores a program for controlling the progress of the game, a main RAM 84 used as a work memory, and a main CPU 82 that executes the program stored in the main ROM 83. Details of the data stored in the main ROM 83 and details of the storage area provided in the main RAM 84 will be described later. The main ROM 83 may be configured as an external ROM. The game control microcomputer 81 transmits and receives data to and from other boards, etc. via an input / output circuit (I / O port unit) 87. The input / output circuit 87 may be built into the game control microcomputer 81.
[0052] Various sensors and solenoids are connected to the main control board 80 via an input / output circuit 87 and a relay board 88. The main control board 80 receives signals output from each sensor and outputs signals to each solenoid. The sensors connected via the relay board 88 include the first start hole sensor 20a, the second start hole sensor 21a, the gate sensor 28a, the first start hole sensor 30a, the big prize hole sensor 35a, the V area sensor 39a, the non-V area sensor 7a, the V area sensor 7b, the V area sensor 7c, the V area sensor 7d, the V area sensor 7e, the V area sensor 7f, the V area sensor 7g, the V area sensor 7h, the V area sensor 7h, the V area sensor 7i, the V area sensor 7j, the V area sensor 7j, the V area sensor 7k, the V area sensor 7k, the V area sensor 7p ... 0a and a normal winning hole sensor 27a are exemplified. They are connected via a relay board 88. The first starting hole sensor 20a is provided inside the first starting hole 20 and detects a game ball that has entered the first starting hole 20. The second starting hole sensor 21a is provided inside the second starting hole 21 and detects a game ball that has entered the second starting hole 21. The gate sensor 28a is provided inside the gate 28 and detects a game ball that has passed through the gate 28. The first starting hole sensor 30a is provided inside the first starting hole 30 and detects a game ball that has entered the first starting hole 30. The large winning hole sensor 35a is provided inside the large winning hole 35 and detects a game ball that has entered the large winning hole 35. The V area sensor 39a is provided in the V area 39 inside the large winning hole 35 and detects a game ball that has passed through the V area 39. The non-V area sensor 70a is provided in the non-V area 70 inside the special prize opening 35, and detects game balls that have passed through the non-V area 70. The regular prize opening sensor 27a is provided in the regular prize opening 27, and detects game balls that have entered the regular prize opening 27.
[0053] Examples of solenoids include electric chute solenoid 29a, distribution member solenoid 77a, special prize opening solenoid 38, and V-shaped opening / closing member solenoid 73. Electric chute solenoid 29a drives electric chute 29. Distribution member solenoid 77a drives distribution member 77. Special prize opening solenoid 38 drives opening / closing member 37 of special prize device 36. V-shaped opening / closing member solenoid 73 drives V-shaped opening / closing member 71 of special prize opening 35.
[0054] The main control board 80 is connected to the display devices 40 via an input / output circuit 87. The game control microcomputer 81 controls the display of the first special symbol display device 41a, the second special symbol display device 41b, the normal symbol display device 42, the first special symbol reserved display device 43a, the second special symbol reserved display device 43b, and the normal symbol reserved display device 44.
[0055] The payout control board 110 is connected to the main control board 80 via the input / output circuit 87. The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 to monitor payout. The payout control board 110 is connected to the prize ball payout device 120, the loan ball payout device 130, and the card unit 135, and is connected to the launch device 112 via the launch control circuit 111. The prize ball payout device 120 pays out prize balls. The payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 based on a signal from the game control microcomputer 81 to pay out prize balls. The paid out prize balls are detected by the prize ball sensor 122 for counting. The loan ball payout device 130 pays out loan balls. The payout control board 110 drives the ball-dispensing motor 131 of the ball-dispensing device 130 based on a signal from a card unit 135 connected to the gaming machine 1 to dispense the balls. The dispensed balls are detected by a ball-dispensing sensor 132 for counting. The card unit 135 is disposed adjacent to the gaming machine 1, and outputs information about the ball loan based on information such as an inserted prepaid card. The launching device 112 includes a handle 60 (FIG. 1), a launching motor 113, a touch switch 114, and a launching volume 115. When the handle 60 is operated by a player, the launching device 112 detects the contact of the handle 60 by the touch switch 114 and detects the amount of rotation of the handle 60 by the launching volume 115. Then, the launching motor 113 is driven so that the game balls are launched with a strength corresponding to the magnitude of the detection signal of the launching volume 115.
[0056] A sub-control board 90 (FIG. 5) is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only the transmission of signals from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (not shown, for example a circuit using a diode) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restricting means.
[0057] The sub-control board 90 is equipped with a performance control microcomputer 91 and an input / output circuit 95. The performance control microcomputer 91 is a one-chip microcomputer mounted on the sub-control board 90, and controls the performance of the game of the gaming machine 1 according to a program. The performance control microcomputer 91 includes a sub-ROM 93 that stores programs for controlling the performance as the game progresses, a sub-RAM 94 used as a work memory, and a sub-CPU 92 that executes the programs stored in the sub-ROM 93. Details of the data stored in the sub-ROM 93 and details of the storage area provided in the sub-RAM 94 will be described later. The sub-ROM 93 may be configured as an external ROM. The performance control microcomputer 91 transmits and receives data to and from other boards and the like via an input / output circuit (I / O port section) 95. The input / output circuit 95 may be built into the performance control microcomputer 91. The image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108 are connected to the sub-control board 90 via the input / output circuit 95.
[0058] The image control board 100 includes an image control microcomputer 101, an input circuit 105a, and an output circuit 105b. The image control microcomputer 101 is a one-chip microcomputer mounted on the image control board 100, and controls the display of the image display device 7 according to a program. The image control microcomputer 101 includes a CPU 102, a ROM 103, and a RAM 104. The ROM 103 stores a program for performing display control, as well as still image data and video data to be displayed on the image display device 7, specifically, image data such as characters, items, figures, letters, numbers, and symbols (including performance patterns) and background images. The RAM 104 is used as a memory for expanding the image data. The CPU 102 executes the program stored in the ROM 103. The performance control microcomputer 91 causes the image control microcomputer 101 to control the display of the image display device 7 based on a command received from the main control board 80. The image control microcomputer 101 reads image data from the ROM 103 based on a command from the performance control microcomputer 91, and performs display control based on the read image data.
[0059] The speaker 67 is connected to the audio control board 106, and the performance control microcomputer 91 outputs audio, music, sound effects, and the like from the speaker 67 via the audio control board 106 based on a command received from the main control board 80. Sound data such as audio output from the speaker 67 is stored in the sub-ROM 93 of the sub-control board 90. The audio control board 106 may be equipped with a CPU, and the CPU may execute audio control based on the command. Furthermore, the audio control board 106 may be equipped with a ROM, and audio data may be stored in the ROM. The speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may execute audio control. Furthermore, audio data may be stored in the ROM 103 of the image control board 100.
[0060] The lamp control board 107 is connected to the frame lamp 66, the board lamp 5, the first movable role 14, and the second movable role 15, and controls them. The performance control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 (including the lamps of the first movable role 14 and the second movable role 15) via the lamp control board 107 based on the command received from the main control board 80. In other words, the performance control microcomputer 91 creates light emission pattern data (data that determines the on / off and light emission color, also called lamp data) that determines the light emission mode of lamps such as the frame lamp 66 and the board lamp 5, and controls the light emission of lamps such as the frame lamp 66 and the board lamp 5 according to the light emission pattern data. Data stored in the sub-ROM 93 of the sub-control board 90 is used to create the light emission pattern data. The performance control microcomputer 91 operates the first movable role 14 and the second movable role 15 based on the command received from the main control board 80. The performance control microcomputer 91 creates operation pattern data (drive data) that determines the operation modes of the first movable role 14 and the second movable role 15, and controls the operation of these movable roles according to the operation pattern data. The operation pattern data is created using data stored in the sub-ROM 93. The lamp control board 107 is The lamp control board 107 may be equipped with a CPU, and the CPU may be made to execute control of the lighting of the lamps and the operation of the movable parts based on commands. In this case, the lamp control board 107 may be equipped with a ROM, and data regarding the light emission pattern and the operation pattern may be stored in the ROM.
[0061] The relay board 108 is connected to a performance button detection switch 63a and a select button detection switch 68a. The performance button detection switch 63a detects that the performance button 63 has been pressed. When the performance button 63 is pressed, a switch signal is output from the performance button detection switch 63a to the sub-control board 90 via the relay board 108. The select button detection switch 68a detects that the select button 68 has been pressed. In addition, the sub-control board 90 can cause the performance button 63 and the select button 68 to execute light-emitting performances via the relay board 108.
[0062] 3. Data structure of gaming machines The data configuration of the gaming machine 1 will be described with reference to Figures 6 and 7. Figure 6(A) is a diagram for explaining a table stored in the main ROM 83. Figure 6(B) is a diagram for explaining a storage area provided in the main RAM 84. Figure 7(A) is a diagram for explaining a table stored in the sub ROM 93. Figure 7(B) is a diagram for explaining a storage area provided in the sub RAM 94.
[0063] The main ROM 83 (FIG. 6(A)) stores a special symbol winning judgment table T1, a reach judgment table T2, a special symbol winning type judgment table T3, a special symbol change pattern judgment table T4, a normal symbol winning judgment table T5, a normal symbol winning type judgment table T6, a normal symbol change pattern judgment table T7, an electric chute opening pattern judgment table T8, and a large prize opening pattern judgment table T9. These judgment tables are referred to by the game control microcomputer 81 in the main control main process (described later) executed by the game control microcomputer 81. The specific contents of each judgment table will be described later.
[0064] The main RAM 84 (FIG. 6(B)) is provided with a command set area 84a, a flag set area 84b, a counter set area 84c, a special action status set area 84d, a special pattern reserved memory area 85, and a normal pattern reserved memory area 86. The command set area 84a is an area (output buffer) in which commands output from the main control unit side to the sub-control unit side in the main control main process (described later) are set, and a fluctuation start command, a fluctuation stop command, an opening command, a round designation command, an ending command, a game state designation command, a V passing command, a pre-determination command, a customer waiting standby command, a reserved ball number command, a normal pattern fluctuation start command, a normal pattern fluctuation stop command, a normal pattern opening command, a normal pattern ending command, and the like are set. The flag set area 84b is an area where flags indicating the state of the gaming machine and the game state are set in the main control main process (described later), and a big win flag, a big win end flag, a small win flag, a small win end flag, a V flag, a ceiling flag, a time reduction flag, a V opening and closing member operation flag, etc. are set. The counter set area 84c is an area where counters used in the main control main process (described later) are set, and a random number counter, a round counter, a ceiling counter, a first time reduction counter, a second time reduction counter, a third time reduction counter, etc. are set. The special operation status set area 84d is an area where a status in the special operation process (FIG. 20) described later is set. The special chart reservation memory area 85 includes a first special chart reservation memory area 85a where the first special chart reservation is stored, and a second special chart reservation memory area 85b where the second special chart reservation is stored. The first special symbol reserved memory area 85a is provided with first to fourth memory areas for storing random number groups (reserved information) such as random numbers for special symbols corresponding to the first to fourth reserved first special symbols. The second special symbol reserved memory area 85b is provided with first to fourth memory areas for storing random number groups (reserved information) corresponding to the first to fourth reserved second special symbols. The area 86 is provided with a first storage area for storing a random number group (reserved information) such as a normal pattern winning random number corresponding to the first regular reserved pattern. In addition to the above areas, the main RAM 84 is provided with a winning type set buffer in which special pattern stop pattern data is set, and a drive data buffer in which drive data for driving the decorative movable body 15 is set. The information stored in the main RAM 84 is not cleared even when the power supply of the gaming machine 1 is turned OFF or ON, and is maintained as it is. In other words, the above-mentioned commands, flags, counters, status information, and reserved information do not change their states even when the power supply is turned OFF or ON, and the information is maintained. On the other hand, the information stored in the main RAM 84 is reset by the RAM clear of the gaming machine 1. When reset, the ceiling flag is set to "ON" as the initial state of the flag, and the other flags are set to "OFF". Also, as the initial state of the counter, a predetermined value (for example, 500) is set to the ceiling counter, and "0" is set to the other counters.
[0065] The sub-ROM 93 (FIG. 7(A)) stores a variable performance pattern determination table T51, a stop symbol pattern determination table T52, a time-saving performance scenario determination table T54, and a look-ahead performance pattern determination table T55. These determination tables are referred to by the performance control microcomputer 91 in the sub-control main process (described later) executed by the performance control microcomputer 91. The specific contents of each determination table will be described later.
[0066] The sub-RAM 94 (FIG. 7(B)) is provided with a command storage area 94a, a performance command set area 94b, a pre-determination information storage area 94c, and a counter set area 94d. The command storage area 94a is an area (input buffer) in which commands input from the main control unit side in the sub-control main process (described later) are stored, and a fluctuation start command, a fluctuation stop command, an opening command, a round designation command, an ending command, a game state designation command, a V-pass command, a pre-determination command, a customer waiting standby command, a reserved ball number command, a normal symbol fluctuation start command, a normal symbol fluctuation stop command, a normal symbol opening command, a normal symbol ending command, and the like are stored. The performance command set area 94b is an area (output buffer) in which commands output from the sub-control board 90 to the image control board 100, the lamp control board 107, and the sound control board 106 in the sub-control main process (described later) are set, and a variable performance start command, a variable performance end command, an opening performance start command, a round performance start command, an ending performance start command, a normal symbol variable performance start command, a normal symbol variable performance end command, a normal symbol opening performance start command, a normal symbol ending performance start command, and the like are set. The pre-determination information storage area 94c is where pre-determination information is stored in the sub-control main process (described later). The counter set area 94d is an area in which counters used in the sub-control main process (described later) are set, and a random number counter, a first special symbol reserved performance counter, a second special symbol reserved performance counter, a normal symbol reserved performance counter, a first time-saving performance counter, a second time-saving performance counter, a third time-saving performance counter, a ceiling performance counter, and the like are set. Of the information stored in the sub-RAM 94, other than an overnight performance counter (not shown), all are not cleared and are maintained even when the power of the gaming machine 1 is turned OFF and ON. In other words, the above-mentioned commands, counters other than the overnight performance counter, and advance judgment information do not change state even when the power is turned OFF and ON, and the information is maintained. The overnight performance counter is reset by turning the power of the gaming machine 1 OFF and ON, and is set to 0 as its initial state. The information stored in the sub-RAM 94 is reset by clearing the RAM of the gaming machine 1.When reset, the ceiling effect counter is set to a predetermined value (for example, 500) as the initial state of the counters, and the other counters are set to 0.
[0067] FIG. 8 is a diagram for explaining various random numbers used in the gaming machine 1. FIG. 8(A) shows random numbers acquired by the gaming control microcomputer 81 on the main control unit side, and FIG. 8(B) shows random numbers acquired by the performance control microcomputer 91 on the sub-control unit side. The microcomputer 81 is configured to obtain the "special symbol winning random number", the "special symbol winning type random number", the "reach random number", the "variation pattern random number", the "normal symbol winning random number", and the "normal symbol winning type random number" at the timings described below. The "special symbol winning random number" is a random number used in the lottery (lottery for big win or small win) for big win, small win, miss (sudden time reduction), or miss, and takes a value in the range of 0 to 65535. The "special symbol winning type random number" is a random number used in the lottery (win type determination) for the type of big win or small win that has been won, and takes a value in the range of 0 to 127. The "reach random number" is a random number used to determine whether or not to generate a reach in the performance pattern variation performance that shows the result when the big win or small win determination is a miss, and takes a value in the range of 0 to 127. The "reach" refers to a state where only one of the multiple performance symbols (decorative symbols) that is being displayed in a variable manner remains, and depending on which of the performance symbols that are being displayed in a variable manner are displayed in a stopped state, a combination of performance symbols that indicates a big or small win (for example, a "7↓7" state) may be formed. The performance symbols that are displayed in a stopped state in the reach state may be displayed as if they are fluctuating within the display screen 7a. The "variation pattern random number" is a random number used to determine the variation pattern including the variation time, and takes a value in the range of 0 to 127. The "normal symbol winning random number" is a random number used in the winning lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens the first variable winning device 31 and the second variable winning device 22, and takes a value in the range of 0 to 255. The "normal symbol winning type random number" is a random number used in the lottery (winning type determination) for the type of winning that is won in the normal symbol lottery, and takes a value in the range of 0 to 65535. The "special symbol hit random number", "special symbol hit type random number", "reach random number", and "variation pattern random number" are obtained based on the ball entering the start hole (first start hole 20 or second start hole 21). The random number group obtained based on the ball entering the first start hole 20 is stored in the first special symbol reservation memory area 85a, and the random number group obtained based on the ball entering the second start hole 21 is stored in the second special symbol reservation memory area 85b.The "normal symbol random number" and "normal symbol type random number" are obtained based on the passage of the gate 28. The obtained normal symbol random number value and normal symbol type random number value are stored in the normal symbol reservation memory area 86.
[0068] The performance control microcomputer 91 is configured to acquire a "variable performance pattern random number", a "time-saving performance scenario random number", and a "pre-reading performance random number" at a timing to be described later. The "variable performance pattern random number" is a random number used to determine a variable performance pattern, and takes a value in the range of 0 to 127. The "chance-up random number" is a random number used to determine a chance-up performance during a variable performance, and takes a value in the range of 0 to 127. The "pre-reading performance random number" is a random number used to determine a pre-reading performance during a variable performance, and takes a value in the range of 0 to 127. The "variable performance pattern random number" is acquired based on a variation start command being output from the main control unit side to the sub control unit side. The acquired random number value is stored in the sub RAM 94. The "chance-up random number" is acquired based on a variation start command being output from the main control unit side to the sub control unit side. The acquired random number value is stored in the sub RAM 94. The "pre-reading performance random number" is acquired based on a pre-determination command being output from the main control unit side to the sub control unit side. The obtained random number value is stored in the sub-RAM 94.
[0069] 9A and 9B are diagrams for explaining the special symbol hit determination table T1 and the reach determination table T2. FIG. 9A shows a diagram for explaining the special symbol hit determination table T1, and FIG. 9B shows a diagram for explaining the reach determination table T2.
[0070] The special symbol winning judgment table T1 is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to judge whether the acquired special symbol winning random number value (any of 0 to 65535) corresponds to a "big win", a "small win", a "miss (sudden time reduction)", or a "miss". In FIG. 9(A), In the drawing of the second special symbol, if the random number value for the special symbol is "0-210", it is determined to be a "big win", if the random number value for the special symbol is "10000-10500", it is determined to be a "small win", if the random number value for the special symbol is "20000-22100", it is determined to be a "miss (sudden time reduction)", and if the random number value for the special symbol is any value other than the above between 0 and 65535, it is determined to be a "miss". Also, in the drawing of the second special symbol (special symbol 2), if the random number value for the special symbol is "0-210", it is determined to be a "big win", and if the random number value for the special symbol is any value other than the above between 0 and 65535, it is determined to be a "small win".
[0071] The reach determination table T2 is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired reach random number value (any of 0 to 127) corresponds to "reach" or "no reach". In FIG. 9(B), in the "non-time-saving state", when the reach random number value is "0 to 13", it is determined to be "reach", and when the reach random number value is "a number other than 0 to 13 (14 to 127)", it is determined to be "no reach". Also, in the "time-saving state", when the reach random number value is "0 to 5", it is determined to be "reach", and when the reach random number value is "a number other than 0 to 5 (6 to 127)", it is determined to be "no reach". The contents of the "time-saving state" and the "non-time-saving state" will be described later. In the reach determination table T2, the time-saving state is less likely to be reached when losing than the non-time-saving state. This is because, during the time-saving state, more no-reach misses with short fluctuation times are selected, thereby speeding up the consumption of reserved special charts.
[0072] The special symbol winning type determination table T3 will be described with reference to Figs. 10 and 11. Fig. 10 is a diagram for explaining the special symbol winning type determination table T3 in the lottery of the special symbol 1. Fig. 11 is a diagram for explaining the special symbol winning type determination table T3 in the lottery of the special symbol 2. The special symbol winning type determination table T3 is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine the "big win type" or "small win type" and the "type of special symbol" according to the special symbol winning type random number value (any of 0 to 127) acquired. In Fig. 10, when the "big win" is won in the lottery of the special symbol 1 in the "non-time-saving state", if the special symbol winning type random number value is "0 to 15", the big win type is determined to be "5R time-saving 150 times big win", and the stop pattern of the special symbol 1 (special symbol 1 stop pattern) stopped and displayed on the first special symbol display 41a is determined to be "time-saving pattern 1". When the special symbol hit type random number is "16-127", the big win type is determined to be "5R time-saving 100 times big win" and the special symbol 1 stop pattern is determined to be "time-saving symbol 2". On the other hand, when the special symbol 1 lottery is "a small win" during "non-time-saving state", regardless of the special symbol hit type random number (0-127), the small win type is determined to be "3R normal small win (V passing is practically impossible)" and the special symbol 1 stop pattern is determined to be "no time-saving small win symbol 1".
[0073] When a "jackpot win" is won in the drawing of special chart 1 during the "time-saving state", regardless of the random number value of the special pattern win type (even if it is any value between 0 and 127), the jackpot type is determined to be a "3R time-saving 100 times jackpot" and the special chart 1 stopping pattern is determined to be "time-saving pattern 3". On the other hand, when a "small jackpot win" is won in the drawing of special chart 1 during the "time-saving state", regardless of the random number value of the special pattern win type (even if it is any value between 0 and 127), the small jackpot type is determined to be a "3R normal small jackpot (V passing is practically impossible)" and the special chart 1 stopping pattern is determined to be "no time-saving small jackpot pattern 2".
[0074] In FIG. 11, when a "jackpot is won" in the lottery of the special symbol 2 in the "non-time-saving state", the jackpot type is determined to be a "3R time-saving 1-time jackpot" regardless of the special symbol winning type random number (even if it is any of 0 to 127), and is displayed in a stopped state on the second special symbol display 41b. The stopping pattern of the special chart 2 (special chart 2 stopping pattern) is determined as "time-saving pattern 1". On the other hand, when a "small win" is won in the lottery of the special chart 2 in the "non-time-saving state", if the special pattern winning type random number value is "0 to 63", the small win type is determined as "3R time-saving 1-time small win (V passing possible)", and the special chart 2 stopping pattern of the special chart 2 on the second special pattern display 41b is determined as "time-saving small win pattern 1". If the special pattern winning type random number value is "64 to 127", the small win type is determined as "3R normal small win (V passing possible)", and the special chart 2 stopping pattern is determined as "no time-saving small win pattern 1".
[0075] When a "jackpot win" is won in the drawing of special chart 2 during "time-saving mode", if the random number value of the special pattern win type is "0-79", the jackpot type is determined to be "5R time-saving 1-time jackpot" and the special chart 2 stopping pattern is determined to be "time-saving pattern 2". If the random number value of the special pattern win type is "80-127", the jackpot type is determined to be "3R time-saving 1-time jackpot" and the special chart 2 stopping pattern is determined to be "time-saving pattern 3". On the other hand, when a "small jackpot win" is won in the drawing of special chart 2 during "time-saving mode", if the random number value of the special pattern win type is "0-63", the small jackpot type is determined to be "3R time-saving 1-time small jackpot (V passing possible)" and the special chart 2 stopping pattern is determined to be "time-saving small jackpot pattern 2". When the special symbol hit type random number value is "64~127", the small hit type is determined to be "3R normal small hit (V passing possible)" and the special symbol 2 stop pattern is determined to be "small hit pattern 2 without time reduction". By referring to the special symbol hit type determination table T3, in addition to the "special symbol stop pattern data" corresponding to the special symbol stop patterns (special symbol 1 stop patterns and special symbol 2 stop patterns), the "opening (OP) command", "round designation command", and "ending (ED) command" of the special game can also be specified. The specific contents of each big hit and each small hit will be described later.
