Gaming machine
The gaming machine addresses the need for enhanced player engagement by incorporating a sequence of dynamic display effects for decorative symbols, significantly improving the overall gaming experience.
Patent Information
- Application Number
- JP2021108136
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-06-29
- Publication Date
- 2025-06-13
- Estimated Expiration
- 2041-06-29
AI Technical Summary
Existing gaming machines lack innovative display effects that can enhance player interest and engagement.
A gaming machine equipped with display means capable of executing multiple display effects, including a sequence of effects where decorative symbols stop, move, reappear, and simultaneously reach the display line and stop, designed to create a dynamic and engaging gameplay experience.
The implementation of these display effects significantly enhances player interest and engagement by providing a more dynamic and interactive 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 machine.
Background Art
[0002] Conventionally, a gaming machine capable of executing a display effect using a display device triggered by winning of a game ball in a start port is known (see, for example, Patent Document 1).
[0003] In such a gaming machine, a display effect using a character image, a pattern, or the like can be performed.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Patent Document 2
Patent Document 3
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, even with the above-described gaming machine, there is still room for improvement in the technology for improving the interest of the game.
[0006] The present invention has been made to solve the above-described problems, and an object thereof is to improve the interest of the game.
Means for Solving the Problems
[0007] The present invention has been made to solve at least a part of the above-described problems and can be realized as the following application examples. Note that the reference numerals and supplementary explanations in parentheses in this column show the correspondence with the embodiments described later in order to assist the understanding of the present invention, and do not limit the present invention in any way.
[0008] [Application Example 1] A gaming machine including display means capable of executing a plurality of display effects, As one of the plurality of display effects, a first display effect may be performed, As one of the plurality of display effects, a second display effect may be performed, As one of the plurality of display effects, a third display effect may be performed, As one of the plurality of display effects, a fourth display effect may be performed. The first display effect is a display effect in which one decorative symbol stops and is displayed on the first line for each of the plurality of decorative symbol columns, The second display effect is a display effect in which the decorative symbol that was stopped and displayed in the first display effect moves from the first line toward a second line different from the first line, and a portion of the moving decorative symbol that exceeds the second line is not displayed, The third display effect is a display effect in which the decorative symbols included in each of the plurality of decorative symbol columns appear in the order in which they exceeded the second line in the second display effect from a third line different from the first line and the second line, The fourth display effect is a display effect in which the decorative patterns included in each of the plurality of decorative pattern columns appear from the third line and then simultaneously reach the first line and stop for display. The first display effect is performed, then the second display effect is performed, and then the third display effect is performed After that, the fourth display effect is performed. is a feature of the gaming machine.
Advantages of the Invention
[0009] According to the present invention, the interest of the game can be improved.
Brief Description of the Drawings
[0010]
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[0011] 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.
[0012] The gaming machine 1 is a pachinko gaming machine that shoots gaming balls based on the player's shooting operation, and when the gaming balls win a specific winning device, a predetermined number of gaming balls is paid out to the player based on the winning. The gaming machine 1 comprises 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 comprises a front frame (front frame portion) 53 as well as a peripheral portion of the gaming machine. The front frame 53 is provided with an outer frame (base frame portion) which forms a base frame, and an inner frame to which the game board 2 is attached inside the outer frame. The front frame (front frame portion) 53 is a vertically rectangular unit disposed 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 game area 3 of the game board 2 can be seen through the opening.
[0013] The handle 60 is arranged at the lower right end of the front frame 53 and launches the game balls with a launch intensity corresponding to the rotation angle. The ball supply tray (upper tray) 61 is provided below the front frame 53 and stores the game balls. The surplus ball tray (lower tray) 62 is arranged below the ball supply tray (upper tray) 61 and stores the game balls that cannot be fully accommodated in the ball supply tray 61. The effect button 63 is an operation part arranged near the ball supply tray (upper tray) 61 and is operated (pressed) by the player during effects executed as the game progresses. The sword member 64 is an operation part imitating the shape of a sword and can be pushed downward by the player during effects executed as the game progresses. The sword button 65 is an operation part provided at the upper end part of the sword member 64, that is, at the end of the handle of the sword, and is operated (pressed) by the player during effects executed as the game progresses. The sword member 64 is configured to be able to execute two different operations: a first operation of pushing the entire sword member 64 downward and a second operation of pressing the sword button 65 at the tip. The frame lamp 66 is arranged around the opening of the front frame 53 and performs a light emission effect during the game etc. The speakers 67 are arranged at the upper left and upper right of the front frame 53 and perform a sound effect during the game etc.
[0014] 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 (umbilical cord) 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, a big winning device (attacker) 36, a general winning port (ordinary winning port) 27, an out port 16, and displays 40.
[0015] The game area 3 is an area where the game balls launched by the operation of the handle 60 flow down, and a plurality of game pins for guiding the game balls are protruding. The rail member 4 is arranged at the left end of the game area 3 and guides the game balls launched by the operation of the handle 60 upward in the game area 3. The panel lamp 5 is arranged on the back side of the game area 3 and irradiates light from the back side of the game area 3. Here, a part of the panel lamps 5 is also provided inside each of the first panel movable body 14 and the second panel movable body 15, and the first panel movable body 14 and the second panel movable body 15 are configured to be able to perform a light emission effect in a specific mode.
[0016] The image display device 7 is provided near the center of the game area 3 and includes a display screen 7a. The image display device 7 may be a liquid crystal display device, or may be other image display devices 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 an effect symbol display area where effect symbols (decorative symbols) 8L, 8C, 8R) are variably displayed (also referred to as variable display), a hold image display area where hold images 9A, 9B are displayed, and a hold digestion image display area where a hold digestion image 9C is displayed. The hold images 9A, 9B are images representing a hold and are also called hold icons. The hold digestion image 9C is an image representing the hold and is also called the hold icon. The hold icon and the hold icon are collectively referred to simply as a hold icon or an icon.
[0017] The effect symbol display area includes three symbol display areas of "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, for example, "1" to "9". They exist. The variable display of the effect symbols 8L, 8C, and 8R is synchronized with the variable display of the first special symbol and the second special symbol described later. The image display device 7 can clearly display the results (big win or small win lottery results) of the variable display of the first special symbol and the second special symbol displayed by the first special symbol display 41a and the second special symbol display 41b described later to the player according to the combination of the effect symbols displayed in the left, middle, and right symbol display areas.
[0018] For example, when winning a big win, the effect symbol is stopped and displayed as a triple like "777". When losing, the effect symbol is stopped and displayed as a scattered combination like "637". This makes it easy for the player to grasp the progress of the game. The player can grasp the big win or small win lottery results not only from the first special symbol display 41a and the second special symbol display 41b but also from the image display device 7. Note that the position of the symbol display area does not have to be fixed. Also, as the mode of the variable display of the effect symbol, it may be a mode of scrolling in the vertical direction or other modes. Also, when winning a small win, the effect symbol may be stopped and displayed at a predetermined chance combination such as "135", or the effect symbol may be stopped and displayed as a scattered combination. How to stop and display the combination of the effect symbols according to each lottery result is not limited to the above and can be set arbitrarily. Hereinafter, the effect of displaying the effect symbols 8L, 8C, and 8R is also called "variable effect of the effect symbol", or simply "variable effect" or "variable display". Note that the variable effect of this decorative symbol counts the effect during the period from the start of the variable of the special symbol to the definite stop (also called the special symbol variable period) as one variable effect (one cycle of variable effect). Therefore, even if the decorative symbol is temporarily stopped during the period from the start of the variable of the special symbol to the definite stop, the effect of the temporary stop is included in the variable effect of the decorative symbol.
[0019] The image display device 7 can display, on the display screen 7a, in addition to the effect symbol variation effect, jackpot effects that are carried out in parallel with jackpot games (second special games), and demo effects for waiting customers, etc. In the effect symbol variation effect, in addition to the effect symbols, effect images such as background images and character images may also be displayed. Further, the image display device 7 may display, on the display screen 7a, an identification display (fourth symbol, not shown) that can suggest that a special symbol is in the process of changing or suggest the lottery result of the special symbol, in addition to the effect symbols. Note that the identification display (fourth symbol) may be displayed by a light emitter such as an LED provided in the game area 3.
[0020] The held image display area includes a first held display area that displays the held image 9A according to the number of memories of the first special symbol hold described later, and a second held display area that displays the held image 9B according to the number of memories of the second special symbol hold described later. By displaying the held images 9A and 9B, the number of memories of the first special symbol hold displayed on the first special symbol hold display 43a described later and the number of memories of the second special symbol hold displayed on the second special symbol hold display 43b can be clearly displayed to the player. The held completion image display area includes a held completion display area that displays the held completion image 9C. The held completion image 9C corresponds to the effect symbols (effect symbols 8L, 8C, 8R) that are currently changing on the display screen 7a, and by displaying the held completion image 9C, it is possible to clearly display to the player that the first special symbol hold or the second special symbol hold is completed (the "completion of the special symbol hold" described later).
[0021] On the left and right sides of the image display device 7, a first board movable body 14 (also called the first movable accessory 14), which is a movable so-called gimmick, is provided. The first movable accessory 14 is configured such that two semi-circular members arranged on the left and right can move in the left-right direction. The first movable accessory 14 normally stands still at the retracted positions on the left and right sides of the image display device 7 (FIG. 1), and can move (advance) so as to approach each other from the retracted positions toward the center of the display screen 7a and stand still at the advanced position in front of the display screen 7a. When the left and right members are combined at the advanced position, the first movable accessory 14 forms an annular decorative portion and covers a part of the image display device 7.
[0022] Above the image display device 7, a movable second plate movable body 15 (also referred to as a second movable accessory 15), which is a so-called gimmick, is provided. The second movable accessory 15 is configured such that a rectangular member (decoration part) described as "OARO" can move vertically. The second movable accessory 15 normally stands still at a retracted position (FIG. 1) above the image display device 7, and can move downward (advance) from the retracted position toward the center of the display screen 7a and stand still 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 it stops at the advanced position.
[0023] A stage part 11 is formed at the lower part of the image display device 7. The stage part 11 has a shape capable of guiding a game ball rolling on the upper surface of the stage part 11 to a first starting port 20 described later. A warp part 12 is provided at the lower left of the center decoration body 10. The warp part 12 includes an inlet part into which a game ball flows and an outlet part from which the game ball flows out, and allows the game ball flowing in from the inlet part to flow out from the outlet part to the stage part 11.
[0024] The illumination panel (light guide plate) 18 is a transparent flat plate member attached to the central opening of the front frame 53. Through the illumination panel 18, the game area 3 of the game board 2 can be visually recognized. That is, the illumination panel 18 is arranged in front of the image display device 7, and the image displayed on the image display device 7 can be visually recognized 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 light from an LED at the end face. The illumination panel 18 is configured to be able to display a plurality of types of images in a plurality of types of colors depending on the irradiation direction and color of the LED light.
[0025] The fixed winning device (umbilical cord) 19 is disposed below the image display device 7 in the game area 3 and includes a first starting port (first starting winning port, first ball entry port, fixed starting port) 20. The winning of a game ball into the first starting port 20 serves as an opportunity for the lottery of the first special symbol (big win or small win lottery). In other words, the winning of a game ball into the first starting port 20 serves as an opportunity for obtaining a random number per special symbol and for making a big win determination, etc.
[0026] 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 and closing member (first starting port opening and closing member) 32 that permits or inhibits the acceptance of a game ball by a swinging opening and closing operation. The opening and closing member 32 is driven by a first non-electric accessory 33. The first starting port 30 allows a game ball to enter when the opening and closing member 32 is in the open state. The winning of a game ball into the first starting port 30 serves as an opportunity for the lottery of the first special symbol (big win or small win lottery). In other words, the winning of a game ball into the first starting port 30 serves as an opportunity for obtaining a random number per special symbol and for making a big win determination, etc.
[0027] The second variable winning device 22 is disposed below the first starting port 20 in the game area 3 and includes a second starting port (second starting winning port, second ball entry port, variable starting port) 21. The winning of a game ball into the second starting port 21 serves as an opportunity for the lottery of the second special symbol (big win or small win lottery). The second variable winning device 22 includes a movable member 23 that can move forward and backward, and the second starting port 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by a second non-electric accessory 24. The second starting port 21 allows a game ball to enter when the movable member 23 is in the open state (extended state). Note that for the second variable winning device 22, it is sufficient that the entry of a game ball into the second starting port 21 is easier when the movable member 23 is in the open state than when it is in the closed state (retracted state), and it is also possible for a game ball to enter the second starting port 21 when it is in the closed state.
[0028] The gate (through checker) 28 is arranged on the right side of the image display device 7 in the game area 3 and is configured to allow a game ball to pass through. The passage of the game ball through the gate 28 triggers a normal symbol lottery to determine whether to drive the electric chute 29 to open the electric chute winning port 34. In other words, the passage of the game ball through the gate 28 triggers the acquisition of a random number for a normal symbol hit and the hit determination, etc. The electric chute 29 is a movable member that can move forward and backward and is arranged below the gate 28. It opens and closes the electric chute winning port 34 by moving forward and backward. The electric chute winning port 34 allows a game ball to enter when the electric chute 29 is in the open state (extended state), and it becomes difficult for a game ball to enter when the electric chute 29 is in the closed state (retracted state).
[0029] The electric chute winning port 34 is provided inside with a first winning port 75, a second winning port 76, and a distributing member 77 (see Fig. 14). The game ball that enters the electric chute winning port 34 is distributed by the distributing member 77 to either the first winning port 75 or the second winning port 76. When a game ball enters the first winning port 75, the first non-electric accessory 33 is driven by the weight of the entered game ball, and the opening and closing member 32 is opened. As a result, the first starting port 30 becomes a state where a game ball can enter. When a game ball enters the first starting port 30, the opening and closing member 32 closes due to the weight of the entered game ball. When a game ball enters the second winning port 76, the second non-electric accessory 24 is driven by the weight of the entered game ball, and the movable member 23 is opened. As a result, the second starting port 21 becomes a state where a game ball can enter. When a game ball enters the second starting port 21, the movable member 23 closes due to the weight of the entered game ball. The first non-electric accessory 33 and the second non-electric accessory 24 are so-called non-electric chutes. The distributing member 77 distributes the game ball that enters the electric chute winning port 34 so that it enters either the first winning port 75 or the second winning port 76.
[0030]
[0031] Here, the "special symbol lottery" refers to a process of obtaining a random number for special symbol determination when a game ball wins a prize at the first start openings 20 and 30 or the second start opening 21, and comparing the obtained random number with a value corresponding to a predetermined "big win" or "small win" to determine whether it is a big win and whether it is a small win. The lottery results of the "big win" and "small win" are not immediately notified to the player. Instead, a variable display of the special symbol is performed on the first special symbol display 41a or the second special symbol display 41b described later. When a predetermined variable time has elapsed, the special symbol corresponding to the lottery result is stopped and displayed (confirmed display), and the lottery result is notified to the player. In the image display device 7, a symbol matching game is performed in which the effect symbols are variably displayed in synchronization with the variable display of the special symbol. By this symbol matching game, the lottery result of the big win is more effectively notified to the player.
[0032] Also, the "normal symbol lottery" refers to a process of obtaining a random number for normal symbol determination when a game ball passes through the gate 28, and comparing the obtained random number with a value corresponding to a predetermined "win" to determine whether it is a win. Regarding the lottery result of this normal symbol, it is not the case that the lottery result is immediately notified when the game ball passes through the gate 28. Instead, a variable display of the normal symbol is performed on the normal symbol display 42 described later. When a predetermined variable time has elapsed, the normal symbol corresponding to the lottery result is confirmed and displayed (lit or extinguished), and the lottery result is notified to the player.
[0033] The big winning device (second attacker, second special variable winning device) 36 is disposed below the first start opening 30 in the game area 3 and includes a big winning opening (special winning opening) 35. The big winning opening 35 includes an opening and closing member (special winning opening opening and closing member, movable member) 37 that inhibits or permits the acceptance of game balls by a shutter-type opening and closing operation. The opening and closing member 37 is driven by a big winning opening solenoid 38. The big winning opening 35 allows game balls to enter when the opening and closing member 37 is in an open state.
[0034] The big winning device 36 includes, inside thereof, a V region (specific region) 39, a V region sensor 39a, a non-V region (non-specific region) 70, a non-V region sensor 70a, a big winning opening sensor 35a, and a V opening and closing member 71 and a V opening and closing member solenoid 73. The V region (specific region) 39 and the non-V region (non-specific region) 70 are configured as regions through which the game balls that have passed through the big winning opening 35 can pass inside the big winning device 36. The big winning opening sensor 35a is disposed upstream of the V region 39 and the non-V region 70 and detects the winning of a game ball into the big winning opening 35. The V region sensor 39a is disposed in the V region 39 and detects the passing of a game ball into the V region 39. The non-V region sensor 70a is disposed in the non-V region 70 and detects the passing of a game ball into the non-V region 70. The V opening and closing member 71 distributes the game balls that have passed through the big winning opening 35 to either the V region 39 or the non-V region 70. The V opening and closing member solenoid 73 drives the V opening and closing member 71. The V opening and closing member 71 is configured to rotate (clockwise and counterclockwise with respect to the game board 2), and when the V opening and closing member solenoid 73 is energized, it rotates clockwise from the origin position to enter a first state (rotating state) in which the game balls are distributed to the V region 39, and when the V opening and closing member solenoid 73 is de-energized, it is positioned at the origin to enter a second state (stopping state) in which the game balls are distributed to the non-V region 70. Note that the V opening and closing member 71 is not limited to rotational movement, and it may have a function of distributing the game balls that have passed through the first big winning opening 30 to either the V region 39 or the non-V region 70. For example, it may be configured to move in the left-right direction with respect to the game board 2. That is, when the V opening and closing member solenoid 73 is energized, it may enter a retracted state (first state) in which the game balls are distributed to the V region 39, and when the V opening and closing member solenoid 73 is de-energized, it may be configured to enter an extended state (second state) in which the game balls are distributed to the non-V region 70.
[0035] FIG. 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 game balls to pass through to the V region 39. When the V-opening / closing member 71 is in the first state, the game balls that have won the big winning opening 35 pass through the big winning opening sensor 35a and then pass through the V region 39 (route A in FIG. 2(A)). This route of the game balls is called the "first route". FIG. 2(B) shows the state when the V-opening / closing member solenoid 73 is de-energized. When the V-opening / closing member solenoid 73 is de-energized, the V-opening / closing member 71 is in a state (second state) that obstructs the passage of the game balls to the V region 39. When the V-opening / closing member 71 is in the second state, the game balls that have won the big winning opening 35 pass through the big winning opening sensor 35a and then roll on the upper surface of the V-opening / closing member 71 and pass through the non-V region 70 (route B in FIG. 2(B)). This route of the game balls is called the "second route". In the gaming machine 1, the passage of the game balls to the V region 39 is a trigger for executing the jackpot game (second special game) described later. That is, a jackpot winning or losing lottery is also conducted depending on whether the passage of the game balls to the V region 39 is successful or not. The jackpot won by winning the above-mentioned first special symbol lottery or second special symbol lottery is also called a "type 1 jackpot", and the jackpot won by the passage of the game balls to the V region 39 is also called a "type 2 jackpot".
[0036] Returning to FIG. 1, two normal winning openings 27 are provided at the lower part of the game area 3. The number of the normal winning openings 27 can be arbitrarily set. The out port 16 is provided at the lower part of the game area 3 and discharges the game balls that have not won any of the winning openings out of the game area 3. The display devices 40 are arranged at the lower right part of the game board 2. The details of the display devices 40 will be described later.
[0037] In the game area 3, there are 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. The way of shooting the game ball so that the game ball flows down in the left game area 3A is called "left shooting". On the other hand, the way of shooting the game ball so that the game ball flows down in the right game area 3B is called "right shooting". In the gaming machine 1, it is possible to aim for winning at the first start port 20 by left shooting. On the other hand, it is configured so that passing through the gate 28, winning at the first start port 30, the second start port 21, and the big winning port 35 can be aimed for by right shooting.
[0038] Figure 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 - figure hold display 43a, a second special - figure hold display 43b, and a normal - figure hold 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 - figure hold display 43a displays the stored number of the operation hold (first special - figure hold) of the first special symbol display 41a. The second special - figure hold display 43b displays the stored number of the operation hold (second special - figure hold) of the second special symbol display 41b. The normal - figure hold display 44 displays the stored number of the operation hold (normal - figure hold) of the normal symbol display 42. The variable display of the first special symbol is triggered by the winning of the game ball at the first start ports 20 and 30. The variable display of the second special symbol is triggered by the winning of the game ball at the second start port 21. Hereinafter, the first special symbol and the second special symbol are also collectively referred to as "special symbols". Also, the first special symbol display 41a and the second special symbol display 41b are also collectively referred to as "special symbol display 41". Also, the first special - figure hold display 43a and the second special - figure hold display 43b are also collectively referred to as "special - figure hold display 43".
[0039] The special symbol display 41 variably displays (fluctuates) the special symbol (identification information) and then stops the display to notify the result of a lottery (special symbol per lottery, big win or small win lottery) based on winning in the first start openings 20, 30 or the second start opening 21. The special symbol to be stopped and displayed (stopped symbol, special symbol derived and displayed as the display result of variable display) is one special symbol selected from a plurality of types of special symbols by a special symbol lottery. When the stopped symbol is a special symbol (big win symbol) in a predetermined big win stop mode, a big win game (second special game) is performed to open the big winning opening 35 in an opening pattern corresponding to the type of the stopped big win symbol (type of the winning big win). Also, when the stopped symbol is a special symbol (small win symbol) in a predetermined small win stop mode, a small win game (first special game) is performed to open the big winning opening 35 in an opening pattern corresponding to the type of the stopped small win symbol (type of the winning small win). Note that the opening pattern of the big winning opening 35 in the first special game or the second special game will be described later.
[0040] 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 lottery for each special symbol by its lighting pattern. For example, when winning a big hit (one of multiple types of big hits described later), a big hit symbol in which the LEDs at the 1st, 2nd, 5th, and 6th positions from the left are lit, such as "○○●●○○●●" (○: lit, ●: extinguished), is displayed. Also, when winning a small hit (one of multiple types of small hits described later), a small hit symbol in which the LEDs at the 5th and 6th positions from the left are lit, such as "●●●●○○●●", is displayed. Also, in the case of a loss, a loss symbol in which only the LED at the far right is lit, such as "●●●●●●●○", is displayed. A mode of extinguishing all the LEDs may be adopted as the loss symbol. Before the special symbol stops being displayed, the special symbol is variably displayed (variable display) for a predetermined variable time. The mode of variable display may be such that each LED lights up so that light repeatedly flows from left to right, for example. The mode of variable display is not limited to the above mode as long as each LED is not in a stop display (lighting display in a specific mode), and can be any lighting pattern. For example, in the mode of variable display, all the LEDs may blink simultaneously.
[0041] In the gaming machine 1, when a game ball wins (enters) the first start ports 20, 30 or the second start port 21, the values (numerical information) of various random numbers such as the random number for each special symbol obtained for the win are temporarily stored in the special symbol hold memory area 85 (Fig. 6). Specifically, if it is a win at the first start ports 20, 30, it is stored in the first special symbol hold memory area 85a (Fig. 6) as the first special symbol hold, and if it is a win at the second start port 21, it is stored in the second special symbol hold memory area 85b (Fig. 6) as the second special symbol hold. There is an upper limit to the number of special symbol holds that can be stored in each special symbol hold memory area 85. In this embodiment, the upper limit values are 4 for the first special symbol hold memory area 85a and 4 for the second special symbol hold memory area 85b. The special symbol hold stored in the special symbol hold memory area 85 is consumed when variable display of the special symbol based on the special symbol hold becomes possible. "Special symbol hold" "Consumption of the special symbol" means judging the random number of the special symbol corresponding to the reserved special 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 start hole 20, 30 or the second start hole 21 cannot be performed immediately after the winning, that is, even if the winning occurs during the variable display of the special symbol or during the special game (jackpot game or small jackpot game), the right to the lottery for the big jackpot or small jackpot for that 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.
[0042] 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.
[0043] The normal symbol display 42 is composed of three LEDs and displays a normal symbol corresponding to the result of the normal symbol lottery according to its lighting pattern. For example, when the lottery result is a win, a normal winning symbol in which the first and second LEDs from the left are lit, such as "○○●" (○: lit, ●: unlit), is displayed. When the lottery result is a loss, a normal losing symbol in which only the middle LED is lit, such as "●○●", is displayed. An aspect of turning off all the LEDs may be adopted as the normal losing symbol. Before the normal symbol stops being displayed, the normal symbol is variably displayed for a predetermined variable time. The aspect of the variable display may be, for example, that each LED lights up so that light repeatedly flows from left to right. The aspect of the variable display is not limited to the above aspect as long as each LED is not in a stop display (lit display in a specific aspect), and can be any lighting pattern. For example, the aspect of the variable display may be that all the LEDs blink simultaneously.
[0044] In the gaming machine 1, when a game ball passes through the gate 28, the value of the normal symbol winning random number obtained for the passage is temporarily stored as a normal symbol hold in the normal symbol hold memory area 86 (Fig. 6). There is an upper limit to the number of normal symbol holds that can be stored in the normal symbol hold memory area 86, and the upper limit value in this embodiment is one. The normal symbol hold stored in the normal symbol hold memory area 86 is consumed when variable display of the normal symbol based on the normal symbol hold becomes possible. The consumption of the normal symbol hold means determining the normal symbol winning random number corresponding to the normal symbol hold and executing variable display of the normal symbol to show the determination result. Therefore, in the gaming machine 1, when variable display of the normal symbol based on the passage of the game ball through the gate 28 cannot be performed immediately after the passage, that is, even when a winning occurs during the execution of variable display of the normal symbol or during the execution of an auxiliary game, the right to conduct the normal symbol lottery for the passage can be reserved up to a predetermined number as the upper limit. The number of normal symbol holds is displayed on the normal symbol hold display 44. The normal symbol hold display 44 is composed of, for example, one LED, and the number of normal symbol holds is displayed by lighting the LED by the number of normal symbol holds.
[0045] 2. Electrical Configuration of the Gaming Machine Based on FIGS. 4 and 5, the electrical configuration of the gaming machine 1 will be described. FIG. 4 is a block diagram showing the electrical configuration on the main control board side of the gaming machine 1. FIG. 5 is the sub-control board of the gaming machine 1 It is a block diagram showing the electrical configuration on the side. 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), an audio control board 106 (FIG. 5), and a payout control board 110 (FIG. 4). The main control board 80 is a game control board that performs control related to game benefits such as jackpot and minor jackpot lottery and transition of game states, and constitutes the main control unit. The sub-control board 90 is an effect control board that performs control related to effects executed as the game progresses, and together with the image control board 100, the lamp control board 107, and the audio control board 106, constitutes the sub-control unit. Note that the sub-control unit can be configured as long as it includes at least the sub-control board 90.
[0046] 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 programs for controlling the progress of the game, a main RAM 84 used as a work memory, and a main CPU 82 that executes the programs stored in the main ROM 83. Details of the data stored in the main ROM 83 and details of the storage areas 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 performs data transmission and reception with other boards and the like via the input / output circuit (I / O port section) 87. The input / output circuit 87 may be built into the game control microcomputer 81.
[0047] Various sensors and solenoids are connected to the main control board 80 via the input / output circuit 87 and the relay board 88. The main control board 80 receives signals output from each sensor and outputs signals to each solenoid. Examples of the sensors connected via the relay board 88 include a first start port sensor 20a, a second start port sensor 21a, a gate sensor 28a, a first start port sensor 30a, a big winning port sensor 35a, a V region sensor 39a, a non-V region sensor 70a, and a normal winning port sensor 27a. The first start port sensor 20a is provided inside the first start port 20 and detects a game ball that has won in the first start port 20. The second start port sensor 21a is provided inside the second start port 21 and detects a game ball that has won in the second start port 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 start port sensor 30a is provided inside the first start port 30 and detects a game ball that has won in the first start port 30. The big winning port sensor 35a is provided inside the big winning port 35 and detects a game ball that has won in the big winning port 35. The V region sensor 39a is provided in the V region 39 inside the big winning port 35 and detects a game ball that has passed through the V region 39. The non-V region sensor 70a is provided in the non-V region 70 inside the big winning port 35 and detects a game ball that has passed through the non-V region 70. The normal winning port sensor 27a is provided inside the normal winning port 27 and detects a game ball that has won in the normal winning port 27.
[0048] Examples of the solenoids include an electric chute solenoid 29a, a vibrating member solenoid 77a, a big winning port solenoid 38, and a V opening / closing member solenoid 73. The electric chute solenoid 29a drives the electric chute 29. The vibrating member solenoid 77a drives the vibrating member 77. The big winning port solenoid 38 drives the opening / closing member 37 of the big winning device 36. The V opening / closing member solenoid 73 drives the V opening / closing member 71 of the big winning port 35.
[0049] The main control board 80 is connected to the display devices 40 via the input / output circuit 87. The game control microcomputer 81 performs display control for the first special symbol display 41a, the second special symbol display 41b, the normal symbol display 42, the first special symbol hold display 43a, the second special symbol hold display 43b, and the normal symbol hold display 44.
[0050] The main control board 80 is connected to the payout control board 110 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 for payout monitoring. Connected to the payout control board 110 are a prize ball payout device 120, a loan ball payout device 130, and a card unit 135, and a firing device 112 is connected via a firing control circuit 111. The prize ball payout device 120 performs the payout of 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 perform the payout of prize balls. The payout prize balls are detected by the prize ball sensor 122 for counting. The loan ball payout device 130 performs the payout of loan balls. The payout control board 110 drives the loan ball motor 131 of the loan ball payout device 130 based on a signal from the card unit 135 connected to the gaming machine 1 to perform the payout of loan balls. The payout loan balls are detected by the loan ball sensor 132 for counting. The card unit 135 is arranged adjacent to the gaming machine 1 and outputs information regarding ball loans based on information such as a prepaid card inserted. The firing device 112 includes a handle 60 (Fig. 1), a firing motor 113, a touch switch 114, and a firing volume 115. When the player operates the handle 60, the firing device 112 detects the contact of the handle 60 by the touch switch 114 and detects the rotation amount of the handle 60 by the firing volume 115. Then, the firing motor 113 is driven so that the game ball is fired with a strength corresponding to the magnitude of the detection signal of the firing volume 115.
[0051] 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. That is, a unidirectional circuit (e.g., a circuit using a diode), not shown in the figure, as a communication direction regulating means, is interposed between the main control board 80 and the sub-control board 90.
[0052] The sub-control board 90 includes an effect control microcomputer 91 and an input / output circuit 95. The effect control microcomputer 91 is a one-chip microcomputer mounted on the sub-control board 90 and controls the effects of the game of the gaming machine 1 according to a program. The effect control microcomputer 91 includes a sub-ROM 93 that stores programs and the like for controlling effects 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 areas provided in the sub-RAM 94 will be described later. The sub-ROM 93 may be configured as an external ROM. The effect control microcomputer 91 performs data transmission and reception with 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 effect control microcomputer 91. An image control board 100, an audio control board 106, a lamp control board 107, and a relay board 108 are connected to the sub-control board 90 via the input / output circuit 95.
[0053] 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 performs display control 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. In the ROM 103, in addition to the program for performing display control, still image data and moving image data to be displayed on the image display device 7 are stored, specifically, image data such as characters, items, graphics, characters, numbers, and symbols (including production designs) 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 production control microcomputer 91 causes the image control microcomputer 101 to perform display control of the image display device 7 based on the command received from the main control board 80. The image control microcomputer 101 reads out the image data from the ROM 103 based on the command from the production control microcomputer 91, and performs display control based on the read image data.
[0054] A speaker 67 is connected to the audio control board 106. The production control microcomputer 91 causes the speaker 67 to output audio, music, sound effects, etc. via the audio control board 106 based on the command received from the main control board 80. The acoustic data such as the audio output from the speaker 67 is stored in the sub-ROM 93 of the sub-control board 90. Note that the audio control board 106 may implement a CPU, and the CPU may execute audio control based on a command. Further, the audio control board 106 may implement a ROM, and the acoustic data may be stored in the ROM. Also, 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. Further, the acoustic data may be stored in the ROM 103 of the image control board 100.
[0055] A frame lamp 66, a panel lamp 5, a first movable device 14, and a second movable device 15 are connected to a lamp control board 107 and are controlled thereby. Based on the command received from the main control board 80, an effect control microcomputer 91 performs lighting control of lamps such as the frame lamp 66 and the panel lamp 5 (including the lamps of the first movable device 14 and the second movable device 15) via the lamp control board 107. That is, the effect control microcomputer 91 creates light emission pattern data (data that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5, also referred to as lamp data), such as data that determines lighting / extinguishing and light emission color, and controls the light emission of lamps such as the frame lamp 66 and the panel lamp 5 according to the light emission pattern data. Data stored in a sub-ROM 93 of a sub-control board 90 is used to create the light emission pattern data. Based on the command received from the main control board 80, the effect control microcomputer 91 operates the first movable device 14 and the second movable device 15. The effect control microcomputer 91 creates operation pattern data (drive data) that determines the respective operation modes of the first movable device 14 and the second movable device 15, and controls the operations of these movable devices according to the operation pattern data. Data stored in the sub-ROM 93 is used to create the operation pattern data. Note that the lamp control board 107 may implement a CPU, and the CPU may execute lamp lighting control and movable device operation control based on a command. In this case, the lamp control board 107 may implement a ROM, and data related to light emission patterns and operation patterns may be stored in the ROM.
[0056] An effect button detection switch 63a and a select button detection switch 68a are connected to a relay board 108. The effect button detection switch 63a detects that the effect button 63 has been pressed. When the effect button 63 is pressed, a switch signal is output from the effect 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. Also, the sub-control board 90 can cause the effect button 63 and the select button 68 to perform a light emission effect via the relay board 108.
[0057] 3. Data Configuration of Pachinko Machine Based on FIGS. 6 and 7, the data configuration of the pachinko machine 1 will be described. FIG. 6(A) is a diagram for explaining the table stored in the main ROM 83. FIG. 6(B) is a diagram for explaining the storage area provided in the main RAM 84. FIG. 7(A) is a diagram for explaining the table stored in the sub ROM 93. FIG. 7(B) is a diagram for explaining the storage area provided in the sub RAM 94.
[0058] In the main ROM 83 (FIG. 6(A)), a special symbol hit determination table T1, a reach determination table T2, a special symbol hit type determination table T3, a special symbol variation pattern determination table T4, a normal symbol hit determination table T5, a normal symbol hit type determination table T6, a normal symbol variation pattern determination table T7, a power cheat release pattern determination table T8, and a big winning opening pattern determination table T9 are stored. These determination 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 determination table will be described later. The game control microcomputer 81 refers to them. The specific contents of each determination table will be described later.
[0059] In the main RAM 84 (Fig. 6(B)), there are provided a command set area 84a, a flag set area 84b, a counter set area 84c, a special operation status set area 84d, a special drawing reservation memory area 85, and a general drawing reservation memory area 86. The command set area 84a is an area (output buffer) where commands output from the main control unit side to the sub-control unit side in the main control main process (described later) are set. A variation start command, a variation stop command, an opening command, a round designation command, an ending command, a game state designation command, a V-pass command, a pre-judgment command, a customer waiting standby command, a reserved ball number command, a general symbol variation start command, a general symbol variation stop command, a general symbol opening command, a general symbol ending command, etc. 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). 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 shortening flag, a V opening / 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. A random number counter, a round counter, a ceiling counter, a first time shortening counter, a second time shortening counter, a third time shortening counter, etc. are set. The special operation status set area 84d is an area where statuses in the special operation process (Fig. 20) described later are set. The special drawing reservation memory area 85 includes a first special drawing reservation memory area 85a where the first special drawing reservation is stored and a second special drawing reservation memory area 85b where the second special drawing reservation is stored. In the first special drawing reservation memory area 85a, first to fourth storage areas are provided for storing a group of random number values (reservation information) such as random numbers for each special symbol hit corresponding to the first to fourth of the first special drawing reservation. In the second special drawing reservation memory area 85b, first to fourth storage areas are provided for storing a group of random number values (reservation information) corresponding to the first to fourth of the second special drawing reservation. The general drawing reservation memory area 86 is provided with a first storage area for storing a group of random number values (reservation information) such as random numbers for each general symbol hit corresponding to the first of the general drawing reservation.In addition to the above areas, the main RAM 84 is provided with a winning type setting buffer in which special figure stop symbol data is set, a drive data buffer in which drive data for driving the decorative movable body 15 is set, and the like. The information stored in the main RAM 84 is not cleared by turning off and on the power of the gaming machine 1 and is maintained as it is. That is, the states of the above commands, flags, counters, status information, and pending information do not change even when the power is turned off and on, and the information is maintained. On the other hand, the information stored in the main RAM 84 is reset by a RAM clear of the gaming machine 1. When reset, as the initial state of the flag, the ceiling flag is set to "ON", and the other flags are set to "OFF". Also, as the initial state of the counter, a predetermined value (for example, 500) is set in the ceiling counter, and "0" is set in the other counters.
[0060] The sub-ROM 93 (FIG. 7(A)) stores a variable effect pattern determination table T51, a stop symbol pattern determination table T52, a short-time effect scenario determination table T54, and a pre-reading effect pattern determination table T55. These determination tables are referred to by the effect control microcomputer 91 in a sub-control main process (described later) executed by the effect control microcomputer 91. The specific contents of each determination table will be described later.
[0061] The sub-RAM 94 (FIG. 7(B)) is provided with a command storage area 94a, an effect command set area 94b, a pre-judgment 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 are stored in a sub-control main process (described later), and includes a variable start command, a variable stop command, an opening command, a round designation command, an ending command, a game state designation command, a V-pass command, a pre-judgment command, a customer waiting standby command Commands such as the ball hold count command, normal symbol variation start command, normal symbol variation stop command, normal symbol opening command, and normal symbol ending command are stored. The effect command set area 94b is an area (output buffer) where commands output from the sub-control board 90 to the image control board 100, lamp control board 107, and voice control board 106 are set in the sub-control main process (described later). A variation effect start command, variation effect end command, opening effect start command, round effect start command, ending effect start command, normal symbol variation effect start command, normal symbol variation effect end command, normal symbol opening effect start command, normal symbol ending effect start command, etc. are set. The pre-judgment information storage area 94c stores pre-judgment information in the sub-control main process (described later). The counter set area 94d is an area where counters used in the sub-control main process (described later) are set, and a random number counter, first special figure hold effect counter, second special figure hold effect counter, general figure hold effect counter, first short-time effect counter, second short-time effect counter, third short-time effect counter, ceiling effect counter, etc. are set. Among the information stored in the sub-RAM 94, except for the overnight effect counter (not shown), it is not cleared by turning the power of the gaming machine 1 off and on and is maintained as it is. That is, for the above commands, counters other than the overnight effect counter, and pre-judgment information, the state does not change even when the power is turned off and on, and the information is maintained. The overnight effect counter is reset by turning the power of the gaming machine 1 off and on, and 0 is set as the initial state. The information stored in the sub-RAM 94 is reset by a RAM clear of the gaming machine 1. When reset, as the initial state of the counter, a predetermined value (for example, 500) is set for the ceiling effect counter, and 0 is set for the other counters.
[0062] FIG. 8 is a diagram for explaining various random numbers used in the gaming machine 1. FIG. 8(A) shows the random numbers acquired by the game control microcomputer 81 on the main control unit side, and FIG. 8(B) shows the random numbers acquired by the effect control microcomputer 91 on the sub control unit side. The game control microcomputer 81 is configured to acquire a "special symbol hit random number", a "special symbol hit type random number", a "reach random number", a "variation pattern random number", a "normal symbol hit random number", and a "normal symbol hit type random number" at timings described later. The "special symbol hit random number" is a random number used for a lottery of a big win, a small win, a miss (sudden time shortening), or a miss lottery (big win / small win lottery), and takes a value in the range of 0 to 65535. The "special symbol hit type random number" is a random number used for a lottery of the type of the selected big win or small win (hit type determination), and takes a value in the range of 0 to 127. The "reach random number" is a random number used to determine whether to generate a reach in the effect symbol variation effect indicating the result when the big win / small win determination is a miss, and takes a value in the range of 0 to 127. A reach is a state in which among a plurality of effect symbols (decoration symbols), the effect symbol being variably displayed remains one, and it is a state that becomes a combination of effect symbols indicating a big win or small win depending on which symbol the variably displayed effect symbol stops and is displayed (for example, the state of "7↓7"). Note that the effect symbol stopped and displayed in the reach state may be displayed as shaking within the display screen 7a. The "variation pattern random number" is a random number used to determine a variation pattern including a variation time, and takes a value in the range of 0 to 127. The "normal symbol hit random number" is a random number used for a hit lottery (normal symbol lottery) of whether to perform an auxiliary game for opening the first variable prize device 31 and the second variable prize device 22, and takes a value in the range of 0 to 255. The "normal symbol hit type random number" is a random number used for a lottery of the type of the hit selected in the normal symbol lottery (hit type determination), and takes a value in the range of 0 to 65535. The "special symbol hit random number", the "special symbol hit type random number", the "reach random number", and the "variation pattern random number" are acquired based on the ball entry into the start port (the first start port 20 or the second start port 21).The group of random number values obtained based on the entry into the first start port 20 is stored in the first special drawing reserved memory area 85a, and the group of random number values obtained based on the entry into the second start port 21 is stored in the second special drawing reserved memory area 85b. "Random number per normal symbol" and "type random number per normal symbol" are obtained based on the passage through the gate 28. They are obtained. The obtained random number value per normal symbol and type random number value per normal symbol are stored in the normal drawing reserved memory area 86.
[0063] The effect control microcomputer 91 is configured to obtain "variable effect pattern random number", "time reduction effect scenario random number", and "pre-reading effect random number" at the timings described later. The "variable effect pattern random number" is a random number used to determine the variable effect pattern and takes a value in the range of 0 to 127. The "chance-up random number" is a random number used to determine the chance-up effect during the variable effect and takes a value in the range of 0 to 127. The "pre-reading effect random number" is a random number used to determine the pre-reading effect during the variable effect and takes a value in the range of 0 to 127. The "variable effect pattern random number" is obtained based on the output of the variable start command from the main control unit side to the sub-control unit side. The obtained random number value is stored in the sub-RAM 94. The "chance-up random number" is obtained based on the output of the variable start command from the main control unit side to the sub-control unit side. The obtained random number value is stored in the sub-RAM 94. The "pre-reading effect random number" is obtained based on the output of the pre-judgment command from the main control unit side to the sub-control unit side. The obtained random number value is stored in the sub-RAM 94.
[0064] FIG. 9 is a diagram for explaining the special symbol hit determination table T1 and the reach determination table T2. In FIG. 9(A), a diagram for explaining the special symbol hit determination table T1 is shown, and in FIG. 9(B), a diagram for explaining the reach determination table T2 is shown.
[0065] The special symbol hit determination table T1 is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine which of "big hit", "small hit", "miss (sudden time shortening)", and "miss" the acquired special symbol hit random value (any value from 0 to 65535) corresponds to. In Fig. 9(A), in the lottery of the first special symbol (special figure 1), when the special symbol hit random value is in the range of "0 to 210", it is determined as "big hit"; when the special symbol hit random value is in the range of "10000 to 10500", it is determined as "small hit"; when the special symbol hit random value is in the range of "20000 to 22100", it is determined as "miss (sudden time shortening)"; and when the special symbol hit random value is any value other than the above in the range of 0 to 65535, it is determined as "miss". Also, in the lottery of the second special symbol (special figure 2), when the special symbol hit random value is in the range of "0 to 210", it is determined as "big hit"; and when the special symbol hit random value is any value other than the above in the range of 0 to 65535, it is determined as "small hit".
[0066] The reach determination table T2 is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine whether the acquired reach random value (any value from 0 to 127) corresponds to "with reach" or "without reach". In Fig. 9(B), in the "non-time shortening state", when the reach random value is in the range of "0 to 13", it is determined as "with reach"; when the reach random value is a value other than "0 to 13 (14 to 127)", it is determined as "without reach". Also, in the "time shortening state", when the reach random value is in the range of "0 to 5", it is determined as "with reach"; when the reach random value is a value other than "0 to 5 (6 to 127)", it is determined as "without reach". The contents of the "time shortening state" and the "non-time shortening state" will be described later. In the reach determination table T2, it is less likely to get a reach in the case of a miss in the time shortening state than in the non-time shortening state. This is to speed up the digestion speed of the special figure reservation by selecting more misses without reach with a short variation time in the time shortening state.
[0067] Based on FIGS. 10 and 11, the type determination table T3 for each special symbol will be described. FIG. 10 is a diagram for explaining the type determination table T3 for each special symbol in the lottery of Special Figure 1. FIG. 11 is a diagram for explaining the type determination table T3 for each special symbol in the lottery of Special Figure 2. The type determination table T3 for each special symbol is a table referred to by the game control microcomputer 81 to determine the "big win type" or "small win type" and the "type of special symbol" according to the obtained type random value for each special symbol (any value from 0 to 127) in the main control main process (described later). In FIG. 10, when a "big win" is won in the lottery of Special Figure 1 in the "non-time shortening state", if the type random value for each special symbol is in the range of "0 to 15", the big win type is determined to be "5R time shortening 150 times big win", and the stop symbol of Special Figure 1 (Special Figure 1 stop symbol) stopped and displayed on the first special symbol display 41a is determined to be "time shortening symbol 1". If the type random value for each special symbol is in the range of "16 to 127", the big win type is determined to be "5R time shortening 100 times big win", and the Special Figure 1 stop symbol is determined to be "time shortening symbol 2". On the other hand, when a "small win" is won in the lottery of Special Figure 1 in the "non-time shortening state", regardless of the type random value for each special symbol (any value from 0 to 127), the small win type is determined to be "3R normal small win (substantially impossible to pass V)", and the Special Figure 1 stop symbol is determined to be "small win symbol without time shortening 1". When a "big win" is won in the lottery of Special Figure 1 in the "time shortening state", regardless of the type random value for each special symbol (any value from 0 to 127), the big win type is determined to be "3R time shortening 100 times big win", and the Special Figure 1 stop symbol is determined to be "time shortening symbol 3". On the other hand, when a "small win" is won in the lottery of Special Figure 1 in the "time shortening state", regardless of the type random value for each special symbol (any value from 0 to 127), the small win type is determined to be "3R normal small win (substantially impossible to pass V)", and the Special Figure 1 stop symbol is determined to be "small win symbol without time shortening 2".
[0068]
[0069] In FIG. 11, when a "big win" is selected in the lottery of Special Figure 2 in the "non-time-saving state", regardless of the special symbol winning type random value (any value from 0 to 127), the big win type is determined to be "3R time-saving 1 big win", and the stop symbol of Special Figure 2 (Special Figure 2 stop symbol) that stops and is displayed on the second special symbol display 41b is determined to be "time-saving symbol 1". On the other hand, when a "small win" is selected in the lottery of Special Figure 2 in the "non-time-saving state", if the special symbol winning type random value is in the range of "0 to 63", the small win type is determined to be "3R time-saving 1 small win (V-passable)", and the Special Figure 2 stop symbol on the second special symbol display 41b is determined to be "small win symbol with time-saving 1". If the special symbol winning type random value is in the range of "64 to 127", the small win type is determined to be "3R normal small win (V-passable)", and the Special Figure 2 stop symbol is determined to be "small win symbol without time-saving 1".
[0070] When a "big win" is selected in the lottery of Special Figure 2 in the "time-saving state", if the special symbol winning type random value is in the range of "0 to 79", the big win type is determined to be "5R time-saving 1 big win", and the Special Figure 2 stop symbol is determined to be "time-saving symbol 2". If the special symbol winning type random value is in the range of "80 to 127", the big win type is determined to be "3R time-saving 1 big win", and the Special Figure 2 stop symbol is determined to be "time-saving symbol 3". On the other hand, when a "small win" is selected in the lottery of Special Figure 2 in the "time-saving state", if the special symbol winning type random value is in the range of "0 to 63", the small win type is determined to be "3R time-saving 1 small win (V-passable)", and the Special Figure 2 stop symbol is determined to be "small win symbol with time-saving 2". If the special symbol winning type random value is in the range of "64 to 127", the small win type is determined to be "3R normal small win (V-passable)", and the Special Figure 2 stop symbol is determined to be "small win symbol without time-saving 2". By referring to the special symbol winning type determination table T3, in addition to the "Special Figure stop symbol data" corresponding to the Special Figure stop symbol (Special Figure 1 stop symbol and Special Figure 2 stop symbol), the "opening (OP) command", "round designation command", and "ending (ED) command" of the special game can also be specified. The specific details of each big win and each small win will be described later.
[0071] FIG. 12 is a diagram for explaining a special symbol variation pattern determination table T4. The special symbol variation pattern determination table T4 is a table referred to for determining a variation pattern according to the acquired variation pattern random number value (0 to 127) in the main control main process (described later ) by the game control microcomputer 81. In FIG. 12, for example, when winning in the first start ports 20 and 30 in the non-time shortening state, being determined as a "big win" in the special symbol winning determination table T1, and the variation pattern random number value is "111 to 127", it is shown that the variation pattern is determined as "P2". Also, for example, when winning in the first start ports 20 and 30 in the non-time shortening state, being determined as a "loss" in the special symbol winning determination table T1, being determined as "no reach" in the reach determination table T2, and the number of held balls is "1 to 2", it is shown that the variation pattern is determined as "P6" regardless of the variation pattern random number value (any value from 0 to 127). Also, for example, when winning in the second start port 21 in the time shortening state and being determined as a "small win" in the special symbol winning determination table T1, it is shown that the variation pattern is determined as "P14" regardless of the variation pattern random number value (any value from 0 to 127). As shown in FIG. 12, once the variation pattern is determined, the variation time is also determined. Also, when a reach occurs, it is determined whether the reach is a normal reach or a super reach (SP reach). Also, when a super reach occurs, it is determined whether there is a pseudo chain or not.
[0072] FIG. 13(A) shows a diagram for explaining the normal symbol winning determination table T5, FIG. 13(B) shows a diagram for explaining the normal symbol winning type determination table T6, and FIG. 13(C) shows a diagram for explaining the normal symbol variation pattern determination table T7. The normal symbol winning determination table T5 is a table referred to by the game control microcomputer 81 to determine whether the acquired normal symbol winning random value (any value from 0 to 255) corresponds to a "win" or a "loss" in the main control main process (described later). In FIG. 13(A), in the lottery of the normal symbol (general symbol) in the "non-time shortening state", when the normal symbol winning random value is in the range of "0 to 2", it is determined as a "win", and when the normal symbol winning random value is a "numerical value other than the above among 0 to 254", it is shown that it is determined as a "loss". In the lottery of the normal symbol (general symbol) in the "time shortening state", when the normal symbol winning random value is in the range of "0 to 254", it is determined as a "win", and when the normal symbol winning random value is a "numerical value other than the above among 0 to 254", it is shown that it is determined as a "loss".