[0076] FIG. 12 is a diagram for explaining the special symbol fluctuation pattern determination table T4. The special symbol fluctuation pattern determination table T4 is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the fluctuation pattern according to the acquired fluctuation pattern random number value (0 to 127). FIG. 12 shows that, for example, when the first start hole 20, 30 wins in the non-time-saving state, the special symbol hit determination table T1 determines it as a "big win", and the fluctuation pattern random number value is "111 to 127", the fluctuation pattern is determined to be "P2". Also, for example, when the first start hole 20, 30 wins in the non-time-saving state, the special symbol hit determination table T1 determines it as a "miss", the reach determination table T2 determines it as "no reach", and the number of reserved balls is "1 to 2", the fluctuation pattern is determined to be "P6" regardless of the fluctuation pattern random number value (even if it is 0 to 127). Also, for example, when the second starting hole 21 is won in the time-saving state and the special symbol hit determination table T1 determines that the "small hit" is selected, the fluctuation pattern is determined to be "P14" regardless of the fluctuation pattern random number value (any value between 0 and 127). As shown in FIG. 12, once the fluctuation pattern is determined, the fluctuation time is also determined. In addition, when a reach occurs, it is also determined whether the reach will be a normal reach or a super reach (SP reach). In addition, when a super reach occurs, it is also determined whether there is a pseudo consecutive hit or not.
[0077] FIG. 13(A) shows a diagram for explaining the normal symbol winning judgment table T5, FIG. 13(B) shows a diagram for explaining the normal symbol winning type judgment table T6, and FIG. 13(C) shows a diagram for explaining the normal symbol variation pattern judgment table T7. The normal symbol winning judgment table T5 is a table that the game control microcomputer 81 refers to in the main control main process (described later) to judge whether the acquired normal symbol winning random number value (any of 0 to 255) corresponds to a "win" or a "lose". FIG. 13(A) shows that in the lottery for the normal symbol (normal symbol) in the "non-time-saving state", if the normal symbol winning random number value is "0 to 2", it is judged as a "win", and if the normal symbol winning random number value is "a value other than the above among 0 to 254", it is judged as a "lose". In the lottery for the normal pattern (regular pattern) in the "time-saving state," if the random number value for the normal pattern is "0 to 254," it is determined to be a "win," and if the random number value for the normal pattern is "any number other than the above between 0 and 254," it is determined to be a "loss."
[0078] The normal symbol winning type determination table T6 is a table that is referenced by the game control microcomputer 81 in the main control main process (described later) to determine the "winning type" and the "type of normal symbol" according to the acquired normal symbol winning type random number value (any value between 0 and 65535). In FIG. 13(B), when a winning is won in the lottery for a normal symbol in the "non-time-saving state", the winning type is determined to be "short opening" and the normal symbol stop symbol is determined to be "winning symbol 1" regardless of the normal symbol winning type random number value (any value between 0 and 65535). On the other hand, when a winning is won in the lottery for a normal symbol in the "time-saving state", the part of the determination table T6 that is referenced differs depending on the trigger when the game state becomes the time-saving state. Specifically, during the time-saving state executed after winning the special drawing 1 lottery during the a time-saving state (time-saving state after big win), and during the b time-saving state (play time) and the c time-saving state (sudden time-saving state), when the lottery for the normal drawing is won, as shown in the "Special drawing 1 time-saving state" in FIG. 13(B), if the normal drawing winning type random number value is "0 to 65300", the winning type is determined to be "long opening 1", and the normal drawing stopping pattern (normal drawing stopping pattern) stopped and displayed on the normal drawing display 42 is determined to be "winning pattern 2". If the normal drawing winning type random number value is "65301 to 65535", the winning type is determined to be "long opening 2", and the normal drawing stopping pattern is determined to be "winning pattern 3". During the time-saving state (time-saving state after a jackpot), when a player wins the regular pattern lottery during the time-saving state executed after winning the special pattern 2 lottery, as shown in "Special pattern 2 time-saving state" in Figure 13 (B), regardless of the regular pattern winning type random number value (any value between 0 and 65535), the winning type is determined to be "long opening 2", and the regular pattern (regular pattern stopping pattern) stopped and displayed on the regular pattern display 42 is determined to be "winning pattern 3".
[0079] The normal symbol fluctuation pattern determination table T7 is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the fluctuation time of the normal symbol according to the lottery result of the normal symbol and the type of winning. In FIG. 13(C), for example, when the lottery result of the normal symbol in the non-time-saving state is "win" and the winning type is "short opening", the fluctuation time of the normal symbol is determined to be "1 second". Also, for example, when the lottery result of the normal symbol in the time-saving state is "lose", the fluctuation time of the normal symbol is determined to be "1 second".
[0080] Fig. 14 is a diagram for explaining the electric chute opening pattern determination table T8. The electric chute opening pattern determination table T8 is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the opening pattern of the electric chute 29 according to the normal stopping symbol (normal stopping symbol data). Fig. 14(A) shows that, for example, when the normal stopping symbol is "winning symbol 1", the opening pattern of the electric chute 29 is determined to be "opening pattern 11", and, for example, when the normal stopping symbol is "winning symbol 3", the opening pattern is determined to be "opening pattern 13".
[0081] When the opening pattern of the electric chute 29 is "opening pattern 11," it is difficult for a game ball to win either the first variable winning device 31 or the second variable winning device 22. When it is "opening pattern 12," it is easy for a game ball to win the first variable winning device 31, but it is difficult for a game ball to win the second variable winning device 22. When it is "opening pattern 13," it is difficult for a game ball to win the first variable winning device 31, but it is easy for a game ball to win the second variable winning device 22. The mechanism behind this is explained below.
[0082] FIG. 14(B) shows the contents of each of the opening patterns 11 to 13. In the opening pattern 11, after the winning of the normal lottery, the electric chute 29 is opened once with an opening (OP) time of 0.01 seconds, an opening time of 0.02 seconds, and an ending (ED) time of 0.01 seconds. In pattern 12, the electric chute 29 is opened once with an opening (OP) time of 0.01 seconds, an opening time of 3 seconds, and an ending (ED) time of 0.01 seconds. In pattern 13, the electric chute 29 is opened once with an opening (OP) time of 5 seconds, an opening time of 3 seconds, and an ending (ED) time of 0.01 seconds. However, if a predetermined number of game balls win, the electric chute 29 is closed even if there is still time left to open it.
[0083] FIG. 14(C) shows each opening pattern 11-13 and the moving direction of the game ball. The electric chute winning opening 34 is provided with a first winning opening 75, a second winning opening 76, and a distribution member 77 on the inside. The game ball that enters the electric chute winning opening 34 enters either the first winning opening 75 or the second winning opening 76 by the distribution member 77. After winning the normal lottery, the distribution member 77 maintains a state (first state) in which the game ball enters the first winning opening 75 and does not enter the second winning opening 76 for four seconds from the opening (OP) time. After that, it switches its direction and maintains a state (second state) in which the game ball does not enter the first winning opening 75 and enters the second winning opening 76 for five seconds. After that, it switches its direction again and becomes the first state. In the opening pattern 11, the opening time (advance position time) of the electric chute 29 is 0.02 seconds, so the game ball flowing down the right game area 3B cannot be drawn into the electric chute winning hole 34. Therefore, even if the electric chute 29 executes the opening pattern 11, the game ball does not win the electric chute winning hole 34. In the opening pattern 12, the electric chute 29 opens (moves to the advancing position) for 3 seconds after the opening (OP) time of 0.01 seconds. Since the distribution member 77 is in the first state in which the game ball enters the first winning hole 75 and does not enter the second winning hole 76 for 4 seconds from the opening (OP) time, the game ball that enters the electric chute winning hole 34 while the electric chute 29 is open always enters the first winning hole 75. When the ball enters the first winning hole 75, the weight of the entered game ball drives the first non-electric device 33 and opens the opening / closing member 32. As a result, the first starting hole 30 is in a state where a ball can be inserted. When a game ball enters the first starting hole 30, the weight of the entered game ball closes the opening / closing member 32. In the opening pattern 13, the electric chute 29 opens (moves to the advance position) for 3 seconds after the opening (OP) time of 5 seconds. The distribution member 77 maintains the first state for 4 seconds from the opening (OP) time, and then switches to a second state in which the game ball is prevented from entering the first winning hole 75 and enters the second winning hole 76, so that a game ball that enters the electric chute winning hole 34 while the electric chute 29 is open always enters the second winning hole 76. When the game ball enters the second winning hole 76, the weight of the entered game ball drives the second non-electric device 24 and opens the movable member 23. As a result, the second starting hole 21 is in a state where a ball can be inserted.When a game ball enters the second starting hole 21, the movable member 23 closes due to the weight of the game ball.
[0084] 15 is a diagram for explaining the large prize opening pattern determination table T9. The large prize opening pattern determination table T9 is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine the opening pattern of the first large prize opening 30 and the large prize opening 35 according to the special symbol stop pattern (special symbol stop pattern data). In Figure 15 (A), when the special chart stopping pattern data is "11H", "12H", or "25H", the opening pattern of the first large prize opening 30 and the large prize opening 35 is determined to be "opening pattern 21", when the special chart stopping pattern data is "15H", "21H", or "26H", the opening pattern is determined to be "opening pattern 22", when the special chart stopping pattern data is "13H" or "16H", the opening pattern is determined to be "opening pattern 23", and when the special chart stopping pattern data is "22H", "13H", "27H", or "28H", the opening pattern is determined to be "opening pattern 24".
[0085] FIG. 15(B) shows the contents of each opening pattern 21 to 24. In opening pattern 21, after an opening (OP) of 6 seconds, the large prize opening 35 is opened once in the 1st to 5th rounds with an opening time of 29.5 seconds. The V-shaped opening / closing member 71 remains closed. In opening pattern 22, after an opening (OP) of 6 seconds, the large prize opening 35 is opened once in the 1st to 3rd rounds with an opening time of 29.5 seconds. The V-shaped opening / closing member 71 remains closed. In opening pattern 23, after an opening (OP) of 4 seconds, the large prize opening 35 is opened once in the 1st to 3rd rounds with an opening time of 29.5 seconds. After the opening (OP), the V-shaped opening / closing member 71 opens and closes at a predetermined timing. In opening pattern 24, after an opening (OP) of 0.01 seconds, the large prize opening 35 is opened once for an opening time of 29.5 seconds in the 1st to 3rd rounds. After the opening (OP), the V-shaped opening member 71 is opened and closed at a predetermined timing. Note that the large prize opening 35 is closed if a predetermined number of game balls have won (a prescribed number of winning balls, up to 9 balls), even if the opening time remains.
[0086] 4. Explanation of the jackpot etc. In the gaming machine 1, there are "big win", "small win", and "loss" as the result of the special symbol lottery (big win / small win lottery). In the case of a "big win", a "big win symbol" is displayed on the special symbol display 41. In the case of a "small win", a "small win symbol" is displayed on the special symbol display 41. In the case of a "loss", a "loss symbol" is displayed on the special symbol display 41. When a big win is won, a "big win game (second special game)" is executed in which the big prize opening 35 is opened in an opening pattern corresponding to the type of special symbol (type of big win) that is stopped and displayed. When a small win is won, a "small prize game (first special game)" is executed in which the big prize opening 35 is opened once (1st round) in an opening pattern corresponding to the type of special symbol (type of small win) that is stopped and displayed. When a game ball enters the V area 39 inside the large prize opening 35 during the execution of the small prize game, a "large prize game (second special game)" is executed in which the large prize opening 35 (in the second and third rounds) is opened in an opening pattern according to the type of small prize that has been won. The large prize game executed based on the result of the special pattern lottery being a large prize winning is also called a "type 1 large prize game." The large prize game executed based on the passage of the game ball into the V area 39 is also called a "type 2 large prize game." The large prize game and the small prize game are also called "special games." This special game may include a round in which the large prize opening is opened multiple times during one round.
[0087] The big win game includes multiple round games (unit opening games) in which the big win opening 35 is opened, an opening (OP) before the first round game starts, and an ending (ED) after the final round game ends. Each round game starts with the end of the opening or the end of the previous round game, and ends with the start of the next round game. The time (interval time) for closing the big win opening 35 between round games is included in the open round game before the closing. The small win game includes a small win opening game in which the big win opening 35 is opened for the first time (1R), an opening (pre-opening interval) before the small win opening game starts, and an ending (post-closing interval) after the small win opening game ends.
[0088] There are several types of jackpots. Here, the types of jackpots are "5R time-saving 150 times jackpot", "5R time-saving 100 times jackpot", "5R time-saving 1 time jackpot", and "3R time-saving 1 time jackpot". These jackpots are jackpots that control the game state to the "time-saving state and high base state" described later after executing a jackpot game (type 1 jackpot game) that opens the jackpot entry port 35 over 5R or 3R. On the other hand, these jackpots have different times of time-saving at which the "time-saving state and high base state" after the jackpot game ends. Here, the "time-saving number of times" refers to the number of times of variable display (variable display) of the special pattern that can be executed in the "time-saving state and high base state" after the jackpot game, and is set in advance for each jackpot type. For example, in the "5R time-saving 150 times jackpot", the number of time-saving times is 150 times, and in the "5R time-saving 100 times jackpot", the number of time-saving times is 100 times. In addition, the "time-saving state and high base state" ends if a jackpot is won and the jackpot game is executed, even if the time-saving count has not been reached.
[0089] There are several types of small wins. Here, the types of small wins are set as "3R normal small win (V passing is practically impossible)", "3R normal small win (V passing is possible)", and "3R time-saving 1-time small win (V passing is possible)". In a small win, a small win game is first executed, and if the game ball passes through the V area 39 (V passing), a big win game (2-type big win game) is executed. Therefore, in a small win, the opening of the big winning hole 35 as a small win game corresponds to the 1st R, and if the ball passes through V, the big win game that opens the big winning hole 35 over 2R, which is executed after that, corresponds to the 2nd R and 3rd R. If there is no V passing in the small win game, the big win game is not executed. Here, "3R normal small win (V passing is practically impossible)" is a small win in which V passing is practically impossible. On the other hand, "3R normal small win (V passing is possible)" and "3R time-saving 1-time small win (V passing is possible)" are small wins in which V passing is possible. Whether or not the V passage during the small winning game is possible can be set by the operation pattern of the V opening and closing member 71 and the opening pattern of the opening and closing member 37 of the big winning device 36. Specifically, it is as follows.
[0090] In each of the above small wins, the large prize opening 35 is opened once for 29.5 seconds in the small win game after winning (FIG. 15). On the other hand, the opening time in the small win game differs depending on the type of small win. Specifically, the opening time of the "3R normal small win (V passing is practically impossible)" (opening pattern 23) is 4 seconds, and the opening time of the "5R time-saving 1-time small win", "3R time-saving 1-time small win", and "3R normal small win" (opening pattern 23) is 0.01 seconds. The reason why the opening time of the small win game differs depending on the type of small win is to change the opening timing of the large prize opening 35 with respect to the V-shaped opening / closing member 71, which moves in a constant motion from the start of this opening. Here, the V-shaped opening / closing member 71 is opened for 0.01 seconds when the small win game starts, and then opened for 3 seconds. In the opening pattern 23, the large prize opening 35 is opened 4 seconds after the small prize game starts, so the V opening / closing member 71 closes about 1 second before the large prize opening 35 is opened. Therefore, in the "3R normal small prize (V passing is practically impossible)", V passing during the small prize game is practically impossible. On the other hand, in the opening pattern 23, the large prize opening 35 and the V opening / closing member 71 are simultaneously opened 0.01 seconds after the small prize game starts, both openings continue for 3 seconds, and the large prize opening 35 closes after the V opening / closing member 71 closes. Therefore, in the "5R time-saving 1-time small prize", "3R time-saving 1-time small prize", and "3R normal small prize", V passing during the small prize game is possible.
[0091] In the gaming machine 1, there are "win" and "lose" as a result of the normal symbol lottery (win lottery). In the case of a "win", a "win symbol" is displayed on the normal symbol display 42. In the case of a "lose", a "lose symbol" is displayed on the normal symbol display 42. When a win is won, a "win game (normal game)" is executed as an auxiliary game in which the electric chute 29 is opened in an opening pattern according to the type of normal symbol (type of win) that is displayed. In this win game (normal game), the electric chute may be opened multiple times during one round. The win game (normal game) includes one round game (unit opening game), an opening (OP) before the round game starts, and an ending (ED) after the round game ends. There are multiple types of wins. Here, "long opening 1", "long opening 2", and "short opening" are set as the win types. These wins have different variable times, opening times, opening times, and ending times.
[0092] 5. Description of game status The gaming control microcomputer 81 of the gaming machine 1 can execute "variation time reduction control" for the special symbols displayed on the special symbol display device 41 and the normal symbols displayed on the normal symbol display device 42. Here, the state in which the gaming control microcomputer 81 is controlling the variation time reduction for the special symbols on the special symbol display device 41 is referred to as the "time reduction state," and the state in which the variation time reduction control is not performed is simply referred to as the "non-time reduction state." The time reduction state is the state in which the variation time of the special symbols (from the start of the variation display) is reduced. The time from the time of the derivation display of the display result to the time of the derivation display is shorter than that of the non-time-saving state. The game control microcomputer 81 judges the variation pattern using the special symbol variation pattern judgment table T4 (FIG. 12) that is determined so that a variation pattern with a shorter variation time is more likely to be selected in the time-saving state than in the non-time-saving state. In other words, when the game control microcomputer 81 is executing the variation time shortening control for the special symbol of the special symbol display device 41, a shorter variation time is more likely to be selected as the variation time of the variable display of the special symbol compared to when the variation time shortening control is not executed. As a result, in the time-saving state, the pace of consumption of the special symbol reservation is faster, and effective winning (winning that can be stored as the special symbol reservation) at the starting port is more likely to occur. Therefore, it is possible to aim for a jackpot under smooth game progress.
[0093] The game control microcomputer 81 executes the variable time shortening control for the normal symbols of the normal symbol display device 42 in synchronization with the variable time shortening control for the special symbols of the special symbol display device 41. That is, the game control microcomputer 81 executes the variable time shortening control for the normal symbols in the time-shortening state, and does not execute it in the non-time-shortening state.
[0094] During the time-saving state executed after winning the special drawing 1 lottery during the a time-saving state (time-saving state after big win), and during the b time-saving state (play time) and the c time-saving state (sudden time-saving state), the game control microcomputer 81 judges the winning type as "long opening 1" in most cases and "long opening 2" in rare cases, as shown in "Special drawing 1 time-saving state" in FIG. 13(B). During "long opening 1", it makes it easy to win the first starting hole 30 and difficult to win the second starting hole 21. During "long opening 2", it makes it difficult to win the first starting hole 30 and easy to win the second starting hole 21. Among the time-saving modes (time-saving modes after a big win), when a player wins the regular drawing during the time-saving state executed after winning the special drawing, the winning type is always determined to be "long opening 2" as shown in "Special drawing 2 time-saving state" in Figure 13 (B), making it difficult to win at the first starting hole 30 and making it easier to win at the second starting hole 21.
[0095] As described above, the gaming machine 1 executes the a time reduction (time reduction after a jackpot), the b time reduction (play time), and the c time reduction (sudden time reduction). In the a time reduction (time reduction after a jackpot), the gaming state switches to the time reduction after a jackpot game. In the b time reduction (play time), the gaming state switches to the time reduction state when the number of fluctuations reaches a specified number (for example, 500 times) in the normal state. In the c time reduction (sudden time reduction), the gaming state switches to the time reduction state when a specific losing symbol is confirmed and stopped in the normal state. Specifically, in the c time reduction (sudden time reduction), the gaming state switches to the time reduction state after a specific losing symbol is confirmed and stopped in the normal state when a "miss (sudden time reduction)" is determined based on the random number value of the special symbol hit.
[0096] In the gaming machine 1, the gaming state after a jackpot game that is executed by winning "〇R time-saving 〇 times jackpot" or "〇R time-saving 〇 times small jackpot" is "time-saving state and high base state". The "time-saving state and high base state" ends when a variable display (variable display) of a special pattern is executed a predetermined number of times, or when a jackpot is won and the jackpot game is executed. The gaming state after a jackpot game that is executed by winning "〇R normal small jackpot" is "non-time-saving state and low base state". This gaming state is also called "normal gaming state". Note that when playing the gaming machine 1 for the first time, the gaming state after power-on is this normal gaming state. Here, the "time-saving state and high base state" is also simply called "time-saving state", and the "non-time-saving state and low base state" is also simply called "non-time-saving state".
[0097] In the high base state (time-saving state), the player can play more advantageously by hitting the game ball to the right to enter the right game area 3B (Fig. 1). This is because the electric chute 29 is easier to open than in the low base state (non-time-saving state), and it is easier to win in the first start hole 30 or the second start hole 21 than in the first start hole 20. For this reason, in the high base state, the player can play more advantageously by hitting the game ball to the right to enter the right game area 3B (Fig. 1) by hitting the ball to the right. In the low base state, the player hits from the right to make the game ball enter the first starting hole 20 or the second starting hole 21. This allows more start winnings (winnings at the starting hole) than hitting from the left. On the other hand, in the low base state, the player can advantageously progress in the game by hitting the game ball from the left to make the game ball enter the left game area 3A (FIG. 1). This is because the electric chute 29 is less likely to open compared to the high base state, making it easier to win at the first starting hole 20 than at the first starting hole 30 or the second starting hole 21. For this reason, in the low base state, the player hits from the left to make the game ball enter the first starting hole 20. This allows more start winnings than hitting from the right.
[0098] 6. Operation of the gaming control microcomputer 81 The operation of the game control microcomputer 81 provided on the main control board 80 (FIG. 4) will be described with reference to Figures 16 to 36. Counters, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the main RAM 84. As will be described below, the game control microcomputer 81 functions as a win / loss determination means, a pattern control means, a winning game execution means, a game state control means, and a winning type selection means by reading out programs stored in the main ROM 83.
[0099] [Main control main processing] FIG. 16 is a flow chart of the main control process. When the power supply of the gaming machine 1 is turned on, the gaming control microcomputer 81 reads out a program for executing the main control process from the main ROM 83. In the main control process, the gaming control microcomputer 81 first performs initial settings (step S001). In the initial settings, for example, the main CPU 82 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is the ceiling flag, i.e. "1", i.e. "ON", and the initial value of the other flags is "0", i.e. "OFF". The initial value of the status is "1". The initial value of the counter is a predetermined value (e.g., 500) for the ceiling counter, and "0" for the other counters. The initial settings are performed only once after the power supply is turned on, and are not performed thereafter.
[0100] After the initial setting, the game control microcomputer 81 prohibits interrupts of the interrupt process (step S002) and performs a normal / special symbol main random number update process (step S003). In this normal / special symbol main random number update process, the game control microcomputer 81 updates various random number counter values (special symbol random number, special symbol type random number, reach random number, variable pattern random number, normal symbol random number, normal symbol type random number) shown in FIG. 8(A) by adding 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is added again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, each random number may be a so-called hardware random number generated by using a known random number generation circuit consisting of a counter IC or the like.
[0101] After the normal and special symbol main random number update process, the game control microcomputer 81 permits interruption of the interrupt process (step S004). While the interrupt is permitted, the main side timer interrupt process (step S005) can be executed. The main side timer interrupt process is executed based on an interrupt pulse repeatedly input to the main CPU 82 at a predetermined cycle (for example, 4 msec cycle). That is, the main side timer interrupt process is executed at a predetermined cycle (for example, 4 msec cycle). Then, from the end of the main side timer interrupt process to the start of the next main side timer interrupt process, the update process of various counter values by the normal and special symbol main random number update process is repeatedly executed. Note that, if an interrupt pulse is input to the main CPU 82 when the interrupt is prohibited, the main side timer interrupt process is not started immediately, but is started after the interrupt is permitted.
[0102] [Main timer interrupt processing] FIG. 17 is a flowchart of the main timer interrupt process (FIG. 16: step S005). In the main timer interrupt process, the game control microcomputer 81 first performs a random number update process (step S101). Specifically, the game control microcomputer 81 updates various random number counter values shown in FIG. 8(A). This random number update process is the same as the normal symbol / special symbol main random number update process performed in the main control main process (FIG. 16) described above. In other words, the update process of various random number counter values is performed both during the execution period of the main timer interrupt process and during other periods (the period from the end of the main timer interrupt process to the start of the next main timer interrupt process).
[0103] After the random number update process, the game control microcomputer 81 performs input processing (step S102). In the input processing, the game control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1, and sets payout data for paying out prize balls according to the type of winning hole in the output buffer of the main RAM 84. The various sensors are, for example, the first start hole sensor 20a, the second start hole sensor 21a, the first big winning hole sensor 30a, the big winning hole sensor 35a, and the normal winning hole sensor 27a (FIG. 4).
[0104] After the input process, the game control microcomputer 81 executes the start hole sensor detection process (step S103), the normal operation process (step S104), the special operation process (step S105), the V opening and closing member control process (step S106), and the V area sensor detection process (step S107) in order. Details of these processes will be described later. After the V area sensor detection process, the game control microcomputer 81 executes the reserved ball number process (step S108). Here, the game control microcomputer 81 first reads out the reserved ball number of special pattern 1, the reserved ball number of special pattern 2, and the reserved ball number of normal pattern stored in the main RAM 84. Next, the game control microcomputer 81 sets the reserved ball number command in the command set area (output buffer) 84a of the main RAM 84. The reserved ball number command is a command for notifying the sub-control board 90 of the reserved ball number, and includes information on the reserved ball number of special pattern 1, the reserved ball number of special pattern 2, and the reserved ball number of normal pattern. After setting the reserved ball number command, the game control microcomputer 81 terminates this process.
[0105] After the reserved ball count process, the game control microcomputer 81 performs output processing (step S109). In the output processing, the game control microcomputer 81 outputs the commands and the like set in the command set area 84a of the main RAM 84 in each of the above-mentioned processes to the sub-control board 90. After the output processing, the game control microcomputer 81 performs other processing (step S110). In other processing, for example, based on the reserved ball count of special chart 2 described below, the second special chart reserved indicator 43b is controlled to a display mode showing the number, and based on the reserved ball count of special chart 1, the first special chart reserved indicator 43a is controlled to a display mode showing the number.
[0106] [Starting port sensor detection process] FIG. 18 is a flow chart of the start hole sensor detection process (FIG. 17: step S103). The game control microcomputer 81 first judges whether or not a game ball has passed through the gate 28 (step S201). This judgment is made based on whether or not a game ball has been detected by the gate sensor 28a. If the game ball has not passed through the gate 28 (step S201: NO), the process skips to step S205. If the game ball has passed through the gate 28 (step S201: YES), the game control microcomputer 81 judges whether or not the number of reserved balls for normal symbols is "1 (upper limit value)" (step S202). The number of reserved balls for normal symbols is the number of reserved normal symbols, and more specifically, is the value of a counter that counts the number of reserved normal symbols provided in the main RAM 84. If the number of reserved balls for normal symbols is "1" (step S202: YES), the process skips to step S205. If the number of reserved balls for normal symbols is "0" (step S202: NO), "1" is added to the number of reserved balls for normal symbols (step S203), and then a normal symbol random number acquisition process is performed (step S204). The technique control microcontroller 81 acquires the value of the normal pattern random number counter (Figure 8: value of label-TRND-H) and the value of the normal pattern type counter (Figure 8: value of label-TRND-HS), and stores the acquired random number values in the first memory area of the normal pattern reserve memory area 86 of the main RAM 84.
[0107] In step S205, the game control microcomputer 81 judges whether or not a game ball has entered the second start hole 21. This judgment is made based on whether or not a game ball has been detected by the second start hole sensor 21a. If a game ball has not entered the second start hole 21 (step S205: NO), the process skips to step S210. If a game ball has entered (step S205: YES), the game control microcomputer 81 judges whether or not the number of reserved balls in the special chart 2 is "1 (upper limit value)" (step S206). The number of reserved balls in the special chart 2 is the number of reserved second special charts, and more specifically, is the value of a counter that counts the number of reserved second special charts provided in the main RAM 84. If the number of reserved balls in the special chart 2 is "1" (step S206: YES), the process skips to step S210. If the number of reserved balls for special chart 2 is "0" (step S206: NO), "1" is added to the number of reserved balls for special chart 2 (step S207), and then a random number acquisition process related to special chart 2 is performed (step S208). Here, the value of the random number counter for the special pattern (Figure 8: value of label-TRND-A), the value of the random number counter for the type of special pattern (Figure 8: value of label-TRND-AS), the value of the reach random number counter (Figure 8: value of label-TRND-RC), and the value of the variable pattern random number counter (Figure 8: value of label-TRND-T1) are acquired. The game control microcomputer 81 stores the acquired random number group in the first storage area of the second special chart reserved storage area 85b. The game control microcomputer 81 also temporarily stores (holds) the acquired random number group in a buffer (pre-determination buffer) different from the second special chart reserved storage area 85b for the special chart 2 pre-determination process described later. After the special chart 2 related random number acquisition process, the game control microcomputer 81 performs special chart 2 pre-determination process (step S209). In the special chart 2 pre-determination process, the game control microcomputer 81 performs a pre-determination of a jackpot by referring to the jackpot determination table T1. Specifically, the game control microcomputer 81 first obtains a jackpot random number value as a determination value temporarily stored in the pre-determination buffer by the special chart 2 related random number acquisition process. Next, the game control microcomputer 81 performs a pre-determination of whether or not a jackpot has occurred by referring to the jackpot determination table T1 and the jackpot random number value.When the result of the jackpot pre-determination is "jackpot", the game control microcomputer 81 performs a jackpot type pre-determination. In the jackpot type pre-determination, the game control microcomputer 81 first obtains a jackpot type random number value as a determination value temporarily stored in the pre-determination buffer by the special chart 2 related random number acquisition process. Next, the game control microcomputer 81 performs a jackpot type pre-determination based on the obtained jackpot type random number value and the jackpot type determination table T5. Next, the game control microcomputer 81 performs a fluctuation pattern pre-determination. Specifically, the game control microcomputer 81 first obtains a fluctuation pattern random number value and a reach random number value as a determination value temporarily stored in the pre-determination buffer by the special chart 2 related random number acquisition process. Next, the game control microcomputer 81 creates a pre-determination command. The pre-determination command includes a jackpot pre-determination result, (a jackpot type pre-determination result in the case of a jackpot), and a fluctuation pattern pre-determination result. The game control microcomputer 81 sets the created pre-determination command in the command set area 84a of the main RAM 84 and ends this process.
[0108] In step S210, the game control microcomputer 81 judges whether or not a game ball has entered the first start hole 20. This judgment is made based on whether or not a game ball has been detected by the first start hole sensor 20a. If a game ball has not entered the first start hole 20 (step S210: NO), this process ends. If a game ball has entered the first start hole 20 (step S210: YES), the game control microcomputer 81 judges whether or not the number of reserved balls in special chart 1 is "4 (upper limit value)" (step S211). The number of reserved balls in special chart 1 is the number of first special chart reservations, or more specifically, the number of first special chart reservations provided in the main RAM 84. The counter value is the value of the counter that counts the number of reserved balls for the special symbol 1. If the number of reserved balls for the special symbol 1 is "4" (step S211: YES), this process is terminated. If the number of reserved balls for the special symbol 1 is "3" or less (step S211: NO), "1" is added to the number of reserved balls for the special symbol 1 (step S212), and then a random number acquisition process related to the special symbol 1 is performed (step S213). Here, as in the above-mentioned special symbol 2 related random number acquisition process (step S208), the value of the random number counter for the special symbol hit, the value of the random number counter for the type of the special symbol hit, the value of the reach random number counter, and the value of the variation pattern random number counter are acquired. The game control microcomputer 81 stores the acquired random number group in the memory area corresponding to the current number of reserved balls for the special symbol 1 among the first to fourth memory areas of the first special symbol reserved memory area 85a. The game control microcomputer 81 temporarily stores (holds) the acquired random number group in a buffer (pre-determination buffer) different from the first special chart reserve memory area 85a for the special chart 1 pre-determination process. After the special chart 1 related random number acquisition process, the game control microcomputer 81 performs the special chart 1 pre-determination process (step S214). The special chart 1 pre-determination process is the same as the special chart 2 pre-determination process described above.
[0109] [Normal operation process] FIG. 19 is a flow chart of the normal operation process (FIG. 17: step S104). The game control microcomputer 81 first judges whether the electric chute 29 is in operation (step S501). If the electric chute 29 is in operation (step S501: YES), the process proceeds to step S540. If the electric chute 29 is not in operation (step S501: NO), the game control microcomputer 81 judges whether the normal symbol is being displayed as stopped (whether the variable stop time has elapsed) (step S502). If the normal symbol is being displayed as stopped (step S502: YES), the process proceeds to step S531. If the normal symbol is not being displayed as stopped (step S502: NO), the game control microcomputer 81 judges whether the normal symbol is being variable (step S503). If the normal symbol is changing (step S503: YES), the process proceeds to step S521. If the normal symbol is not changing (step S503: NO), the game control microcomputer 81 judges whether the number of reserved balls of the normal symbol is "0" or not (step S504). If the number of reserved balls is "0" (step S504: YES), this process ends. If the number of reserved balls is not "0" (step S504: NO), the number of reserved balls of the normal symbol is decremented by 1 (step S505). Therefore, when the game ball passes through the gate 28 with the number of reserved balls of the normal symbol being "0", the number of reserved balls of the normal symbol becomes "1" once in step S203 of the start port sensor detection process (FIG. 18), and then the reserved balls are consumed in this step S505 and the number of reserved balls of the normal symbol becomes "0" immediately. This is the same for the number of reserved balls of the special symbol. That is, in step S207 and step S212 of the start hole sensor detection process (FIG. 18), the reserved number of special symbols becomes "1" once, and then in step S1404 and step S1410 of the special symbol waiting process (FIG. 21) described later, the reserved number of special symbols becomes "0" as the reserved number of balls is consumed. Note that the decrement of the reserved number of normal symbols (consumption of reserved normal symbols) is executed together with the clearing process that clears the reserved information (various random number values) stored in the first memory area of the normal symbol reserved memory area 86.
[0110] Next, the game control microcomputer 81 performs a win determination by referring to the normal symbol win determination table T5 (FIG. 13(A)) (step S506). Specifically, the game control microcomputer 81 first reads out the normal symbol win random number value stored in the first memory area (corresponding to the first normal symbol reserved) of the normal symbol reserved memory area 86 as a determination value. Then, it determines whether or not there is a win using the normal symbol win random number value, the game state (whether or not there is a time-saving state), and the normal symbol win determination table T5. For example, in the non-time-saving state, if the normal symbol win random number value is between "0" and "2", it is determined to be a "win", and if the normal symbol win random number value is any other value, it is determined to be a "lose" (FIG. 13(A)).
[0111] Next, the game control microcomputer 81 refers to the normal symbol winning type determination table T6 (FIG. 13(B)) to determine the type of the normal symbol (normal stop symbol) (step S507). Specifically, when the winning decision in the above (step S506) is a winning decision, the game control microcomputer 81 first reads out the normal symbol winning type random number stored in the first storage area of the normal symbol reservation storage area 86. Then, the winning type and the normal symbol (normal symbol stop symbol) are determined using the normal symbol winning type random number, the game state (whether or not the time-saving state is in progress, and what triggered the time-saving state), and the normal symbol winning type decision table T6. For example, in the case of a non-time-saving state, regardless of the normal symbol winning type random number value (any value between 0 and 65535), the winning type is determined to be "short release" and the normal symbol is determined to be "winning symbol 1." During the time-saving state executed after winning the special drawing 1 lottery during the a time-saving state (time-saving state after big win), and during the b time-saving state (play time) and the c time-saving state (sudden time-saving state), when the normal drawing lottery is won, as shown in the "Special drawing 1 time-saving state" in Figure 13 (B), if the normal drawing winning type random number value is "0 to 65300", the winning type is determined to be "Long opening 1" and the normal drawing stopping pattern is determined to be "Winning pattern 2". If the normal drawing winning type random number value is "65301 to 65535", the winning type is determined to be "Long opening 2" and the normal drawing stopping pattern is determined to be "Winning pattern 3". During the time-saving state (time-saving state after big win), when the regular pattern is selected during the time-saving state executed after the special pattern 2 selection is selected, the winning type is determined to be "long opening 2" and the regular pattern stop pattern is determined to be "winning pattern 3" regardless of the regular pattern winning type random number value (0 to 65535), as shown in "Special pattern 2 time-saving state" in Figure 13 (B). On the other hand, in the case of "miss" in the above winning judgment, the "missing pattern" is set as the regular pattern.
[0112] Next, the game control microcomputer 81 selects a variation pattern by referring to the normal symbol variation pattern judgment table T7 (FIG. 13(C)) (step S508). Specifically, the game control microcomputer 81 selects a normal symbol variation pattern by using the game state (whether or not the time-saving state), the winning judgment result, the winning type, and the normal symbol variation pattern judgment table T7. For example, when the winning type is "short open" in the non-time-saving state, the variation time of the normal symbol is judged to be "1 second". Also, for example, when the winning judgment is "miss" in the time-saving state, the variation time of the normal symbol is judged to be "1 second" (FIG. 13(C)). The game control microcomputer 81 sets a normal symbol variation start command in the command set area (output buffer) 84a of the main RAM 84 to inform the sub-control board 90 of the start of variation of the normal symbol and the variation time (step S509). The normal symbol variation start command includes information about normal stop symbol data and information about normal symbol variation patterns. After that, the game control microcomputer 81 starts the normal symbol variation display and ends this process (step S510).
[0113] In step S521, the game control microcomputer 81 judges whether the normal symbol variation time has elapsed and ended. The normal symbol variation time is the variation time selected in step S508 (FIG. 13(C)). If the variation time has not ended (step S521: NO), the game control microcomputer 81 ends this process. That is, the normal symbol variation display continues. On the other hand, if the variation time has ended (step S521: YES), the game control microcomputer 81 stops the normal symbol variation display at the normal symbol (the winning normal symbol stop symbol or the losing normal symbol stop symbol) specified in step S507 (step S522). In addition, the game control microcomputer 81 sets a normal symbol variation stop command in the command set area 84a of the main RAM 84 to inform the sub-control board 90 of the normal symbol variation stop (step S523). After that, the game control microcomputer 81 sets the stop time of the normal symbol and ends this process (step S524). Here, the stop time of the normal symbol is 0.5 seconds.
[0114] In step S531, the game control microcomputer 81 judges whether or not the variable stop time of the normal symbols has elapsed. If the stop time has not elapsed (step S531: NO), the game control microcomputer 81 ends this process. In other words, the stopped display of the normal symbols continues. On the other hand, if the stop time has elapsed (step S531: YES), the game control microcomputer 81 ends this process if the hit determination in the above (step S506) is a "miss" (step S532: NO). On the other hand, if the hit determination is a "win" (step S532: YES), the game control microcomputer 81 sets a normal symbol opening command in the command set area 84a of the main RAM 84 to notify the sub-control board 90 of the start of the opening of the winning game (normal game) (step S533). In addition, the game control microcomputer 81 sets the electric chute opening pattern (step S534). The opening pattern of the electric chute 29 is selected by referring to the electric chute opening pattern determination table T8 (FIG. 14(A)). Specifically, the game control microcomputer 81 selects an opening pattern for the electric chute 29 using the type of normal symbol (normal symbol stop symbol data) determined above (step S507) and the electric chute opening pattern determination table T8. Here, for example, when the normal symbol is "winning symbol 1," "opening pattern 11" is selected, and when the normal symbol is "winning symbol 3," "opening pattern 13" is selected (see FIG. 14). After selecting the opening pattern, the game control microcomputer 81 starts the electric chute operation according to the selected opening pattern (step S535), and ends this process.
[0115] In the above-mentioned step S501, if the electric chute 29 is in operation (step S501: YES), the game control microcomputer 81 judges whether or not the closing condition of the electric chute 29 is satisfied (step S540). The closing condition here is that either the number of winning balls in the electric chute 29 has reached a specified maximum number of winning balls (e.g., 2 balls), or the opening time of the electric chute 29 has elapsed and it is time to close the electric chute 29. The opening time of the electric chute 29 is the opening time corresponding to the opening pattern selected in step S534 (see FIG. 14). If the closing condition of the electric chute 29 is not satisfied (step S540: NO), this process ends. On the other hand, if the condition for closing the electric chute 29 is met (step S540: YES), the game control microcomputer 81 sets a normal symbol ending command in the command set area 84a of the main RAM 84 to notify the sub-control board 90 of the start of the ending of the winning game (normal game) (step S541). The game control microcomputer 81 also closes (blocks) the electric chute 29 to stop its operation (step S542), and ends this process.
[0116] [Special Action Processing] FIG. 20 is a flow chart of the special operation process (FIG. 17: step S105). Here, the process related to the special symbol display 41 and the big prize device (first big prize device 31 and big prize device 36) is divided into five stages, and each stage is called "special operation status" "1", "2", "3", "4", and "5". When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby process (step S1302). In the special symbol standby process, a special symbol hit determination and a special symbol change pattern selection are performed. When the "special operation status" is "2" (step S1301: NO, step S1303: YES), a special symbol change process is performed (step S1304). In the special symbol change process, a change stop command is output after the change time has elapsed. When the "special operation status" is "3" (steps S1301, S1303: NO, step S1305: YES), a special symbol determination process is performed (step S1306). In the special symbol determination process, an opening command is output when a big win or small win occurs. When the "special operation status" is "4" (steps S1301, S1303, S1305: NO, step S1307: YES), a special electric device process 1 (big win game) is performed (step S1308). In the special electric device process 1, a big win game (second type special game) is executed. When the "special operation status" is "5" (steps S1301, S1303, S1305, step S1307: NO), a special electric device process 2 (small win game) is performed (step S1309). In the special electric device process 2, a small win game (first type special game) is executed. Details of each process will be described later. The special operation status is initially set to "1".
[0117] [Special pattern waiting process] FIG. 21 is a flowchart of the special symbol waiting process (FIG. 20: step S1302). In the special symbol waiting process, the game control microcomputer 81 first judges whether the number of reserved balls (special symbol 1 reserved) in the first starting hole 20, 30 is "0" or not (step S1401). If the number of reserved balls in the special symbol 1 is "0" (step S1401: YES), that is, if the first special symbol reserved memory area 85a does not store a random number group acquired due to winning in the first starting hole 20, 30, the process proceeds to step S1411. If the number of reserved balls in the special symbol 1 is "1" or more (step S1401: NO), the game control microcomputer 81 executes a special symbol winning judgment process (step S1402) and a special symbol variation pattern selection process (step S1403). Details of these processes will be described later. After the special symbol variation pattern selection process, the number of reserved balls for special symbol 1 is decremented by one (step S1404). Next, the game control microcomputer 81 shifts the storage location of reserved information (various random numbers) stored in the memory area of the first special symbol reservation memory area 85a from the current position to the side to be read (step S1405). By the above step, on the display screen 7a of the image display device 7, the reserved image 9A corresponding to the memory area of the first special symbol reservation memory area 85a is shifted to the reserved consumption image display area side, and the oldest reserved image 9A is displayed as the reserved consumption image 9C. This allows the player to recognize that one first special symbol reservation has been consumed. Next, the game control microcomputer 81 performs game state management process 1 (step S1406). In the game status management process 1, when the time-saving flag is ON, the special symbol hit random number value is used to determine that the result is a "miss (sudden time-saving)" and the third time-saving counter becomes 0, and the time-saving flag is switched to OFF when the c time-saving symbol fluctuation starts. Details will be described later. Next, the game control microcomputer 81 performs special symbol 1 fluctuation start processing (step S1407). In the special symbol 1 fluctuation start processing, a fluctuation start command is set in the command set area 84a of the main RAM 84 to start the fluctuation display of the first special symbol and set the special operation status to "2".In addition, the fluctuation start command (special chart 1 fluctuation start command) set in the special chart 1 fluctuation start process includes information regarding the special chart stop pattern data set in the special pattern hit determination process (step S1402), information regarding the fluctuation pattern set in the special pattern fluctuation pattern selection process (step S1403), and information set in the game status management process 1.
[0118] In step S1401, if the number of reserved balls of the special symbol 1 is "0" (step S1401: YES), the game control microcomputer 81 judges whether the number of reserved balls of the second starting hole 21 (special symbol 2 reserved) is "0" or not (step S1411). If the number of reserved balls of the special symbol 2 is "0" (step S1411: YES), that is, if the second special symbol reserved memory area 85b does not store a random number group acquired due to winning the second starting hole 21, the process proceeds to step S1421. If the number of reserved balls of the special symbol 2 is "1" or more (step S1411: NO), the game control microcomputer 81 executes a special symbol winning judgment process (step S1412) and a special symbol variation pattern selection process (step S1413). Details of these processes will be described later. After the special variation pattern selection process, the number of reserved balls of the special symbol 2 is decremented by one (step S1414). Next, the game control microcomputer 81 shifts the storage location of the reserved information (various random number values) stored in the memory area of the second special symbol reserved memory area 85b from the current position to the side to be read (step S1415). By the above step, on the display screen 7a of the image display device 7, the reserved image 9B corresponding to the memory area of the second special symbol reserved memory area 85b is shifted to the reserved consumption image display area side, and the oldest reserved image 9B is displayed as the reserved consumption image 9C. This allows the player to recognize that one reserved second special symbol has been consumed. Next, the game control microcomputer 81 performs game status management process 1 (step S1416). In game status management process 1, when the time-saving flag is ON, it is determined that the special symbol hit random number value has determined that the game has been "missed (sudden time-saving)". When the third time-saving counter becomes 0, the time-saving flag is switched to OFF when the c time-saving pattern variation starts. Details will be described later. Next, the game control microcomputer 81 performs special pattern 2 variation start processing (step S1417). In the special pattern 2 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84 to start the variation display of the second special pattern, and the special operation status is set to "2" (step S1417). Note that the variation start command (special pattern 1 variation start command) set in the special pattern 2 variation start processing includes information on the special pattern stop pattern data set in the special pattern hit determination processing (step S1412), information on the variation pattern set in the special pattern variation pattern selection processing (step S1413), and information set in the game state management processing 1.