[0073] The normal symbol hit type determination table T6 is a table referred to by the game control microcomputer 81 to determine the "hit type" and the "type of normal symbol" according to the acquired normal symbol hit type random number value (any value from 0 to 65535) in the main control main process (described later). In FIG. 13(B), when winning in the lottery of the normal symbol in the "non-time shortening state", regardless of the normal symbol hit type random number value (any value from 0 to 65535), the hit type is determined to be "short opening", and the normal symbol stop symbol is shown to be determined as "winning symbol 1". On the other hand, when winning in the lottery of the normal symbol in the "time shortening state", the part of the determination table T6 to be referred to is different due to the opportunity when the game state becomes the time shortening state. Specifically, during the time shortening state (time shortening after big win) of a, when winning in the lottery of the normal symbol during the time shortening state executed after winning in the special symbol 1 lottery, and when winning in the lottery of the normal symbol during b time shortening (game time) and c time shortening (sudden time shortening), as shown in the "special symbol 1 time shortening state" of FIG. 13(B), when the normal symbol hit type random number value is "0 to 65300", the hit type is determined to be "long opening 1", and the normal symbol stop symbol (normal symbol stop symbol) stopped and displayed on the normal symbol display 42 is determined to be "winning symbol 2". When the normal symbol hit type random number value is "65301 to 65535", the hit type is determined to be "long opening 2", and the normal symbol stop symbol is determined to be "winning symbol 3". During the time shortening state (time shortening after big win) of a, when winning in the lottery of the normal symbol during the time shortening state executed after winning in the special symbol 2 lottery, as shown in the "special symbol 2 time shortening state" of FIG. 13(B), regardless of the normal symbol hit type random number value (any value from 0 to 65535), the hit type is determined to be "long opening 2", and the normal symbol stop symbol (normal symbol stop symbol) stopped and displayed on the normal symbol display 42 is determined to be "winning symbol 3".
[0074] The normal symbol variation 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 variation time of the normal symbols according to the lottery result of the normal symbols and the winning type. In Fig. 13(C), for example, when the lottery result of the normal symbols in the non-time shortening state is "win" and the winning type is "short opening", it is shown that the variation time of the normal symbols is determined to be "1 second". Also, for example, when the lottery result of the normal symbols in the time shortening state is "loss", it is shown that the variation time of the normal symbols is determined to be "1 second".
[0075] 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 symbol stop symbols (normal symbol stop symbol data). In Fig. 14(A), for example, when the normal symbol stop symbol is "winning symbol 1", the opening pattern of the electric chute 29 is determined to be "opening pattern 11", and also, for example, when the normal symbol stop symbol is "winning symbol 3", it is shown that the opening pattern is determined to be "opening pattern 13".
[0076] When the opening pattern of the electric chute 29 is "opening pattern 11", it is difficult for the game balls to win in either the first variable winning device 31 or the second variable winning device 22. When it is "opening pattern 12", it is easy for the game balls to win in the first variable winning device 31, while it is difficult for the game balls to win in the second variable winning device 22. When it is "opening pattern 13", it is difficult for the game balls to win in the first variable winning device 31, while it is easy for the game balls to win in the second variable winning device 22. The mechanism will be explained below.
[0077] Figure 14(B) shows the details of each opening pattern 11 to 13. In opening pattern 11, after winning the general drawing, the electric tube 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 opening pattern 12, the electric tube 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 opening pattern 13, the electric tube 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, the opening of this electric tube 29 is closed even if there is remaining opening time when a predetermined number of game balls are won.
[0078] Figure 14(C) shows each opening pattern 11 to 13 and the moving direction of the game balls. The electric-chute winning opening 34 includes, inside, a first winning opening 75, a second winning opening 76, and a deflecting member 77. The game balls that enter the electric-chute winning opening 34 enter either the first winning opening 75 or the second winning opening 76 by the deflecting member 77. The deflecting member 77 maintains, for 4 seconds from the opening (OP) time after winning the normal drawing, a state (first state) in which the game balls enter the first winning opening 75 and do not enter the second winning opening 76. After that, it switches its direction and maintains, for 5 seconds, a state (second state) in which the game balls do not enter the first winning opening 75 and enter the second winning opening 76. After that, it switches its direction again and becomes the first state. In the opening pattern 11, since the opening time (advancing position time) of the electric chute 29 is 0.02 seconds, the game balls flowing down the right game area 3B cannot be drawn into the electric-chute winning opening 34. Therefore, even if the electric chute 29 executes the opening pattern 11, no game ball wins in the electric-chute winning opening 34. In the opening pattern 12, the electric chute 29 opens (moves to the advancing position) for 3 seconds after an opening (OP) time of 0.01 seconds. Since the deflecting member 77 is in the first state in which the game balls enter the first winning opening 75 and do not enter the second winning opening 76 for 4 seconds from the opening (OP) time, the game balls that enter the electric-chute winning opening 34 while the electric chute 29 is open will surely enter the first winning opening 75. When a game ball enters the first winning opening 75, the first non-electric accessory 33 is driven by the weight of the entered game ball and the opening / closing member 32 is opened. As a result, the first starting opening 30 becomes a state where a game ball can enter. When a game ball enters the first starting opening 30, the opening / closing member 32 closes by the weight of the entered game ball. In the opening pattern 13, the electric chute 29 opens for 3 seconds after an opening (OP) time of 5 seconds It moves to the put (in and out position). The vibrating member 77 maintains the first state for 4 seconds from the opening (OP) time, and then switches to the second state where the game ball does not enter the first winning opening 75 and enters the second winning opening 76. Therefore, the game ball that enters the electric chute winning opening 34 while the electric chute 29 is open will surely enter the second winning opening 76. When a game ball enters the second winning opening 76, the second non-electric accessory 24 is driven by the weight of the entered game ball, and the movable member 23 is released. As a result, the second starting opening 21 becomes a state where a game ball can enter. When a game ball enters the second starting opening 21, the movable member 23 closes due to the weight of the entered game ball.
[0079] FIG. 15 is a diagram for explaining the big winning opening opening pattern determination table T9. The big winning opening opening pattern determination table T9 is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine the opening patterns of the first big winning opening 30 and the big winning opening 35 according to the special figure stop symbol (special figure stop symbol data). In FIG. 15(A), when the special figure stop symbol data is "11H", "12H", "25H", the opening patterns of the first big winning opening 30 and the big winning opening 35 are determined to be "opening pattern 21". When the special figure stop symbol data is "15H", "21H", "26H", the opening pattern is determined to be "opening pattern 22". When the special figure stop symbol data is "13H", "16H", the opening pattern is determined to be "opening pattern 23". When the special figure stop symbol data is "22H", "13H", "27H", "28H", it is shown that the opening pattern is determined to be "opening pattern 24".
[0080] Figure 15(B) shows the details of each opening pattern 21 to 24. In opening pattern 21, after a 6-second opening (OP), on the 1st to 5th reels, the big winning opening 35 is opened once for an opening time of 29.5 seconds. The V-opening / closing member 71 remains closed. In opening pattern 22, after a 6-second opening (OP), on the 1st to 3rd reels, the big winning opening 35 is opened once for an opening time of 29.5 seconds. The V-opening / closing member 71 remains closed. In opening pattern 23, after a 4-second opening (OP), on the 1st to 3rd reels, the big winning opening 35 is opened once for an opening time of 29.5 seconds. After the opening (OP), the V-opening / closing member 71 is opened and closed at a predetermined timing. In opening pattern 24, after a 0.01-second opening (OP), on the 1st to 3rd reels, the big winning opening 35 is opened once for an opening time of 29.5 seconds. After the opening (OP), the V-opening / closing member 71 is opened and closed at a predetermined timing. Note that the opening of the big winning opening 35 is closed even if there is remaining opening time when there are a predetermined number of winning game balls (the specified number of wins, maximum 9).
[0081] 4. Explanation of big wins, etc. In the gaming machine 1, there are "big wins", "small wins", and "losses" as the results of the special symbol lottery (big win / small win lottery). In the case of a "big win", the "big win symbol" is stopped and displayed on the special symbol display 41. In the case of a "small win", the "small win symbol" is stopped and displayed on the special symbol display 41. When it is a "loss", the "loss symbol" is stopped and displayed on the special symbol display 41. When winning a big win, a "big win game (second special game)" is executed to open the big winning port 35 in an opening pattern corresponding to the type of the stopped and displayed special symbol (type of big win). When winning a small win, a "small win game (first special game)" is executed to open the big winning port 35 once (in the 1st R) in an opening pattern corresponding to the type of the stopped and displayed special symbol (type of small win). And when a game ball enters the V area 39 inside the big winning port 35 during the execution of the small win game, a "big win game (second special game)" is executed to open the big winning port 35 (in the 2nd and 3rd Rs) in an opening pattern corresponding to the type of the selected small win. Note that the big win game executed based on the result of the special symbol lottery being a big win is also called a "type 1 big win game". Also, the big win game executed based on the passage of the game ball through the V area 39 is also called a "type 2 big win game". Also, the big win game and the small win game are also called "special games". In this special game, a round including opening the big winning port multiple times may be included in one round.
[0082] The jackpot game includes multiple rounds of game (unit opening game) that open the big winning opening 35 multiple times, an opening (OP) before the first round of game starts, and an ending (ED) after the last round of game ends. Each round of game starts at the end of the opening or the end of the previous round of game and ends at the start of the next round of game. The closing time (interval time) of the big winning opening 35 between rounds of game is included in the opening round of game before the closing. The small win game includes a small win opening game that opens the big winning opening 35 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.
[0083] There are multiple types of jackpots. Here, the jackpot types "150-time jackpot with 5R time reduction", "100-time jackpot with 5R time reduction", "1-time jackpot with 5R time reduction", and "1-time jackpot with 3R time reduction" are set. These jackpots are jackpots that, after executing a jackpot game (one-type jackpot game) that opens the big winning opening 35 over 5R or 3R, control the game state to the "time reduction state and high base state" described later. On the other hand, the number of time reduction times when the "time reduction state and high base state" after the jackpot game ends is different for each of these wins. Here, the "number of time reduction times" is the number of variable displays (variable displays) of special symbols that can be executed in the "time reduction state and high base state" after the jackpot game, and is preset for each jackpot type. For example, in the "150-time jackpot with 5R time reduction", the number of time reduction times is 150 times, and in the "100-time jackpot with 5R time reduction", the number of time reduction times is 100 times. Note that the "time reduction state and high base state" ends when a jackpot is won and the jackpot game is executed even before the number of time reduction times is achieved.
[0084] There are multiple types of small wins. Here, the small win types "3R normal small win (substantially impossible to pass through V)", "3R normal small win (possible to pass through V)", and "3R short-time single small win (possible to pass through V)" are set. In the case of a small win, first, a small win game is executed. If there is a passage of the game ball to the V area 39 (V passage), a big win game (two types of big win games) is executed. Therefore, in the case of a small win, the opening of the big winning opening 35 as a small win game corresponds to the first round, and the big win game that opens the big winning opening 35 over two rounds (2R) after passing through V corresponds to the second and third rounds. If there is no V passage in the small win game, the big win game is not executed. Here, "3R normal small win (substantially impossible to pass through V)" is a small win where V passage is substantially impossible. On the other hand, "3R normal small win (possible to pass through V)" and "3R short-time single small win (possible to pass through V)" are small wins where V passage is possible. Whether V passage is possible during the small win game can be set by the operation pattern of the V opening / closing member 71 and the opening pattern of the opening / closing member 37 of the big winning device 36. Specifically, it is as follows.
[0085] In each of the above-mentioned minor wins, during the minor win game after winning, the big winning opening 35 is opened once for 29.5 seconds (Fig. 15). On the other hand, the opening time in the minor win game varies depending on the minor win type. Specifically, for the "3R normal minor win (substantially impossible to pass through V)" (opening pattern 23), the opening time is 4 seconds, and for the "5R short-time single minor win", "3R short-time single minor win", and "3R normal minor win" (opening pattern 23), the opening time is 0.01 second. The reason why the opening time of the minor win game varies depending on the minor win type is to change the opening timing of the big winning opening 35 with respect to the V opening / closing member 71 that moves with a certain operation from the start of this opening. Here, the V opening / closing member 71 is opened for 3 seconds after a 0.01-second opening when the minor win game starts. Since the big winning opening 35 is opened 4 seconds after the start of the minor win game in the opening pattern 23, the V opening / closing member 71 closes approximately 1 second before the big winning opening 35 is opened. Therefore, in the "3R normal minor win (substantially impossible to pass through V)", it is substantially impossible to pass through V during the minor win game. On the other hand, in the opening pattern 23, the big winning opening 35 and the V opening / closing member 71 are opened simultaneously 0.01 second after the start of the minor win game, and both openings continue for 3 seconds, and the big winning opening 35 closes after the V opening / closing member 71 closes. Thus, in the "5R short-time single minor win", "3R short-time single minor win", and "3R normal minor win", it is possible to pass through V during the minor win game.
[0086] In the gaming machine 1, there are "winning" and "losing" as the results of the normal symbol lottery (winning lottery). In the case of "winning", the "winning symbol" is stopped and displayed on the normal symbol display 42. When it is "losing", the "losing symbol" is stopped and displayed on the normal symbol display 42. When winning, as an auxiliary game for opening the electric chute 29 in an opening pattern corresponding to the type of the normal symbol stopped and displayed (type of winning), the "winning game (normal game)" is executed. In this winning game (normal game), the electric chute may be opened multiple times during one round. The winning game (normal game) includes one round of 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 winning. Here, "long opening 1", "long opening 2", and "short opening" are set as the winning types. These winnings have different variation times, opening times, opening durations, and ending times respectively.
[0087] 5. Explanation of game states The game control microcomputer 81 of the gaming machine 1 can execute "variable time shortening control" for the special symbols displayed on the special symbol display 41 and the normal symbols displayed on the normal symbol display 42, respectively. Here, the state in which the game control microcomputer 81 performs variable time shortening control on the special symbols of the special symbol display 41 is called the "time shortening state", and the state in which variable time shortening control is not performed is simply called the "non-time shortening state". In the time shortening state, the variable time of the special symbols (the time from the start of variable display to the display of the derived result) is shorter than that in the non-time shortening state. The game control microcomputer 81 determines the variation pattern using the special symbol variation pattern determination table T4 (Fig. 12) defined so that a variation pattern with a shorter variation time than in the non-time shortening state is more likely to be selected in the time shortening state. That is, when the game control microcomputer 81 performs variable time shortening control on the special symbols of the special symbol display 41, a shorter variable time is more likely to be selected as the variable time of the variable display of the special symbols compared to the case where variable time shortening control is not performed. As a result, in the time shortening state, the pace of consuming the special symbol hold increases, and a valid winning (a winning that can be stored as a special symbol hold) at the start port is more likely to occur. Therefore, it is possible to aim for a big win under smooth game progress.
[0088] The game control microcomputer 81 executes the variable time shortening control for the normal symbols of the normal symbol display 42 in synchronization with the variable time shortening control for the special symbols of the special symbol display 41. That is, the game control microcomputer 81 performs variable time shortening control for the normal symbols in the time shortening state and does not perform it in the non-time shortening state.
[0089] The game control microcomputer 81 determines the winning type as "long opening 1" in most cases and rarely as "long opening 2" as shown in "Special Reel 1 Short Time State" of Fig. 13(B) when winning the general drawing during the short time state executed after winning the special drawing 1 in a time shortening (short time after big win), and when winning the general drawing during b time shortening (game time) and c time shortening (sudden time shortening). In the case of "long opening 1", it facilitates winning at the first start port 30 and makes it difficult to win at the second start port 21. In the case of "long opening 2", it makes it difficult to win at the first start port 30 and facilitates winning at the second start port 21. When winning the general drawing during the short time state executed after winning the special drawing 2 in a time shortening (short time after big win), it always determines the winning type as "long opening 2" as shown in "Special Reel 2 Short Time State" of Fig. 13(B), makes it difficult to win at the first start port 30, and facilitates winning at the second start port 21.
[0090] As described above, the gaming machine 1 executes a time shortening (short time after big win), b time shortening (game time), and c time shortening (sudden time shortening). The a time shortening (short time after big win) switches the game state to a short time after a big win game. The b time shortening (game time) switches the game state to a short time state when the number of variation times reaches a specified number (for example, 500 times) in the normal state. The c time shortening (sudden time shortening) switches the game state to a short time state when a specific losing symbol stops deterministically in the normal state. Specifically, the c time shortening (sudden time shortening) switches the game state to a short time state after the deterministic stop of a specific losing symbol when it becomes "losing (sudden time shortening)" by determination based on a random number value for a special symbol win in the normal state.
[0091] In the gaming machine 1, the gaming state after a big win game executed by winning the "〇R Short Time 〇 Times Big Win" or "〇R Short Time 〇 Times Small Win" is the "Short Time State and High Base State". The "Short Time State and High Base State" ends when a predetermined number of variable displays (changeable displays) of special symbols are executed, or when a big win is won and the big win game is executed. The gaming state after a big win game executed by winning the "〇R Normal Small Win" is the "Non-Short Time State and Low Base State". This gaming state is also referred to as the "Normal Gaming State". When the gaming machine 1 is first played, the gaming state after power-on is this normal gaming state. Here, the "Short Time State and High Base State" is simply referred to as the "Short Time State", and the "Non-Short Time State and Low Base State" is simply referred to as the "Non-Short Time State".
[0092] In the high base state (short time state), it is more advantageous to make the game balls enter the right gaming area 3B (Fig. 1) by hitting the right side to advance the game. This is because compared to the low base state (non-short time state), the electric chute 29 is more likely to be opened, and it is easier to win at the first start port 30 or the second start port 21 than to win at the first start port 20. Therefore, in the high base state, while passing the game balls through the gate 28 that triggers the normal symbol lottery, a right hit is made to make the game balls win at the first start port 30 or the second start port 21. By doing so, more start wins (wins at the start ports) can be obtained than by hitting the left side. On the other hand, in the low base state, it is more advantageous to make the game balls enter the left gaming area 3A (Fig. 1) by hitting the left side to advance the game. This is because compared to the high base state, the electric chute 29 is less likely to be opened, and it is easier to win at the first start port 20 than to win at the first start port 30 or the second start port 21. Therefore, in the low base state, a left hit is made to make the game balls win at the first start port 20. By doing so, more start wins can be obtained than by hitting the right side.
[0093] 6. Operation of the game control microcomputer 81 Based on FIGS. 16 to 36, the operation of the game control microcomputer 81 provided on the main control board 80 (FIG. 4) will be described. 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 described below, the game control microcomputer 81 functions as a pass / fail determination means, a symbol control means, a winning game execution means, a game state control means, and a winning type selection means by reading out the program stored in the main ROM 83.
[0094] [Main Control Main Process] FIG. 16 is a flowchart of the main control main process. When the power of the gaming machine 1 is turned on, the game control microcomputer 81 reads out a program for executing the main control main process from the main ROM 83. In the main control main process, the game control microcomputer 81 first performs initial settings (step S001). In the initial settings, for example, settings of the main CPU 82, reset of various flags, statuses, counters, etc. are performed. The initial value of the flag is that the ceiling flag is "1", that is, "ON", and the initial values of the other flags are "0", that is, "OFF". The initial value of the status is "1". The initial value of the counter is that the ceiling counter is a predetermined value (for example, 500), and the other counters are "0". Note that the initial settings are executed only once after the power is turned on and are not executed thereafter.
[0095] After the initial setting, the game control microcomputer 81 prohibits interrupts for interrupt processing (step S002) and performs normal symbol and special symbol main random number update processing (step S003). In this normal symbol and special symbol main random number update processing, the game control microcomputer 81 adds 1 to and updates various random number counter values (special symbol hit random number value, special symbol hit type random number value, reach random number value, variation pattern random number value, normal symbol hit random number value, normal symbol hit type random number value) shown in Fig. 8(A). Each random number counter value returns to "0" and is added again when it reaches the set upper limit value. Note that the initial value of each random number counter may be a value other than "0" or may be randomly changed. Also, each random number may be a so-called hardware random number generated using a known random number generation circuit composed of a counter IC or the like.
[0096] After the normal symbol and special symbol main random number update processing, the game control microcomputer 81 permits interrupts for interrupt processing (step S004). While interrupts are permitted, execution of the main side timer interrupt processing (step S005) becomes possible. The main side timer interrupt processing is executed based on interrupt pulses repeatedly input to the main CPU 82 at a predetermined period (for example, a 4 msec period). That is, the main side timer interrupt processing is executed every predetermined period (for example, 4 msec). And, between when the main side timer interrupt processing ends and when the next main side timer interrupt processing starts, update processing of various counter values by the normal symbol and special symbol main random number update processing is repeatedly executed. Note that when an interrupt pulse is input to the main CPU 82 while in the interrupt prohibited state, the main side timer interrupt processing is not started immediately and is started after interrupts are permitted.
[0097] [Main side timer interrupt processing] Figure 17 is a flowchart of the main-side timer interrupt process (Figure 16: Step S005). In the main-side 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 Figure 8(A). This random number update process is the same as the normal symbol and special symbol main random number update process performed in the above-described main control main process (Figure 16). That is, the update process of various random number counter values is performed in both the execution period of the main-side timer interrupt process and the other period (the period after the end of the main-side timer interrupt process until the next main-side timer interrupt process starts).
[0098] After the random number update process, the game control microcomputer 81 performs an input process (Step S102). In the input process, 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 port in the output buffer of the main RAM 84. The various sensors are, for example, the first start port sensor 20a, the second start port sensor 21a, the first big winning port sensor 30a, the big winning port sensor 35a, and the normal winning port sensor 27a (Figure 4).
[0099] After the input process, the game control microcomputer 81 sequentially executes a start port sensor detection process (Step S103), a normal operation process (Step S104), a special operation process (Step S105), a V opening / closing member control process (Step S106), and a V area sensor detection process (Step S107). Details of these processes will be described later. After the V area sensor detection process, the game control microcomputer 81 performs a held ball number process (Step S108). Here, the game control microcomputer 81 first reads the special figure 1 held ball number, the special figure 2 held ball number, and the normal symbol held ball number stored in the main RAM 84. Next, the game control microcomputer 81 sets a held ball number command in the command set area (output buffer) 84a of the main RAM 84. The held ball number command is a command for notifying the sub-control board 90 of the held ball number. It is a hold, and includes information regarding the number of hold balls in Special Figure 1, the number of hold balls in Special Figure 2, and the number of hold balls in the normal symbol. After the set of hold ball number commands, the game control microcomputer 81 ends this process.
[0100] After the hold ball number process, the game control microcomputer 81 performs output processing (step S109). In the output processing, the game control microcomputer 81 outputs commands and the like set in the command set area 84a of the main RAM 84 in each of the above processes to the sub-control board 90. After the output processing, the game control microcomputer 81 performs other processes (step S110). In the other processes, for example, based on the number of hold balls in Special Figure 2 described later, the second special figure hold indicator 43b is controlled to a display mode indicating the number, and based on the number of hold balls in Special Figure 1, the first special figure hold indicator 43a is controlled to a display mode indicating the number.
[0101] [Start Port Sensor Detection Process] FIG. 18 is a flowchart of the start port sensor detection process (FIG. 17: step S103). The game control microcomputer 81 first determines whether or not a game ball has passed through the gate 28 (step S201). This determination is made based on whether or not a game ball is detected by the gate sensor 28a. If no game ball has passed through the gate 28 (step S201: NO), the process skips to step S205. If a game ball has passed through the gate 28 (step S201: YES), the game control microcomputer 81 determines whether or not the number of ordinary symbol hold balls is "1 (upper limit value)" (step S202). The number of ordinary symbol hold balls is the number of ordinary symbol holds. More specifically, it is the value of a counter that counts the number of ordinary symbol holds provided in the main RAM 84. If the number of ordinary symbol hold balls is "1" (step S202: YES), the process skips to step S205. If the number of ordinary symbol hold balls is "0" (step S202: NO), after adding "1" to the number of ordinary symbol hold balls (step S203), an ordinary symbol random number acquisition process is performed (step S204). Here, the game control microcomputer 81 acquires the value of the ordinary symbol per random number counter (FIG. 8: value of label - TRND - H) and the value of the ordinary symbol per type counter (FIG. 8: value of label - TRND - HS), and stores the acquired random number value group in the first storage area of the ordinary symbol hold storage area 86 of the main RAM 84.