[0119] In step S1411, if the number of reserved balls for the special symbol 1 is "0" (step S1411: YES), the game control microcomputer 81 judges whether the display screen 7a of the image display device 7 is a standby screen or not (step S1421). The standby screen is a demo screen for waiting for customers. The game control microcomputer 81 may judge, for example, by the ON / OFF of a demo screen display flag for waiting for customers. If it is a standby screen (step S1421: YES), this process is terminated. If it is not a standby screen (step S1421: NO), the game control microcomputer 81 waits for a predetermined standby time to elapse, sets a customer waiting standby command for displaying a standby scene in the command set area 84a of the main RAM 84 (step S1422), and terminates this process. As described above, according to the special symbol standby process of this embodiment, the variable display of the special symbol based on the second special symbol reservation is executed only when the first special symbol reservation is "0". In other words, the consumption of the first special chart reservation is executed in priority to the consumption of the second special chart reservation.
[0120] [Special pattern hit determination process] FIG. 22 is a flow chart of the special symbol hit determination process (FIG. 21: steps S1402, S1412). The special symbol hit determination process (step S1402) and the special symbol hit determination process (step S1412) are similar in flow of processing, so they will be described together. In the special symbol hit determination process, first, the game control microcomputer 81 performs hit determination by referring to the special symbol hit determination table T1 (FIG. 9(A)) (step S1502). Specifically, the game control microcomputer 81 first reads out the special symbol hit random number value as a determination value. For example, in the special symbol hit determination process, the special symbol hit random number value stored in the first storage area (corresponding to the first second special symbol reservation) of the second special symbol reservation storage area 85b is read out. In the winning judgment process of the special symbol 1, the special symbol winning random number value stored in the first memory area (corresponding to the first reserved special symbol) of the first special symbol reservation memory area 85a is read. Next, the game control microcomputer 81 judges whether or not it is a big win and whether or not it is a small win using the special symbol winning judgment table T1 to which it refers and the read special symbol winning random number value. In this way, the game control microcomputer 81 functions as a "win / lose judgment means."
[0121] When the result of the special symbol winning judgment is "jackpot" (step S1503: YES), the game control microcomputer 81 turns on the jackpot flag (step S1505) and judges the type of the jackpot (step S1507). Specifically, the game control microcomputer 81 first reads out the special symbol winning type random number value as a judgment value. For example, in the winning judgment process of the special symbol 2, the special symbol winning type random number value stored in the first memory area of the second special symbol reserved memory area 85b is read out. In the winning judgment process of the special symbol 1, the special symbol winning type random number value stored in the first memory area of the first special symbol reserved memory area 85a is read out. Next, the game control microcomputer 81 judges the type of the jackpot based on the read out special symbol winning type random number value and the special symbol winning type judgment table T3 (FIGS. 10 and 11). In this way, the game control microcomputer 81 functions as a "winning type selection means". After the jackpot type is determined, the special stop pattern data (jackpot pattern) corresponding to the determined jackpot type is set in the jackpot type buffer provided in the main RAM 84 (step S1 509), and then this process ends.
[0122] On the other hand, if the result of the special symbol winning judgment is not a "big win" (step S1503: NO) but a "small win" (step S1510: YES), the game control microcomputer 81 turns on the small win flag (step S1512) and judges the small win type (step S1514). Specifically, the game control microcomputer 81 first reads out the special symbol winning type random number value as a judgment value, similar to the judgment of the big win type. Next, the game control microcomputer 81 judges the small win type based on the read out special symbol winning type random number value and the special symbol winning type judgment table T3 (FIGS. 10, 11). After the judgment of the small win type, the special symbol stop pattern data (small win pattern) corresponding to the specified small win type is set in the winning type buffer provided in the main RAM 84 (step S1516), and this process ends.
[0123] If the result of the special symbol hit determination is not a "big hit" or "small hit" but a "miss (sudden time-saving)" (steps S1503, S1510: NO, S1520: YES), the special symbol stop symbol data corresponding to the c time-saving symbol is set in the big hit type buffer provided in the main RAM 84 (step S1522), and this process ends. If the result of the special symbol hit determination is not a "big hit", "small hit", or "miss (sudden time-saving)" but a "miss" (steps S1503, S1510, S1520: NO), the special symbol stop symbol data corresponding to the miss symbol is set in the big hit type buffer provided in the main RAM 84 (step S1524), and this process ends.
[0124] [Special symbol variation pattern selection process] FIG. 23 and FIG. 24 are flow charts of the special symbol variation pattern selection process (FIG. 21: steps S1403, S1409). The variation pattern selection process for special symbol 2 (step S1403) and the variation pattern selection process for special symbol 1 (step S1409) have similar processing flows, so they will be described together. In the variation pattern selection process, first, the game control microcomputer 81 judges whether the game state is in a time-saving state or not (step S1600). The judgment of whether the game state is in a time-saving state or not is made by whether the time-saving flag is ON or not. If the game state is in a time-saving state (step S1600: YES), the process proceeds to step S1612. If the game state is not in a time-saving state (step S1600: NO), the game control microcomputer 81 judges whether the jackpot flag is ON or not (step S1602).
[0125] When the jackpot flag is ON (step S1602: YES), the game control microcomputer 81 refers to the table for the non-time-saving state jackpot among the special symbol fluctuation pattern determination table T4 (FIG. 12) to select a fluctuation pattern (step S1603). Specifically, the game control microcomputer 81 first reads out a fluctuation pattern random number value as a judgment value. For example, in the fluctuation pattern selection process for the special symbol 2, the fluctuation pattern random number value stored in the first storage area (corresponding to the first of the second special symbol reservation) of the second special symbol reservation storage area 85b is read out. In the fluctuation pattern selection process for the special symbol 1, the fluctuation pattern random number value stored in the first storage area (corresponding to the first of the first special symbol reservation) of the first special symbol reservation storage area 85a is read out. Next, the game control microcomputer 81 selects a fluctuation pattern using the special symbol fluctuation pattern determination table T4 and the fluctuation pattern random number value. Here, as a table for non-time-saving state jackpots, the part of the special symbol fluctuation pattern determination table T4 shown in Fig. 12 that corresponds to a jackpot in a non-time-saving state (the part with fluctuation patterns "P1" and "P2" in special symbol 1, and the part with fluctuation pattern "P14" in special symbol 2) is referenced (the address is set). From the read fluctuation pattern random number value, either "P1" or "P2" is selected as the fluctuation pattern in special symbol 1, and "P14" is selected in special symbol 2 regardless of the fluctuation pattern random number value.
[0126] In step S1602, if the big win flag is OFF (step S1602: If the answer is NO, the game control microcomputer 81 judges whether the small win flag is ON or not (step S1604). If the small win flag is ON (step S1604: YES), the game control microcomputer 81 refers to the table for the small win in the non-time-saving state in the special symbol fluctuation pattern judgment table T4 (FIG. 12) to select the fluctuation pattern (step S1605). Specifically, the game control microcomputer 81 first reads out the fluctuation pattern random number value as a judgment value, similar to the above step S1603. Next, the game control microcomputer 81 selects a fluctuation pattern using the part of the special symbol fluctuation pattern judgment table T4 that corresponds to the small win in the non-time-saving state and the fluctuation pattern random number value. Here, the part of the special symbol fluctuation pattern judgment table T4 that corresponds to the small win in the non-time-saving state is the part with the fluctuation pattern "P3" in the special symbol 1 and the part with the fluctuation pattern "P15" in the special symbol 2, so these are selected regardless of the fluctuation pattern random number value.
[0127] In step S1604, when the small win flag is OFF (step S1604: NO), the game control microcomputer 81 judges whether the reach random number value is a reach establishment random number value or not (step S1606). Specifically, the game control microcomputer 81 first reads the reach random number value as a judgment value. In the variation pattern selection process of the special chart 2, the reach random number value stored in the first storage area (corresponding to the first of the second special chart reserved) of the second special chart reserved storage area 85b is read. In the variation pattern selection process of the special chart 1, the reach random number value stored in the first storage area (corresponding to the first of the first special chart reserved) of the first special chart reserved storage area 85a is read. Next, the game control microcomputer 81 judges the presence or absence of a reach using the reach judgment table T2 (FIG. 9(B)) and the reach random number value. Since the game is not in the time-shortened state here, the presence or absence of a reach is determined based on the table for the non-time-shortened state (the portion of the reach determination value (reach establishment random number value) between "0" and "13") in the reach determination table T2.
[0128] When the reach random number value is a reach establishment random number value (step S1606: YES), that is, when there is a reach and a miss, the game control microcomputer 81 refers to the table for reach and miss in the non-time-saving state in the special symbol change pattern determination table T4 and selects a change pattern (step S1607). Here, as the table for reach and miss in the non-time-saving state, the part of the special symbol change pattern determination table T4 shown in FIG. 12 that corresponds to reach and miss in the non-time-saving state (the part with the change pattern "P4" and "P5" in the special symbol 1, and the part with the change pattern "P14" in the special symbol 2) is referred to. In the special symbol 1, either "P4" or "P5" is selected as the change pattern from the read change pattern random number value. In the special symbol 2, "P14" is selected as the change pattern regardless of the read change pattern random number value.
[0129] If the reach random number value is not a reach establishment random number value (step S1606: NO), that is, in the case of a miss without a reach, the game control microcomputer 81 refers to the table for a miss without a reach in a non-time-saving state in the special symbol change pattern determination table T4 and selects a change pattern (step S1608). Here, as a table for a miss without a reach in a non-time-saving state, the part of the special symbol change pattern determination table T4 shown in FIG. 12 that corresponds to a miss without a reach in a non-time-saving state (the part with the change pattern "P6" or "P7" in the special symbol 1, and the part with the change pattern "P15" in the special symbol 2) is referred to. In the special symbol 1, either "P6" or "P7" is selected as the change pattern from the read-out change pattern random number value and the current number of reserved balls in the special symbol 1 (1 to 4). In the special symbol 2, "P15" is selected as the change pattern regardless of the read-out change pattern random number value. In the special chart 1, the selected variation pattern changes depending on the number of reserved balls, so the shortened variation function works according to the number of reserved balls. In other words, when the number of reserved balls is "3" to "4" in the special chart 1, more variation patterns with shorter variation times are selected than when the number of reserved balls is "1" to "2". This makes it possible to speed up the consumption of the reserved special chart when the number of reserved balls is large.
[0130] When it is determined in step S1600 that the gaming state is the time-shortened state, the game control microcomputer 81 determines whether the big win flag is ON or not (FIG. 24: step S1612). The processes in steps S1613 to S1618 are the same as the processes in steps S1603 to S1608 described above except for the following points, and therefore will not be described here. The difference between the processes in steps S1613 to S1618 and steps S1603 to S1608 is that the parts of the special symbol variation pattern determination table T4 referred to in steps S1613, S1615, S1617, and S1618 are different from those in steps S1603, S1605, S1607, and S1608 described above. Specifically, in steps S1603, S1605, S1607, and S1608, the table for the non-time-saving state in the special symbol fluctuation pattern determination table T4 is referenced, whereas in steps S1613, S1615, S1617, and S1618, the table for the time-saving state is referenced. For example, in the case of step S1615, the part of the special symbol fluctuation pattern determination table T4 that corresponds to a small win in the time-saving state (the part with the fluctuation pattern "P9" in the special chart 1, and the part with the fluctuation pattern "P17" in the special chart 2) is referenced. Also, for example, in the case of step S1617, the part of the special symbol fluctuation pattern determination table T4 that corresponds to a reach miss in the time-saving state (the part with the fluctuation pattern "P10" in the special chart 1, and the part with the fluctuation pattern "P18" in the special chart 2) is referenced.
[0131] After selecting the variation pattern as described above, the game control microcomputer 81 sets the selected variation pattern (step S1630) and ends this process. The information of the set variation pattern is included in the variation start command and is sent to the sub-control board 90 in the output process (FIG. 17: step S109). This starts the variation display of the special symbol.
[0132] [Game status management process 1] FIG. 25 is a flowchart of the game state management process 1 (FIG. 21: steps S1406, S1416). The game state management process 1 for the special chart 2 (step S1406) and the game state management process 1 for the special chart 1 (step S1416) are similar in flow of processing, so they will be described together. The game state management process 1 switches the game state to the normal state at the start of the c time-saving fluctuation that starts the specified number of times when "miss (sudden time-saving)" is selected a specified number of times (for example, 1) during the time-saving state. As a result, when "miss (sudden time-saving)" is selected a specified number of times during the a time-saving, the a time-saving ends when the c time-saving pattern fluctuation starts, and the c time-saving starts when the c time-saving fluctuation ends. In the game state management process 1, first, the game control microcomputer 81 judges whether the time-saving flag is ON or not (step S1905). When the time-saving flag is OFF (step S1905: NO), the process skips to step S1940. On the other hand, when the time-saving flag is ON (step S1905: YES), the third time-saving counter C3 is decremented by 1 (step S1915). The "third time-saving counter C3" counts the number of times the time-saving pattern change of c has been performed during the time-saving state. The initial value set in the third time-saving counter C3 is determined based on the setting table of FIG. 29. Then, it is determined whether the third time-saving counter C3 has become 0 (step S1930). When the third time-saving counter C3 has become 0 (step S1930: YES), the time-saving flag is switched to OFF (step S1935). This switches the game state from the time-saving state to the non-time-saving state. That is, when the number of times the time-saving pattern change of c has been performed during the time-saving state reaches the number shown in FIG. 29, the game state is switched to the non-time-saving state. After that, a game state designation command reflecting the above processing is set (step S1940).
[0133] [Special pattern change processing] FIG. 26 is a flow chart of the special symbol variation process (FIG. 20: step S1304). The game control microcomputer 81 first judges whether the variation time of the special symbol has elapsed and ended (step S1701). The variation time of the special symbol is the above-mentioned special symbol variation. This is the time to change (see FIG. 12) that is determined according to the change pattern selected in the pattern selection process (FIG. 23, FIG. 24). If the time to change has not ended (step S1701: NO), this process is terminated. That is, the change display of the special symbol that was started in step S1407 or S1417 of the special symbol waiting process (FIG. 21) is continued. On the other hand, if the time to change has ended (step S1701: YES), a change stop command is set in the command set area 84a of the main RAM 84 (step S1702), and the special operation status is set to "3" (step S1703). In addition, the game control microcomputer 81 performs other processes associated with the change stop (step S1704). For example, the game control microcomputer 81 performs a process of stopping the change display of the special symbol on the special symbol display device 41 at a symbol corresponding to the set special symbol stop symbol data (stop display of the special symbol), etc. In this way, the game control microcomputer 81 functions as a "symbol control means." The stop display time of the special symbol can be set arbitrarily according to the lottery result of the special symbol 1 or the lottery result of the special symbol 2. After that, the game control microcomputer 81 ends this process.
[0134] [Special design confirmation process] FIG. 27 is a flow chart of the special symbol determination process (FIG. 20: step S1306). The game control microcomputer 81 first judges whether the stop time of the special symbol has elapsed (step S1800). If the stop time has not elapsed (step S1800: NO), this process is terminated. On the other hand, if the stop time has elapsed (step S1800: YES), the game control microcomputer 81 performs game state management process 2 (step S1801). The game state management process 2 is a process for switching the game state by time reduction a, time reduction b, and time reduction c, and the contents will be described later. After the game state management process 2, it is judged whether the jackpot flag is ON (step S1802).
[0135] When the jackpot flag is ON (step S1802: YES), the game control microcomputer 81 sets the opening pattern of the jackpot opening according to the type of the jackpot winning (step S1803). Specifically, the game control microcomputer 81 refers to the jackpot opening pattern determination table T9 (FIG. 15), determines the opening pattern of the jackpot opening from the special symbol stop pattern data, and sets the determined opening pattern. Here, regardless of the type of jackpot winning (whether the special symbol stop pattern data is 11H-13H, 15H, 16H, 21H-23H, or 31H-33H), "opening pattern 21" is set as the opening pattern of the winning hole. Together with the setting of the opening pattern of the jackpot opening, the value of the round counter is set to the number of rounds according to the type of the jackpot winning. The round counter counts the number of unit opening games (round games) executed during the jackpot game. Here, regardless of the type of big win, the round counter is set to "15" (Figure 15(B)).
[0136] After setting the opening pattern, the game control microcomputer 81 performs a game state reset process (step S1804). The details of the game state reset process will be described later. After that, in order to start a type 1 jackpot game, an opening command for the type 1 jackpot game is set (step S1806), and the opening of the jackpot game is started (step S1807). After that, the special operation status is set to "4" (step S1808), and this process ends. By setting the special operation status to "4", the process moves to special electric device process 1 (jackpot game).
[0137] In step S1802, if the big win flag is OFF (step S1802: NO), the game control microcomputer 81 judges whether the small win flag is ON or not (step S1810). If the small win flag is ON (step S1810: YES), the game control microcomputer 81 sets the opening pattern of the big win opening according to the type of the small win that has been won (step S1811). Specifically, the game control microcomputer 8 1, similar to the above-mentioned step S1803, refers to the large prize opening pattern determination table T9, determines the opening pattern of the large prize opening from the special stop pattern data, and sets the determined opening pattern. In addition to setting the opening pattern of the large prize opening, the value of the round counter is set to the number of rounds according to the type of small prize that has been won. (FIG. 15(B)).
[0138] After the opening pattern is set, the game control microcomputer 81 switches the V opening / closing member operation flag to ON (step S1812). The V opening / closing member operation flag is a flag indicating that it is a period in which the V opening / closing member 71 is operated. In the V opening / closing member control process (FIG. 35), when the V opening / closing member operation flag is ON, the V opening / closing member 71 is operated in a predetermined operation pattern. Here, the V opening / closing member 71 is closed as an opening for 0.01 seconds after the small win game in any small win game, and then is opened for 4 seconds, and then is closed. Note that when the small win flag is ON, unlike when the big win flag is ON, the time-saving flag is not switched to OFF even if it is ON. After that, in order to start the small win game, the opening command for the small win is set (step S1813), and the opening of the small win game is started (step S1814). After that, the special operation status is set to "5" (step S1815), and this process is terminated. When the special operation status is set to "5", the process shifts to the special electric device process 2 (small win game).
[0139] In step S1810, if the small win flag is OFF (step S1810: NO), the game control microcomputer 81 sets the special operation status to "1" (step S1820) and ends this process. As a result, neither the big win game nor the small win game is started, and the process moves to the special symbol waiting process (FIG. 20: step S1302) again, and the special symbol winning judgment for the next reserved symbol is executed.
[0140] [Game status management process 2] FIG. 28 is a flowchart of the game state management process 2 (FIG. 27: step S1801). The game control microcomputer 81 first judges whether the ceiling flag is ON. If the ceiling flag is OFF (step S2005: NO), the process skips to step S2015. If the ceiling flag is ON (step S2005: YES), the ceiling counter is decremented by 1 (step S2010). Next, the game control microcomputer 81 judges whether the time-saving flag is ON or not. If the time-saving flag is OFF (step S2015: NO), that is, in the non-time-saving state, the process skips to step S2060. If the time-saving flag is ON (step S2015: YES), that is, in the time-saving state, the game control microcomputer 81 judges whether the change is a change of the second special pattern or not (step S2020). If the change is the change of the second special symbol (step S2020: YES), the game control microcomputer 81 decrements the values of the first time-saving counter C1 and the second time-saving counter C2 by 1 (step S2030). The "first time-saving counter C1" counts the number of changes of the second special symbol executed during the time-saving state. The "second time-saving counter C2" counts the number of changes of the special symbol executed during the time-saving state (the total number of changes of the first special symbol and the second special symbol). The initial values set in the first time-saving counter C1 and the second time-saving counter C2 are determined based on the setting table in FIG. 29. FIG. 29 is a diagram for explaining the setting tables of the first time-saving counter C1, the second time-saving counter C2, and the third time-saving counter C3. This setting table is referred to by the game control microcomputer 81 at the start of the a time-saving, the b time-saving, and the c time-saving. In Fig. 29, when the time-saving mode starts, the values set in the time-saving counters C1, C2, and C3 differ depending on the type of big win. When the time-saving mode starts, the time-saving counters C1, C2, and C3 are set to "150", "200", and "10". When the time-saving mode starts, the time-saving counters C1, C2, and C3 are set to "999", "999", and "100".
[0141] Returning to FIG. 28, when the change is a change of the first special symbol (step S2020: NO), the game control microcomputer 81 decrements only the value of the second time-saving counter C2 by 1 (step S2025).
[0142] The game control microcomputer 81 judges whether or not at least one of the values of the first time-saving counter C1 and the second time-saving counter C2 has become "0" as a result of step S2025 or step S2030 (step S2035). If neither the value of the first time-saving counter C1 nor the value of the second time-saving counter C2 is "0" (step S2035: NO), the process skips to step S2045. If at least one of the values of the first time-saving counter C1 and the second time-saving counter C2 is "0" (step S2035: YES), the time-saving flag is switched to OFF (step S2040). This switches the game state from the time-saving state to the non-time-saving state. That is, when the number of times the special symbols have changed in the time-saving state reaches the number shown in FIG. 29, the game state is switched to the non-time-saving state.
[0143] In step S2045, the game control microcomputer 81 judges whether the value of the ceiling counter is "0" or not. If the value of the ceiling counter is "0" (step S2045: YES), the ceiling flag is switched to OFF (step S2055). As a result, if the ceiling counter becomes "0" in a fluctuation that has started in the time-saving state, the b time-saving will not start.
[0144] In step S2050, the game control microcomputer 81 sets the game state designation command in the command set area 84a of the main RAM 84, and ends this process. The game state designation command includes information about the currently set game state (whether or not the game is in a time-saving state, the values of the first time-saving counter and the second time-saving counter, etc.).
[0145] In step S2015, if the time-saving flag is OFF (step S2015: NO), it is determined whether the change is a c-time-saving pattern change (step S2060). If the change is a c-time-saving pattern change (step S2060: YES), the time-saving flag is turned ON (step S2065), and the first time-saving counter C1, the second time-saving counter C2, and the third time-saving counter C3 are set to the setting values shown in the setting table of FIG. 29 (step S2070). This sets the c-time saving (sudden time saving). After that, the process proceeds to step S2045. If the value of the ceiling counter is "0" (step S2045: YES), the ceiling flag is switched to OFF (step S2055). As a result, if the ceiling counter becomes "0" when the c-time saving is started, the b-time saving is not started.
[0146] In step S2060, if the c time-saving pattern change is not made (step S2060: NO), it is determined whether the value of the ceiling counter is "0" or not (step S2075). If the value of the ceiling flag is not "0" (step S2075: NO), the process skips to step S2050. If the value of the ceiling counter is "0" (step S2075: YES), the time-saving flag is turned ON (step S2080), and the first time-saving counter C1, the second time-saving counter C2, and the third time-saving counter C3 are set to the setting values shown in the setting table of FIG. 29 (step S2085). This sets the b time-saving (play time). After that, the ceiling flag is switched OFF (step S2055).
[0147] [Game status reset process] FIG. 30 is a flow chart of the game state reset process (FIG. 27: step S1804). The game control microcomputer 81 first judges whether the time-saving flag is ON or not. If the time-saving flag is OFF (step S2103: NO), the process skips to 2105. If the time-saving flag is ON (step S2103: YES), the time-saving flag is switched to OFF (step S2104). In step S2105, the game control microcomputer 81 It is determined whether the ceiling flag is ON or not. If the ceiling flag is OFF (step S2105: NO), this process is terminated. If the ceiling flag is ON (step S2105: YES), the ceiling flag is switched to OFF (step S2106). In other words, when a jackpot game is being played, the ceiling flag is OFF in a non-high probability state and non-time-saving state. Since the gaming machine 1 is always in a low base state when in a non-time-saving state, the low base state is maintained during a jackpot game.
[0148] [Special Electric Device Processing 1 (Big Win Game)] FIG. 31 is a flow chart of the special electric device process 1 (FIG. 20: step S1308). The game control microcomputer 81 first judges whether the big win end flag is ON or not (step S2200). The "big win end flag" is a flag indicating that the opening of the first big winning device 31 based on the opening pattern has all ended in the currently executed big win game. If the big win end flag is ON (step S2200: YES), the process proceeds to step S2230. If the big win end flag is OFF (step S2200: NO), the game control microcomputer 81 judges whether the first big winning port 30 is open or not (step S2202). If it is open (step S2202: YES), the process proceeds to step S2210.
[0149] If the first large prize opening 30 is not open (step S2202: NO), the game control microcomputer 81 judges whether it is time (timing) to open the first large prize opening 30 (step S2203). The time (timing) to open the first large prize opening 30 includes, for example, when the opening time of the large prize game has passed and it is time to start opening in the first round game, and when the interval time (closing time) until the first large prize opening 30 that was temporarily closed after opening has passed and it is time to start opening again. If it is not time (timing) to open the first large prize opening 30 (step S2203: NO), the process proceeds to step S2220.
[0150] If it is time (timing) to open the first large prize opening 30 (step S2203: YES), the game control microcomputer 81 performs the large prize opening opening process (step S2207). Here, the game control microcomputer 81 opens the first large prize opening 30 according to the opening pattern (FIG. 15(B)) corresponding to the winning type (large prize type or small prize type). When a type 1 large prize game is being played, the first large prize opening 30 is opened according to the opening pattern 21 regardless of the type of the large prize. When a type 2 large prize game is being played, the first large prize opening 30 is opened according to the opening pattern 22 or the opening pattern 23 according to the type of the small prize. After the large prize opening opening process, the game control microcomputer 81 sets the round designation command (step S2208). The round designation command includes information regarding the number of rounds of the special game (small win game and big win game) being executed, and the game control microcomputer 81 sets the round designation command in the command set area 84a of the main RAM 84. This allows the sub-control board 90 to be notified of the number of rounds of the special game. In this embodiment, the first large prize winning hole 30 is not opened multiple times during one round game. However, as another embodiment, when the first large prize winning hole 30 is opened multiple times during one round game, the game control microcomputer 81 may determine whether the opening of the first large prize winning hole 30 is the first opening in one round or not, and set the round designation command only when it is the first opening. After setting the round designation command, this process is terminated.
[0151] In the above-mentioned step S2202, if the first large prize opening 30 is open (step S2202: YES), the game control microcomputer 81 judges whether or not the closing condition of the first large prize opening 30 is satisfied (step S2210). The closing condition here is whether or not the number of winnings in the first large prize opening 30 in that round of play reaches a prescribed maximum number of winnings (for example, 1 round). The condition for closing the first large prize opening 30 is met when either the number of balls per hole (9 balls per hole) has reached or the time for closing the first large prize opening 30 has arrived (i.e., a predetermined opening time (e.g., 29.5 seconds) has elapsed since the first large prize opening 30 was opened). If the condition for closing the first large prize opening 30 is not met (step S2210: NO), the game control microcomputer 81 ends this process. On the other hand, if the condition for closing the first large prize opening 30 is met (step S2210: YES), the game control microcomputer 81 closes (blocks) the first large prize opening 30 (step S2211) and then ends this process.
[0152] In the above-mentioned step S2203, if it is not the time (timing) to open the first large prize opening 30, the game control microcomputer 81 judges whether the round play has ended (step S2220). Here, one round ends after a predetermined time (for example, 2 seconds) has elapsed since the first large prize opening 30 was closed. As described above, this is because the time (interval time) for closing the first large prize opening 30 between round games is included in the open round game before the closure. The game control microcomputer 81 judges whether the round play has ended depending on whether a predetermined interval time has elapsed since the first large prize opening 30 was closed. If the round play has not ended (step S2220: NO), the game control microcomputer 81 ends this process.
[0153] If the round play is over (step S2220: YES), the game control microcomputer 81 decrements the round counter value by 1 (step S2221) and judges whether the round counter value has become "0" (step S2226). If the round counter value is not "0" (step S2226: NO), that is, if the specified number of rounds has not been played yet, this process ends in order to start the next round play. On the other hand, if the round counter value is "0" (step S2226: YES), as a jackpot end process for ending the jackpot game, an ending command for the jackpot game is set in the command set area 84a of the main RAM 84 (step S2227), and the ending of the jackpot is started (step S2228). The ending command includes information about the special symbol stop symbol data set in the special symbol hit judgment process (FIG. 21). After the big win ending starts, the big win end flag is set to ON (step S2229), and this process ends.
[0154] In the above-mentioned step S2200, if the big win end flag is ON (step S2200: YES), the final round has ended, so the game control microcomputer 81 judges whether the big win ending time has elapsed (step S2230). If the ending time has not elapsed (step S2230: NO), the game control microcomputer 81 ends this process. On the other hand, if the ending time has elapsed (step S2230: YES), the game control microcomputer 81 turns off the big win end flag (step S2231), turns off the big win flag (step S2232), and sets the special operation status to "1" (step S2233). As a result, in the next special operation process, the special symbol standby process (FIG. 20: step S1302) is executed again. After that, the game control microcomputer 81 executes the game state setting process (step S2234) described later and ends this process. The game state setting process (FIG. 32) sets the game state after the big win (time-saving state or non-time-saving state), and in the time-saving state, sets the first time-saving counter C1 and the second time-saving counter C2 to initial values (time-saving count) according to the type of win.
[0155] [Game status setting process] FIG. 32 is a flow chart of the game state setting process (FIG. 31: step S2234). The game control microcomputer 81 first judges whether the jackpot game executed this time is a jackpot game executed as a result of a time-saving hit (step S2301). If the trigger is not a win (step S2301: NO), that is, if the current jackpot game is being executed as a result of a normal win, the process skips to step S2310. On the other hand, if the current jackpot game is being executed as a result of a time-saving win (step S2301: YES), the time-saving flag is turned ON (step S2302), and the first time-saving counter C1, the second time-saving counter C2, and the third time-saving counter C3 are set to the setting values shown in the setting table of FIG. 29 (step S2303). As a result, the a time-saving (time-saving after jackpot) is set. In step S2310, the game control microcomputer 81 turns ON the ceiling flag, and the ceiling counter is set to a specified number of rotations (for example, 500 times) until the b time-saving (play time) is reached (step S2311). As a result, after the jackpot game, if the set number of times (for example, 500 times) is reached, the b time-saving (play time) is entered. In step S2312, the game control microcomputer 81 sets the game state designation command in the command set area (output buffer) 84a of the main RAM 84, and ends this process. The game state designation command includes information regarding the set game state (whether or not it is in the time-saving state, the values of the time-saving counters C1, C2, and C3, etc.).
[0156] [Special Electric Device Processing 2 (Small Win Game)] FIG. 33 and FIG. 34 are flowcharts of the special electric device process 2 (FIG. 20: step S1309). The game control microcomputer 81 first judges whether the small win end flag is ON or not (step S2400). The "small win end flag" is a flag indicating that the opening of the large prize device 36 based on the opening pattern has ended in the small win game being executed. If the small win end flag is ON (step S2400: YES), the process proceeds to step S2420. If the small win end flag is OFF (step S2400: NO), the game control microcomputer 81 judges whether the large prize opening 35 is open or not (step S2402). If it is open (step S2402: YES), the process proceeds to step S2410.
[0157] If the large prize opening 35 is not open (step S2402: NO), the game control microcomputer 81 judges whether it is time (timing) to open the large prize opening 35 (step S2404). The time (timing) to open the large prize opening 35 is when the opening time of the small prize has elapsed and it has reached the time to start opening. The opening time of the small prize is 4 seconds in the case of opening pattern 22, and 0.01 seconds in the case of opening pattern 23. If it is not time (timing) to open the large prize opening 35 (step S2404: NO), this process is terminated. If it is time (timing) to open the large prize opening 35 (step S2404: YES), the game control microcomputer 81 performs the large prize opening process (step S2406). Here, the game control microcomputer 81 opens the large prize opening 35 according to the opening pattern (FIG. 15(B)) according to the type of small prize. After the special prize opening process, the game control microcomputer 81 sets a round designation command (step S2408). The round designation command includes information regarding the number of rounds of the special game being executed, and the game control microcomputer 81 sets the round designation command in the command set area 84a of the main RAM 84. This makes it possible to notify the sub-control board 90 of the number of rounds of the special game. After the round designation command is set, this process ends.
[0158] In the above-mentioned step S2402, if the large prize opening 35 is open (step S2402: YES), the game control microcomputer 81 judges whether or not the closing condition for the large prize opening 35 is met (step S2410). The closing condition here is that either the number of prizes won into the large prize opening 35 has reached a prescribed maximum number of prizes (e.g., 10 prizes), or the time has come to close the large prize opening 35 (i.e., a prescribed opening time (e.g., 1.5 seconds) has elapsed since the large prize opening 35 was opened) has been met. If the closing condition for the large prize opening 35 has not been met (step S2410: NO), the game control microcomputer 81 ends this process. On the other hand, if the closing condition for the large prize opening 35 is met (step If the answer is "YES" at step S2410, the game control microcomputer 81 performs a large prize opening closing process to close (block) the large prize opening 35 (step S2412). Here, an ending command for the small prize game is also set in the command set area 84a of the main RAM 84 as a small prize ending process to end the small prize game. After the large prize opening closing process, the game control microcomputer 81 decrements the value of the round counter by 1 (step S2414). This is because the small prize game corresponds to the first round. Thereafter, the game control microcomputer 81 sets the small prize ending flag to ON (step S2416) and ends this process.
[0159] In the above-mentioned step S2400, if the small win end flag is ON (step S2400: YES), the game control microcomputer 81 judges whether or not the interval time (ending time) after closing has elapsed (step S2420). If the ending time has not elapsed (step S2420: NO), the game control microcomputer 81 ends this process. On the other hand, if the ending time has elapsed (step S2420: YES), the game control microcomputer 81 switches the small win end flag to OFF (step S2422) and switches the small win flag to OFF (step S2424). After that, the game control microcomputer 81 judges whether or not the V flag is ON (step S2430). The "V flag" is a flag indicating that a game ball has passed through the V area 39 during the execution of a small win game, and is a flag that is turned ON in the V area sensor detection process (FIG. 36) described later. When the V flag is OFF (step S2430: NO), the game control microcomputer 81 does not execute the type 2 big win game, so it sets the round counter to "0" (step S3432), sets the special action status to "1" (step S2434), and ends this process. As a result, in the next special action process, the special symbol waiting process (FIG. 20: step S1302) is executed again.
[0160] In the above-mentioned step S2430, if the V flag is ON (step S2430: YES), the game control microcomputer 81 switches the V flag OFF (step S2436), switches the jackpot flag ON to execute the type 2 jackpot game (step S2437), and sets the special operation status to "4" (step S2438). By setting the special operation status to "4", the process moves to the special electric device process 1 (jackpot game) in the next special operation process (FIG. 20). After setting the special operation status, the game control microcomputer 81 judges whether the time-saving flag is ON or not (step S2440), and if it is ON (step S2440: YES), switches it to OFF (step S2442). As a result, the time-saving state is not activated during the execution of the type 2 jackpot game. After that, in order to start the big win game, the game control microcomputer 81 sets an opening command for the type 2 big win game (step S2444) and starts the opening of the big win game (step S2446). This causes a transition from the small win game in which the big win opening 35 is opened for a short period of time to the type 2 big win game.
[0161] [V opening and closing component control processing] FIG. 35 is a flowchart of the V opening / closing member control process (FIG. 17: step S106). The game control microcomputer 81 first judges whether the V opening / closing member operation flag is ON or not (step S2500). If the V opening / closing member operation flag is OFF (step S2500: NO), this process is terminated. If the V opening / closing member operation flag is ON (step S2500: YES), a "V opening / closing member operation process" is performed to operate the V opening / closing member 71 in a predetermined operation pattern (step S2502), and a "V effective period setting process" is performed to consider the V passage of the game ball in a predetermined period (timing) as valid (step S2504). If the V opening / closing member operation flag is ON, the opening of the small win game is started (FIG. 27: steps S1812, S1814), so that the V opening / closing member operation process and the V effective period setting process are performed in accordance with this small win game.
[0162] In the V opening / closing member operation process, a timer is set to measure the operation time of the V opening / closing member 71, and based on the timer, the V opening / closing member solenoid 73 is turned ON when the V opening / closing member 71 is opened, and the V opening / closing member solenoid 73 is turned OFF when the V opening / closing member 71 is closed. This causes the V opening / closing member 71 to move in a constant manner from the start of the opening of the small win game. Specifically, the V opening / closing member 71 is first controlled to a passage-blocking state (closed state) for 0.01 seconds from the start of the opening of the small win game, then controlled to a passage-permitting state (open state) for 4 seconds, and then controlled to a passage-blocking state (closed state) for 6 seconds.
[0163] In the V effective period setting process, the V effective period is set for a certain operation of the V opening / closing member 71 as described above. The "V effective period" is a period during which, when a game ball is detected by the V area sensor 39a, the detection is regarded as valid and the V flag is turned ON. The V effective period is from the start of opening the V area 39 (the point at which the V opening / closing member 71 is controlled to the passing allowable state) until a predetermined time has elapsed. The predetermined time is set to a time (here, the opening time of the V area 39 + 1 second) longer than the opening time of the V area 39 (the time during which the V opening / closing member 71 is controlled to the passing allowable state). This is because a time lag until the game ball that has passed the arrangement position of the V opening / closing member 71 reaches the V area 39 is taken into consideration. In the V effective period setting process, a timer for measuring the V effective period is set, and the V effective flag is turned ON when the timing to enable the V area 39 is reached based on the timer, and the V effective flag is turned OFF when the timing to disable the V area 39 is reached. In the V region sensor detection process (FIG. 36) described later, whether or not the V valid period is in progress is determined depending on whether or not this V valid flag is ON.
[0164] After the V opening / closing member operation processing and the V effective period setting processing, the game control microcomputer 81 judges whether the operation of the V opening / closing member 71 has ended (step S2506). Specifically, based on the timer set in the V opening / closing member operation processing (step S2502), it judges whether the total operation time (0.01 seconds + 4 seconds + 6 seconds) from when the V opening / closing member 71 starts a certain operation to when it ends has elapsed. If the operation of the V opening / closing member 71 has not ended (step S2506: NO), this processing is terminated. On the other hand, if the operation of the V opening / closing member 71 has ended (step S2506: YES), the game control microcomputer 81 switches the V opening / closing member operation flag to OFF (step S2508) and terminates this processing.
[0165] Here, the relationship between the operation pattern of the V opening / closing member 71 in the small win game and the opening pattern of the large prize opening 35 (opening / closing member 32) will be described. As described above, the V opening / closing member 71 is closed for 0.01 seconds from the start of the opening of the small win game, then opened for 4 seconds, and then closed for 6 seconds. In the "3R normal small win (V passage practically impossible)" (opening pattern 23), the large prize opening 35 is closed for 4 seconds from the start of the opening of the small win game, and then closed for 29.5 seconds. Therefore, in the opening pattern 23, the V opening / closing member 71 closes 0.01 seconds after the large prize opening 35 is opened, making it practically impossible for the game ball to pass through the V during the small win game. On the other hand, in the "3R time-saving one-time small win" and "3R normal small win" (opening pattern 24), the large prize opening 35 is closed for 0.01 seconds from the start of the opening of the small win game, and then opened for 29.5 seconds. Therefore, in opening pattern 24, 0.01 seconds after the start of the small win game, the large prize opening 35 and the V-shaped opening / closing member 71 are opened simultaneously, and both remain open for approximately 4 seconds. Therefore, no matter what timing the game ball enters the large prize opening 35, the game ball can pass through the V-region 39. Note that here, if the game ball is continuously shot from the right, the various devices such as the large prize opening device 36 are arranged so that the game ball will always enter the large prize opening 35 while it is open. Also, if the game ball that has passed through the large prize opening 35 continues to be shot through the V-shaped opening / closing member 71, the game ball will always enter the large prize opening 35 while it is open. The time required for the ball to reach the V position is set to be shorter than 2 seconds. For this reason, in the "3R Time-saving 1-time Small Win" and "3R Normal Small Win", if you hit the right hand side during the small win and keep shooting the ball, the ball will always pass through the V.
[0166] [V-area sensor detection process] FIG. 36 is a flow chart of the V-area sensor detection process (FIG. 17: step S107). The game control microcomputer 81 first judges whether or not a game ball has been detected by the V-area sensor 39a (step S2601). If the game ball has not been detected by the V-area sensor 39a (step S2601: NO), this process ends. On the other hand, if there is a detection (step S2601: YES), the game control microcomputer 81 judges whether or not it is in the V effective period (step S2602). The V effective period is a period set by the V effective period setting process (step S2504) of the V opening / closing member control process (FIG. 35). The V effective period is set for several seconds (ball brushing period) when the V opening / closing member 71 is opened or closed. Here, one second is set as the ball brushing period. If it is not in the V effective period (step S2602: NO), this process ends. On the other hand, if it is during the V valid period (step S2602: YES), the game control microcomputer 81 turns on the V flag (step S2603), sets the V pass command in the command set area 84a of the main RAM 84 (step S2604), and ends this process. The "V pass command" is a command for notifying the sub-control board 90 of V pass.
[0167] 7. Operation of the performance control microcomputer 91 The operation of the performance control microcomputer 91 provided on the sub-control board 90 (Fig. 5) will be described with reference to Figs. 37 to 40. Counters, flags, status, buffers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the sub-RAM 94. As will be described below, the performance control microcomputer 91 functions as a performance execution means by reading out a program stored in the sub-ROM 93.
[0168] [Sub-control main processing] 37 is a flowchart showing the sub-control main processing. When the power supply of the gaming machine 1 is turned on, the performance control microcomputer 91 reads out a program for executing the sub-control main processing from the sub ROM 93. In the sub-control main processing, the performance control microcomputer 91 first performs a CPU initialization processing (step S4000). In the CPU initialization processing, for example, the sub CPU 92 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" or "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the CPU initialization processing is executed only once after the power supply is turned on, and is not executed thereafter.
[0169] After the CPU initialization process, the performance control microcomputer 91 prohibits interrupts from the interrupt process (step S4015) and performs a random number update process (step S4020). In this random number update process, the performance control microcomputer 91 updates the various random number counter values shown in FIG. 8(B) by incrementing them by 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, the random number value may be incremented by 2 or more instead of incrementing by 1. Each random number may be a so-called hardware random number.
[0170] After the random number update process, the performance control microcomputer 91 permits interruption of the interrupt process (step S4025). While the interrupt is permitted, execution of the sub-side timer interrupt process (step S4035) becomes possible. The sub-side timer interrupt process is executed based on an interrupt pulse repeatedly input to the sub CPU 92 at a predetermined cycle. The random number update process is executed at a predetermined interval. Then, the random number update process is repeatedly executed from the end of the sub-side timer interrupt process to the start of the next sub-side timer interrupt process.
[0171] [Sub-side timer interrupt processing] FIG. 38 is a flow chart of the sub-side timer interrupt process (FIG. 37: step S4035). The performance control microcomputer 91 first performs a received command analysis process (step S4300). The received command analysis process (FIG. 39) will be described in detail later. After the received command analysis process, the performance control microcomputer 91 performs a switch process (step S4310). In the switch process, the performance control microcomputer 91 sets the display contents of the display screen 7a based on the switch data (edge data and level data) output based on the detection signal from the performance button detection switch 63a. After the switch process, the performance control microcomputer 91 performs a command transmission process (step S4315). In the command transmission process, the performance control microcomputer 91 transmits various commands set in the performance command set area 94b (output buffer) of the sub RAM 94 in the received command analysis process (FIG. 39) to the image control board 100, the audio control board 106, and the lamp control board 107. The image control board 100, which has received the various commands, uses the image display device 7 to execute a display effect according to the received commands. The audio control board 106, which has received the various commands, executes an audio effect of outputting audio from the speaker 67 according to the received commands. The lamp control board 107, which has received the various commands, executes a lamp effect of controlling the illumination of the panel lamp 5 and the frame lamp 66 according to the received commands. After the command transmission process, the effect control microcomputer 91 executes other processes (step S4320) and ends this process. Other processes include, for example, random number update processing.
[0172] [Received command analysis process] FIG. 39 is a flow chart of the received command analysis process (FIG. 38: step 4300). The performance control microcomputer 91 first judges whether or not a pre-determination command has been received from the main control board 80 (step S4415). If it has been received (step S4415: YES), it performs a look-ahead performance determination process (step S4420). The "look-ahead performance determination process" is a process for determining whether or not to execute a look-ahead performance, and a look-ahead performance pattern if it is executed. In the look-ahead performance determination process, a look-ahead performance execution judgment is performed to determine whether or not to execute a look-ahead performance, and a look-ahead performance pattern selection is performed. Specifically, the performance control microcomputer 91 acquires the value of the counter of the look-ahead performance random number, and determines whether or not to execute a look-ahead performance and a look-ahead performance pattern determination table T55 stored in the sub-ROM 93 by referring to the acquired random number value and the look-ahead performance pattern determination table T55 stored in the sub-ROM 93. When it is determined that a look-ahead performance is to be executed, the selected look-ahead performance pattern is stored in the advance judgment information storage area 94c.
[0173] On the other hand, if a pre-judgment command has not been received from the main control board 80 (step S4415: NO), the above-mentioned pre-reading performance determination process is skipped. The pre-reading performance is a performance that suggests that the reserved information newly stored in the special chart reserved memory area 85 is highly likely to contain a jackpot, and is executed during the variable performance.
[0174] Next, the performance control microcomputer 91 judges whether or not a reserved ball number command has been received from the main control board 80 (step S4445). If it has been received (step S4445: YES), a reserved display process is performed (step S4450). In the reserved display process, the values of the first special symbol reserved performance counter, the second special symbol reserved performance counter, and the normal symbol reserved performance counter provided in the counter set area 94d of the sub-RAM 94 are updated based on information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols, which are included in the reserved ball number command. This allows the sub-control board 90 to update the values of the first special symbol reserved performance counter, the second special symbol reserved performance counter, and the normal symbol reserved performance counter, which are provided in the counter set area 94d of the sub-RAM 94, based on information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols, which are included in the reserved ball number command. It can hold information on the number of reserved balls. Also, the performance control microcomputer 91 updates the reserved images 9A and 9B displayed on the display screen 7a based on the values of the first special reserved performance counter, the second special reserved performance counter, and the normal reserved performance counter. On the other hand, if the reserved ball number command has not been received (step S4445: NO), the above-mentioned reserved display process is skipped.