[0102] In step S205, the game control microcomputer 81 determines whether or not a game ball has won a prize at the second start port 21. This determination is made based on whether or not a game ball has been detected by the second start port sensor 21a. If no game ball has won a prize at the second start port 21 (step S205: NO), the process skips to step S210. If a game ball has won a prize (step S205: YES), the game control microcomputer 81 determines whether or not the number of reserved balls in Special Figure 2 is "1 (upper limit value)" (step S206). The number of reserved balls in Special Figure 2 is the number of reserved balls in the second special figure, and more specifically, it is the value of a counter that counts the number of reserved balls in the second special figure provided in the main RAM 84. If the number of reserved balls in Special Figure 2 is "1" (step S206: YES), the process skips to step S210. If the number of reserved balls in Special Figure 2 is "0" (step S206: NO), after adding "1" to the number of reserved balls in Special Figure 2 (step S207), a random number acquisition process related to Special Figure 2 is performed (step S208). Here, the value of the random number counter per special symbol (Figure 8: value of label - TRND - A), the value of the type random number counter per special symbol (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 variation pattern random number counter (Figure 8: value of label - TRND - T1) are acquired. The game control microcomputer 81 stores the acquired group of random number values in the first storage area of the second special figure reserved storage area 85b. The game control microcomputer 81 also temporarily stores (holds) the acquired group of random number values in a buffer (pre - determination buffer) different from the second special figure reserved storage area 85b for the pre - determination process of Special Figure 2 described later. After the random number acquisition process related to Special Figure 2, the game control microcomputer 81 performs the pre - determination process of Special Figure 2 (step S209). In the pre - determination process of Special Figure 2, the game control microcomputer 81 refers to the big win determination table T1. It performs jackpot pre-judgment under illumination. Specifically, the game control microcomputer 81 first acquires the jackpot random number value as the judgment value temporarily stored in the pre-judgment buffer by the special figure 2-related random number acquisition process. Next, the game control microcomputer 81 performs pre-judgment on whether it is a jackpot using the jackpot judgment table T1 to be referred to and the jackpot random number value. If the result of the jackpot pre-judgment is "jackpot", the game control microcomputer 81 performs jackpot type pre-judgment. In the jackpot type pre-judgment, the game control microcomputer 81 first acquires the jackpot type random number value as the judgment value temporarily stored in the pre-judgment buffer by the special figure 2-related random number acquisition process. Next, the game control microcomputer 81 performs pre-judgment on the jackpot type based on the acquired jackpot type random number value and the jackpot type judgment table T5. Next, the game control microcomputer 81 performs variable pattern pre-judgment. Specifically, the game control microcomputer 81 first acquires the variable pattern random number value as the judgment value temporarily stored in the pre-judgment buffer by the special figure 2-related random number acquisition process, and the reach random number value. Next, the game control microcomputer 81 creates a pre-judgment command. The pre-judgment command includes the jackpot pre-judgment result, (in the case of a jackpot, the jackpot type pre-judgment result), and the variable pattern pre-judgment result. The game control microcomputer 81 sets the created pre-judgment command in the command set area 84a of the main RAM 84 to end this process.
[0103] In step S210, the game control microcomputer 81 determines whether a game ball has won a prize at the first start port 20. This determination is made based on whether a game ball is detected by the first start port sensor 20a. If no game ball has won a prize at the first start port 20 (step S210: NO), this process ends. If a game ball has won a prize at the first start port 20 (step S210: YES), the game control microcomputer 81 determines whether the number of reserved balls in special figure 1 is "4 (upper limit value)" (step S211). The number of reserved balls in special figure 1 is the number of reserved balls in the first special figure. More specifically, it is the value of a counter that counts the number of reserved balls in the first special figure provided in the main RAM 84. If the number of reserved balls in special figure 1 is "4" (step S211: YES), this process ends. If the number of reserved balls in special figure 1 is "3" or less (step S211: NO), after adding "1" to the number of reserved balls in special figure 1 (step S212), a random number acquisition process related to special figure 1 is performed (step S213). Here, similar to the above-described random number acquisition process related to special figure 2 (step S208), the values of the random number counter per special symbol, the type random number counter per special symbol, the reach random number counter, and the variation pattern random number counter are acquired. The game control microcomputer 81 stores the acquired group of random number values in the memory area corresponding to the current number of reserved balls in special figure 1 among the first to fourth memory areas of the first special figure reserved memory area 85a. The game control microcomputer 81 also temporarily stores (holds) the acquired group of random number values in a buffer (preliminary determination buffer) different from the first special figure reserved memory area 85a for the preliminary determination process of special figure 1. After the random number acquisition process related to special figure 1, the game control microcomputer 81 performs a preliminary determination process of special figure 1 (step S214). The preliminary determination process of special figure 1 is the same as the above-described preliminary determination process of special figure 2.
[0104] [Normal operation process] Figure 19 is a flowchart of the normal operation process (Figure 17: Step S104). The game control microcomputer 81 first determines whether the electric chewing gum 29 is operating (Step S501). If the electric chewing gum 29 is operating (Step S501: YES), the process proceeds to Step S540. If the electric chewing gum 29 is not operating (Step S501: NO), the game control microcomputer 81 determines whether the normal symbol is in the stopped display state (whether the variable stop time has elapsed) (Step S502). If the normal symbol is in the stopped display state (Step S502: YES), the process proceeds to Step S531. If the normal symbol is not in the stopped display state (Step S502: NO), the game control microcomputer 81 determines whether the normal symbol is in the variable state (Step S503). If the normal symbol is in the variable state (Step S503: YES), the process proceeds to Step S521. If the normal symbol is not in the variable state (Step S503: NO), the game control microcomputer 81 determines whether the number of hold balls of the normal symbol is "0" (Step S504). If the number of hold balls is "0" (Step S504: YES), this process ends. If the number of hold balls is not "0" (Step S504: NO), the number of hold balls of the normal symbol is decremented by 1 (Step S505). Therefore, when a game ball passes through gate 28 with the number of hold balls of the normal symbol being "0", in Step S203 of the start port sensor detection process (Figure 18), once the number of hold balls of the normal symbol becomes "1", and then, in this Step S505, the hold is consumed and immediately the number of hold balls of the normal symbol becomes "0". This is the same for the number of hold balls of the special symbol. That is, in Step S207 and Step S212 of the start port sensor detection process (Figure 18), once the number of holds of the special symbol becomes "1", and then, in Step S1404 and Step S1410 in the special symbol standby process (Figure 21) described later, the hold is consumed and the number of hold balls of the special symbol becomes "0". Note that the decrement of the number of hold balls of the normal symbol (consumption of normal symbol hold) is executed together with a clear process that clears the hold information (various random number values) stored in the first storage area of the normal symbol hold storage area 86.
[0105] Next, the game control microcomputer 81 performs a hit determination by referring to the normal symbol hit determination table T5 (Fig. 13(A)) (step S506). Specifically, the game control microcomputer 81 first reads out the normal symbol hit random number value as the determination value stored in the first storage area of the normal symbol hold storage area 86 (corresponding to the first of the normal symbol holds). Then, it determines whether it is a hit or not using the normal symbol hit random number value, the game state (whether it is a time-saving state or not), and the normal symbol hit determination table T5. For example, in a non-time-saving state, if the normal symbol hit random number value is from "0" to "2", it is determined as a "hit", and if the normal symbol hit random number value is otherwise, it is determined as a "miss" (Fig. 13(A)).
[0106] Next, the game control microcomputer 81 performs type determination of the normal symbol (normal stop symbol) by referring to the normal symbol per winning type determination table T6 (Fig. 13(B)) (step S507). Specifically, when the game control microcomputer 81 wins in the above-mentioned winning determination (step S506), first, it reads out the normal symbol per winning type random number value stored in the first storage area of the normal symbol hold storage area 86. Then, using the normal symbol per winning type random number value, the game state (whether it is a time-saving state and what is the trigger for the time-saving state), and the normal symbol per winning type determination table T6, it determines the winning type and the normal symbol (normal stop symbol). For example, in the non-time-saving state, regardless of the normal symbol per winning type random number value (any value from 0 to 65535), the winning type is determined as "short opening", and the normal symbol is determined as "winning symbol 1". During the time-saving state executed after winning in the special symbol 1 lottery in a time-saving (time-saving after a big win), and when winning in the normal symbol lottery during b time-saving (game time) and c time-saving (sudden time-saving), as shown in "Special symbol 1 time-saving state" in Fig. 13(B), when the normal symbol per winning type random number value is "0 to 65300", the winning type is determined as "long opening 1", and the normal stop symbol is determined as "winning symbol 2". When the normal symbol per winning type random number value is "65301 to 65535", the winning type is determined as "long opening 2", and the normal stop symbol is determined as "winning symbol 3". When winning in the normal symbol lottery during the time-saving state executed after winning in the special symbol 2 lottery in a time-saving (time-saving after a big win), as shown in "Special symbol 2 time-saving state" in Fig. 13(B), regardless of the normal symbol per winning type random number value (any value from 0 to 65535), the winning type is determined as "long opening 2", and the normal stop symbol is determined as "winning symbol 3". On the other hand, when it is a "loss" in the above-mentioned winning determination, a "losing symbol" is set as the normal symbol.
[0107] Next, the game control microcomputer 81 selects a variation pattern by referring to the normal symbol variation pattern determination table T7 (Fig. 13(C)) (step S508). Specifically, the game control microcomputer 81 selects a normal symbol variation pattern using the game state (whether it is the time-saving state or not), the winning determination result, the winning type, and the normal symbol variation pattern determination table T7. For example, when the winning type is "short opening" in the non-time-saving state, the variation time of the normal symbol is determined to be "1 second". Also, for example, in the time-saving state, when the result of the above winning determination is "losing", the variation time of the normal symbol is determined to be "1 second" (Fig. 13(C)). In order for the game control microcomputer 81 to notify the sub-control board 90 of the start and variation time of the normal symbol, it sets a normal symbol variation start command in the command set area (output buffer) 84a of the main RAM 84 (step S509). The normal symbol variation start command includes information regarding the normal stop symbol data and information regarding the normal symbol variation pattern. After that, the game control microcomputer 81 starts the variation display of the normal symbol and ends this process (step S510).
[0108] In step S521, the game control microcomputer 81 determines whether the variation time of the normal symbol has elapsed and ended. The variation time of the normal symbol 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 variation display of the normal symbol continues. On the other hand, if the variation time has ended (step S521: YES), the game control microcomputer 81 stops the variation display of the normal symbol with the normal symbol specified in step S507 (the winning normal stop symbol or the losing normal stop symbol) (step S522). Also, in order for the game control microcomputer 81 to notify the sub-control board 90 of the stop of the normal symbol variation, it sets a normal symbol variation stop command in the command set area 84a of the main RAM 84 (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.
[0109] In step S531, the game control microcomputer 81 determines whether or not the variation stop time of the normal symbol has elapsed. If the stop time has not elapsed (step S531: NO), the game control microcomputer 81 ends this process. That is, the stop display of the normal symbol continues. On the other hand, if the stop time has elapsed (step S531: YES), when it is "a miss" in the above-mentioned winning determination (step S506) (step S532: NO), the game control microcomputer 81 ends this process. On the other hand, when it is "a win" in the above-mentioned winning determination (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 in order to notify the sub-control board 90 of the start of the opening of the winning game (normal game) (step S533). Further, the game control microcomputer 81 sets an electric chute opening pattern (step S534). The opening pattern of the electric chute 29 is selected with reference to an electric chute opening pattern determination table T8 (FIG. 14(A)). Specifically, the game control microcomputer 81 selects the opening pattern of the electric chute 29 using the type of the normal symbol (normal stop symbol data) determined in the 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.
[0110] In the above step S501, when the electric chute 29 is in operation (step S501: YES), the game control microcomputer 81 determines whether the closing condition of the electric chute 29 is satisfied (step S540). The closing condition here is that either the number of winning times in the electric chute 29 has reached the specified maximum number of winning times (for example, 2 times), or the opening time of the electric chute 29 has elapsed and it has reached the 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 closing condition of the electric chute 29 is satisfied (step S540: YES), the game control microcomputer 81 sends to the sub-control board 90 To notify the start of the ending of a winning game (ordinary game), a normal symbol ending command is set in the command set area 84a of the main RAM 84 (step S541). Further, the game control microcomputer 81 closes (blocks) the electric chute 29 to stop its operation (step S542), and this process ends.
[0111] [Special operation process] FIG. 20 is a flowchart of the special operation process (FIG. 17: step S105). Here, the processing related to the special symbol display 41 and the big winning devices (the first big winning device 31 and the big winning device 36) is divided into five stages, and each stage is called "1", "2", "3", "4", "5" of the "special operation status", respectively. When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs the special symbol standby process (step S1302). In the special symbol standby process, special symbol hit determination, selection of special symbol variation patterns, etc. are executed. When the "special operation status" is "2" (step S1301: NO, step S1303: YES), the special symbol variation in process is performed (step S1304). In the special symbol variation in process, output of a variation stop command, etc. are executed after the elapse of the variation time. When the "special operation status" is "3" (step S1301, S1303: NO, step S1305: YES), the special symbol determination process is performed (step S1306). In the special symbol determination process, output of an opening command, etc. are executed at the time of a big win or a small win. When the "special operation status" is "4" (step S1301, S1303, S1305: NO, step S1307: YES), the special electric accessory process 1 (big win game) is performed (step S1308). In the special electric accessory process 1, a big win game (second type special game) is executed. When the "special operation status" is "5" (step S1301, S1303, S1305, step S1307: NO), the special electric accessory process 2 (small win game) is performed (step S1309). In the special electric accessory process 2, a small win game (first type special game) is executed. Details of each of the above processes will be described later. Note that the special operation status is "1" in the initial setting.
[0112] [Special symbol standby process] FIG. 21 is a flowchart of the special symbol standby process (FIG. 20: step S1302). In the special symbol standby process, the game control microcomputer 81 first determines whether the number of balls on hold (special drawing 1 hold) in the first start ports 20 and 30 is "0" (step S1401). If the number of balls on hold for special drawing 1 is "0" (step S1401: YES), that is, if there is no storage of the random number value group acquired due to winning in the first start ports 20 and 30 in the first special drawing hold memory area 85a, the process proceeds to step S1411. If the number of balls on hold for special drawing 1 is "1" or more (step S1401: NO), the game control microcomputer 81 executes a special symbol hit determination 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 balls on hold for special drawing 1 is decremented by one (step S1404). Next, the game control microcomputer 81 shifts the storage location of the hold information (various random number values) stored in the storage area of the first special drawing hold memory area 85a by one position to the side from which it is read from the current position (step S1405). By the above steps, on the display screen 7a of the image display device 7, the hold image 9A corresponding to the storage area of the first special drawing hold memory area 85a shifts to the hold digestion image display area side, and the oldest hold image 9A is displayed as the hold digestion image 9C. Thereby, the player can recognize that one first special drawing hold has been digested. Next, the game control microcomputer 81 performs a game state management process 1 (step S1406). In the game state management process 1, when the time shortening flag is ON, if it is determined as "miss (sudden time shortening)" by the determination using the random number value for a special symbol hit, and when the third time shortening counter becomes 0, the time shortening flag is switched to OFF at the start of the c time shortening symbol variation. Details will be described later. Next, the game control microcomputer 81 performs a special drawing 1 variation start process (step S1407). In the special drawing 1 variation start process, a variation start command is sent to the command set area 84a of the main RAM 84 Set it to start the variable display of the first special symbol and set the special operation status to "2". Note that the variable start command (special drawing 1 variable start command) set in the special drawing 1 variable start process includes information regarding the special drawing stop symbol data set in the special drawing hit determination process (step S1402), information regarding the variable pattern set in the special drawing variable pattern selection process (step S1403), and information set in the game state management process 1.
[0113] In step S1401, when the number of balls on hold in the special figure 1 is "0" (step S1401: YES), the game control microcomputer 81 determines whether the number of balls on hold in the second start port 21 (special figure 2 hold) is "0" (step S1411). When the number of balls on hold in the special figure 2 is "0" (step S1411: YES), that is, when there is no storage of the random number value group acquired due to winning in the second start port 21 in the second special figure hold memory area 85b, the process proceeds to step S1421. When the number of balls on hold in the special figure 2 is 1 or more (step S1411: NO), the game control microcomputer 81 executes a special symbol hit determination 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 balls on hold in the special figure 2 is decremented by one (step S1414). Next, the game control microcomputer 81 shifts the storage location of the hold information (various random number values) stored in the storage area of the second special figure hold memory area 85b by one to the side from which it is read from the current position (step S1415). By the above steps, on the display screen 7a of the image display device 7, the hold image 9B corresponding to the storage area of the second special figure hold memory area 85b shifts to the hold digestion image display area side, and the oldest hold image 9B is displayed as the hold digestion image 9C. Thereby, the player can recognize that one second special figure hold has been digested. Next, the game control microcomputer 81 performs game state management process 1 (step S1416). In game state management process 1, when the time shortening flag is ON, and it is determined as "miss (sudden time shortening)" by the determination using the random number value for each special symbol hit, and when the third time shortening counter becomes 0, the time shortening flag is switched to OFF at the start of the c time shortening symbol variation. Details will be described later. Next, the game control microcomputer 81 performs special figure 2 variation start process (step S1417). In the special figure 2 variation start process, 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 symbol, and the special operation status is set to "2" (step S1417).Note that the variation start command (special figure 1 variation start command) set in the special figure 2 variation start process includes information regarding the special figure stop symbol data set in the special symbol hit determination process (step S1412), information regarding the variation pattern set in the special symbol variation pattern selection process (step S1413), and information set in the game state management process 1.
[0114] In step S1411, when the number of special figure 1 reserved balls is "0" (step S1411: YES), the game control microcomputer 81 determines whether the display screen 7a of the image display device 7 is a standby screen (step S1421). The standby screen is a demo screen for customer waiting. The game control microcomputer 81 may determine, for example, based on the ON / OFF of the customer waiting demo screen display flag. If it is a standby screen (step S1421: YES), this process ends. If it is not a standby screen (step S1421: NO), the game control microcomputer 81 waits for a predetermined standby time to elapse and sets a customer waiting standby command for displaying the waiting scene in the command set area 84a of the main RAM 84 (step S1422), and then ends 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 figure reservation is executed only when the first special figure reservation is "0". That is, the consumption of the first special figure reservation is executed with priority over the consumption of the second special figure reservation.
[0115] [Special Symbol Hit Determination Process] FIG. 22 is a flowchart of the special symbol hit determination process (FIG. 21: steps S1402, S1412). It is a flowchart. Since the hit determination process (step S1402) in the special figure 2 and the hit determination process (step S1412) in the special figure 1 have the same processing flow, they will be described together. In the special symbol hit determination process, first, the game control microcomputer 81 performs a 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 the determination value. For example, in the hit determination process of the special figure 2, the special symbol hit random number value stored in the first storage area of the second special figure reservation storage area 85b (corresponding to the first of the second special figure reservations) is read out. In the hit determination process of the special figure 1, the special symbol hit random number value stored in the first storage area of the first special figure reservation storage area 85a (corresponding to the first of the first special figure reservations) is read out. Next, the game control microcomputer 81 determines whether it is a big hit and whether it is a small hit using the special symbol hit determination table T1 to be referred to and the read special symbol hit random number value. In this way, the game control microcomputer 81 functions as a "hit determination means".
[0116] When the result of the special symbol hit determination is "big win" (step S1503: YES), the game control microcomputer 81 turns on the big win flag (step S1505) and determines the big win type (step S1507). Specifically, the game control microcomputer 81 first reads out the special symbol hit type random number value as the determination value. For example, in the hit determination process of special figure 2, the special symbol hit type random number value stored in the first storage area of the second special figure hold memory area 85b is read out. In the hit determination process of special figure 1, the special symbol hit type random number value stored in the first storage area of the first special figure hold memory area 85a is read out. Next, the game control microcomputer 81 determines the big win type based on the read special symbol hit type random number value and the special symbol hit type determination table T3 (FIGS. 10 and 11). In this way, the game control microcomputer 81 functions as "hit type selection means". After determining the big win type, the special figure stop symbol data (big win symbol) corresponding to the specified big win type is set in the hit type buffer provided in the main RAM 84 (step S1509), and this process ends.
[0117] On the other hand, when the result of the special symbol hit determination is not "big win" (step S1503: NO) but "small win" (step S1510: YES), the game control microcomputer 81 turns on the small win flag (step S1512) and determines the small win type (step S1514). Specifically, the game control microcomputer 81 first reads out the special symbol hit type random number value as the determination value in the same way as the determination of the big win type. Next, the game control microcomputer 81 determines the small win type based on the read special symbol hit type random number value and the special symbol hit type determination table T3 (FIGS. 10 and 11). After determining the small win type, the special figure stop symbol data (small win symbol) corresponding to the specified small win type is set in the hit type buffer provided in the main RAM 84 (step S1516), and this process ends.
[0118] When the result of the special symbol hit determination is not "big win" or "small win" but "miss (sudden time shortening)" (step S1503, S1510: NO, S1520: YES), the special symbol stop symbol data corresponding to the time shortening symbol is set in the big win type buffer provided in the main RAM 84 (step S1522), and this process ends. When the result of the special symbol hit determination is not "big win", "small win", "miss (sudden time shortening)", but "miss" (step S1503, S1510, S1520: NO), the special symbol stop symbol data corresponding to the miss symbol is set in the big win type buffer provided in the main RAM 84 (step S1524), and this process ends.
[0119] [Special Symbol Variation Pattern Selection Process] Figures 23 and 24 are flowcharts of the special symbol variation pattern selection process (Figure 21: steps S1403, S1409). Since the variation pattern selection processes for special figure 2 (step S1 403) and special figure 1 (step S1409) have the same processing flow, they will be described together. In the variation pattern selection process, first, the game control microcomputer 81 determines whether the game state is a time shortening state (step S1600). The determination of whether it is a time shortening state is made based on whether the time shortening flag is ON. If it is a time shortening state (step S1600: YES), the process proceeds to step S1612. If it is not a time shortening state (step S1600: NO), the game control microcomputer 81 determines whether the big win flag is ON (step S1602).
[0120] When the big win flag is ON (step S1602: YES), the game control microcomputer 81 selects a variation pattern by referring to the table for non-time-reduced state big wins in the special symbol variation pattern determination table T4 (FIG. 12) (step S1603). Specifically, the game control microcomputer 81 first reads out the variation pattern random number value as the determination value. For example, in the variation pattern selection process of special figure 2, the variation pattern random number value stored in the first storage area of the second special figure hold storage area 85b (corresponding to the first of the second special figure holds) is read out. In the variation pattern selection process of special figure 1, the variation pattern random number value stored in the first storage area of the first special figure hold storage area 85a (corresponding to the first of the first special figure holds) is read out. Next, the game control microcomputer 81 selects a variation pattern using the special symbol variation pattern determination table T4 and the variation pattern random number value. Here, as the table for non-time-reduced state big wins, the part corresponding to the non-time-reduced state big win in the special symbol variation pattern determination table T4 shown in FIG. 12 (in special figure 1, the parts where the variation patterns are "P1" and "P2", and in special figure 2, the part where the variation pattern is "P14") is referred to (the address is set). From the read variation pattern random number value, in special figure 1, either "P1" or "P2" is selected as the variation pattern, and in special figure 2, "P14" is selected regardless of the variation pattern random number value.
[0121] In step S1602, when the jackpot flag is OFF (step S1602: NO), the game control microcomputer 81 determines whether the small win flag is ON (step S1604). When the small win flag is ON (step S1604: YES), the game control microcomputer 81 selects a variation pattern by referring to the table for small wins in the non-time-short state in the special symbol variation pattern determination table T4 (FIG. 12) (step S1605). Specifically, first, the game control microcomputer 81 reads out a variation pattern random number value as a determination value in the same manner as in step S1603 above. Next, the game control microcomputer 81 selects a variation pattern using the portion of the special symbol variation pattern determination table T4 corresponding to small wins in the non-time-short state and the variation pattern random number value. Here, in the special symbol variation pattern determination table T4, the portion corresponding to small wins in the non-time-short state is the portion where the variation pattern is "P3" in special figure 1 and the portion where the variation pattern is "P15" in special figure 2, so these are selected regardless of the variation pattern random number value.
[0122] In step S1604, when the small win flag is OFF (step S1604: NO), the game control microcomputer 81 determines whether the reach random number value is a reach establishment random number value (step S1606). Specifically, first, the game control microcomputer 81 reads out a reach random number value as a determination value. In the variation pattern selection process of special figure 2, the reach random number value stored in the first storage area of the second special figure reserved storage area 85b (corresponding to the first one of the second special figure reservations) is read out. In the variation pattern selection process of special figure 1, the reach random number value stored in the first storage area of the first special figure reserved storage area 85a (corresponding to the first one of the first special figure reservations) is read out. Next, the game control microcomputer 81 determines the presence or absence of a reach using the reach determination table T2 (FIG. 9(B)) and the reach random number value. Here, since it is in the non-time-short state, the presence or absence of a reach is determined based on the table for the non-time-short state in the reach determination table T2 (the portion where the reach presence determination value (reach establishment random number value) is from "0" to "13").
[0123] When the reach random value is the reach establishment random value (step S1606: YES), that is, in the case of a reach with a miss, the game control microcomputer 81 refers to the table for a reach with a miss in the non-time shortening state in the special symbol variation pattern determination table T4 and selects a variation pattern (step S1607). Here, as the table for a reach with a miss in the non-time shortening state, the portion of the special symbol variation pattern determination table T4 shown in FIG. 12 that corresponds to a reach with a miss in the non-time shortening state (in special figure 1, the variation patterns are "P4" and "P5", and in special figure 2, the variation pattern is "P14") is referred to. In special figure 1, either "P4" or "P5" is selected as the variation pattern from the read variation pattern random value. In special figure 2, regardless of the read variation pattern random value, "P14" is selected as the variation pattern. When the reach random value is not the reach establishment random value (step S1606: NO), that is, in the case of a non-reach with a miss, the game control microcomputer 81 refers to the table for a non-reach with a miss in the non-time shortening state in the special symbol variation pattern determination table T4 and selects a variation pattern (step S1608). Here, as the table for a non-reach with a miss in the non-time shortening state, the portion of the special symbol variation pattern determination table T4 shown in FIG. 12 that corresponds to a non-reach with a miss in the non-time shortening state (in special figure 1, the variation patterns are "P6" and "P7", and in special figure 2, the variation pattern is "P15") is referred to. In special figure 1, either "P6" or "P7" is selected as the variation pattern from the read variation pattern random value and the current special figure 1 reserved ball number (1 to 4). In special figure 2, regardless of the read variation pattern random value, "P15" is selected as the variation pattern. In special figure 1, since the selected variation pattern changes depending on the reserved ball number, a function of shortening the variation according to the reserved ball number works. That is, in special figure 1, when the reserved ball number is "3" to "4", more variation patterns with a shorter variation time are selected compared to when the reserved ball number is "1" to "2". Thereby, when the reserved ball number is large, the digestion speed of the special figure reservation can be increased.
[0124] When the reach random value is not the reach establishment random value (step S1606: NO), that is, in the case of a non-reach with a miss, the game control microcomputer 81 refers to the table for a non-reach with a miss in the non-time shortening state in the special symbol variation pattern determination table T4 and selects a variation pattern (step S1608). Here, as the table for a non-reach with a miss in the non-time shortening state, the portion of the special symbol variation pattern determination table T4 shown in FIG. 12 that corresponds to a non-reach with a miss in the non-time shortening state (in special figure 1, the variation patterns are "P6" and "P7", and in special figure 2, the variation pattern is "P15") is referred to. In special figure 1, either "P6" or "P7" is selected as the variation pattern from the read variation pattern random value and the current special figure 1 reserved ball number (1 to 4). In special figure 2, regardless of the read variation pattern random value, "P15" is selected as the variation pattern. In special figure 1, since the selected variation pattern changes depending on the reserved ball number, a function of shortening the variation according to the reserved ball number works. That is, in special figure 1, when the reserved ball number is "3" to "4", more variation patterns with a shorter variation time are selected compared to when the reserved ball number is "1" to "2". Thereby, when the reserved ball number is large, the digestion speed of the special figure reservation can be increased.
[0125] In step S1600, when it is determined that the game state is the time-limited state, the game control microcomputer 81 determines whether the jackpot flag is ON (Fig. 24: step S1612). Thereafter, the processing of steps S1613 to S1618 is the same as the processing of steps S1603 to S1608 described above except for the following points, and thus the description thereof is omitted. The difference between the processing of steps S1613 to S1618 and the processing of steps S1603 to S1608 is that in steps S1613, S1615, S1617, and S1618, the part of the special symbol variation pattern determination table T4 to be referred to is different from that in the aforementioned steps S1603, S1605, S1607, and S1608. Specifically, in steps S1603, S1605, S1607, and S1608, the non-time-limited state table in the special symbol variation pattern determination table T4 is referred to, while in steps S1613, S1615, S1617, and S1618, the time-limited state table is referred to. For example, in the case of step S1615, the part of the special symbol variation pattern determination table T4 corresponding to a small win in the time-limited state (the part where the variation pattern is "P9" in special figure 1 and the part where the variation pattern is "P17" in special figure 2) is referred to. Also, for example, in the case of step S1617, the part of the special symbol variation pattern determination table T4 corresponding to a loss with reach in the time-limited state (the part where the variation pattern is "P10" in special figure 1 and the part where the variation pattern is "P18" in special figure 2) is referred to.
[0126] 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 transmitted to the sub-control board 90 in the output process (Fig. 17: step S109). Thereby, the variation display of the special symbol is started.
[0127] [Game State Management Process 1] FIG. 25 is a flowchart of the game state management process 1 (FIG. 21: steps S1406, S1416). Since the flow of the game state management process 1 (step S1406) in FIG. 2 of the special drawing and the game state management process 1 (step S1416) in FIG. 1 of the special drawing are the same, they will be described together. When "LOSE (sudden time shortening)" is selected a specified number of times (for example, 1) during the time shortening state, the game state management process 1 performs a process of switching the game state to the normal state at the start of the variation when the specified number of c time shortening variations is started. As a result, when "LOSE (sudden time shortening)" is selected the specified number of times during a time shortening, the a time shortening ends at the start of the c time shortening symbol variation, and the c time shortening starts at the end of the c time shortening variation. In the game state management process 1, first, the game control microcomputer 81 determines whether the time shortening flag is ON (step S1905). When the time shortening flag is OFF (step S1905: NO), the process skips to step S1940. On the other hand, when the time shortening flag is ON (step S1905: YES), the third time shortening counter C3 is decremented by 1 (step S1915). The "third time shortening counter C3" counts the number of c time shortening symbol variations executed during the time shortening state. The initial value set in the third time shortening counter C3 is determined based on the setting table in FIG. 29. Then, it is determined whether the third time shortening counter C3 has become 0 (step S1930). When the third time shortening counter C3 becomes 0 (step S1930: YES), the time shortening flag is switched to OFF (step S1935). As a result, the game state is switched from the time shortening state to the non-time shortening state. That is, when the number of c time shortening symbol variations executed in the time shortening state reaches the number shown in FIG. 29, the game state is switched to the non-time shortening state. Then, a game state designation command reflecting the above process is set (step S1940).
[0128] [During special symbol variation process] FIG. 26 is a flowchart of the special symbol variation process (FIG. 20: step S1304). The game control microcomputer 81 first determines whether or not the variation time of the special symbol has elapsed and ended (step S1701). The variation time of the special symbol is the variation time determined according to the variation pattern selected in the above-described special symbol variation pattern selection process (FIGS. 23 and 24) (see FIG. 12). If the variation time has not ended (step S1701: NO), this process ends. That is, the variation display of the special symbol started in step S1407 or S1417 of the special symbol standby process (FIG. 21) continues. On the other hand, if the variation time has ended (step S1701: YES), a variation 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). Further, the game control microcomputer 81 performs other processes associated with the variation stop (step S1704). For example, the game control microcomputer 81 performs a process of stopping the variation display of the special symbol on the special symbol display 41 with a symbol corresponding to the set special symbol stop symbol data (stop display of the special symbol), and the like. In this way, the game control microcomputer 81 functions as a "symbol control means". Note that the stop display time of the special symbol can be arbitrarily set according to the lottery result of special symbol 1 or the lottery result of special symbol 2, and the like. Thereafter, the game control microcomputer 81 ends this process.
[0129] [Special Symbol Determination Process] FIG. 27 is a flowchart of the special symbol determination process (FIG. 20: step S1306). The game control microcomputer 81 first determines whether or not the stop time of the special symbol has elapsed (step S1800). If the stop time has not elapsed (step S1800: NO), this process ends. 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). Game state management process 2 is a process for switching the game state based on a short time a, a short time b, and a short time c, and the details will be described later. After game state management process 2, it is determined whether or not the jackpot flag is ON (step S1802).
[0130] If the jackpot flag is ON (step S1802: YES), the game control microcomputer 8 1 sets the opening pattern of the big winning opening according to the type of the selected jackpot (step S1803). Specifically, the game control microcomputer 81 refers to the big winning opening opening pattern determination table T9 (FIG. 15), determines the opening pattern of the big winning opening from the special symbol stop symbol data, and sets the determined opening pattern. Here, regardless of the type of jackpot (regardless of whether the special symbol stop symbol data is 11H to 13H, 15H, 16H, 21H to 23H, or 31H to 33H), "opening pattern 21" is set as the opening pattern of the winning opening. Together with the setting of the opening pattern of the big winning opening, the value of the round counter is set to the number of rounds corresponding to the type of the selected jackpot. The round counter counts the number of unit opening games (round games) executed during the jackpot game. Here, regardless of the type of jackpot, "15" is set in the round counter (FIG. 15(B)).
[0131] After setting the open pattern set, the game control microcomputer 81 performs game state reset processing (step S1804). The content of the game state reset processing will be described later. After that, in order to start the first jackpot game, a first jackpot game opening command 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 shifts to the special electric accessory process 1 (jackpot game).
[0132] In step S1802, when the jackpot flag is OFF (step S1802: NO), the game control microcomputer 81 determines whether the small win flag is ON (step S1810). When the small win flag is ON (step S1810: YES), the game control microcomputer 81 sets the open pattern of the big winning opening according to the type of the selected small win (step S1811). Specifically, the game control microcomputer 81 refers to the big winning opening open pattern determination table T9 in the same manner as in step S1803 above, determines the open pattern of the big winning opening from the special figure stop symbol data, and sets the determined open pattern. Together with setting the open pattern of the big winning opening, the value of the round counter is set to the number of rounds corresponding to the type of the selected small win. (Fig. 15(B)).
[0133] After setting the open pattern 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 the period during which the V opening / closing member 71 operates. 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 operates so that it is closed as an opening for 0.01 seconds after a minor hit game and then is opened for 4 seconds and then closed, regardless of which minor hit game it is. Note that when the minor hit flag is ON, unlike when the big hit flag is ON, even if the time shortening flag is ON, it is not switched to OFF. Thereafter, in order to start a minor hit game, a minor hit opening command is set (step S1813), and the opening of the minor hit game is started (step S1814). Thereafter, the special operation status is set to "5" (step S1815), and this process ends. By setting the special operation status to "5", the process shifts to the special electric accessory process 2 (minor hit game).
[0134] In step S1810, when the minor hit 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 hit game nor the minor hit game is started, and the process shifts again to the special symbol standby process (Fig. 20: step S1302), and a special symbol hit determination etc. for the next reservation is executed.
[0135] [Game state management process 2] Figure 28 is a flowchart of the game state management process 2 (Figure 27: Step S1801). The game control microcomputer 81 first determines 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 determines whether the time shortening flag is ON. If the time shortening flag is OFF (Step S2015: NO), that is, in the non-time shortening state, the process skips to Step S2060. If the time shortening flag is ON (Step S2015: YES), that is, in the time shortening state, the game control microcomputer 81 determines whether the variation is a variation of the second special symbol (Step S2020). If the variation is a variation of the second special symbol (Step S2020: YES), the game control microcomputer 81 decrements the values of the first time shortening counter C1 and the second time shortening counter C2 by 1 each (Step S2030). The "first time shortening counter C1" counts the number of variations of the second special symbol executed during the time shortening state. The "second time shortening counter C2" counts the total number of variations of the special symbol (the sum of the number of variations of the first special symbol and the number of variations of the second special symbol) executed during the time shortening state. The initial values set for the first time shortening counter C1 and the second time shortening counter C2 are determined based on the setting table in Figure 29. Figure 29 is a diagram for explaining the setting tables of the first time shortening counter C1, the second time shortening counter C2, and the third time shortening counter C3. These setting tables are referred to by the game control microcomputer 81 at the start of a time shortening, at the start of b time shortening, and at the start of c time shortening. In Figure 29, at the start of a time shortening, the values set for the time shortening counters C1, C2, and C3 are different depending on the jackpot type. At the start of b time shortening, "150", "200", and "10" are set for the time shortening counters C1, C2, and C3. At the start of c time shortening, "999", "999", and "100" are set for the time shortening counters C1, C2, and C3.
[0136] Returning to FIG. 28, when the variation is a variation of the first special symbol (step S2020: NO), the game control microcomputer 81 decrements only the value of the second short-time counter C2 by 1 (step S2025).
[0137] As a result of step S2025 or step S2030, the game control microcomputer 81 determines whether at least one of the values of the first short-time counter C1 and the second short-time counter C2 has become "0" (step S2035). If neither the value of the first short-time counter C1 nor the value of the second short-time counter C2 is "0" (step S2035: NO), the process skips to step S2045. When at least one of the values of the first short-time counter C1 and the second short-time counter C2 is "0" (step S2035: YES), the short-time flag is switched to OFF (step S2040). Thereby, the game state is switched from the short-time state to the non-short-time state. That is, when the number of variations of the special symbol executed in the short-time state reaches the number shown in FIG. 29, the game state is switched to the non-short-time state.
[0138] In step S2045, the game control microcomputer 81 determines whether the value of the ceiling counter is "0". When the value of the ceiling counter is "0" (step S2045: YES), the ceiling flag is switched to OFF (step S2055). Thereby, when the ceiling counter becomes "0" in the variation that started in the short-time state, the b short-time is not started.
[0139] 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 regarding the currently set current game state (whether it is the short-time state, the respective values of the first short-time counter and the second short-time counter, etc.).
[0140] In step S2015, when the time shortening flag is OFF (step S2015: NO), it is determined whether the variation is a c-time shortening symbol variation (step S2060). If it is a c-time shortening symbol variation (step S2060: YES), the time shortening flag is turned ON (step S2065), and the set values shown in the setting table of FIG. 29 are set in the first time shortening counter C1, the second time shortening counter C2, and the third time shortening counter C3, respectively (step S2070). Thereby, c-time shortening (sudden time shortening) is set. Thereafter, the process proceeds to step S2045. When the value of the ceiling counter is "0" (step S2045: YES), the ceiling flag is switched to OFF (step S2055). Thereby, when the ceiling counter becomes "0" when c-time shortening starts, b-time shortening does not start.
[0141] In step S2060, if it is not a c-time shortening symbol variation (step S2060: NO), it is determined whether the value of the ceiling counter is "0" (step S2075). When the value of the ceiling flag is not "0" (step S2075: NO), the process skips to step S2050. When the value of the ceiling counter is "0" (step S2075: YES), the time shortening flag is turned ON (step S2080), and the set values shown in the setting table of FIG. 29 are set in the first time shortening counter C1, the second time shortening counter C2, and the third time shortening counter C3, respectively (step S2085). Thereby, b-time shortening (play time) is set. Thereafter, the ceiling flag is switched to OFF (step S2055).
[0142] [Game state reset process] Figure 30 is a flowchart of the game state reset process (Figure 27: Step S1804). The game control microcomputer 81 first determines whether the time shortening flag is ON. If the time shortening flag is OFF (Step S2103: NO), the process skips to 2105. If the time shortening flag is ON (Step S2103: YES), the time shortening flag is switched to OFF (Step S2104). In Step S2105, the game control microcomputer 81 determines whether the ceiling flag is ON. If the ceiling flag is OFF (Step S2105: NO), this process ends. If the ceiling flag is ON (Step S2105: YES), the ceiling flag is switched to OFF (Step S2106). That is, during the execution of the big win game, the ceiling flag is OFF in the non-high probability state and non-time shortening state. In the gaming machine 1, since it is always in the low base state in the non-time shortening state, it is in the low base state during the execution of the big win game.
[0143] [Special Electric Device Processing 1 (Big Win Game)] Figure 31 is a flowchart of Special Electric Device Processing 1 (Figure 20: Step S1308). The game control microcomputer 81 first determines whether the big win end flag is ON (Step S2200). The "big win end flag" is a flag indicating that all openings of the first big winning device 31 based on the opening pattern have ended in the currently executing 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 determines whether the first big winning opening 30 is open (Step S2202). If it is open (Step S2202: YES), the process proceeds to Step S2210.
[0144] When the first major winning opening 30 is not open (step S2202: NO), the game control microcomputer 81 determines whether it is time (timing) to open the first major winning opening 30 (step S2203). The time (timing) to open the first major winning opening 30 includes, for example, when the time of the opening of the jackpot game has elapsed and the opening start time in the first round game has arrived, or when the interval time (closing time) until the first major winning opening 30, which was temporarily closed after opening, is reopened has elapsed and the time of the next opening start has arrived. If it is not the time (timing) to open the first major winning opening 30 (step S220 3: NO), the process proceeds to step S2220.
[0145] When it is the time (timing) to open the first big winning opening 30 (step S2203: YES), the game control microcomputer 81 performs a big winning opening opening process (step S2207). Here, the game control microcomputer 81 opens the first big winning opening 30 according to the opening pattern (FIG. 15(B)) corresponding to the winning type (big win type or small win type). When a first type big win game is being executed, the first big winning opening 30 is opened according to the opening pattern 21 regardless of the big win type. When a second type big win game is being executed, the first big winning opening 30 is opened according to the opening pattern 22 or the opening pattern 23 according to the small win type. After the big winning opening opening process, the game control microcomputer 81 sets a round designation command (step S2208). The round designation command includes information regarding the number of rounds of the special games (small win games and big win games) being executed, and the game control microcomputer 81 sets the round designation command in the command set area 84a of the main RAM 84. Thereby, the sub-control board 90 can be notified of the number of rounds of the special game. In the present embodiment, the first big winning opening 30 is not opened a plurality of times during one round game. However, as another embodiment, when the first big winning opening 30 is opened a plurality of times during one round game, the game control microcomputer 81 may determine whether the opening of the first big winning opening 30 is the first opening during one round, and set the round designation command only in the case of the first opening. After setting the round designation command, this process ends.
[0146] In the above step S2202, when the first major winning opening 30 is open (step S2202: YES), the game control microcomputer 81 determines whether the closing condition of the first major winning opening 30 is satisfied (step S2210). The closing condition here is that either the number of winning times to the first major winning opening 30 in that round of the game has reached the specified maximum number of winning times (for example, 9 times per round), or the time to close the first major winning opening 30 has arrived (that is, a predetermined opening time (for example, 29.5 seconds) has elapsed since the first major winning opening 30 was opened). And when the closing condition of the first major winning opening 30 is not satisfied (step S2210: NO), the game control microcomputer 81 ends this process. On the other hand, when the closing condition of the first major winning opening 30 is satisfied (step S2210: YES), the game control microcomputer 81 closes (blocks) the first major winning opening 30 (step S2211) and then ends this process.
[0147] In the above step S2203, when it is not the time (timing) to open the first major winning opening 30, the game control microcomputer 81 determines whether the round of the game has ended (step S2220). Here, one round ends after a predetermined time (for example, 2 seconds) has elapsed since the first major winning opening 30 was closed. As described above, the closing time (interval time) of the first major winning opening 30 between rounds of the game is included in the opening round of the game before the closing because of this. The game control microcomputer 81 determines whether the round of the game has ended based on whether a predetermined interval time has elapsed since the first major winning opening 30 was closed. When the round of the game has not ended (step S2220: NO), the game control microcomputer 81 ends this process.
[0148] When the round game has ended (step S2220: YES), the game control microcomputer 81 decrements the value of the round counter by 1 (step S2221) and determines whether the value of the round counter has become "0" (step S2226). If the value of the round counter is not "0" (step S2226: NO), that is, if the specified number of round games has not yet been completed, this process ends to start the next round game. On the other hand, if the value of the round counter is "0" (step S2226: YES), as a jackpot end process for ending the jackpot game, the ending command of the jackpot is set in the command set area 84a of the main RAM 84 (step S2227), and the jackpot ending is started (step S2228). The ending command includes information regarding the special symbol stop symbol data set in the special symbol hit determination process (Figure 21). After starting the jackpot ending, the jackpot end flag is set to ON (step S2229), and this process ends. The ending command of the jackpot is set in the command set area 84a of the main RAM 84 (step S2227), and the jackpot ending is started (step S2228). The ending command includes information regarding the special symbol stop symbol data set in the special symbol hit determination process (Figure 21). After starting the jackpot ending, the jackpot end flag is set to ON (step S2229), and this process ends.
[0149] In the above step S2200, when the jackpot end flag is ON (step S2200: YES), since the final round has ended, the game control microcomputer 81 determines whether the jackpot 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 jackpot end flag (step S2231), turns off the jackpot 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 (Figure 20: step S1302) is executed again. Then, the game control microcomputer 81 executes the game state setting process (step S2234) described below and ends this process. The game state setting process (Figure 32) is a process of setting the game state (time shortening state or non-time shortening state) after the jackpot game, and in the case of the time shortening state, initial values (time shortening times) are set for the first time shortening counter C1 and the second time shortening counter C2 according to the winning type.
[0150] [Game State Setting Process] FIG. 32 is a flowchart of the game state setting process (FIG. 31: step S2234). The game control microcomputer 81 first determines whether or not the jackpot game executed this time is a jackpot game executed triggered by a time-limited jackpot (step S2301). If it is not triggered by a time-limited jackpot (step S2301: NO), that is, if the current jackpot game is executed triggered by a normal jackpot, the process skips to step S2310. On the other hand, if the current jackpot game is executed triggered by a time-limited jackpot (step S2301: YES), the time-limited flag is turned ON (step S2302), and the set values shown in the setting table of FIG. 29 are set in the first time-limited counter C1, the second time-limited counter C2, and the third time-limited counter C3, respectively (step S2303). Thereby, a time limit (time limit after jackpot) is set. In step S2310, the game control microcomputer 81 turns ON the ceiling flag, and the specified number of rotations (for example, 500 rotations) until reaching b time limit (game time) is set in the ceiling counter (step S2311). Thereby, after the jackpot game, when the set number of times (for example, 500 times) is reached, it enters the b time limit (game time). 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 it is a time-limited state, the respective values of the time-limited counters C1, C2, C3, etc.).
[0151] [Special Electric Device Process 2 (Small Jackpot Game)] FIG. 33 and FIG. 34 are flowcharts of the special electric accessory process 2 (FIG. 20: step S1309). The game control microcomputer 81 first determines whether the small hit end flag is ON (step S2400). The "small hit end flag" is a flag indicating that the opening of the big winning device 36 based on the opening pattern has ended in the ongoing small hit game. If the small hit end flag is ON (step S2400: YES), the process proceeds to step S2420. If the small hit end flag is OFF (step S2400: NO), the game control microcomputer 81 determines whether the big winning opening 35 is open (step S2402). If it is open (step S2402: YES), the process proceeds to step S2410.
[0152] If the big winning opening 35 is not open (step S2402: NO), the game control microcomputer 81 determines whether it is time (timing) to open the big winning opening 35 (step S2404). The time (timing) to open the big winning opening 35 is when the time of the small hit opening has elapsed and it has reached the opening start time. The time of the small hit opening is 4 seconds in the case of the opening pattern 22 and 0.01 seconds in the case of the opening pattern 23. If it is not time (timing) to open the big winning opening 35 (step S2404: NO), this process ends. If it is time (timing) to open the big winning opening 35 (step S2404: YES), the game control microcomputer 81 performs the big winning opening process (step S2406). Here, the game control microcomputer 81 opens the big winning opening 35 according to the opening pattern (FIG. 15(B)) corresponding to the small hit type. After the big winning opening process, the game control microcomputer 81 sets the round designation command (step S2408). The round designation command includes information regarding the number of rounds of the ongoing special game, and the game control microcomputer 81 sets the round designation command in the command set area 84a of the main RAM 84. Thereby, the number of rounds of the special game can be notified to the sub-control board 90. After setting the round designation command, this process ends.
[0153] In the above step S2402, when the big winning opening 35 is open (step S2402: YES), the game control microcomputer 81 determines whether the closing condition of the big winning opening 35 is satisfied (step S2410). The closing condition here is that either the number of winning times into the big winning opening 35 has reached the specified maximum number of winning times (for example, 10 times), or the time to close the big winning opening 35 has arrived (that is, a predetermined opening time (for example, 1.5 seconds) has elapsed since the big winning opening 35 was opened). If the closing condition of the big winning opening 35 is not satisfied (step S2410: NO), the game control microcomputer 81 ends this process. On the other hand, if the closing condition of the big winning opening 35 is satisfied (step S2410: YES), the game control microcomputer 81 performs a big winning opening closing process to close (block) the big winning opening 35 (step S2412). Here, at the same time, as a small hit game ending process for ending the small hit game, an ending command for the small hit game is set in the command set area 84a of the main RAM 84. After the big winning opening closing process, the game control microcomputer 81 decrements the value of the round counter by 1 (step S2414). This is because the small hit game corresponds to the first round. Then, the game control microcomputer 81 sets the small hit end flag to ON (step S2416) and ends this process.
[0154] In the above step S2400, when the small hit end flag is ON (step S2400: YES), the game control microcomputer 81 determines whether the elapsed interval time (ending time) after closing has passed (step S2420). If the ending time has not passed (step S2420: NO), the game control microcomputer 81 ends this process. On the other hand, when the ending time has passed (step S2420: YES), the game control microcomputer 81 switches the small hit end flag to OFF (step S2422) and switches the small hit flag to OFF (step S2424). After that, the game control microcomputer 81 determines whether 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 the small hit game, and is a flag that is turned ON in the V area sensor detection process (Figure 36) described later. When the V flag is OFF (step S2430: NO), since the game control microcomputer 81 does not execute the two-kind big hit game, it sets the round counter to "0" (step S3432), sets the special operation status to "1" (step S2434), and ends this process. As a result, in the next special operation process, the special symbol standby process (Figure 20: step S1302) is executed again.
[0155] In the above step S2430, when the V flag is ON (step S2430: YES), the game control microcomputer 81 switches the V flag to OFF (step S2436), and in order to execute the two-type jackpot game, switches the jackpot flag to ON (step S2437) and sets the special operation status to "4" (step S2438). By setting the special operation status to "4", in the next special operation process (Figure 20), the process shifts to the special electric accessory process 1 (jackpot game). After setting the special operation status, the game control microcomputer 81 determines whether the time shortening flag is ON (step S2440), and if it is ON (step S2440: YES), switches it to OFF (step S2442). As a result, it is in a non-time shortening state during the execution of the two-type jackpot game. Thereafter, in order to start the jackpot game, the game control microcomputer 81 sets the opening command for the two-type jackpot game (step S2444) and starts the opening of the jackpot game (step S2446). As a result, it shifts from the small win game that opens the big winning opening 35 for a short time to the two-type jackpot game.
[0156] [V Opening / Closing Member Control Process] Figure 35 is a flowchart of the V opening / closing member control process (Figure 17: step S106). The game control microcomputer 81 first determines whether the V opening / closing member operation flag is ON (step S2500). If the V opening / closing member operation flag is OFF (step S2500: NO), this process ends. If the V opening / closing member operation flag is ON (step S2500: YES), it performs the "V opening / closing member operation process" to operate the V opening / closing member 71 in a predetermined operation pattern (step S2502), and performs the "V valid period setting process" to consider the V passage of the game balls at a predetermined period (timing) as valid (step S2504). When the V opening / closing member operation flag is ON, since the opening of the small win game is started (Figure 27: steps S1812, S1814), the V opening / closing member operation process and the V valid period setting process are performed in accordance with this small win game.