[0175] Next, the performance control microcomputer 91 judges whether or not a fluctuation start command has been received from the main control board 80 (step S4455). If a fluctuation start command has been received (step S4455: YES), a fluctuation performance start process (Fig. 40) is performed (step S4460). The "fluctuation performance start process" is a process for selecting a fluctuation performance pattern (contents) to be executed during the fluctuation of the special symbol. The details of the fluctuation performance start process will be described later. On the other hand, if a fluctuation start command has not been received (step S4455: NO), the above-mentioned fluctuation performance start process is skipped.
[0176] Next, the performance control microcomputer 91 determines whether or not a fluctuation stop command has been received from the main control board 80 (step S4465). If a fluctuation stop command has been received (step S4465: YES), a fluctuation performance end process is performed (step S4470). The "fluctuation performance end process" is a process for stopping the fluctuation performance. On the other hand, if a fluctuation performance end command has not been received (step S4465: NO), the above-mentioned fluctuation performance end process is skipped.
[0177] Next, the performance control microcomputer 91 judges whether an opening command has been received from the main control board 80 (step S4475). If an opening command has been received (step S4475: YES), an opening performance pattern determination process is performed (step S4480). The "opening performance pattern determination process" is a process for selecting an opening performance pattern (contents) to be executed at the start of a special game (big win game or small win game). In the opening performance pattern determination process, the performance control microcomputer 91 first analyzes the opening command, and sets information on the special symbol stop pattern data set at the time of winning judgment of a big win or a small win, which is included in the opening command, in the sub-RAM 94. Then, the performance pattern of the opening performance that is preset in correspondence with the winning type indicated by the special symbol stop pattern data is selected, and an opening performance start command for starting the selected opening performance is set in the performance command set area 94b of the sub-RAM 94. When the opening effect start command set in effect command set area 94b is transmitted to image control board 100 in the command transmission process (FIG. 38: step 4315), CPU 102 of image control board 100 reads out a predetermined opening effect image from ROM 103, and displays it on display screen 7a of image display device 7. Note that if an opening command has not been received in step S4475 (step S4475: NO), the above-mentioned opening effect pattern determination process is skipped.
[0178] Next, the performance control microcomputer 91 judges whether or not a round designation command has been received from the main control board 80 (step S4485). If the round designation command has been received (step S4485: YES), a round designation pattern determination process is performed (step S4490). The "round designation pattern determination process" is a process for selecting an open game designation pattern (contents) to be executed during the opening of the big prize winning port or during the interval between openings in a special game (big prize game or small prize game). In the round designation pattern determination process, the performance control microcomputer 91 first analyzes the round designation command, and sets information on the special symbol stop pattern data and information on the number of rounds included in the round designation command in the sub-RAM 94. Then, the performance pattern of the round designation that is preset in accordance with the winning type and the number of rounds indicated by the special symbol stop pattern data is selected, and a round designation start command for starting the selected round designation is set in the performance command set area 94b of the sub-RAM 94. When the round effect start command set in the effect command set area 94b is transmitted to the image control board 100, the CPU 102 displays a predetermined round effect image. The command is read out from the ROM 103 and displayed on the display screen 7a. If a round designation command has not been received in step S4485 (step S4485: NO), the above-mentioned round effect pattern determination process is skipped.
[0179] Next, the performance control microcomputer 91 judges whether or not an ending command for a big win game has been received from the main control board 80 (step S4495). If it has been received (step S4495: YES), an ending performance pattern determination process is performed (step S4500). The "ending performance pattern determination process" is a process for selecting an ending performance pattern (content) to be executed during the ending of a big win game. If the performance control microcomputer 91 receives an ending command for a small win game from the main control board 80, it performs a process different from the above-mentioned ending performance pattern determination process. Note that, if an ending command for a big win game has not been received in step S4495 (step S4495: NO), the above-mentioned ending performance pattern determination process is skipped.
[0180] Next, the performance control microcomputer 91 judges whether or not a normal symbol variation start command has been received from the main control board 80 (step S4505). If it has been received (step S4505: YES), a normal symbol variation performance start process is performed (step S4510). The "normal symbol variation performance start process" is a process for selecting a normal symbol variation performance pattern (contents) to be executed during normal symbol variation. In the normal symbol variation performance start process, the performance control microcomputer 91 first sets information on the normal symbol stop symbol data included in the normal symbol variation start command and information on the normal symbol variation pattern in the sub-RAM 94. The set information includes game status information indicating the current game status, symbol information indicating the symbol as a judgment result of the normal symbol hit judgment process, and the like. The game status information and symbol information acquired here can be appropriately referred to by the performance control microcomputer 91. The performance control microcomputer 91 selects a normal symbol variation performance pattern that is preset in correspondence with the normal symbol variation pattern, and sets a normal symbol variation performance start command for starting the selected normal symbol variation performance in the performance command set area 94b of the sub-RAM 94. When the normal symbol variation performance start command set in the performance command set area 94b is sent to the image control board 100, the CPU 102 reads out a predetermined normal symbol variation performance image from the ROM 103 and displays it on the display screen 7a. In addition, in step S4505, if the normal symbol variation start command is not received (step S4505: NO), the above-mentioned normal symbol variation performance start process is skipped.
[0181] Next, the performance control microcomputer 91 judges whether or not a normal symbol variation stop command has been received from the main control board 80 (step S4515). If it has been received (step S4515: YES), a normal symbol variation performance end process is performed (step S4520). The "normal symbol variation performance end process" is a process for stopping the normal symbol variation performance. In the normal symbol variation performance end process, the performance control microcomputer 91 analyzes the normal symbol variation stop command and sets a normal symbol variation performance end command for ending the normal symbol variation performance in the performance command set area 94b. In addition, if the normal symbol variation stop command has not been received in step S4515 (step S4515: NO), the above-mentioned normal symbol variation performance end process is skipped.
[0182] Next, the performance control microcomputer 91 judges whether or not a normal symbol opening command has been received from the main control board 80 (step S4525). If a normal symbol opening performance command has been received (step S4525: YES), a normal symbol opening performance pattern determination process is performed (step S4530). The "normal symbol opening performance pattern determination process" is a process for selecting a normal game performance pattern (contents) to be executed during a winning game (normal game) associated with a normal symbol win. The normal game performance selected here includes the opening performed during the opening, The normal symbol opening effect pattern determination process includes a normal symbol opening effect and an opening game effect that is executed while the electric chute 29 is open. In the normal symbol opening effect pattern determination process, the effect control microcomputer 91 first analyzes the normal symbol opening command and sets information about the normal symbol stop symbol data set at the time of the normal symbol winning determination, which is included in the normal symbol opening command, in the sub-RAM 94. Then, the effect control microcomputer 91 selects an opening effect effect pattern that is preset in accordance with the winning type indicated by the normal symbol stop symbol data, and sets a normal symbol opening effect start command for starting the selected opening effect in the effect command set area 94b of the sub-RAM 94. When the normal symbol opening effect start command set in the effect command set area 94b is sent to the image control board 100 in the command sending process (FIG. 38: step 4315), the CPU 102 of the image control board 100 reads out a predetermined opening effect image from the ROM 103 and displays it on the display screen 7a of the image display device 7. In addition, in step S4525, if the normal symbol opening command is not received (step S4525: NO), the above-mentioned normal symbol opening performance pattern determination process is skipped.
[0183] Next, the performance control microcomputer 91 judges whether or not a normal symbol ending command has been received from the main control board 80 (step S4535). If it has been received (step S4535: YES), a normal symbol ending performance pattern determination process is performed (step S4540). The "normal symbol ending performance pattern determination process" is a process for selecting an ending performance pattern (contents) to be executed during the ending of a winning game (normal game) associated with a normal symbol winning. In the normal symbol ending performance pattern determination process, the performance control microcomputer 91 first analyzes the normal symbol ending command and sets information on the normal symbol stop symbol data included in the normal symbol ending command in the sub-RAM 94. Then, the performance pattern of the ending performance that is preset in accordance with the winning type indicated by the normal symbol stop symbol data is selected, and a normal symbol ending performance start command for starting the selected ending performance is set in the performance command set area 94b of the sub-RAM 94. When the normal symbol ending performance start command set in the performance command set area 94b is sent to the image control board 100 in the command sending process (FIG. 38: step 4315), the CPU 102 of the image control board 100 reads out a predetermined ending performance image from the ROM 103 and displays it on the display screen 7a of the image display device 7. In step S4535, if the normal symbol ending command has not been received (step S4535: NO), the above-mentioned normal symbol ending performance pattern determination process is skipped.
[0184] Next, the performance control microcomputer 91 performs other processes (step S4545). In other processes, for example, when the performance control microcomputer 91 receives a game state designation command, it stores information about the game state included in the game state designation command (whether the game state is in the time-saving state, the values of the time-saving counters C1, C2, and C3, etc.) in the sub-RAM 94. Also, when the performance control microcomputer 91 receives a V-pass command, it stores information about V-pass in the RAM 94. Also, the performance control microcomputer 91 performs processes based on commands other than those mentioned above (customer waiting command, advance judgment command, RAM clear notification command, etc.), and ends this process.
[0185] [Variable performance start processing] FIG. 40 is a flowchart of the variable performance start process (FIG. 39: step S4460). The performance control microcomputer 91 first analyzes the variable performance start command (step S5000). Here, the performance control microcomputer 91 sets information about the special symbol stop symbol data included in the variable performance start command and information about the variable pattern in the sub-RAM 94. The set information includes game status information indicating the current game status, and symbol information indicating the symbol as the judgment result of the hit judgment process of special symbol 1 or special symbol 2. The obtained game status information and pattern information can be referred to by the performance control microcomputer 91 as appropriate.
[0186] Next, the microcomputer 91 for controlling the performance performs a variable performance pattern determination process (step S5015). In the variable performance pattern determination process, the microcomputer 91 for controlling the performance first obtains a variable performance pattern random number value for determining the performance. Then, from the variable performance pattern determination table T51 stored in the sub-ROM 93, the microcomputer 91 sets a variable performance pattern corresponding to the variable pattern indicated by the variable start command. The microcomputer 91 for controlling the performance further determines the contents of the notice performance, such as the so-called step-up notice performance or the chance-up notice performance, based on the variable performance pattern random number value, and further determines the combination of the performance patterns 8L, 8C, and 8R to be stopped and displayed by referring to the stop pattern pattern determination table T52. From these, it is determined what kind of performance is to be performed as the variable performance. In addition, when the microcomputer 91 for controlling the performance executes the c time-saving pattern change from the information on the special chart stop pattern data included in the change start command, the stop pattern corresponding to the c time-saving change is selected. Here, it is assumed that when the c time-saving is selected, the decorative pattern may be stopped and displayed at "595".
[0187] The performance control microcomputer 91 sets a variable performance start command in the performance command set area 94b (output buffer) of the sub-RAM 94 so that a variable performance based on the variable performance pattern determined in the above step S5015 is realized (step S5020), and ends this process. When the variable performance start command set in the performance command set area 94b of the sub-RAM 94 is transmitted to the image control board 100 in the command transmission process (FIG. 38: step 4315), the CPU 102 of the image control board 100 reads out a predetermined variable performance image from the ROM 103 and displays it on the display screen 7a of the image display device 7.
[0188] 8. Operation of the movable plate The operation of the board movable body (first movable part 14, second movable part 15, etc.) will be described with reference to Figs. 41 to 49. The performance control microcomputer 91 performs drive control to operate movable parts such as the first movable part 14 and the second movable part 15 during game performance (display performance) or in initial operation when the power is turned on. The performance control microcomputer 91 also performs display / light emission control to display a specific image on the image display device 7 and to emit light such as the first movable part 14 and the second movable part 15 in a specific manner during game performance (display performance) or in initial operation when the power is turned on.
[0189] The operation of the first movable part 14 will be described with reference to Fig. 41 and Fig. 42. Fig. 41 is an explanatory diagram illustrating the movement of the first movable part 14 in the advancing direction (advancing direction movement). Fig. 42 is an explanatory diagram illustrating the second state of the first movable part 14.
[0190] As shown in FIG. 41, the first movable part 14 includes a left movable part 14L and a right movable part 14R. The left movable part 14L and the right movable part 14R are each configured to be movable in the left-right direction, and half of a ring-shaped decorative part (left decorative part and right decorative part) is attached to the tip side. That is, the left decorative part and the right decorative part each have an arc shape that is half of a ring shape. As shown in FIG. 1, the first movable part 14 can be stopped at a retreat position (home position) where the left movable part 14L is stored to the left of the display screen 7a and the right movable part 14R is stored to the right of the display screen 7a (first mode). At this time, the left movable part 14L and the right movable part 14R are each partially visible. As shown in FIG. 41, the first movable part 14 advances from the state shown in FIG. 1 to the center of the display screen 7a (in the direction approaching each other) with the left movable part 14L and the right movable part 14R, respectively, so that in the advanced position (deployed position) shown in FIG. 42, the left decorative part and the right decorative part combine to form a single decorative member (combined part) (second embodiment). Here, the combined part forms the outline of a face. In this second embodiment, the combined part formed by combining the left decorative part and the right decorative part covers a portion of the center of the display screen 7a on the front of the image display device 7, and has a central The display screen 7a is visible through the opening. In other words, the combined role is configured to form only the outline of a face, with no central portion of the face, and instead to allow the display screen 7a to be visible. The first movable role 14 can move (retract) from the advanced position in Fig. 42 through the state in Fig. 41 to the retracted position shown in Fig. 1, and can come to rest there.
[0191] The operation of the second movable accessory 15 will be described with reference to FIG. 43. FIG. 43 is an explanatory diagram illustrating a second mode of the second movable accessory 15. The second movable accessory 15 is provided with a rectangular decorative part marked "OARO" and is configured to be movable up and down. As shown in FIG. 1, the second movable accessory 15 can be stopped at a retreat position (home position) on the upper side of the display screen 7a (first mode). At this time, the second movable accessory 15 is in a state where a part of the second movable accessory 15 is difficult to see. The second movable accessory 15 can move downward from the state of FIG. 1 toward the center of the display screen 7a and can be stopped at an advanced position (deployed position) shown in FIG. 43 (second mode). In this second mode, the decorative part stops so as to cover the vicinity slightly above the center of the display screen 7a on the front of the image display device 7. The second movable accessory 15 can move upward (retract) from the advanced position of FIG. 43 to the retreat position shown in FIG. 1 and can be stopped there.
[0192] FIG. 44 is an explanatory diagram illustrating the display performance of the illumination panel 18. The illumination panel (light guide plate) 18 is a transparent flat plate member attached to the central opening of the front frame 53, and the game area 3 of the game board 2 can be seen through the illumination panel 18. That is, the illumination panel 18 is disposed in front of the image display device 7, and the image displayed on the image display device 7 can be seen through the illumination panel 18. The illumination panel 18 is configured to be able to display a predetermined image on the main surface by irradiating the LED light from the end surface. Here, an image of a smiling face is displayed as an example. The illumination panel 18 is configured to be able to display several types of images in multiple colors by changing the irradiation direction and color of the LED light. The illumination panel (light guide plate) 18 may be disposed on the front side of the image display device 7, and does not necessarily have to be disposed on the front side of the first movable role object 14 and the second movable role object 15. In other words, the illumination panel (light guide plate) 18 may be arranged behind (on the back side of) the first movable part 14 and the second movable part 15, as well as the decorative member 10 and the third movable part 17, which will be described later.
[0193] Fig. 45 is an explanatory diagram illustrating the light emission effect of the frame lamp 66. A plurality of LERs are arranged in a row on the surface of the frame lamp 66, and each is configured to be able to be switched on and off. This allows the frame lamp 66 to emit light in any position with any color. The frame lamp 66 may be configured as a liquid crystal panel.
[0194] FIG. 46 is an explanatory diagram illustrating a decorative member 10. The gaming machine 1 may have a configuration other than that described above. For example, the gaming machine may have a decorative member 10. Here, the decorative member 10 is fixed to the lower right of the display screen 7a, and has a sub-liquid crystal device 13 in the center. The decorative member 10 has a circular shape, and the sub-liquid crystal device 13 also has a circular shape. Any image can be displayed on the sub-liquid crystal device 13.
[0195] The operation of the third movable part 17 will be described with reference to Figures 47 and 48. Figure 47 is an explanatory diagram illustrating the movement mode of the third movable part 17. Figure 48 is an explanatory diagram illustrating the movement mode and display mode of the third movable part 17. The gaming machine 1 may have a configuration other than that described above. For example, the gaming machine may have a third movable part 17. The third movable part 17 is configured to be movable in the left-right direction in front of the image display device 7. It is configured to move (advance) from a retracted position toward the right end of the display screen 7a and to be movable in the left-right direction in front of the display screen 7a. It can also be stopped at any advanced position in front of the display screen 7a. The movement pattern of the third movable accessory 17 can be set arbitrarily. As shown in FIG. 48, the third movable accessory 17 has a liquid crystal panel on its surface, and can display any image. The third movable accessory 17 may have a decorative part formed on at least a part thereof, or may be transparent.
[0196] Fig. 49 is an explanatory diagram illustrating a combination performance of the first movable part 14, the second movable part 15, the third movable part 17, and the decorative member 10. As shown in Fig. 49, the first movable part 14, the second movable part 15, the third movable part 17, and the decorative member 10 can be in a state in which they partially overlap each other. In addition, the first movable part 14, the second movable part 15, and the third movable part 17 may be composed of a liquid crystal panel and configured to be able to display any image, or at least a part of them may be transparent and configured to be able to see the image displayed on the display screen 7a through the movable parts 14, 15, and 17.
[0197] 9. Other examples of effects, modifications, and aspects of the present embodiment Each of the performance examples (display performance examples, role object movement performance examples) of this embodiment will be described below. Also, examples of effects, modifications, and modes for the performance examples will be described. As described above, the performances to be described below are performances realized by the performance control microcomputer 91 (image control microcomputer 101) based on various information (hit determination information, hit type information, variation pattern information, advance determination information, etc.) transmitted from the game control microcomputer 81. Note that the following display performance examples are executed on the display screen 7a of the image display device 7. Also, although the hold display (hold icon) may be omitted in the display performance examples, it is actually displayed unless otherwise noted.
[0198] The following describes the display content change performances A to C when a condition is met, using Figs. 50 to 52. This display content change performance when a condition is met can be executed during the display of a decorative pattern. That is, the image control microcomputer 101 analyzes the variable performance start command received from the sub-control board 90, and when the command to execute the display content change performance when a condition is met is included, the image control microcomputer 101 reads out the corresponding image data from the ROM 103 and displays the image on the display screen 7a of the image display device 7. Also, the lamp control board 107 analyzes the variable performance start command received from the sub-control board 90, and when the command to execute the display content change performance when a condition is met is included, the lamp control board 107 drives the movable parts such as the first movable part 14 and the second movable part 15.
[0199] [Display content changes when conditions are met A] FIG. 50 is a diagram for explaining the display content change performance A when a condition is satisfied. The display content change performance when a condition is satisfied is a performance in which the performance content changes at the time of a certain special chart change during a specific period depending on whether or not a preset condition is satisfied during the specific period during which the special chart change is executed. Here, the "period during the time-saving state" is set as the "fixed period". Also, "special chart 2 change is executed" is set as the "preset condition". "At the time of a certain special chart change during a specific period" is set as "at the time of a special chart change when the remaining number of time-saving times is 10" and "at the time of the last special chart change during the time-saving state".
[0200] In the display content change performance A when the condition is satisfied, it is assumed that a special chart change (special chart 1 change or special chart 2 change) is executed in the time-saving state after the jackpot game of the special chart 1 jackpot type "5R time-saving 100 times jackpot" (Figure 10). The player executes a right hit, and by passing through the gate 28, the electric chute 29 opens, and the game ball that entered the electric chute winning hole 34 enters either the first winning hole 75 or the second winning hole 76 (see Figure 13 (B) "Special chart 1 time-saving state"). By the game ball entering the first winning hole 75 or the second winning hole 76, either the first starting hole 30 or the second starting hole 21 is opened, and by the game ball entering the opened starting holes 30 and 21, the first special chart reservation (special chart 1 reservation) or the second special chart reservation (special chart 2 reservation) occurs. Depending on the pattern of the electric chute 29 opening when passing through the gate 28, the probability of the first starting gate 30 opening is about 27%. The probability of opening the second start hole 21 is about 1 / 279 (FIG. 13(B), FIG. 14). In the gaming machine 1, the consumption of the first special chart reserved is executed in priority over the consumption of the second special chart reserved (FIG. 21).
[0201] As shown in FIG. 50(A), the decorative patterns 8L, 8C, and 8R are displayed on the display screen 7a while the special pattern 1 is changing. The display of the change includes not only the display where the decorative patterns 8L, 8C, and 8R are visible as they are moving at high speed, but also the display where they are not visible due to their high speed movement. The decorative patterns 8L, 8C, and 8R are a set of patterns including the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R, and the display of the change of the set of patterns represents the variable display of the special pattern (here, the change of the special pattern 1), and the display of the set of patterns indicates the result of the special pattern drawing (here, the result of the special pattern drawing 1).
[0202] Display screen 7a displays a reserve icon 9A representing a reserved special chart 1, a reserve icon 9B representing a reserved special chart 2, and a change icon (relevant reserved icon) 9C. Here, the change icon (relevant reserved icon) 9C corresponds to the currently running special chart 1 drawing. Display screen 7a also displays a remaining time reduction display showing the remaining number of time reductions, indicated as "21 time reductions remaining," and a changing special chart display, indicated as "special chart 1 change," showing the type of special chart currently changing.
[0203] FIG. 50(B) shows the state where the next special chart 1 variation after the special chart 1 variation shown in FIG. 50(A) has ended. The decorative patterns 8L, 8C, and 8R are displayed frozen. Since no special chart 1 reservation was acquired during the period of FIG. 50(A) and (B), and the special chart 1 reservation became 0, the special chart 2 reservation is consumed. On the display screen 7a, the reservation icon 9A disappears, and the reservation icon 9B shifts and becomes the variation icon (the reservation icon in question) 9C. After that, the special chart 2 variation is executed.
[0204] When the special pattern 2 change is executed, as shown in FIG. 50(C), the display screen 7a displays the change display of the decorative patterns 8L, 8C, and 8R, which represent the variable display of the second special pattern (special pattern 2 change). In addition, the display screen 7a displays "19 times remaining time reduction" as the remaining number of time reductions, and displays "special pattern 2 change" as the special pattern display during the change. In other words, here, the special pattern 1 reservation, which is consumed preferentially, becomes 0, and the special pattern 2 reservation exists, so that the condition that the special pattern 2 reservation is consumed during the time reduction state is met.
[0205] In this state, the first starting hole 30 is opened by the entry of a ball into the first winning hole 75, and the entry of a ball into the first starting hole 30 causes a new reserved icon 9A to be displayed as shown in FIG. 50(D). After that, in FIG. 50(E), the special chart 2 change ends and the decorative patterns 8L, 8C, and 8R are displayed frozen. Since there is one reserved special chart 1, the reserved special chart 1 is consumed. On the display screen 7a, the reserved icon 9A shifts and becomes a changed icon (reserved icon) 9C. After that, the special chart 1 change is executed.
[0206] When the special pattern 1 change is executed, as shown in Fig. 50(F), the display screen 7a displays the change display of the decorative patterns 8L, 8C, and 8R, which represent the variable display of the first special pattern (special pattern 1 change). In addition, the display screen 7a displays "18 times remaining in time reduction" as the remaining number of times of time reduction, and displays "special pattern 1 change" as the special pattern display during the change.
[0207] After that, when the special chart change (special chart 1 change or special chart 2 change) is repeated, as shown in Figure 50 (G), "10 time reductions remaining" is displayed as the remaining number of time reductions. In other words, there are "10 remaining time reductions." At this time, as shown in Figure 50 (H), a character image CG appears. This character image CG is displayed "at the time of special chart change when there are 10 remaining time reductions" when the condition "special chart 2 change is executed during time reduction" is met. Here, as shown in Figure 50 (B), special chart 2 change is executed when there are 20 time reductions remaining. Since the condition is met, the character image CG is not displayed when the time limit is 10 times. If the condition is not met when the time limit is 10 times, the character image CG is not displayed when the time limit is 10 times. In other words, depending on whether the special pattern 2 change is executed during the time limit, the character image CG may or may not appear, and the performance content changes. Here, the character image CG is a smiling face image, and is displayed superimposed on the changing display of the decorative patterns 8L, 8C, and 8R that represent the variable display of the first special pattern (special pattern 1 change). After that, as shown in FIG. 50(I), the display of the character image CG disappears and the decorative patterns 8L, 8C, and 8R are displayed stationary.
[0208] After that, when the special chart change (special chart 1 change or special chart 2 change) is repeated, as shown in FIG. 50(J), "0 times remaining in time reduction" is displayed as the remaining number of times of time reduction. In other words, it becomes "the last time of special chart change during time reduction state". At this time, as shown in FIG. 50(K), a result image appears, which indicates the number of times of special chart 2 change executed during time reduction state, indicated as "1 time of special chart 2 change". This result image is displayed at "the last time of special chart change during time reduction state" when the condition "special chart 2 change is executed during time reduction state" is met. Here, as shown in FIG. 50(B), the condition is met because the special chart 2 change has been executed once at the time when the time reduction is 20 times remaining. If the condition is not met at the time when the time reduction is 0 times remaining, the result image is not displayed at "the last time of special chart change during time reduction state". In other words, depending on whether or not the special chart 2 change was executed during the time reduction state, the result image may or may not appear, and the performance content changes. Here, the result image is composed of a rectangular frame image and a character image drawn inside the frame image, and is displayed overlapping the variable display of the decorative patterns 8L, 8C, and 8R representing the variable display of the first special pattern (special pattern 1 variation). After that, as shown in FIG. 50(L), the display of the result image is maintained even after the decorative patterns 8L, 8C, and 8R are stopped and displayed.
[0209] [Display content changes when conditions are met B] FIG. 51 is a diagram for explaining the display content change performance B when a condition is satisfied. The display content change performance when a condition is satisfied is a performance in which the performance content changes at the time of a certain special chart change during a specific period depending on whether or not a preset condition is satisfied during the specific period in which the special chart change is performed. Here, the "period during the time-saving state" is set as the "fixed period". In addition, "the occurrence of special chart 2 reservation" is set as the "preset condition". "At the time of a certain special chart change during a specific period" is set as "at the time of a special chart change when the remaining number of time-saving times is 10" and "at the time of the last special chart change during the time-saving state". Figures 51(A) to (F) show the flow of the performance when the condition is satisfied, and Figures 51(G) to (L) show the flow of the performance when the condition is not satisfied.
[0210] In the display content change performance B when the condition is satisfied, it is assumed that a special chart change (special chart 1 change or special chart 2 change) is executed in the time-saving state after the jackpot game of the special chart 1 jackpot type "5R time-saving 100 times jackpot" (Figure 10). The player executes a right hit, and by passing through the gate 28, the electric chute 29 opens, and the game ball that entered the electric chute winning hole 34 enters either the first winning hole 75 or the second winning hole 76 (see Figure 13 (B) "Special chart 1 time-saving state"). By the game ball entering the first winning hole 75 or the second winning hole 76, either the first starting hole 30 or the second starting hole 21 is opened, and by the game ball entering the opened starting holes 30 and 21, the first special chart reservation (special chart 1 reservation) or the second special chart reservation (special chart 2 reservation) occurs. Depending on the opening pattern of the electric chute 29 when passing through the gate 28, the probability of the first start gate 30 opening is about 277 / 278, and the probability of the second start gate 21 opening is about 1 / 279 (FIG. 13(B), FIG. 14). In the gaming machine 1, the consumption of the first special reserved pattern is executed in priority over the consumption of the second special reserved pattern (FIG. 21).
[0211] Figure 51 (A) to (F) shows the flow of the performance when the conditions are met. As shown in Figure 51 (A), the decorative patterns 8L, 8C, and 8R are displayed on the display screen 7a during the special pattern 1 change. The display change is a state in which the decorative patterns 8L, 8C, and 8R are moving at high speed. In addition to the display that can be seen, it also includes those that are in a state where they cannot be seen due to high-speed movement. The decorative patterns 8L, 8C, and 8R are a set of patterns including the left decorative pattern 8L, the center decorative pattern 8C, and the right decorative pattern 8R, and the variable display of the set of patterns represents the variable display of the special pattern (here, the special pattern 1 variation), and the stop display of the set of patterns notifies the special pattern lottery result (here, the special pattern 1 lottery result).
[0212] Display screen 7a displays a reserve icon 9A, which indicates that special chart 1 is reserved, and a variable icon (relevant reserved icon) 9C. Reserve icon 9B, which indicates that special chart 2 is reserved, is not displayed. Here, variable icon (relevant reserved icon) 9C corresponds to the ongoing special chart 1 drawing. Display screen 7a also displays a remaining time reduction display, which indicates the remaining number of time reductions, displayed as "21 time reductions remaining," and a variable special chart display, which indicates the type of special chart currently being changed, displayed as "special chart 1 change."
[0213] In FIG. 51(B), the state when the remaining number of times of time reduction is "18 times remaining in time reduction" is shown. The variable display of the decorative patterns 8L, 8C, and 8R, which represent the variable display of the first special pattern (special pattern 1 variable), is displayed. At this time, the game ball passes through the gate 28, and according to the opening pattern of the electric chute 29, the ball enters the second winning hole 76, opening the second starting hole 21, and the ball entering the second starting hole 21 causes a new reserved icon 9B to be displayed.
[0214] After that, the special pattern change (special pattern 1 change or special pattern 2 change) is repeated, and in FIG. 51(C), the state when the remaining number of times of time reduction is "15 times remaining in time reduction" is shown. The display of the decorative patterns 8L, 8C, and 8R, which represent the variable display of the first special pattern (special pattern 1 change), is displayed. At this time, the game ball passes through the gate 28, and the ball enters the second winning hole 76 due to the opening pattern of the electric chute 29, opening the second starting hole 21, and the ball entering the second starting hole 21 causes the second reserved icon 9B to be displayed.
[0215] After that, the special pattern variation (special pattern 1 variation or special pattern 2 variation) is repeated, and FIG. 51(D) shows the state when the remaining number of time-saving times is "10 times remaining". In other words, it becomes "when the special pattern variation occurs when the remaining number of time-saving times is 10". The variable display of the decorative patterns 8L, 8C, and 8R representing the variable display of the first special pattern (special pattern 1 variation) is displayed. At this time, a character image CG appears. This character image CG is displayed when the condition "special pattern 2 reservation occurs during time-saving state" is met, and "when the remaining number of time-saving times is 10". Here, as shown in FIG. 51(B)(C), the special pattern 2 reservation occurs at the time of 18 times and 15 times remaining in the time-saving state, so the condition is met. In the gaming machine 1, the probability of the second start port 21 opening is about 1 / 279 depending on the opening pattern of the electric chute 29 when passing through the gate 28, so that the special pattern 2 reservation is unlikely to occur. Therefore, the appearance of this character image CG can give the player a sense of accomplishment. If the conditions are not met when there are 10 times left in the time reduction, the character image CG will not be displayed when the time reduction changes to 10 times. In other words, depending on whether or not a special chart 2 reservation has occurred during the time reduction period, the character image CG may or may not appear, and the performance content changes. Here, the character image CG is a smiling face image, and the same number of character images CG as the number of special chart 2 reservations that have occurred will appear. After that, the character image CG disappears, and the decorative patterns 8L, 8C, and 8R are stopped and displayed.
[0216] After that, when the special chart change (special chart 1 change or special chart 2 change) is repeated, as shown in FIG. 51(E), the remaining number of times the time-saving function is activated will be indicated as "0 times the time-saving function is remaining." In other words, this will be the "last special chart change during the time-saving function." At this time, as shown in FIG. 51(F), a result image will appear indicating the number of special chart 2 reservations that occurred during the time-saving function, indicated as "Number of special chart 2 reservations obtained: 2." This result image will be displayed at the "last special chart change during the time-saving function" when the condition "special chart 2 reservations occur during the time-saving function" is met. Here, as shown in FIG. 51 As shown in (B) and (C), the condition is met because the special pattern 2 reservation occurs at the time of 18 and 15 times remaining in the time-saving state. If the condition is not met when the time-saving state is 0 times remaining, the result image will not be displayed at the "last special pattern change during the time-saving state." In other words, depending on whether the special pattern 2 reservation occurs during the time-saving state or not, the result image may or may not appear, and the performance content changes. Here, the result image consists of a rectangular frame image and a text image drawn inside the frame image, and is displayed superimposed on the changing display of the decorative patterns 8L, 8C, and 8R that represent the variable display of the first special pattern (special pattern 1 change). After that, the display of the result image is maintained even after the decorative patterns 8L, 8C, and 8R are stopped and displayed.
[0217] Figures 51(G)-(L) show the flow of the presentation when the conditions are not met. Figure 51(G) is the same as Figure 51(A). Figure 51(H) shows the state when the remaining number of time-saving times display is "18 times remaining in time-saving". The variable display of decorative patterns 8L, 8C, and 8R, which represent the variable display of the first special pattern (special pattern 1 variable), is displayed. Unlike Figure 51(B), no ball enters the second starting hole 21, and the reserved icon 9B is not displayed.
[0218] After that, the special pattern change (special pattern 1 change or special pattern 2 change) is repeated, and in FIG. 51(I), the state when the remaining number of time-saving times is "15 times remaining in time-saving time" is shown. The display of the decorative patterns 8L, 8C, and 8R, which represent the variable display of the first special pattern (special pattern 1 change), is displayed. Unlike FIG. 51(C), there is no ball entering the second starting hole 21, and the reserved icon 9B is not displayed.
[0219] After that, the special pattern variation (special pattern 1 variation or special pattern 2 variation) is repeated, and in FIG. 51(J), the state when the remaining number of time-saving times is "10 times remaining in time-saving" is shown. That is, it becomes "when the special pattern variation occurs when the remaining number of time-saving times is 10". The variation display of the decorative patterns 8L, 8C, and 8R representing the variable display of the first special pattern (special pattern 1 variation) is displayed. Unlike FIG. 51(D), the character image CG does not appear. The character image CG is displayed when the condition "special pattern 2 reservation occurs during time-saving state" is satisfied, and "when the remaining number of time-saving times is 10 and the special pattern variation occurs". In FIG. 51(G)-(L), the special pattern 2 reservation has not occurred even once after the time-saving occurs. In the gaming machine 1, the probability of the second start port 21 opening is about 1 / 279 depending on the opening pattern of the electric chute 29 when passing through the gate 28, so that the special pattern 2 reservation is unlikely to occur. Therefore, there are cases where the character image CG does not appear. In this way, depending on whether or not a special chart 2 reservation occurs during the short time period, the character image CG may or may not appear, and the content of the presentation will change.
[0220] After that, when the special chart change (special chart 1 change or special chart 2 change) is repeated, as shown in FIG. 51(K), "0 times remaining in time reduction" is displayed as the remaining number of times of time reduction. In other words, it becomes "the last special chart change during the time reduction state". Unlike FIG. 51(F), the result image showing the number of special chart 2 reservations that occurred during the time reduction state, which is represented as "number of special chart 2 reservations acquired 〇", does not appear. This result image is displayed at "the last special chart change during the time reduction state" when the condition "special chart 2 reservation occurs during the time reduction state" is met. In FIG. 51(G)~(L), the special chart 2 reservation has not occurred even once after the time reduction occurred, and the condition for the result image to be displayed is not met. In this way, depending on whether or not the special chart 2 reservation occurred during the time reduction state, the result image may or may not appear, and the performance content changes.
[0221] [Display content changes when conditions are met C] FIG. 52 is a diagram for explaining the effect C of display content change when a condition is met. The effect C of display content change when a condition is met is an effect in which the effect content changes when a certain special chart changes during a specific period, depending on whether or not a preset condition is met during the specific period in which the special chart change is executed. Here, the "period during the time-saving state" is set as the "fixed time period." Also, the "preset condition" is set to "occurrence of special chart 2 reservation." "When a certain special chart changes during a specific period, As the time of change, "when the special chart changes when the remaining number of times of time-saving is 10" and "when the last special chart changes during time-saving state" are set. Figure 52 (A) to (F) show the flow of the presentation when the conditions are met, and Figure 52 (G) to (L) show the flow of the presentation when the conditions are not met.
[0222] In the display content change performance C when the condition is satisfied, it is explained that the special chart change (special chart 1 change or special chart 2 change) is executed in the time-saving state after the jackpot game of the special chart 1 jackpot type "5R time-saving 100 times jackpot" (Figure 10). The player executes a right hit, and the electric chute 29 opens by passing through the gate 28, and the game ball that entered the electric chute winning hole 34 enters either the first winning hole 75 or the second winning hole 76 (see Figure 13 (B) "Special chart 1 time-saving state"). The game ball entering the first winning hole 75 and the second winning hole 76 opens either the first starting hole 30 or the second starting hole 21, and the game ball entering the opened starting hole 30, 21 generates the first special chart reservation (special chart 1 reservation) or the second special chart reservation (special chart 2 reservation). Depending on the opening pattern of the electric chute 29 when passing through the gate 28, the probability of the first start gate 30 opening is about 277 / 278, and the probability of the second start gate 21 opening is about 1 / 279 (FIG. 13(B), FIG. 14). In the gaming machine 1, the consumption of the first special reserved pattern is executed in priority over the consumption of the second special reserved pattern (FIG. 21).
[0223] Figure 52 (A) to (F) shows the flow of the performance when the conditions are satisfied. As shown in Figure 52 (A), the decorative patterns 8L, 8C, and 8R are displayed on the display screen 7a while the special pattern 1 is changing. The display of the change includes not only the display in which the decorative patterns 8L, 8C, and 8R are visible as they are moving at high speed, but also the display in which they are invisible due to their high speed movement. The decorative patterns 8L, 8C, and 8R are a set of patterns including the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R, and the display of the change of the set of patterns represents the variable display of the special pattern (here, the change of the special pattern 1), and the display of the set of patterns at a stop notifies the result of the special pattern drawing (here, the result of the special pattern drawing 1).
[0224] Display screen 7a displays a reserve icon 9A representing a reserved special chart 1, a reserve icon 9B representing a reserved special chart 2, and a change icon (relevant reserved icon) 9C. Here, the change icon (relevant reserved icon) 9C corresponds to the currently running special chart 1 drawing. Display screen 7a also displays a remaining time reduction display showing the remaining number of time reductions, indicated as "21 time reductions remaining," and a changing special chart display, indicated as "special chart 1 change," showing the type of special chart currently changing.
[0225] The special pattern change (special pattern 1 change or special pattern 2 change) is repeated, and in FIG. 52(B), the state when the remaining number of time-saving times is "10 times remaining" is shown. In other words, it becomes "when the special pattern changes when the remaining number of time-saving times is 10". The display of the decorative patterns 8L, 8C, and 8R, which represent the variable display of the first special pattern (special pattern 1 change), is displayed. At this time, a result image appears, which indicates the number of special pattern 2 reservations that occurred during the time-saving state, and is displayed as "number of special pattern 2 reservations obtained 1". Specifically, a result image appears, which indicates the number of special pattern 2 reservations that occurred from the start of the time-saving state to the current time during the time-saving state. This result image is always displayed when "when the special pattern changes when the remaining number of time-saving times is 10", and when the condition "special pattern 2 reservations occur during the time-saving state" is met, the display content of the "〇" part of "number of special pattern 2 reservations obtained 〇" changes. Here, since one special pattern 2 reservation has occurred, the "〇" part is displayed as "1". Here, even if the special chart 2 reservation is consumed after it occurs and there are 0 special chart 2 reservations at the time of "special chart change when the remaining number of time-saving turns is 10", the "number of special chart 2 reservations acquired" will be "1". On the other hand, if the special chart 2 reservation is consumed after it occurs and there are 0 special chart 2 reservations at the time of "special chart change when the remaining number of time-saving turns is 10", the "number of special chart 2 reservations acquired" may be displayed as "0". In the gaming machine 1, the probability of the second starting hole 21 opening is approximately 1 / 279 depending on the opening pattern of the electric chute 29 when passing through the gate 28, so it is difficult for the special chart 2 reservation to occur. Therefore, the special chart 2 reservation in this result image is By displaying the number of times the player has won, a sense of accomplishment can be given to the player. If the condition is not met when there are 10 times left in the time-saving period, a result image with different contents is displayed, as shown in FIG. 52(H). That is, the display contents of the result image change depending on whether or not a special symbol 2 reservation has occurred during the time-saving period. Here, the result image is composed of a rectangular frame image and a character image drawn inside the frame image, and is displayed overlapping the variable display of the decorative symbols 8L, 8C, and 8R, which represent the variable display of the first special symbol (special symbol 1 variation). After the result image is displayed, it disappears after a predetermined time has passed, and then the decorative symbols 8L, 8C, and 8R are displayed stationary.
[0226] After that, the special pattern change (special pattern 1 change or special pattern 2 change) is repeated, and in FIG. 52(C), the state when the remaining number of times of time reduction is "5 times remaining in time reduction" is shown. The display of the decorative patterns 8L, 8C, and 8R, which represent the variable display of the first special pattern (special pattern 1 change), is displayed. At this time, the game ball passes through the gate 28, and the ball enters the second winning hole 76 due to the opening pattern of the electric chute 29, opening the second starting hole 21, and the ball entering the second starting hole 21 causes the second reserved icon 9B to be displayed.
[0227] After that, when the special chart change (special chart 1 change or special chart 2 change) is repeated, the remaining number of time-saving times is displayed as "0 time-saving times remaining" as shown in Figure 52 (D). In other words, it becomes "the last special chart change during the time-saving state". At this time, the second result image during the time-saving state appears, which is displayed as "Number of special chart 2 reserved acquisitions: 2". Specifically, the second result image appears, which shows the number of special chart 2 reserved acquisitions that occurred from the start of the time-saving state to the current time during the time-saving state. This second result image is always displayed at the "last special chart change during the time-saving state", and when the condition "Special chart 2 reserved occurrence during the time-saving state" is met, the display content of the "〇" part of "Number of special chart 2 reserved acquisitions: 〇" changes. Here, since two special chart 2 reserved acquisitions have occurred, the "〇" part is displayed as "2". Here, even if the special chart 2 reserved is consumed after it occurs and the special chart 2 reserved is 0 at the "last special chart change during the time-saving state", the "number of special chart 2 reserved acquisitions" will be "2". On the other hand, if the special chart 2 reservation is consumed after it occurs and the special chart 2 reservation is 0 at the "last special chart change during the time-saving state", the "number of special chart 2 reservations obtained" may be displayed as "0". If the conditions are not met at the last special chart change during the time-saving state, a result image with different content is displayed, as shown in Figure 52 (J). In other words, the display content of the result image changes depending on whether or not the special chart 2 reservation occurred during the time-saving state. When the special chart 1 change in Figure 52 (D) stops, the game state switches from the time-saving state to the normal state.
[0228] After that, as shown in Figure 52 (E), the display of the result image is maintained, and the Special Chart 1 variation is repeatedly executed until there are no more Special Chart 1 reservations. Here, since there are three Special Chart 1 reservations at the time of Figure 52 (D), the Special Chart 1 lottery is executed three times. At this time, the remaining number of time-saving times display remains displayed as "0 time-saving times remaining," and the Special Chart display during the variation is displayed as "Special Chart 1 variation."
[0229] When all the reserved special charts 1 are gone, the reserved special charts 2 are consumed and the special chart 2 change is executed, as shown in Figure 52 (F). At this time, the text image "Special chart 2 change start!!" is displayed. During the change, the special chart display is displayed as "Special chart 2 change".
[0230] Figures 52(G)-(L) show the flow of the presentation when the conditions are not met. In Figure 52(G), the number of times displayed as "21 times remaining in time reduction" is displayed as in Figure 52(A), the special chart display during the change as "Special chart 1 change" is displayed, and the change display of the decorative patterns 8L, 8C, and 8R corresponding to the special chart 1 change is displayed. However, unlike Figure 52(A), the reserved icon 9B representing the special chart 2 reservation is not displayed. In other words, the special chart 2 reservation has not yet been acquired in the time reduction state.
[0231] In FIG. 52(H), the state when the remaining number of time-saving times is "10 remaining time-saving times" is shown. Variable display of the first special pattern (special pattern 1 variable) of the decorative patterns 8L, 8C, and 8R is displayed. Unlike FIG. 51(B), there is no ball entering the second starting hole 21, and the reserved icon 9B is not displayed. At this time, a result image appears, which indicates that no special chart 2 reserved has occurred during the time-saving state, and is displayed as "Special chart 2 reserved not yet obtained." Specifically, a result image appears, which indicates the number of special chart 2 reserved that has occurred from the start of the time-saving state to the current time during the time-saving state. Here, it is displayed that the number of special chart 2 reserved that has occurred during the time-saving state up to the current time was 0. This result image is always displayed when "the number of remaining times of the time-saving state is 10 and the special chart changes," and when the condition "special chart 2 reserved occurs during the time-saving state" is not met, "special chart 2 reserved not yet obtained" is displayed, and the content different from that when the condition is met is displayed.
[0232] After that, the special pattern change (special pattern 1 change or special pattern 2 change) is repeated, and in FIG. 52(I), the state when the remaining number of time-saving times is "5 times remaining in time-saving time" is shown. The display of the decorative patterns 8L, 8C, and 8R, which represent the variable display of the first special pattern (special pattern 1 change), is displayed. Unlike FIG. 52(C), there is no ball entering the second starting hole 21, and the reserved icon 9B is not displayed.
[0233] After that, the special chart change (special chart 1 change or special chart 2 change) is repeated, and in FIG. 52(J), the state when the remaining number of time-saving times is "0 time-saving times remaining" is shown. In other words, it becomes "the last special chart change during the time-saving state". At this time, a result image appears that indicates that special chart 2 reservation did not occur during the time-saving state, which is indicated as "special chart 2 reservation not obtained". Specifically, a second result image appears that indicates the number of special chart 2 reservations that occurred from the start of the time-saving state to the current time during the time-saving state. Here, it is indicated that the number of special chart 2 reservations that occurred during the time-saving state up to the current time was 0. This second result image is always displayed at the "last special chart change during the time-saving state", and when the condition "special chart 2 reservation occurs during the time-saving state" is not met, "special chart 2 reservation not obtained" is displayed, and the content different from when the condition is met is displayed. Here, the special chart 2 reservation is consumed after it occurs, and if the special chart 2 reservation is 0 at the "last special chart change during the time-saving state", the "number of special chart 2 reservations acquired is 〇". When the special chart 1 change in Figure 52 (J) stops, the game state switches from the time-saving state to the normal state.