[0157] In the V-opening / closing member operation process, a timer for measuring the operation time of the V-opening / closing member 71 is set. Based on this timer, when the opening timing of the V-opening / closing member 71 is reached, the V-opening / closing member solenoid 73 is turned on, and when the closing timing of the V-opening / closing member 71 is reached, the V-opening / closing member solenoid 73 is turned off. As a result, the V-opening / closing member 71 will move with a certain operation from the start of the opening of the minor hit game. Specifically, the V-opening / closing member 71 is first controlled to be in a passage-blocking state (closed state) for 0.01 seconds from the start of the opening of the minor hit game, then controlled to be in a passage-permitting state (open state) for 4 seconds, and then controlled to be in a passage-blocking state (closed state) for 6 seconds.
[0158] In the V-effective period setting process, for the constant operation of the V-opening / closing member 71 as described above, the setting of the V-effective period is performed. The "V-effective period" is the period during which when there is a detection of the game ball by the V-region sensor 39a, the detection is regarded as valid and the V-flag is turned on. The V-effective period is from the start of the opening of the V-region 39 (the time when the control of the V-opening / closing member 71 to the passage-permitting state starts) until a predetermined time has elapsed. The predetermined time is set to be longer than the opening time of the V-region 39 (the time during which the V-opening / closing member 71 is controlled to the passage-permitting state) (here, the opening time of the V-region 39 + 1 second). This is because it takes into account the time lag until the game ball that has passed through the arrangement position of the V-opening / closing member 71 reaches the V-region 39. In the V-effective period setting process, a timer for measuring the V-effective period is set. Based on this timer, when the timing to make the V-region 39 effective is reached, the V-effective flag is turned on, and when the timing to make the V-region 39 ineffective is reached, the V-effective flag is turned off. Note that in the V-region sensor detection process (Figure 36) described later, whether it is during the V-effective period is determined based on whether this V-effective flag is on or not.
[0159] After the V-opening / closing member operation process and the V-effective period setting process, the game control microcomputer 81 opens the V Determine whether the operation of the closing member 71 has ended (step S2506). Specifically, based on the timer set in the V opening / closing member operation process (step S2502), determine whether the total operation time (0.01 second + 4 seconds + 6 seconds) has elapsed from the start to the end of the constant operation of the V opening / closing member 71. If the operation of the V opening / closing member 71 has not ended (step S2506: NO), end this process. 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 ends this process.
[0160] Here, the relationship between the operation pattern of the V opening / closing member 71 and the opening pattern of the big winning opening 35 (opening / closing member 32) in the minor winning game 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 minor winning game, then is opened for 4 seconds, and then is closed for 6 seconds. In the "3R normal minor win (substantially impossible to pass through V)" (opening pattern 23), the big winning opening 35 is closed for 4 seconds from the start of the opening of the minor winning game, and then is closed for 29.5 seconds. Therefore, in the opening pattern 23, the V opening / closing member 71 closes 0.01 seconds after the big winning opening 35 is opened, making it substantially impossible for the game ball to pass through the V area during the minor winning game. On the other hand, in the "3R short-time single minor win" and "3R normal minor win" (opening pattern 24), the big winning opening 35 is closed for 0.01 seconds from the start of the opening of the minor winning game, and then is opened for 29.5 seconds. Therefore, in the opening pattern 24, the big winning opening 35 and the V opening / closing member 71 are opened simultaneously 0.01 seconds after the minor winning game starts, and both openings continue for about 4 seconds. Therefore, no matter at what winning timing the game ball wins the big winning opening 35, the game ball can pass through the V area 39. Here, if the game ball is continuously fired to the right during the minor winning game, each device such as the big winning device 36 is arranged so that the game ball will surely win the big winning opening 35 during the opening period of the big winning opening 35. Also, the time required for the game ball to reach the arrangement position of the V opening / closing member 71 after passing through the big winning opening 35 is configured to be shorter than 2 seconds. From this, in the "3R short-time single minor win" and "3R normal minor win", if the game ball is continuously fired to the right during the minor winning game, the game ball will surely pass through the V area.
[0161] [V area sensor detection process] FIG. 36 is a flowchart of the V-region sensor detection process (FIG. 17: step S107). The game control microcomputer 81 first determines whether or not a game ball has been detected by the V-region sensor 39a (step S2601). If the game ball has not been detected by the V-region sensor 39a (step S2601: NO), this process ends. On the other hand, if a detection is made (step S2601: YES), the game control microcomputer 81 determines whether it is during the V valid period (step S2602). The V valid period is the period set by the V valid period setting process (step S2504) of the V opening / closing member control process (FIG. 35). The V valid period is set for several seconds (the ball scooping period) after the opening or closing of the V opening / closing member 71. Here, 1 second is set as the ball scooping period. If it is not during the V valid 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 passing command in the command set area 84a of the main RAM 84 (step S2604), and ends this process. The "V passing command" is a command for notifying the sub-control board 90 of V passing.
[0162] 7. Operation of the effect control microcomputer 91 Based on FIGS. 37 to 40, the operation of the effect control microcomputer 91 provided on the sub-control board 90 (FIG. 5) will be described. Counters, flags, statuses, buffers, etc. that appear in the description of the operation of the effect control microcomputer 91 are provided in the sub-RAM 94. As described below the effect control microcomputer 91 functions as an effect execution means by reading out the program stored in the sub-ROM 93.
[0163] [Sub-control main process] FIG. 37 is a flowchart showing the sub-control main process. When the power of the gaming machine 1 is turned on, the effect control microcomputer 91 reads out a program for executing the sub-control main process from the sub-ROM 93. In the sub-control main process, the effect control microcomputer 91 first performs CPU initialization processing (step S4000). In the CPU initialization processing, for example, settings of the sub-CPU 92, reset of various flags, statuses, counters, etc. are performed. The initial value of the flag is "0", that is, "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 power-on and is not executed thereafter.
[0164] After the CPU initialization processing, the effect control microcomputer 91 prohibits interrupts of the interrupt processing (step S4015) and performs random number update processing (step S4020). In this random number update processing, the effect control microcomputer 91 adds 1 to each of the various random number counter values shown in FIG. 8(B) for updating. Each random number counter value returns to "0" and is added again when it reaches the set upper limit value. Note that the initial value of each random number counter may be a value other than "0" and may be randomly changed. Also, the random number value may be added by 2 or more instead of adding 1 each time. Each random number may be a so-called hardware random number.
[0165] After the random number update processing, the effect control microcomputer 91 permits interrupts of the interrupt processing (step S4025). While interrupts are permitted, execution of the sub-side timer interrupt processing (step S4035) becomes possible. The sub-side timer interrupt processing is executed based on interrupt pulses repeatedly input to the sub-CPU 92 at a predetermined cycle. That is, the sub-side timer interrupt processing is executed at every predetermined cycle. And after the sub-side timer interrupt processing ends and before the next sub-side timer interrupt processing starts, the random number update processing is repeatedly executed.
[0166] [Sub-side timer interrupt processing] FIG. 38 is a flowchart of sub-side timer interrupt processing (FIG. 37: step S4035). The effect control microcomputer 91 first performs received command analysis processing (step S4300). Details of the received command analysis processing (FIG. 39) will be described later. After the received command analysis processing, the effect control microcomputer 91 performs switch processing (step S4310). In the switch processing, the effect control microcomputer 91 sets the display content of the display screen 7a based on the switch data (edge data and level data) output based on the detection signal from the effect button detection switch 63a. After the switch processing, the effect control microcomputer 91 performs command transmission processing (step S4315). In the command transmission processing, the effect control microcomputer 91 transmits various commands set in the effect command set area 94b (output buffer) of the sub-RAM 94 to the image control board 100, the audio control board 106, and the lamp control board 107 through received command analysis processing (FIG. 39) and the like. The image control board 100 that has received various commands uses the image display device 7 to execute a display effect corresponding to the received command. Also, the audio control board 106 that has received various commands executes an audio effect that outputs audio from the speaker 67 according to the received command. The lamp control board 107 that has received various commands executes a lamp effect that controls the light emission of the panel lamp 5 and the frame lamp 66 according to the received command. After the command transmission processing, the effect control microcomputer 91 performs other processing (step S4320) and ends this processing. In the other processing, for example, random number update processing and the like are performed.
[0167] [Received Command Analysis Processing] FIG. 39 is a flowchart of the received command analysis process (FIG. 38: step 4300). The effect control microcomputer 91 first determines whether a pre-determination command has been received from the main control board 80 (step S4415). If received (step S4415: YES), a pre-reading effect determination process is performed (step S4420). The "pre-reading effect determination process" is a process of determining whether to execute a pre-reading effect and the pre-reading effect pattern when executed. In the pre-reading effect determination process, a pre-reading effect execution determination for determining whether to execute a pre-reading effect and a pre-reading effect pattern selection are performed. Specifically, the effect control microcomputer 91 acquires the value of the counter of the pre-reading effect random number, and refers to the acquired random number value and the pre-reading effect pattern determination table T55 stored in the sub-ROM 93 to determine whether to perform a pre-reading effect and the pre-reading effect pattern when performing a pre-reading effect. When it is determined that the pre-reading effect is to be executed, the selected pre-reading effect pattern is stored in the pre-determination information storage area 94c.
[0168] On the other hand, when a pre-determination command has not been received from the main control board 80 (step S4415: NO), the above-described pre-reading effect determination process is skipped. The pre-reading effect is an effect suggesting that there is a high possibility that a big hit is included in the reservation information newly stored in the special figure reservation storage area 85, and is executed during the variable effect.
[0169] Subsequently, the effect control microcomputer 91 determines whether or not it has received a hold ball count command from the main control board 80 (step S4445). If it has received the command (step S4445: YES), it performs hold display processing (step S4450). In the hold display processing, based on the information regarding the special drawing 1 hold ball count, special drawing 2 hold ball count, and normal symbol hold ball count included in the hold ball count command, the values of the first special drawing hold effect counter, the second special drawing hold effect counter, and the normal drawing hold effect counter provided in the counter set area 94d of the sub-RAM 94 are updated. As a result, not only on the main control board 80 side but also on the sub-control board 90 side, the information on each hold ball count can be retained. Also, the effect control microcomputer 91 updates the hold images 9A, 9B displayed on the display screen 7a based on the values of the first special drawing hold effect counter, the second special drawing hold effect counter, and the normal drawing hold effect counter. On the other hand, if it has not received the hold ball count command (step S4445: NO), the above-described hold display processing is skipped.
[0170] Subsequently, the effect control microcomputer 91 determines whether or not it has received a variation start command from the main control board 80 (step S4455). If it has received the command (step S4455: YES), it performs variation effect start processing (Fig. 40) (step S4460). "Variation effect start processing" is processing for selecting a variation effect pattern (content) to be executed during the special symbol variation. Details of the variation effect start processing will be described later. On the other hand, if it has not received the command (step S4455: NO), the above-described variation effect start processing is skipped.
[0171] Subsequently, the effect control microcomputer 91 determines whether or not it has received a variation stop command from the main control board 80 (step S4465). If it has received the command (step S4465: YES), it performs variation effect end processing (step S4470). "Variation effect end processing" is processing for stopping the variation effect. On the other hand, if it has not received the command (step S4465: NO), the above-described variation effect end processing is skipped.
[0172] Subsequently, the effect control microcomputer 91 determines whether it has received an opening command from the main control board 80 (step S4475). If it has received the command (step S4475: YES), it performs an opening effect pattern determination process (step S4480). The "opening effect pattern determination process" is a process of selecting an opening effect pattern (content) to be executed at the start of a special game (a big win game or a small win game). In the opening effect pattern determination process, the effect control microcomputer 91 first analyzes the opening command and sets information regarding the special stop symbol data set at the time of winning determination for a big win or a small win, which is included in the opening command, in the sub-RAM 94. Then, it selects an opening effect pattern preset corresponding to the winning type indicated by the special stop symbol data, and sets an opening effect start command for starting the selected opening effect in the effect command set area 94b of the sub-RAM 94. When the opening effect start command set in the effect command set area 94b 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 a predetermined opening effect image from the ROM 103 and displays it on the display screen 7a of the image display device 7. Note that in step S4475, if the opening command has not been received (step S4475: NO), the above-described opening effect pattern determination process is skipped. Next, the effect control microcomputer 91 analyzes the opening command and sets information regarding the special stop symbol data set at the time of winning determination for a big win or a small win, which is included in the opening command, in the sub-RAM 94. Then, it selects an opening effect pattern preset corresponding to the winning type indicated by the special stop symbol data, and sets an opening effect start command for starting the selected opening effect in the effect command set area 94b of the sub-RAM 94. When the opening effect start command set in the effect command set area 94b 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 a predetermined opening effect image from the ROM 103 and displays it on the display screen 7a of the image display device 7. Note that in step S4475, if the opening command has not been received (step S4475: NO), the above-described opening effect pattern determination process is skipped.
[0173] Subsequently, the effect control microcomputer 91 determines whether or not it has received a round designation command from the main control board 80 (step S4485). If it has received the command (step S4485: YES), it performs round effect pattern determination processing (step S4490). The "round effect pattern determination processing" is processing for selecting an opening game effect pattern (content) to be executed during the opening of the big winning opening or during the interval between openings in a special game (big hit game or small hit game). In the round effect pattern determination processing, the effect control microcomputer 91 first analyzes the round designation command and sets information regarding the special figure stop symbol data and information regarding the number of rounds included in the round designation command in the sub-RAM 94. Then, it selects a round effect pattern preset corresponding to the winning type and the number of rounds indicated by the special figure stop symbol data, and sets a round effect start command for starting the selected round effect in the effect 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 reads a predetermined round effect image from the ROM 103 and displays it on the display screen 7a. In step S4485, if the round designation command has not been received (step S4485: NO), the above-described round effect pattern determination processing is skipped.
[0174] Subsequently, the effect control microcomputer 91 determines whether it has received an ending command for a big win game from the main control board 80 (step S4495). If it has received the command (step S4495: YES), it performs an ending effect pattern determination process (step S4500). The "ending effect pattern determination process" is a process of selecting an ending effect pattern (content) to be executed during the ending of a big win game. When the effect 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-described ending effect pattern determination process. In step S4495, if it has not received an ending command for a big win game (step S4495: NO), the above-described ending effect pattern determination process is skipped.
[0175] Subsequently, the effect control microcomputer 91 determines whether it has received a normal symbol variation start command from the main control board 80 (step S4505). If it has received the command (step S4505: YES), it performs a normal symbol variation effect start process (step S4510). The "normal symbol variation effect start process" is a process of selecting a normal symbol variation effect pattern (content) to be executed during the normal symbol variation. In the normal symbol variation effect start process, the effect control microcomputer 91 first sets information regarding the normal symbol stop symbol data included in the normal symbol variation start command and information regarding the normal symbol variation pattern in the sub-RAM 94. The set information includes game state information indicating the current game state, symbol information indicating symbols as the determination result of the hit determination process for the normal symbols, and the like. The game state information and symbol information obtained here can be appropriately referred to by the effect control microcomputer 91. The effect control microcomputer 91 is normal Select a normal symbol variation effect pattern that is preset corresponding to the symbol variation pattern, and set a normal symbol variation effect start command for starting the selected normal symbol variation effect in the effect command set area 94b of the sub-RAM 94. When the normal symbol variation effect start command set in the effect command set area 94b is transmitted to the image control board 100, the CPU 102 reads out a predetermined normal symbol variation effect image from the ROM 103 and displays it on the display screen 7a. In step S4505, if the normal symbol variation start command has not been received (step S4505: NO), the above-described normal symbol variation effect start process is skipped.
[0176] Subsequently, the effect control microcomputer 91 determines whether a normal symbol variation stop command has been received from the main control board 80 (step S4515). If received (step S4515: YES), a normal symbol variation effect end process is performed (step S4520). The "normal symbol variation effect end process" is a process for stopping the normal symbol variation effect. In the normal symbol variation effect end process, the effect control microcomputer 91 analyzes the normal symbol variation stop command and sets a normal symbol variation effect end command for ending the normal symbol variation effect in the effect command set area 94b. In step S4515, if the normal symbol variation stop command has not been received (step S4515: NO), the above-described normal symbol variation effect end process is skipped.
[0177] Subsequently, the effect control microcomputer 91 determines whether or not it has received a normal symbol opening command from the main control board 80 (step S4525). If it has received the command (step S4525: YES), it performs normal symbol opening effect pattern determination processing (step S4530). The "normal symbol opening effect pattern determination processing" is processing for selecting a normal game effect pattern (content) to be executed during a winning game (normal game) accompanying a win of the normal symbol. The normal game effects selected here include an opening effect executed during opening and an opening game effect executed while the electric chew 29 is open. In the normal symbol opening effect pattern determination processing, the effect control microcomputer 91 first analyzes the normal symbol opening command and sets information regarding the normal symbol stop symbol data set at the time of winning determination of the normal symbol, which is included in the normal symbol opening command, in the sub-RAM 94. Then, it selects an effect pattern of the opening effect preset corresponding to 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 transmitted to the image control board 100 in the command transmission processing (FIG. 38: step 4315), the CPU 102 of the image control board 100 reads a predetermined opening effect image from the ROM 103 and displays it on the display screen 7a of the image display device 7. In step S4525, if the normal symbol opening command has not been received (step S4525: NO), the above-described normal symbol opening effect pattern determination processing is skipped.
[0178] Subsequently, the effect control microcomputer 91 determines whether or not it has received a normal symbol ending command from the main control board 80 (step S4535). If it has received the command (step S4535: YES), it performs normal symbol ending effect pattern determination processing (step S4540). The "normal symbol ending effect pattern determination processing" is processing for selecting an ending effect pattern (content) to be executed during the ending of a winning game (normal game) accompanying a normal symbol winning. In the normal symbol ending effect pattern determination processing, the effect control microcomputer 91 first analyzes the normal symbol ending command and sets information regarding the normal symbol stop symbol data included in the normal symbol ending command in the sub-RAM 94. Then, it selects an effect pattern of the ending effect preset corresponding to the winning type indicated by the normal symbol stop symbol data, and starts the selected ending effect. It sets a normal symbol ending effect start command for this in the effect command set area 94b of the sub-RAM 94. When the normal symbol ending effect start command set in the effect command set area 94b 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 a predetermined ending effect 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-described normal symbol ending effect pattern determination processing is skipped.
[0179] Subsequently, the effect control microcomputer 91 performs other processes (step S4545). In the other processes, for example, when the effect control microcomputer 91 receives a game state designation command, it causes the sub-RAM 94 to hold information regarding the game state included in the game state designation command (such as whether it is a time shortening state and the respective values of the time shortening counters C1, C2, and C3). Also, when the effect control microcomputer 91 receives a V-pass command, it causes the RAM 94 to hold the information that V has passed. Further, the effect control microcomputer 91 performs processing based on commands other than the above (such as a customer waiting standby command, a pre-judgment command, a RAM clear notification command, etc.) and ends this processing.
[0180] [Variable effect start process] FIG. 40 is a flowchart of the variable effect start process (FIG. 39: step S4460). First, the effect control microcomputer 91 analyzes the variable start command (step S5000). Here, the effect control microcomputer 91 sets in the sub-RAM 94 information regarding the special figure stop symbol data included in the variable start command and information regarding the variable pattern. The set information includes game state information indicating the current game state, symbol information indicating symbols as the determination results of the hit determination process for special figure 1 or special figure 2, and the like. The game state information and symbol information obtained here can be appropriately referred to by the effect control microcomputer 91.
[0181] Subsequently, the effect control microcomputer 91 performs variable effect pattern determination processing (step S5015). In the variable effect pattern determination processing, the effect control microcomputer 91 first acquires a variable effect pattern random number value for effect determination. Then, from the variable effect pattern determination table T51 stored in the sub-ROM 93, a variable effect pattern corresponding to the variable pattern indicated by the variable start command is set. The effect control microcomputer 91 further refers to the content of a preview effect such as a so-called step-up preview effect or a chance-up preview effect based on the variable effect pattern random number value, and further refers to the stop symbol pattern determination table T52 to determine the combination of the effect symbols 8L, 8C, and 8R to be stopped and displayed. Thus, it is determined what kind of effect will be performed as the variable effect. Also, when the effect control microcomputer 91 executes the c-time short symbol variation based on the information regarding the special symbol stop symbol data included in the variable start command, the stop symbol corresponding to the c-time short variation is selected. Here, it is assumed that when the c-time short is selected, the decorative symbol may be stopped and displayed as "595".
[0182] The effect control microcomputer 91 sets a variable effect start command in the effect command set area 94b (output buffer) of the sub-RAM 94 so that a variable effect based on the variable effect pattern determined in step S5015 above is realized (step S5020), and ends this processing. When the variable effect start command set in the effect command set area 94b of the sub-RAM 94 is transmitted to the image control board 100 in the command transmission processing (Fig. 38: step 4315), the CPU 102 of the image control board 100 reads a predetermined variable effect image from the ROM 103 and displays it on the display screen 7a of the image display device 7.
[0183] 8. Operation of the board movable body Using FIGS. 41 to 49, the operation of the board movable members (such as the first movable member 14 and the second movable member 15) will be described. The game effect control microcomputer 91 performs drive control to operate the movable members such as the first movable member 14 and the second movable member 15 during game effects (display effects) or during the initial operation when the power is turned on. Further, the game effect control microcomputer 91 performs display and light emission control to cause the image display device 7 to display a specific image or to cause the first movable member 14, the second movable member 15, etc. to emit light in a specific manner during game effects (display effects) or during the initial operation when the power is turned on.
[0184] Using FIGS. 41 to 42, the operation of the first movable member 14 will be described. FIG. 41 is an explanatory diagram illustrating the movement of the first movable member 14 in the advancing direction (advancing direction movement). FIG. 42 is an explanatory diagram illustrating the second aspect of the first movable member 14.
[0185] As shown in FIG. 41, the first movable member 14 includes a left movable member 14L and a right movable member 14R. The left movable member 14L and the right movable member 14R are each configured to be movable in the left-right direction, and half of an annular decorative portion (a left decorative portion and a right decorative portion) is attached to the tip side. That is, the left decorative portion and the right decorative portion each have a half-arc shape of an annular shape. As shown in FIG. 1, the first movable member 14 can be stationary at a retracted position (home position) where the left movable member 14L is stored on the left side of the display screen 7a and the right movable member 14R is stored on the right side of the display screen 7a (first aspect). At this time, a part of each of the left movable member 14L and the right movable member 14R is in a visible state. From the state of FIG. 1, as shown in FIG. 41, the first movable member 14 moves forward (in a direction approaching each other) toward the center of the display screen 7a by the left movable member 14L and the right movable member 14R respectively. As a result, at the advanced position (deployment position) shown in FIG. 42, the left decorative portion and the right decorative portion are combined to form one decorative member (combined member) (second aspect). Here, the combined member forms the outline of a face. In this second aspect, the combined member formed by combining the left decorative portion and the right decorative portion covers a part near the center of the display screen 7a on the front surface of the image display device 7 and is stationary in a state where the display screen 7a is visible through the opening formed at the center. That is, the combined member is configured to form only the outline of the face, have no central portion of the face, and instead allow the display screen 7a to be visible. The first movable member 14 can move (retract) from the advanced position of FIG. 42 via the state of FIG. 41 to reach the retracted position shown in FIG. 1 and can be stationary there.
[0186] With reference to FIG. 43, the operation of the second movable component 15 will be described. FIG. 43 is an explanatory diagram illustrating a second aspect of the second movable component 15. The second movable component 15 includes a rectangular decorative portion described as "OARO" and is configured to be movable up and down. As shown in FIG. 1, the second movable component 15 can be stationary at a retracted position (home position) above the display screen 7a (first aspect). At this time, a part of the second movable component 15 becomes in a state where it is difficult to visually recognize. The second movable component 15 can move downward from the state of FIG. 1 toward the center of the display screen 7a and can be stationary at an advanced position (deployed position) shown in FIG. 43 (second aspect). In this second aspect, the decorative portion stops so as to cover the vicinity slightly above the center of the display screen 7a on the front surface of the image display device 7. The second movable component 15 can move (retract) upward from the advanced position of FIG. 43 to move to the retracted position shown in FIG. 1 and can be stationary there.
[0187] FIG. 44 is an explanatory diagram illustrating the display effect of the illumination panel 18. The illumination panel (light guide plate) 18 is a transparent flat plate member attached to the opening at the center of the front frame 53, and the game area 3 of the game board 2 can be visually recognized 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 visually recognized 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 light from the LED at the end face. Here, as an example, an image of a smiling face is displayed. The illumination panel 18 is configured to be able to display several types of images in a plurality of types of colors depending on the irradiation direction and color difference of the LED light. Note that the arrangement position of the illumination panel (light guide plate) 18 only needs to be on the front side of the image display device 7 and does not necessarily need to be on the front side of the first movable component 14 and the second movable component 15. That is, the illumination panel (light guide plate) 18 may be disposed on the rear side (back side) of the decorative member 10 and the third movable component 17, which will be described later, in addition to the first movable component 14 and the second movable component 15.