[0234] After that, as shown in Fig. 52(K), the decorative patterns 8L, 8C, and 8R are stopped and the variable icon (the reserved icon) 9C is consumed, and the next special pattern 1 variation is started by shifting the reserved icon 9A. At this time, as shown in Fig. 52(L), the text image "Normal state start!!" is displayed.
[0235] [Example of effect] Below are some examples of the effects of changing the display content when the conditions are met. [Effect 1] In the gaming machine 1 of the above embodiment, as shown in FIG. 50, during the time-saving when the special chart change is executed, the content of the effect displayed on the display screen 7a at "the time of the special chart change when the remaining number of time-saving times is 10" and "the time of the last special chart change during the time-saving state" changes depending on whether or not the condition "special chart 2 change is executed" is satisfied. Also, as shown in FIG. 51 and FIG. 52, during the time-saving when the special chart change is executed, the content of the effect displayed on the display screen 7a at "the time of the special chart change when the remaining number of time-saving times is 10" and "the time of the last special chart change during the time-saving state" changes depending on whether or not the condition "special chart 2 reservation occurs" is satisfied. According to this configuration, the player can be visually entertained by the unprecedented novel effect, and the interest can be improved. [Effect 2] In the gaming machine 1 of the above embodiment, multiple special pattern changes are executed during a specific period (during a short time period), and a certain special pattern change is the last special pattern change during the specific period (during a short time period). According to this configuration, a novel and unprecedented performance can be provided to visually entertain the player, and the interest can be improved. [Effect 3] In the gaming machine 1 of the above embodiment, the specific period is the period during the time-saving state. With this configuration, a novel presentation that has never been seen before can be visually entertaining to the player, and the player's interest can be enhanced. [Effect 4] In the gaming machine 1 of the above embodiment, the preset condition is the occurrence of a special drawing 2 reservation due to winning. According to this configuration, the player can be visually entertained by a novel production that has never been seen before, and the interest can be improved. [Effect 5] In the gaming machine 1 of the above embodiment, the special chart 2 reservation is the special chart reservation that is not consumed preferentially between the special chart 1 reservation and the special chart 2 reservation. According to this configuration, the player can be visually entertained by a novel presentation that has never been seen before, and the interest can be improved. [Effect 6] In the gaming machine 1 of the above embodiment, when a preset condition is satisfied, for example, a first effect is executed in which a character image CG or a result image is displayed, and when the preset condition is not satisfied, a second effect is executed in which neither the character image CG nor the result image is displayed. With this configuration, a novel effect that has never been seen before can visually entertain the player, and can increase the player's interest.
[0236] [Variations] Below, modified examples of the display content change effect when a condition is met are shown. [Variation 1] In the display content change performances A to C when the conditions are met, the performance content is changed twice: "when the special chart changes when the remaining number of time-saving times is 10" and "when the last special chart changes during the time-saving state". However, the performance content may change only when "when the special chart changes when the remaining number of time-saving times is 10" or "when the last special chart changes during the time-saving state".
[0237] [Variation 2] In the display content change performances A to C when the condition is satisfied, the character image CG is displayed at "the time of the special chart change when the remaining number of time-saving times is 10" when the condition is satisfied, and the character image CG is not displayed when the condition is not satisfied. However, the manner in which the performance content is changed depending on whether or not the condition is satisfied is not limited to this. For example, depending on whether or not the condition is satisfied, a different character image, a different background image, a different story image, etc. may be displayed, different music may be played, or a different role action may be executed. In addition, the above performance may be executed at "the time of the last special chart change during the time-saving state" when the condition is satisfied.
[0238] [Variation 3] In the display content change performances A to C when the condition is met, the character image CG is displayed when the special chart changes when the remaining number of time-saving times is 10. However, the character image CG may be displayed when the condition is met when the last special chart changes during the time-saving state. Also, the character image CG and the result image may be displayed together.
[0239] [Example of the situation] In the gaming machine of this embodiment, the following aspects can be realized. ◇[Aspect A1-1] A performance display means capable of displaying a plurality of types of performances; A gaming machine equipped with a special chart display means capable of displaying special chart variations, Depending on whether or not a preset condition is satisfied during a specific period during which the special chart change is executed, the content of the performance displayed on the performance display means at the time of a certain special chart change during the specific period changes. A gaming machine characterized by: ◇[Aspect A1-2] The gaming machine according to aspect A1-1, During the specific period, the special chart change is carried out multiple times, The certain special chart change time is the last special chart change time during the specific period, A gaming machine characterized by: ◇[Aspect A1-3] A gaming machine according to aspect A1-1 or A1-2, The specific period is a period during a time-saving state. A gaming machine characterized by: ◇[Aspect A1-4] A gaming machine according to any one of Aspects A1-1 to A1-3, The preset condition is the occurrence of a special drawing reservation due to winning. A gaming machine characterized by: ◇[Aspect A1-5] The gaming machine according to aspect A1-4, The special drawing reservation is the one that is not given priority among the special drawing 1 reservation and the special drawing 2 reservation. A gaming machine characterized by: ◇[Aspect A1-6] A gaming machine according to any one of Aspects A1-1 to A1-3, When the preset condition is satisfied, a first performance is executed, If the preset condition is not satisfied, a second performance is executed. A gaming machine characterized by:
[0240] The icon display effects A to C will be described below with reference to Figures 53 to 55. These icon display effects can be executed during the decorative pattern variation effect. That is, the image control microcomputer 101 analyzes the reserved ball number command, game state designation command, variation effect start command, etc. received from the sub-control board 90, and when an instruction to execute the icon display effect is included, the image control microcomputer 101 reads out the corresponding image data from the ROM 103 and displays the image on the display screen 7a of the image display device 7.
[0241] [Icon display effect A] FIG. 53 is a diagram for explaining the icon display performance A. The icon display performance is a performance in which an icon is displayed when the ball enters the starting hole during the first period, and the icon is not displayed in the second period after the ball enters the starting hole. Here, the "reserved icon 9B" is set as the "icon", the "period from the start of the time reduction until the special chart 1 reservation is consumed and disappears" of FIG. 53(A)-(G) is set as the "first period", and the "period from the start of the special chart 2 reservation consumption until the special chart 2 reservation is consumed and disappears" of FIG. 53(H)-(L) is set as the "second period".
[0242] In the icon display performance A, it is assumed that a special chart change (special chart 1 change or special chart 2 change) is executed in the time-saving state after the big win game of the big win type "5R time-saving 100 times big win" (Figure 10) of special chart 1. The player executes a right hit, and by passing through the gate 28, the electric chute 29 opens, and the game ball that entered the electric chute winning hole 34 enters either the first winning hole 75 or the second winning hole 76 (see Figure 13 (B) "Special chart 1 time-saving state"). By the game ball entering the first winning hole 75 or the second winning hole 76, either the first starting hole 30 or the second starting hole 21 is opened, and by the game ball entering the opened starting hole 30, 21, the first special chart reservation (special chart 1 reservation) or the second special chart reservation (special chart 2 reservation) occurs. Depending on the pattern of the electric chute 29 when passing through the gate 28, the probability of the first starting hole 30 opening is about 277 / 278, and the probability of the second starting hole 21 opening is about 1 / 279 (FIG. 13(B), FIG. 14). In the technique machine 1, the consumption of the first reserved special chart is executed in priority over the consumption of the second reserved special chart (Figure 21).
[0243] As shown in FIG. 53(A), the decorative patterns 8L, 8C, and 8R are displayed on the display screen 7a while the special pattern 1 is changing. The display of the change includes not only the display where the decorative patterns 8L, 8C, and 8R are visible as they are moving at high speed, but also the display where they are not visible due to their high speed movement. The decorative patterns 8L, 8C, and 8R are a set of patterns including the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R, and the display of the change of the set of patterns represents the variable display of the special pattern (here, the change of the special pattern 1), and the display of the set of patterns indicates the result of the special pattern drawing (here, the result of the special pattern drawing 1).
[0244] On the display screen 7a, three reserved icons 9A representing reserved special chart 1 and a variable icon (relevant reserved icon) 9C are displayed. Here, the variable icon (relevant reserved icon) 9C corresponds to the currently running special chart 1 lottery. In addition, on the display screen 7a, a remaining time reduction display showing the remaining number of time reductions, shown as "50 time reductions remaining," and a variable special chart display showing the type of special chart currently being changed, shown as "special chart 1 change," are displayed.
[0245] In FIG. 53(A), at this time, the game ball passes through the gate 28, and depending on the opening pattern of the electric chute 29, the game ball enters the second winning hole 76, and the game ball enters the opened second starting hole 21, causing the memory number of the second special chart reservation (special chart 2 reservation number) to become "1". In other words, a special chart 2 reservation has occurred. With the occurrence of the special chart 2 reservation, one new reservation icon 9B is displayed on the display screen 7a.
[0246] FIG. 53(B) shows the state where the next special chart 1 variation after the special chart 1 variation shown in FIG. 53(A) has ended. The decorative patterns 8L, 8C, and 8R are displayed frozen. At this time, the game ball passes through the gate 28 again, and the game ball enters the second winning hole 76 due to the opening pattern of the electric chute 29, and the game ball enters the opened second starting hole 21, so that the number of memories of the second special chart reservation (number of special chart 2 reservations) becomes "2". In other words, a new special chart 2 reservation has been generated. With the generation of the special chart 2 reservation, one reservation icon 9B is added to the display screen 7a, and two reservation icons 9B are displayed.
[0247] After that, the special chart 1 variation is repeated, and Figure 53 (C) shows the state when the remaining time-saving count display is "20 times remaining." The variation display of the decorative patterns 8L, 8C, and 8R corresponding to the special chart 1 variation is displayed. At this time, a specific number notification image of "20 times remaining in time-saving!" appears. After the remaining 20 times of the time-saving variation ends, when the time-saving fluctuation occurs thereafter, the reserved icon 9B is not displayed immediately, but is displayed at a delayed time. The two reserved icons 9B corresponding to the special chart 2 reserved acquired in Figures 53 (A) and (B) are continuously displayed on the display screen 7a.
[0248] After that, the special chart 1 variation is repeated, and FIG. 53(D) shows the state when the remaining number of time-saving times is "10 time-saving times remaining". The variation display of the decorative patterns 8L, 8C, and 8R corresponding to the special chart 1 variation is displayed. At this time, the game ball passes through the gate 28, and the game ball enters the second winning hole 76 due to the opening pattern of the electric chute 29, and the game ball enters the opened second starting hole 21, and the number of memories of the second special chart reservation (number of special chart 2 reservations) becomes "3". However, even though a new special chart 2 reservation has occurred, the reservation icon 9B is not added to the display screen 7a, and the display of the two reservation icons 9B continues.
[0249] After that, the special chart 1 variation is repeated, and FIG. 53(E) shows the state when the remaining time reduction display shows "0 time reductions remaining." The decorative patterns 8L, 8C, and 8R corresponding to the special chart 1 variation are displayed frozen. At this time, the game ball passes through the gate 28, and the game ball enters the second winning hole 76 due to the opening pattern of the electric chute 29, and the game ball enters the opened second starting hole 21. After the ball is inserted, the number of reserved second special figures (reserved number of special figures 2) is "4". However, even though a new reserved special figure 2 has been generated, the reserved icon 9B is not added to the display screen 7a, and the display of the two reserved icons 9B continues. With the end of the final variation during the time-saving period, the game state switches from the time-saving state to the normal state.
[0250] After that, the special chart 1 variation is repeated, and FIG. 53(F) shows the state in which the first variation (special chart 1 variation) after the time-saving period ends is being executed. The decorative patterns 8L, 8C, and 8R are displayed in a varying manner. At a predetermined timing during this variation, two reserved icons 9B are additionally displayed, and a performance in which four reserved icons 9B are displayed is executed. That is, the two reserved icons 9B corresponding to the special chart 2 reserved acquired in FIG. 53(D)(E) are displayed with a delay. In this way, in the "period from the start of the time-saving period until the special chart 1 reserved is consumed and gone" in FIG. 53(A)~(G), if a ball enters the second starting hole 21 during the period, the special chart 2 reserved will be displayed within the same period even if the timing of the display is delayed.
[0251] FIG. 53(G) shows the state where the special chart 1 variation shown in FIG. 53(F) has ended. The decorative patterns 8L, 8C, and 8R are displayed frozen. At this time, the variation icon (relevant reserved icon) 9C is consumed. Since this is a normal state, even if the player performs a right hit and passes through the gate 28, the electric chute 29 almost never opens (FIG. 13(A)). Therefore, there is almost no addition of special chart 1 reserve or special chart 2 reserve, and there is no special chart 1 reserve that is consumed with priority.
[0252] Since there is no reserve icon 9A corresponding to the special chart 1 reserve, as shown in Figure 53 (H), the special chart 2 change starts due to the consumption of the special chart 2 reserve. At this time, the four reserve icons 9B do not shift and remain displayed in the same position. The variable icon (relevant reserve icon) 9C is not displayed in the position where it is displayed (variable icon display position). In this state, the special chart 2 change starts, and the decorative patterns 8L, 8C, and 8R start to display the change. With the start of the special chart 2 change, the number of memories of the second special chart reserve (number of special chart 2 reserves) decreases by one to "3", while the display of the reserve icon 9B does not decrease, and the four reserve icons 9B continue to be displayed.
[0253] FIG. 53(I) shows a state where a small prize is won in the special drawing 2 lottery, and the three decorative patterns 8L, 8C, and 8R of the smiling character image are displayed in a stopped state. In the gaming machine 1, the special drawing 2 lottery is never a miss, and always results in a win (big prize or small prize) (FIG. 9(A)). In the gaming machine 1, the chance of a big prize is about 1 / 312, and the chance of a small prize is about 311 / 312. When a small prize is won in the special drawing 2, either the "3R time-saving 1-time small prize" or the "3R normal small prize" is selected, regardless of whether the time-saving state or the non-time-saving state is selected (non-time-saving state in this case). There is about a 1 / 2 chance of a "3R time-saving 1-time small prize", and about a 1 / 2 chance of a "3R normal small prize". Here, the decorative patterns 8L, 8C, and 8R of the smiling character image are reported as a small prize win of the "3R time-saving 1-time small prize". The number of reserved icons 9B displayed does not decrease, and four reserved icons 9B are continuously displayed. The four reserved icons 9B are continuously displayed even during a big win game.
[0254] FIG. 53(J) shows the time-saving period changing once after a big win associated with the "3R time-saving 1-time small win". The special pattern 2 change starts, and the decorative patterns 8L, 8C, and 8R start to change. The start of the special pattern 2 change reduces the number of memories of the second special pattern reserve (special pattern 2 reserve number) by one to "2", while the number of reserve icons 9B does not decrease, and four reserve icons 9B continue to be displayed. In the time-saving period after a big win associated with the "3R time-saving 1-time small win", when the electric chute 29 opens as the player passes through the gate 28 by hitting the right side, the game ball that enters the electric chute winning hole 34 always enters the second winning hole 76 (see FIG. 13(B) "Special pattern 2 time-saving state"). When the game ball enters the second winning hole 76, the second starting hole 21 is opened, and when the game ball enters the second starting hole 21, a second special chart reservation (special chart 2 reservation) is generated. , the number of reserved second special charts (reserved special chart 2 number) increases by one to "3." The number of reserved icons 9B does not increase or decrease, and four reserved icons 9B continue to be displayed. Thus, in the "period from when the reserved special chart 2 consumption starts to when the reserved special chart 2 is consumed and gone" in Figures 53(H) to (L), even if a ball enters the second starting hole 21 during the period, no additional reserved icons 9B are displayed.
[0255] FIG. 53(K) shows a state where a small prize is won in the special drawing 2 lottery, and the three decorative patterns 8L, 8C, and 8R of the circular graphic image are displayed in a stopped state. As described above, in the gaming machine 1, the special drawing 2 lottery is never a miss, and always results in a win (big prize or small prize) (FIG. 9(A)). In the gaming machine 1, the chance of a big prize is about 1 / 312, and the chance of a small prize is about 311 / 312. When a small prize is won in the special drawing 2, either the "3R time-saving 1-time small prize" or the "3R normal small prize" is selected, regardless of whether the time-saving state or the non-time-saving state is in effect (here, the time-saving state). There is about a 1 / 2 chance of a "3R time-saving 1-time small prize", and about a 1 / 2 chance of a "3R normal small prize". Here, the decorative patterns 8L, 8C, and 8R of the circular graphic image are reported as a small prize win of the "3R normal small prize". At this time, of the four reserved icons 9B that were displayed, the oldest one on the left disappears, and the remaining three reserved icons 9B continue to be displayed. The three reserved icons 9B that continue to be displayed shift to the left by one. That is, here, the reserved icon 9B may or may not disappear depending on the result of the corresponding lottery. Specifically, if the result of the lottery is "3R time-saving 1-time small win", it will not disappear, and if it is "3R normal small win", it will disappear. The three reserved icons 9B continue to be displayed even during the big win game.
[0256] FIG. 53(L) shows the normal state during change after a big win game with "3R normal small win". The special chart 2 change starts, and the decorative patterns 8L, 8C, and 8R start to change. The start of the special chart 2 change reduces the number of memories of the second special chart reservation (special chart 2 reservation number) by one to "2", while the display of the reservation icon 9B does not decrease, and the three reservation icons 9B continue to be displayed. As described above, in the gaming machine 1, the special chart 2 lottery is never a miss, and always results in a win (big win or small win) (FIG. 9(A)). When a small win occurs with the special chart 2, either in the time-saving state or the non-time-saving state (non-time-saving state here), either "3R time-saving one small win" or "3R normal small win" is selected. This continues until the special chart 2 reservation is gone. In this way, in the "period from when Special Chart 2 reservation consumption begins to when Special Chart 2 reservation is consumed and disappears" in Figures 53(H) to (L), even if a ball enters the second starting hole 21 during the period, as in Figure 53(J), the Special Chart 2 reservation (reservation icon 9B) will not be displayed within the period.
[0257] [Icon display effect B] FIG. 54 is a diagram for explaining the icon display effect B. The icon display effect is an effect in which an icon is displayed when the ball enters the starting hole during the first period, and the icon is not displayed in the second period after the ball enters the starting hole. Here, the "reserved icon 9B" is set as the "icon", the "period from the start of the time-saving until the reserved special chart 1 is consumed and disappears" of FIG. 54(A)-(D) is set as the "first period", and the "period from the start of the reserved special chart 2 consumption until the reserved special chart 2 is consumed and disappears" of FIG. 54(E)-(J) is set as the "second period".
[0258] In icon display performance B, it is explained that a special chart change (special chart 1 change or special chart 2 change) is being executed in the time-saving state after the jackpot game of the jackpot type "5R time-saving 100 times jackpot" (Figure 10) of special chart 1. The player executes a right hit, and by passing through gate 28, electric chute 29 opens, and the game ball that entered electric chute winning hole 34 enters either first winning hole 75 or second winning hole 76 (see Figure 13 (B) "Special chart 1 time-saving state"). The game ball entering first winning hole 75 or second winning hole 76 opens either first starting hole 30 or second starting hole 21. When one of the gates is opened and a game ball enters the opened start hole 30, 21, the first special symbol reservation (special symbol 1 reservation) or the second special symbol reservation (special symbol 2 reservation) occurs. Depending on the opening pattern of the electric chute 29 when passing through the gate 28, the probability of the first start hole 30 opening is approximately 277 / 278, and the probability of the second start hole 21 opening is approximately 1 / 279 (Figures 13(B) and 14). In the gaming machine 1, the consumption of the first special symbol reservation is executed with priority over the consumption of the second special symbol reservation (Figure 21).
[0259] As shown in FIG. 54(A), the decorative patterns 8L, 8C, and 8R are displayed on the display screen 7a while the special pattern 1 is changing. The display of the change includes not only the display where the decorative patterns 8L, 8C, and 8R are visible as they are moving at high speed, but also the display where they are invisible due to their high speed movement. The decorative patterns 8L, 8C, and 8R are a set of patterns including the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R, and the display of the change of the set of patterns represents the variable display of the special pattern (here, the change of the special pattern 1), and the display of the set of patterns indicates the result of the special pattern drawing (here, the result of the special pattern drawing 1).
[0260] On the display screen 7a, three reserved icons 9A representing reserved special chart 1 and a variable icon (relevant reserved icon) 9C are displayed. Here, the variable icon (relevant reserved icon) 9C corresponds to the currently running special chart 1 lottery. In addition, on the display screen 7a, a remaining time reduction display showing the remaining number of time reductions, shown as "50 time reductions remaining," and a variable special chart display showing the type of special chart currently being changed, shown as "special chart 1 change," are displayed.
[0261] In FIG. 54(A), at this time, the game ball passes through the gate 28, and depending on the opening pattern of the electric chute 29, the game ball enters the second winning hole 76, and the game ball enters the opened second starting hole 21, causing the memory number of the second special chart reservation (special chart 2 reservation number) to become "1". In other words, a special chart 2 reservation has occurred. However, even though a special chart 2 reservation has occurred, the reservation icon 9B is not displayed on the display screen 7a.
[0262] FIG. 54(B) shows the state where the next special chart 1 variation after the special chart 1 variation shown in FIG. 54(A) has ended. The decorative patterns 8L, 8C, and 8R are displayed as stopped. At this time, the game ball passes through the gate 28 again, and the game ball enters the second winning hole 76 due to the opening pattern of the electric chute 29, and the game ball enters the opened second starting hole 21, so that the number of memories of the second special chart reservation (number of special chart 2 reservations) becomes "2". In other words, a new special chart 2 reservation has been generated. However, even though two special chart 2 reservations have been generated, the reservation icon 9B is not displayed on the display screen 7a.
[0263] After that, the Special Chart 1 variation is repeated, and Figure 54(C) shows the state when the remaining time-saving count display shows "20 times remaining." The variation display of the decorative patterns 8L, 8C, and 8R corresponding to the Special Chart 1 variation is displayed. At this time, a specific number notification image of "20 times remaining in the time-saving count!" appears. At the end of the variation of the remaining 20 times of the time-saving count, two reserved icons 9B corresponding to the Special Chart 2 reserved acquired in Figure 54(A)(B) are additionally displayed.
[0264] After that, the special chart 1 variation is repeated, and FIG. 54(D) shows the state when the remaining number of time-saving times is "10 time-saving times remaining". The variation display of the decorative patterns 8L, 8C, and 8R corresponding to the special chart 1 variation is displayed. At this time, the game ball passes through the gate 28, and the game ball enters the second winning hole 76 due to the opening pattern of the electric chute 29, and the game ball enters the opened second starting hole 21, and the memory number of the second special chart reservation (the number of special chart 2 reservations) becomes "3". However, even though a ne...
Claims
[Claim 1] A gaming machine having a display means for displaying a plurality of types of images on a screen, One of the plurality of types of images is a set of decorative patterns capable of informing a winning or losing outcome, One of the plurality of types of images is a specific image, A first effect in which the set of decorative patterns is shifted from a first line to a second line different from the first line; A second effect is performed after the first effect, in which a portion of the set of decorative patterns that exceeds the second line is not displayed; After the second effect, a third effect is performed in which the decorative pattern different from the decorative pattern that has crossed the second line appears from a third line different from the first line and the second line and moves toward the first line; After the third performance, a fourth performance is executed in which the set of decorative symbols that have reached the first line and the specific image are displayed; When the variation is completed, the set of decorative symbols simultaneously appear from the third line and simultaneously arrive at the first line and are stopped and displayed. A gaming machine characterized by:
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