[0188] FIG. 45 is an explanatory diagram illustrating the light emission effect of the frame lamp 66. A plurality of LERs are arranged side by side on the surface of the frame lamp 66, and each is configured to be switchable between lighting and extinguishing. Thereby, the frame lamp 66 can emit light at an arbitrary position in an arbitrary color. The frame lamp 66 may be configured as a liquid crystal panel.
[0189] FIG. 46 is an explanatory diagram illustrating the decorative member 10. The gaming machine 1 may have a configuration other than those described above. For example, the gaming machine may include the decorative member 10. Here, the decorative member 10 is fixed to the lower right of the display screen 7a and includes a sub liquid crystal device 13 at the center. The decorative member 10 has a circular shape, and the sub liquid crystal device 13 also has a circular shape. An arbitrary image can be displayed on the sub liquid crystal device 13.
[0190] The operation and the like of the third movable accessory 17 will be described with reference to FIGS. 47 and 48. FIG. 47 is an explanatory diagram illustrating the movement mode of the third movable accessory 17. FIG. 48 is an explanatory diagram illustrating the movement mode and the display mode of the third movable accessory 17. The gaming machine 1 may have a configuration other than those described above. For example, the gaming machine may include the third movable accessory 17. The third movable accessory 17 is configured to be movable in the left - right direction in front of the image display device 7. It moves (extends) from the retracted position toward the right end of the display screen 7a and is configured to be movable in the left - right direction on the front surface of the display screen 7a. Also, it can stop at an arbitrary extended position in front of the display screen 7a. The movement mode of the third movable accessory 17 can be arbitrarily set. Further, as shown in FIG. 48, a liquid crystal panel is arranged on the surface of the third movable accessory 17, and an arbitrary image can be displayed. Note that the third movable accessory 17 may have a decorative portion formed on at least a part thereof or may have transparency.
[0191] FIG. 49 is an explanatory diagram illustrating a combined effect of the first movable member 14, the second movable member 15, the third movable member 17, and the decorative member 10. As shown in FIG. 49, the first movable member 14, the second movable member 15, the third movable member 17, and the decorative member 10 can be in a state where they partially overlap each other. Further, the first movable member 14, the second movable member 15, and the third movable member 17 may be configured by a liquid crystal panel and may be configured to display an arbitrary image, or at least a part thereof may have transparency, and the image displayed on the display screen 7a through the movable members 14, 15, and 17 may be configured to be visible.
[0192] 9. Other effect examples, modification examples, and aspect examples of the present embodiment Hereinafter, each effect example (display effect example, movable member movement effect example) of the present embodiment will be described. Also, effect examples, modification examples, and aspect examples for the effect examples will be described together. As described above, the effects to be described hereinafter are effects realized by the effect control microcomputer 91 (image control microcomputer 101) based on various information (hit determination information, hit type information, variation pattern information, pre-determination information, etc.) transmitted from the game control microcomputer 81. Note that the following display effect examples are executed on the display screen 7a of the image display device 7. Also, in the display effect examples, the hold display (hold icon) may be omitted, but it is actually displayed unless otherwise specified.
[0193] Hereinafter, display content change effects A to C when a condition is satisfied will be described with reference to FIGS. 50 to 52. This display content change effect when a condition is satisfied can be executed during the variation effect of the decorative symbol. That is, when the image control microcomputer 101 analyzes the variation effect start command received from the sub-control board 90 and the instruction to execute the display content change effect when a condition is satisfied is included, the corresponding image data is read from the ROM 103 and an image is displayed on the display screen 7a of the image display device 7. Also, when the lamp control board 107 analyzes the variation effect start command received from the sub-control board 90 and the instruction to execute the display content change effect when a condition is satisfied is included, movable members such as the first movable member 14 and the second movable member 15 are driven.
[0194] [Display content change effect A when the condition is met] FIG. 50 is a diagram for explaining the display content change effect A when the condition is met. The display content change effect when the condition is met is an effect in which the performance content changes during a specific figure variation during a specific period in which the special figure variation is executed, depending on whether a preset condition is satisfied or not. Here, the "specific period" is set as the "period during the time-saving state". Further, the "preset condition" is set as "the special figure 2 variation is executed". As the "specific figure variation during the specific period", the "specific figure variation when the remaining number of time-saving times is 10" and the "last specific figure variation during the time-saving state" are set.
[0195] In the display content change effect A when the condition is met, it is described as if a special figure variation (special figure 1 variation or special figure 2 variation) is executed in the time-saving state after the jackpot game of the jackpot type "5R time-saving 100 times jackpot" of the special figure 1 (FIG. 10). The player executes a right strike, and by passing through the gate 28, the electric chute 29 is opened, and the game ball that has entered the electric chute winning port 34 enters either the first winning port 75 or the second winning port 76 (see "Special figure 1 time-saving state" in FIG. 13(B)). By the entry of the game ball into the first winning port 75 and the second winning port 76, either the first start port 30 or the second start port 21 is opened, and when the game ball enters the opened start ports 30 and 21, the first special figure hold (special figure 1 hold) or the second special figure hold (special figure 2 hold) occurs. Depending on the opening pattern of the electric chute 29 when passing through the gate 28, the opening probability of the first start port 30 is approximately 277 / 278, and the opening probability of the second start port 21 is approximately 1 / 279 (FIGS. 13(B) and 14). The gaming machine 1 executes the digestion of the first special figure hold prior to the digestion of the second special figure hold (FIG. 21).
[0196] As shown in FIG. 50(A), decorative symbols 8L, 8C, and 8R are variably displayed on the display screen 7a during the variation of the special figure 1. Here, the variable display includes not only the state where the decorative symbols 8L, 8C, and 8R are moving at high speed and can be visually recognized, but also the state where they cannot be visually recognized due to high-speed movement. The decorative symbols 8L, 8C, and 8R are a set of symbols including the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R. The variable display of the set of symbols represents the variable display of the special symbol (here, the variation of the special figure 1), and the stop display of the set of symbols notifies the special figure lottery result (here, the special figure 1 lottery result).
[0197] On the display screen 7a, a hold icon 9A representing the hold of the special figure 1, a hold icon 9B representing the hold of the special figure 2, and a variation icon (the said hold icon) 9C are displayed. Here, the variation icon (the said hold icon) 9C corresponds to the ongoing special figure 1 lottery. On the display screen 7a, in addition, a remaining time short count display indicating the remaining number of times of the time short, which is expressed as "21 times remaining for time short", and a variation special figure display indicating the type of the currently varying special figure, which is expressed as "variation of special figure 1", are displayed.
[0198] In FIG. 50(B), the state after the completion of the next variation of the special figure 1 shown in FIG. 50(A) is shown. The decorative symbols 8L, 8C, and 8R are stopped and displayed. Since no hold of the special figure 1 is obtained during the period of FIGS. 50(A) and (B) and the hold of the special figure 1 becomes 0, the hold of the special figure 2 is consumed. On the display screen 7a, the hold icon 9A disappears, and the hold icon 9B shifts and becomes the variation icon (the said hold icon) 9C. Thereafter, the variation of the special figure 2 is executed.
[0199] When the variation of the special figure 2 is executed, as shown in FIG. 50(C), on the display screen 7a, the variable display of the decorative symbols 8L, 8C, and 8R representing the variable display of the second special symbol (variation of the special figure 2) is displayed. On the display screen 7a, in addition, "19 times remaining for time short" is displayed as the remaining time short count display, and "variation of special figure 2" is displayed as the variation special figure display. That is, here, the condition that the hold of the special figure 1 to be preferentially digested becomes 0 and the hold of the special figure 2 exists, and thus the hold of the special figure 2 is digested during the time short state is satisfied.
[0200] In this state, when a ball enters the first winning opening 75, the first starting opening 30 is opened. When a ball enters the first starting opening 30, as shown in FIG. 50(D), a hold icon 9A is newly displayed. Thereafter, in FIG. 50(E), the variation of the special drawing 2 has ended and the decorative symbols 8L, 8C, and 8R are stopped being displayed. Since there is one hold of the special drawing 1, the hold of the special drawing 1 is cleared. On the display screen 7a, the hold icon 9A shifts and becomes a variation icon (the said hold icon) 9C. Thereafter, the variation of the special drawing 1 is executed.
[0201] When the variation of the special drawing 1 is executed, as shown in FIG. 50(F), on the display screen 7a, a variation display of the decorative symbols 8L, 8C, and 8R representing the variable display of the first special symbol (variation of the special drawing 1) is displayed. On the display screen 7a, in addition, "18 times remaining in time saving" is displayed as the remaining number of times in time saving, and "Variation of special drawing 1" is displayed as the special drawing display during variation.
[0202] Thereafter, when the special drawing variation (variation of the special drawing 1 or variation of the special drawing 2) is repeated, as shown in FIG. 50(G), "10 times remaining in time saving" is displayed as the remaining number of times in time saving. That is, "the remaining number of times in time saving is 10". At this time, as shown in FIG. 50(H), a character image CG appears. This character image CG is displayed when the condition that "the variation of the special drawing 2 is executed in the time saving state" is satisfied, at the time of the variation of the special drawing when "the remaining number of times in time saving is 10". Here, as shown in FIG. 50(B), since the variation of the special drawing 2 is executed at the time when there are 20 times remaining in time saving, the condition is satisfied. If the condition is not satisfied at the 10th time of the remaining number of times in time saving, the character image CG is not displayed at the time of the variation at the 10th time of the remaining number of times in time saving. That is, depending on whether the variation of the special drawing 2 is executed during the time saving period or not, there are cases where the character image CG appears and cases where it does not appear, and the production content changes. Here, the character image CG is a smiling face image, and is displayed overlapping the variation display of the decorative symbols 8L, 8C, and 8R representing the variable display of the first special symbol (variation of the special drawing 1). Thereafter, as shown in FIG. 50(I), the display of the character image CG disappears and the decorative symbols 8L, 8C, and 8R are stopped being displayed.
[0203] Thereafter, if the special figure variation (special figure 1 variation or special figure 2 variation) is repeated further, as shown in FIG. 50(J), "0 remaining times of time shortening" is displayed as the remaining times of time shortening display. That is, it becomes "at the last special figure variation during the time shortening state". At this time, as shown in FIG. 50(K), a result image representing the number of special figure 2 variations executed during the time shortening state, expressed as "1 time of special figure 2 variation", appears. This result image is displayed at "the last special figure variation during the time shortening state" when the condition that "the special figure 2 variation is executed during the time shortening state" is satisfied. Here, as shown in FIG. 50(B), since the special figure 2 variation has been executed once at the point when there are 20 remaining times of time shortening, the condition is satisfied. If the condition is not satisfied at the point when there are 0 remaining times of time shortening, the result image is not displayed at "the last special figure variation during the time shortening state". That is, depending on whether the special figure 2 variation has been executed during the time shortening period, there are cases where the result image appears and cases where it does not appear, and the production content changes. Here, the result image consists 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 representing the variable display of the first special symbol (special figure 1 variation). Thereafter, as shown in FIG. 50(L), the display of the result image is maintained even after the decorative symbols 8L, 8C, and 8R stop being displayed.
[0204] [Production B of display content change when condition is satisfied] FIG. 51 is a diagram for explaining the production B of display content change when the condition is satisfied. Display when condition is satisfied The production of display content change is a production in which the production content changes at a certain special figure variation during a specific period when a preset condition is satisfied or not during the specific period in which the special figure variation is executed. Here, as the "specific period", the "period during the time shortening state" is set. Also, as the "preset condition", "the occurrence of special figure 2 hold" is set. As the "certain special figure variation during the specific period", "the special figure variation when the remaining times of time shortening is 10" and "the last special figure variation during the time shortening state" are set. FIGS. 51(A) to (F) show the flow of the production when the condition is satisfied, and FIGS. 51(G) to (L) show the flow of the production when the condition is not satisfied.
[0205] In the display content change effect B when the condition is satisfied, it will be described as if the special figure variation (special figure 1 variation or special figure 2 variation) is executed in the time-short state after the jackpot game of the jackpot type "5R time-short 100 times jackpot" in special figure 1 (Figure 10). The player executes a right strike, and by passing through gate 28, the electric chute 29 is opened, and the game ball that has entered the electric chute winning port 34 enters either the first winning port 75 or the second winning port 76 (refer to "Special figure 1 time-short state" in Figure 13(B)). When the game ball enters the first winning port 75 and the second winning port 76, either the first start port 30 or the second start port 21 is opened, and when the game ball enters the opened start ports 30 and 21, the first special figure hold (special figure 1 hold) or the second special figure hold (special figure 2 hold) occurs. Depending on the opening pattern of the electric chute 29 when passing through gate 28, the opening probability of the first start port 30 is approximately 277 / 278, and the opening probability of the second start port 21 is approximately 1 / 279 (Figure 13(B), Figure 14). The gaming machine 1 executes the digestion of the first special figure hold with priority over the digestion of the second special figure hold (Figure 21).
[0206] Figures 51(A) to (F) show the flow of the effect when the conditions are met. As shown in Figure 51(A), during the special figure 1 variation, the decorative symbols 8L, 8C, and 8R are variably displayed on the display screen 7a. The variable display here includes not only the state where the decorative symbols 8L, 8C, and 8R are moving at high speed and can be visually recognized, but also the state where they cannot be visually recognized due to the high-speed movement. The decorative symbols 8L, 8C, and 8R are a set of symbols including the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R. The variable display of the set of symbols represents the variable display of the special symbol (here, the special figure 1 variation), and the stop display of the set of symbols notifies the special figure lottery result (here, the special figure 1 lottery result).
[0207] On the display screen 7a, a hold icon 9A indicating the hold of Special Figure 1 and a variable icon (the hold icon) 9C are displayed. The hold icon 9B indicating the hold of Special Figure 2 is not displayed. Here, the variable icon (the hold icon) 9C corresponds to the ongoing lottery of Special Figure 1. On the display screen 7a, in addition, there is a remaining short-time play count display indicating the remaining number of short-time plays, which is expressed as "21 remaining short-time plays", and a variable special figure display indicating the type of the currently variable special figure, which is expressed as "Special Figure 1 variable".
[0208] In FIG. 51(B), the state when the remaining short-time play count display is "18 remaining short-time plays" is shown. The variable display of the decorative symbols 8L, 8C, 8R representing the variable display of the first special symbol (Special Figure 1 variable) is shown. At this time, the game ball passes through the gate 28, and due to the opening pattern of the electric chute 29, it enters the second winning opening 76 and the second start opening 21 is opened. Due to the entry of the game ball into the second start opening 21, a hold icon 9B is newly displayed.
[0209] After that, the special figure variation (Special Figure 1 variation or Special Figure 2 variation) is repeated. In FIG. 51(C), the state when the remaining short-time play count display is "15 remaining short-time plays" is shown. The variable display of the decorative symbols 8L, 8C, 8R representing the variable display of the first special symbol (Special Figure 1 variable) is shown. At this time, the game ball passes through the gate 28, and due to the opening pattern of the electric chute 29, it enters the second winning opening 76 and the second start opening 21 is opened. Due to the entry of the game ball into the second start opening 21, the state where a second hold icon 9B is displayed is shown.
[0210] Thereafter, further, special figure variations (Special Figure 1 variation or Special Figure 2 variation) are repeated. In FIG. 51(D), the state when the remaining number of time-saving times display is "10 times remaining for time-saving" is shown. That is, it becomes "when there is a special figure variation when the remaining number of time-saving times is 10". The variation displays of the decorative symbols 8L, 8C, and 8R representing the variable display of the first special symbol (Special Figure 1 variation) are being displayed. At this time, the character image CG appears. This character image CG is displayed "when there is a variation of the special figure when the remaining number of time-saving times is 10" when the condition that "a hold of Special Figure 2 occurs during the time-saving state" is satisfied. Here, as shown in FIGS. 51(B) and (C), since a hold of Special Figure 2 has occurred at the point when there are 18 times remaining for time-saving and at the point when there are 15 times remaining for time-saving, the condition is satisfied. In the gaming machine 1, when the electric chute 29 at the time of passing through the gate 28 is in the open pattern, the opening probability of the second start port 21 is about 1 / 279, so it is difficult for a hold of Special Figure 2 to occur. Therefore, by the appearance of this character image CG, a sense of accomplishment can be given to the player. If the condition is not satisfied at the 10th time when there are times remaining for time-saving, the character image CG is not displayed "when there is a variation at the 10th time when there are times remaining for time-saving". That is, depending on whether or not a hold of Special Figure 2 has occurred during the time-saving period, there are cases where the character image CG appears and cases where it does not appear, and the production content changes. Here, the character image CG is a smiling face image, and the same number of character image CGs as the number of holds of Special Figure 2 that have occurred appear. Thereafter, the display of the character image CG disappears, and the decorative symbols 8L, 8C, and 8R stop being displayed.
[0211] After that, if the special symbol variation (special symbol 1 variation or special symbol 2 variation) is repeated further, as shown in FIG. 51(E), "0 remaining times of time-saving" is displayed as the remaining times of time-saving display. That is, it becomes "at the time of the last special symbol variation during the time-saving state". At this time, as shown in FIG. 51(F), a result image representing the number of special symbol 2 holds that occurred during the time-saving state, expressed as "2 special symbol 2 holds", appears. This result image is displayed at "the time of the last special symbol variation during the time-saving state" when the condition that "a special symbol 2 hold occurs during the time-saving state" is satisfied. Here, as shown in FIGS. 51(B) and (C), since a special symbol 2 hold occurred at the point when there were 18 remaining times of time-saving and 15 remaining times of time-saving, the condition is satisfied. If the condition is not satisfied at the point when there are 0 remaining times of time-saving, the result image is not displayed at "the time of the last special symbol variation during the time-saving state". That is, depending on whether a special symbol 2 hold occurred during the time-saving period, there are cases where the result image appears and cases where it does not appear, and the production content changes. Here, the result image consists 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 representing the variable display of the first special symbol (special symbol 1 variation). After that, even after the decorative symbols 8L, 8C, and 8R stop being displayed, the display of the result image is maintained.
[0212] FIGS. 51(G) to (L) show the flow of the production when the conditions are not satisfied. FIG. 51(G) is in the same state as FIG. 51(A). FIG. 51(H) shows the state when the remaining times of time-saving display is "18 remaining times of time-saving". The variable display of the decorative symbols 8L, 8C, and 8R representing the variable display of the first special symbol (special symbol 1 variation) is being displayed. Different from FIG. 51(B), there is no ball entry into the second start port 21, and the hold icon 9B is not displayed.
[0213] After that, the special symbol variation (special symbol 1 variation or special symbol 2 variation) is repeated, and FIG. 51(I) shows the state when the remaining times of time-saving display is "15 remaining times of time-saving". The variable display of the decorative symbols 8L, 8C, and 8R representing the variable display of the first special symbol (special symbol 1 variation) is being displayed. Different from FIG. 51(C), there is no ball entry into the second start port 21, and the hold icon 9B is not displayed.
[0214] After that, further, special figure variations (special figure 1 variation or special figure 2 variation) are repeated. In FIG. 51(J), the state when the remaining number of time-saving times display is "10 remaining times of time-saving" is shown. That is, it becomes "when there is a special figure variation when the remaining number of time-saving times is 10". The variation displays of the decorative symbols 8L, 8C, and 8R representing the variable display of the first special symbol (special figure 1 variation) are being displayed. Different from FIG. 51(D) and the character image CG does not appear. The character image CG is displayed during the special figure variation when the remaining number of time-saving times is 10 when the condition that "a special figure 2 hold occurs during the time-saving state" is satisfied. In FIGS. 51(G) to (L), after the occurrence of time-saving, a special figure 2 hold has never occurred. Since the probability of opening the second start port 21 is about 1 / 279 due to the opening pattern of the electric chute 29 when passing through the gate 28 in the gaming machine 1, it is difficult for a special figure 2 hold to occur. Therefore, a case where the character image CG does not appear occurs. Thus, depending on whether or not a special figure 2 hold occurs during the time-saving period, there are cases where the character image CG appears and cases where it does not appear, and the production content changes.
[0215] After that, further, when special figure variations (special figure 1 variation or special figure 2 variation) are repeated, as shown in FIG. 51(K), "0 remaining times of time-saving" is displayed as the remaining number of time-saving times display. That is, it becomes "during the last special figure variation during the time-saving state". Different from FIG. 51(F), the result image representing the number of special figure 2 holds that occurred during the time-saving state expressed as "0 special figure 2 hold acquisition number" does not appear. This result image is displayed during the last special figure variation during the time-saving state when the condition that "a special figure 2 hold occurs during the time-saving state" is satisfied. In FIGS. 51(G) to (L), after the occurrence of time-saving, a special figure 2 hold has never occurred, and the condition for displaying the result image is not satisfied. Thus, depending on whether or not a special figure 2 hold occurs during the time-saving period, there are cases where the result image appears and cases where it does not appear, and the production content changes.
[0216] [Display content change effect C when the condition is satisfied] FIG. 52 is a diagram for explaining the display content change effect C when a condition is satisfied. The display content change effect when a condition is satisfied is an effect in which the effect content changes during a specific figure variation during a specific period in which the special figure variation is executed, depending on whether a preset condition is satisfied or not. Here, the "specific period" is set as the "period during the time shortening state". Further, the "preset condition" is set as "a special figure 2 hold occurs". As the "specific figure variation during the specific period", the "specific figure variation when the remaining number of times of time shortening is 10" and the "last specific figure variation during the time shortening state" are set. FIGS. 52(A) to (F) show the flow of the effect when the condition is satisfied, and FIGS. 52(G) to (L) show the flow of the effect when the condition is not satisfied.
[0217] In the display content change effect C when a condition is satisfied, it is described as if a special figure variation (special figure 1 variation or special figure 2 variation) is executed in a time shortening state after a big hit game of the big hit type "5R time shortening 100 times big hit" of the special figure 1 (FIG. 10). The player executes a right strike, and by passing through the gate 28, the electric chute 29 is opened, and the game ball that has entered the electric chute winning port 34 enters either the first winning port 75 or the second winning port 76 (see "Special figure 1 time shortening state" in FIG. 13(B)). By the entry of the game ball into the first winning port 75 and the second winning port 76, either the first start port 30 or the second start port 21 is opened, and when the game ball enters the opened start ports 30 and 21, a first special figure hold (special figure 1 hold) or a second special figure hold (special figure 2 hold) occurs. Depending on the opening pattern of the electric chute 29 when passing through the gate 28, the opening probability of the first start port 30 is approximately 277 / 278, and the opening probability of the second start port 21 is approximately 1 / 279 (FIGS. 13(B) and 14). The gaming machine 1 executes the digestion of the first special figure hold prior to the digestion of the second special figure hold (FIG. 21).
[0218] Figs. 52(A) to (F) show the flow of the effect when the conditions are satisfied. As shown in Fig. 52(A), during the variation of Special Fig. 1, the decorative symbols 8L, 8C, and 8R are variably displayed on the display screen 7a. The variable display here includes not only the display where the decorative symbols 8L, 8C, and 8R can be visually recognized as moving at high speed, but also those that are in a state where they cannot be visually recognized due to high-speed movement. The decorative symbols 8L, 8C, and 8R are a set of symbols including the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R. The variable display of the set of symbols represents the variable display of the special symbol (here, the variation of Special Fig. 1), and the stop display of the set of symbols notifies the special figure lottery result (here, the special figure lottery result of Special Fig. 1). result).
[0219] On the display screen 7a, a hold icon 9A representing the hold of Special Fig. 1, a hold icon 9B representing the hold of Special Fig. 2, and a variation icon (the said hold icon) 9C are displayed. Here, the variation icon (the said hold icon) 9C corresponds to the ongoing special figure lottery of Special Fig. 1. On the display screen 7a, in addition, there are displayed a time-saving remaining number display indicating the remaining number of times of time-saving, represented as "21 times remaining for time-saving", and a variation special figure display indicating the type of the currently varying special figure, represented as "Special Fig. 1 variation".
[0220] Special figure variation (Special figure 1 variation or Special figure 2 variation) is repeated, and in FIG. 52(B), the state when the remaining time-saving number of times is displayed as "10 times remaining for time-saving" is shown. That is, it becomes "when there is a special figure variation when the remaining number of times for time-saving is 10". The variable display of the decorative symbols 8L, 8C, 8R representing the variable display of the first special symbol (Special figure 1 variation) is being displayed. At this time, a result image representing the number of Special figure 2 holds that occurred during the time-saving state and is represented as "1 Special figure 2 hold number" appears. Specifically, a result image representing the number of Special figure 2 holds that occurred from the start of time-saving to the current point during the time-saving state appears. This result image is always displayed "when there is a special figure variation when the remaining number of times for time-saving is 10", and when the condition of "a Special figure 2 hold occurs during the time-saving state" is satisfied, the display content of the "〇 pieces" part of "Special figure 2 hold obtained number 〇 pieces" changes. Here, since one Special figure 2 hold has occurred, the "〇 pieces" part is displayed as "1 piece". Here, even if the Special figure 2 hold is digested after it occurs and the number of Special figure 2 holds is 0 "when there is a special figure variation when the remaining number of times for time-saving is 10", the "Special figure 2 hold obtained number" becomes "1 piece". On the other hand, even if the Special figure 2 hold is digested after it occurs and the number of Special figure 2 holds is 0 "when there is a special figure variation when the remaining number of times for time-saving is 10", the "Special figure 2 hold obtained number" may be displayed as "0 pieces". Since the opening probability of the second start port 21 is about 1 / 279 when the electric chew 29 at the passage of the gate 28 is in the open pattern, it is difficult for a Special figure 2 hold to occur in the gaming machine 1. Therefore, by displaying the obtained number of Special figure 2 holds in this result image, a sense of accomplishment can be given to the player. If the conditions are not satisfied at the 10th time of the remaining time-saving, a result image with different content is displayed as shown in FIG. 52(H). That is, the display content of the result image changes depending on whether a Special figure 2 hold has occurred during the time-saving period. Here, the result image consists 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, 8R representing the variable display of the first special symbol (Special figure 1 variation). After the result image is displayed, the display disappears after a predetermined time has passed, and then the decorative symbols 8L, 8C, 8R are stopped and displayed.
[0221] After that, special figure variations (Special Figure 1 variation or Special Figure 2 variation) are repeated, and FIG. 52(C) shows the state when the remaining number of time-saving times is displayed as "5 remaining times of time-saving". Variation displays of the decorative symbols 8L, 8C, and 8R representing the variable display of the first special symbol (Special Figure 1 variation) are shown. At this time, the game ball passes through the gate 28, and depending on the opening pattern of the electric chute 29, it enters the second winning opening 76 and the second starting opening 21 is opened. The state where the second hold icon 9B is displayed due to the entry of the ball into the second starting opening 21 is shown.
[0222] After that, when the special figure variation (Special Figure 1 variation or Special Figure 2 variation) is repeated further, as shown in FIG. 52(D), "0 remaining times of time-saving" is displayed as the remaining number of time-saving times. That is, it becomes "at the last special figure variation during the time-saving state". At this time, the second result image represented as "2 retained numbers of Special Figure 2" appears. Specifically, the second result image representing the number of Special Figure 2 holds that have occurred from the start of time-saving to the current point during the time-saving state appears. This second result image is always displayed "at the last special figure variation during the time-saving state", and when the condition that "Special Figure 2 hold occurs during the time-saving state" is satisfied, the display content of the "〇 pieces" part of "〇 retained numbers of Special Figure 2" changes. Here, since two Special Figure 2 holds have occurred, the "〇 pieces" part is displayed as "2 pieces". Here, even if the Special Figure 2 hold is consumed after it occurs and the Special Figure 2 hold is 0 "at the last special figure variation during the time-saving state", the "retained number of Special Figure 2" is "2 pieces". On the other hand, even if the Special Figure 2 hold is consumed after it occurs and the Special Figure 2 hold is 0 "at the last special figure variation during the time-saving state", the "retained number of Special Figure 2" may be displayed as "0 pieces". If the conditions are not satisfied "at the last special figure variation during the time-saving state", a result image with different content is displayed as shown in FIG. 52(J). That is, the display content of the result image changes depending on whether a Special Figure 2 hold has occurred during the time-saving period. When the Special Figure 1 variation in FIG. 52(D) stops, the game state switches from the time-saving state to the normal state.
[0223] Thereafter, as shown in Fig. 52(E), with the display of the result image maintained, the variation of Special Figure 1 is repeatedly executed until there is no hold of Special Figure 1. Here, at the point of Fig. 52(D), there are 3 holds of Special Figure 1, so the lottery of Special Figure 1 is executed 3 times. At this time, the remaining time-saving count display remains as "0 times remaining for time-saving", and the Special Figure display during variation is represented as "Variation of Special Figure 1".
[0224] When all the holds of Special Figure 1 disappear, as shown in Fig. 52(F), the digestion of the hold of Special Figure 2 is performed, and the variation of Special Figure 2 is executed. At this time, the character image of "Start of Variation of Special Figure 2!!" is displayed. The Special Figure display during variation is represented as "Variation of Special Figure 2".
[0225] Figs. 52(G) to (L) show the flow of the effect when the conditions are not met. Fig. 52(G) shows the count display represented as "21 times remaining for time-saving" as in Fig. 52(A), the Special Figure display during variation represented as "Variation of Special Figure 1", and the variation display of the decorative patterns 8L, 8C, 8R corresponding to the variation of Special Figure 1. On the other hand, different from Fig. 52(A), the hold icon 9B representing the hold of Special Figure 2 is not displayed. That is, the hold of Special Figure 2 has not been obtained yet in the time-saving state.
[0226] Fig. 52(H) shows the state when the remaining time-saving count display is "10 times remaining for time-saving". The variation display of the decorative patterns 8L, 8C, 8R representing the variable display of the first special pattern (variation of Special Figure 1) is displayed. Different from Fig. 51(B), there is no ball entry into the second start port 21, and the hold icon 9B is not displayed. At this time, a result image representing that the hold of Special Figure 2 has not occurred during the time-saving state, represented as "Not yet obtained hold of Special Figure 2", appears. Specifically, a result image representing the number of holds of Special Figure 2 that occurred from the start of time-saving to the current point during the time-saving state appears. Here, it is shown that the number of holds of Special Figure 2 that occurred up to the current point during the time-saving state was 0. This result image is always displayed at "During variation of Special Figure when the remaining time-saving count is 10", and is displayed as "Not yet obtained hold of Special Figure 2" when the condition of "the hold of Special Figure 2 occurs during the time-saving state" is not met, and different content is displayed when the condition is met.
[0227] After that, the special figure variation (special figure 1 variation or special figure 2 variation) is repeated. In FIG. 52(I), the state when the remaining number of time-saving times is displayed as "5 remaining times of time-saving" is shown. The variation display of the decorative symbols 8L, 8C, and 8R representing the variable display of the first special symbol (special figure 1 variation) is being displayed. Different from FIG. 52(C), there is no ball entry into the second start port 21, and the hold icon 9B is not displayed.
[0228] After that, furthermore, the special figure variation (special figure 1 variation or special figure 2 variation) is repeated. In FIG. 52(J), the state when the remaining number of time-saving times is displayed as "0 remaining times of time-saving" is shown. That is, it becomes "at the last special figure variation during the time-saving state". At this time, a result image indicating that no special figure 2 hold occurred during the time-saving state, which is expressed as "no acquisition of special figure 2 hold", appears. Specifically, the second result image representing the number of special figure 2 holds that occurred from the start of time-saving to the current point during the time-saving state appears. Here, it is shown that the number of special figure 2 holds that occurred up to the current point during the time-saving state was 0. This second result image is always displayed "at the last special figure variation during the time-saving state", and when the condition "a special figure 2 hold occurs during the time-saving state" is not satisfied, it is displayed as "no acquisition of special figure 2 hold", and different content is displayed compared to when the condition is satisfied. Here, after the special figure 2 hold occurs and is cleared, "at the last special figure variation during the time-saving state " if the number of special figure 2 holds is 0, it becomes "Number of acquired special figure 2 holds 〇 pieces". When the special figure 1 variation in FIG. 52(J) stops, the game state switches from the time-saving state to the normal state.
[0229] After that, as shown in FIG. 52(K), when the decorative symbols 8L, 8C, and 8R stop being displayed and the variable icon (the said hold icon) 9C is cleared, the next special figure 1 variation is started by the shift movement of the hold icon 9A. At this time, as shown in FIG. 52(L), the character image of "Normal state start!!" is displayed.
[0230] [Effect example] The following shows effect examples of the effect of the change in the display content when the condition is satisfied. [Effect 1] In the gaming machine 1 of the above-described embodiment, as shown in FIG. 50, during the time-limited execution of the special figure variation, depending on whether or not the condition of "the special figure 2 variation is executed" is satisfied, the content of the effect displayed on the display screen 7a at "the time of the special figure variation when the remaining number of times of the time limit is 10" and "the time of the last special figure variation during the time limit state" changes. Also, as shown in FIGS. 51 and 52, during the time-limited execution of the special figure variation, depending on whether or not the condition of "the special figure 2 hold occurs" is satisfied, the content of the effect displayed on the display screen 7a at "the time of the special figure variation when the remaining number of times of the time limit is 10" and "the time of the last special figure variation during the time limit state" changes. According to this configuration, with a novel effect that has never been seen before, the player can be visually entertained, and the interest can be enhanced. [Effect 2] In the gaming machine 1 of the above-described embodiment, during a specific period (during the time limit period), a plurality of special figure variations are executed, and the time of a certain special figure variation is the time of the last special figure variation during the specific period (during the time limit period). According to this configuration, with a novel effect that has never been seen before, the player can be visually entertained, and the interest can be enhanced. [Effect 3] In the gaming machine 1 of the above-described embodiment, the specific period is the period during the time limit state. According to this configuration, with a novel effect that has never been seen before, the player can be visually entertained, and the interest can be enhanced. [Effect 4] In the gaming machine 1 of the above-described embodiment, the preset condition is the occurrence of a special figure 2 hold due to a winning. According to this configuration, with a novel effect that has never been seen before, the player can be visually entertained, and the interest can be enhanced. [Effect 5] In the gaming machine 1 of the above-described embodiment, the special figure 2 hold is the special figure hold that is not preferentially cleared among the special figure 1 hold and the special figure 2 hold. According to this configuration, with a novel effect that has never been seen before, the player can be visually entertained, and the interest can be enhanced. [Effect 6] In the gaming machine 1 of the above-described embodiment, when a preset condition is satisfied, for example, a first effect in which a character image CG or a result image is displayed is executed. When the preset condition is not satisfied, a second effect in which the character image CG or the result image is not displayed is executed. According to this configuration, a novel effect that has never been seen before can visually entertain the player and improve the interest.
[0231] [Modification Example] The following shows a modification example of the display content change effect when the condition is satisfied. [Modification Example 1] In the display content change effects A to C when the condition is satisfied, it is assumed that the effect content is changed twice, at "when the special figure fluctuates when the remaining time-saving times is 10" and "when the special figure fluctuates for the last time during the time-saving state". However, the effect content may change only at one of "when the special figure fluctuates when the remaining time-saving times is 10" and "when the special figure fluctuates for the last time during the time-saving state".
[0232] [Modification Example 2] In the display content change effects A to C when the condition is satisfied, it is assumed that a character image CG is displayed at "when the special figure fluctuates when the remaining 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 mode of changing the effect content depending on whether the condition is satisfied or not is not limited to this. For example, depending on whether the condition is satisfied or not, different character images, different background images, different story images, etc. may be displayed, different music may flow, or different accessory operations may be executed. Also, the above effect may be executed at "when the special figure fluctuates for the last time during the time-saving state" when the condition is satisfied.
[0233] [Modification Example 3] In the display content change effects A to C when the condition is satisfied, it is assumed that a character image CG is displayed at "when the special figure fluctuates when the remaining time-saving times is 10" when the condition is satisfied. However, the character image CG may be displayed at "when the special figure fluctuates for the last time during the time-saving state" when the condition is satisfied. Also, the character image CG and the result image may be displayed together.
[0234] [Aspect Example] In the gaming machine of this embodiment, the following aspects can be realized. ◇[Aspect A1-1] A gaming machine comprising an effect display means capable of displaying a plurality of types of effects and a special figure display means capable of displaying special figure variations, wherein during a specific period in which the special figure variation is executed, depending on whether a preset condition is satisfied or not, the content of the effect displayed by the effect display means changes at a certain special figure variation during the specific period. A gaming machine characterized by this. ◇[Aspect A1-2] The gaming machine according to Aspect A1-1, wherein during the specific period, a plurality of times of the special figure variations are executed, and the certain special figure variation refers to the last special figure variation during the specific period. A gaming machine characterized by this. ◇[Aspect A1-3] The gaming machine according to Aspect A1-1 or Aspect A1-2, wherein the specific period is a period during the time-limited state. A gaming machine characterized by this. ◇[Aspect A1-4] The gaming machine according to any one of Aspects A1-1 to A1-3, wherein the preset condition is the occurrence of a special figure hold due to a winning. A gaming machine characterized by this. ◇[Aspect A1-5] The gaming machine according to Aspect A1-4, wherein the special figure hold is the special figure hold that is not preferentially digested among the special figure 1 hold and the special figure 2 hold. A gaming machine characterized by this. ◇[Aspect A1-6] The gaming machine according to any one of Aspects A1-1 to A1-3, wherein when the preset condition is satisfied, a first effect is executed, When the preset conditions are not met, a second effect is executed. The gaming machine is characterized by this.
[0235] Icon display effects A to C will be described below with reference to FIGS. 53 to 55. This icon display effect can be executed during the variation effect of the decorative symbol. That is, when the image control microcomputer 101 analyzes the reserved ball number command, the game state designation command, the variation effect start command, etc. received from the sub-control board 90 and the instruction to execute the icon display effect is included, the corresponding image data is read from the ROM 103 and an image is displayed on the display screen 7a of the image display device 7.
[0236] [Icon display effect A] FIG. 53 is a diagram for explaining the icon display effect A. The icon display effect is an effect in which an icon is displayed when a ball enters the start port during the first period, and the icon is not displayed in the subsequent second period even though a ball has entered the start port. Here, the "reserved icon 9B" is set as the "icon", the "period from after the start of time shortening until the special figure 1 reservation is consumed and disappears" in FIGS. 53(A) to (G) is set as the "first period", and the "period from when the special figure 2 reservation digestion starts until the special figure 2 reservation is consumed and disappears" in FIGS. 53(H) to (L) is set as the "second period".
[0237] In the icon display effect A, it will be described as if the special figure variation (special figure 1 variation or special figure 2 variation) is executed in the time-shortened state after the jackpot game of the jackpot type "5R time-shortened 100 times jackpot" in special figure 1 (Figure 10). The player executes a right strike, and when passing through gate 28, the electric chute 29 is opened, and the game ball that has entered the electric chute winning port 34 enters either the first winning port 75 or the second winning port 76 (see "Special figure 1 time-shortened state" in Figure 13(B)). When the game ball enters the first winning port 75 and the second winning port 76, either the first starting port 30 or the second starting port 21 is opened, and when the game ball enters the opened starting ports 30 and 21, the first special figure hold (special figure 1 hold) or the second special figure hold (special figure 2 hold) occurs. Depending on the opening pattern of the electric chute 29 when passing through gate 28, the opening probability of the first starting port 30 is approximately 277 / 278, and the opening probability of the second starting port 21 is approximately 1 / 279 (Figure 13(B), Figure 14). The gaming machine 1 executes the digestion of the first special figure hold prior to the digestion of the second special figure hold (Figure 21).
[0238] As shown in Figure 53(A), during the special figure 1 variation, the decorative symbols 8L, 8C, and 8R are variably displayed on the display screen 7a. The variable display here includes not only the state where the decorative symbols 8L, 8C, and 8R are moving at high speed and can be visually recognized, but also the state where they cannot be visually recognized due to the high-speed movement. The decorative symbols 8L, 8C, and 8R are a set of symbols including the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R. The variable display of the set of symbols represents the variable display of the special symbol (here, the special figure 1 variation), and the stop display of the set of symbols notifies the special figure lottery result (here, the special figure 1 lottery result).
[0239] On the display screen 7a, three hold icons 9A representing the special figure 1 hold and a variable icon (the said hold icon) 9C are displayed. Here, the variable icon (the said hold icon) 9C corresponds to the ongoing special figure 1 lottery. On the display screen 7a, in addition, a time-shortened remaining times display indicating the remaining times of the time-shortened state, represented as "remaining 50 times of time-shortened", and a variable special figure display indicating the type of the currently varying special figure, represented as "special figure 1 variation", are displayed.
[0240] In Fig. 53(A), at this time, the game ball passes through gate 28, and due to the opening pattern of the electric chute 29, the game ball enters the second winning opening 76, and the game ball enters the opened second starting opening 21, and the stored number of the second special figure hold (special figure 2 hold number) becomes "1". That is, the special figure 2 hold has occurred. Along with the occurrence of the special figure 2 hold, one new hold icon 9B is newly displayed on the display screen 7a.
[0241] In Fig. 53(B), a state where the next special figure 1 variation shown in Fig. 53(A) has ended is shown. The decorative symbols 8L, 8C, and 8R are stopped and displayed. At this time, also, the game ball passes through gate 28, and due to the opening pattern of the electric chute 29, the game ball enters the second winning opening 7 6, and the game ball enters the opened second starting opening 21, and the stored number of the second special figure hold (special figure 2 hold number) becomes "2". That is, a new special figure 2 hold has occurred. Along with the occurrence of the special figure 2 hold, one hold icon 9B is added to the display screen 7a, and two hold icons 9B are displayed.
[0242] After that, the special figure 1 variation is repeated. In Fig. 53(C), a state when the remaining number of time limit displays is "20 times remaining in the time limit" is shown. The variation display of the decorative symbols 8L, 8C, and 8R corresponding to the special figure 1 variation is displayed. At this time, a specific number of times notification image of "There are only 20 times remaining in the time limit!" appears. Starting from the end of the variation of 20 times remaining in the time limit, even if the special figure 2 hold occurs during the subsequent time limit variations, the hold icon 9B is not immediately additionally displayed but is additionally displayed at a delayed timing. On the display screen 7a, the two hold icons 9B corresponding to the special figure 2 hold obtained in Figs. 53(A) and (B) are continuously displayed.
[0243] Thereafter, the variation of Special Figure 1 is repeated, and FIG. 53(D) shows the state when the remaining number of time-saving times display is "10 remaining times of time-saving". The variation display of the decorative patterns 8L, 8C, and 8R corresponding to the variation of Special Figure 1 is being displayed. At this time, the game ball passes through the gate 28, and due to the opening pattern of the electric chute 29, the game ball enters the second winning opening 76, and the game ball enters the opened second starting opening 21, and the stored number of the second special figure hold (special figure 2 hold number) becomes "3". However, although a new special figure 2 hold has occurred, on the display screen 7a, the hold icon 9B is not added, and the display of the two hold icons 9B continues.
[0244] Thereafter, the variation of Special Figure 1 is repeated, and FIG. 53(E) shows the state when the remaining number of time-saving times display is "0 remaining times of time-saving". The decorative patterns 8L, 8C, and 8R corresponding to the variation of Special Figure 1 are stopped and displayed. At this time, the game ball passes through the gate 28, and due to the opening pattern of the electric chute 29, the game ball enters the second winning opening 76, and the game ball enters the opened second starting opening 21, and the stored number of the second special figure hold (special figure 2 hold number) becomes "4". However, although a new special figure 2 hold has occurred, on the display screen 7a, the hold icon 9B is not added, and the display of the two hold icons 9B continues. By the end of the final variation during the time-saving period, the game state switches from the time-saving state to the normal state.
[0245] Thereafter, the variation of Special Figure 1 is repeated, and FIG. 53(F) shows the state in which the first variation (variation of Special Figure 1) after the end of the time-saving is being executed. The decorative patterns 8L, 8C, and 8R are being variably displayed. At a predetermined timing during this variation, two hold icons 9B are additionally displayed, and an effect of displaying four hold icons 9B is executed. That is, the two hold icons 9B corresponding to the special figure 2 holds obtained in FIGS. 53(D) and (E) are displayed with a delay. Thus, in the period from the start of the time-saving to the disappearance of the special figure 1 hold until it is consumed in FIGS. 53(A) to (G), if a game ball enters the second starting opening 21 during the period, even if the display timing may be delayed, the special figure 2 hold is displayed within the same period.
[0246] In FIG. 53(G), a state where the variation of Specific Figure 1 shown in FIG. 53(F) has ended is shown. The decorative symbols 8L, 8C, and 8R are stopped and displayed. At this time, the variation icon (the said reserved icon) 9C is consumed. Because it is the normal state, even if the player executes a right strike and passes through the gate 28, the electric chute 29 hardly opens (FIG. 13(A)). Therefore, it is almost impossible to add a Specific Figure 1 reservation or a Specific Figure 2 reservation, and the Specific Figure 1 reservation that is preferentially digested disappears.
[0247] Since there is no reserved icon 9A corresponding to the Specific Figure 1 reservation, as shown in FIG. 53(H), the variation of Specific Figure 2 is started by digesting the Specific Figure 2 reservation. At this time, the four reserved icons 9B do not shift and are maintained at the same positions. The variation icon (the said reserved icon) 9C is not displayed at the position (variation icon display position) where the variation icon 9C is displayed. In this state, the variation of Specific Figure 2 is started, and the decorative symbols 8L, 8C, and 8R start to vary and are displayed. Spe With the start of the Specific Figure 2 variation, the stored number of the Second Specific Figure reservation (Specific Figure 2 reservation number) decreases by one and becomes "3", while the display of the reserved icon 9B does not decrease, and the four reserved icons 9B continue to be displayed.
[0248] In FIG. 53(I), a state is shown where a small win is won in the Specific Figure 2 lottery, and the decorative symbols 8L, 8C, and 8R of the character image with a smiling face are stopped and displayed in three. In the gaming machine 1, there is no possibility of losing in the Specific Figure 2 lottery, and it always wins (a big win or a small win) (FIG. 9(A)). In the gaming machine 1, a big win occurs about once in 312 times, and a small win occurs about 311 times in 312 times. When a small win occurs in Specific Figure 2, either "3R time reduction once small win" or "3R normal small win" is selected in either the time reduction state or the non-time reduction state (here, the non-time reduction state). It becomes "3R time reduction once small win" with a probability of about 1 / 2, and becomes "3R normal small win" with a probability of about 1 / 2. Here, it is notified that the decorative symbols 8L, 8C, and 8R of the character image with a smiling face are a small win of "3R time reduction once small win". The display of the reserved icon 9B does not decrease, and the four reserved icons 9B continue to be displayed. The four reserved icons 9B continue to be displayed even during the big win game.
[0249] FIG. 53(J) shows the state during the single-time shortening variation after the jackpot game associated with "3R Shortening Single Minor Hit". The variation of the special figure 2 starts, and the decorative symbols 8L, 8C, and 8R start the variation display. With the start of the variation of the special figure 2, the number of memories reserved in the second special figure (special figure 2 reserved number) decreases by one to become "2", while the display of the reserved icon 9B does not decrease, and the four reserved icons 9B continue to be displayed. In the single-time shortening after the jackpot game associated with "3R Shortening Single Minor Hit", when the electric chute 29 is opened by the player's right strike through the gate 28, the game balls that enter the electric chute winning opening 34 will surely enter the second winning opening 76 (see "Special Figure 2 Shortening State" in FIG. 13(B)). When the game balls enter the second winning opening 76, the second starting opening 21 is opened, and when the game balls enter the second starting opening 21, the second special figure reservation (special figure 2 reservation) occurs. As a result, the number of memories reserved in the second special figure (special figure 2 reserved number) increases by one to become "3". The number of the reserved icons 9B does not increase or decrease, and the four reserved icons 9B continue to be displayed. Thus, in the period from "the start of the digestion of the special figure 2 reservation to the digestion of the special figure 2 reservation until it disappears" in FIGS. 53(H) to (L), even if there is a ball entry into the second starting opening 21 during the period, the reserved icon 9B is not additionally displayed.
[0250] Fig. 53(K) shows a state where, in the special figure 2 lottery, a minor winning is obtained, and the three circular graphic images of the decorative symbols 8L, 8C, and 8R are stopped and displayed. As described above, in the gaming machine 1, in the special figure 2 lottery, there is no losing, and it always results in a win (major win or minor win) (Fig. 9(A)). In the gaming machine 1, a major win occurs approximately once in 312 times, and a minor win occurs approximately 311 times in 312 times. When a minor win occurs in the special figure 2, regardless of whether it is in the time-saving state or the non-time-saving state (here it is the time-saving state), either "3R time-saving 1 minor win" or "3R normal minor win" is selected. There is a probability of approximately 1 / 2 for "3R time-saving 1 minor win" and a probability of approximately 1 / 2 for "3R normal minor win". Here, it is notified that the circular graphic images of the decorative symbols 8L, 8C, and 8R are a minor win of "3R normal minor win". At this time, out of the four pending icons 9B that were being displayed, the oldest one on the far left disappears, and the remaining three pending icons 9B continue to be displayed. The three pending icons 9B that continue to be displayed shift and move one position to the left. That is, here, the pending icon 9B may or may not disappear depending on the winning or losing lottery result of the corresponding lottery. Specifically, it does not disappear when the winning or losing lottery result is "3R time-saving 1 minor win", and it disappears when the result is "3R normal minor win". The three pending icons 9B continue to be displayed even during the major win game.
[0251] Fig. 53(L) shows the variation during the normal state after the major win game associated with "3R normal minor win". The variation of the special figure 2 is started, and the decorative symbols 8L, 8C, and 8R start to be variably displayed. With the start of the variation of the special figure 2, the stored number of the second special figure hold (the number of special figure 2 holds) decreases by one and becomes "2". On the other hand, while the display of the hold icon 9B is not reduced, three hold icons 9B continue to be displayed. As described above, in the gaming machine 1, in the special figure 2 lottery, it will never lose and will always result in a win (big win or small win) (Fig. 9(A)). When a small win occurs in the special figure 2, regardless of whether it is in the time-saving state or the non-time-saving state (here it is the non-time-saving state), either "3R time-saving 1 small win" or "3R normal small win" is selected. This continues until the special figure 2 hold disappears. In this way, in the period from when the digestion of the special figure 2 hold starts until the special figure 2 hold is digested and disappears in Figs. 53(H) to (L), even if a ball enters the second start port 21 during the period as shown in Fig. 53(J), no additional special figure 2 hold (hold icon 9B) is displayed within the period.
[0252] [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 a ball enters the start port during the first period, and the icon is not displayed in the subsequent second period even though a ball has entered the start port. Here, the "hold icon 9B" is set as the "icon", the period from after the start of time-saving until the special figure 1 hold is digested and disappears in Figs. 54(A) to (D) is set as the "first period", and the period from when the digestion of the special figure 2 hold starts until the special figure 2 hold is digested and disappears in Figs. 54(E) to (J) is set as the "second period".
[0253] In the icon display effect B, it will be described as if the special figure variation (special figure 1 variation or special figure 2 variation) is executed in the time-shortened state after the jackpot game of the jackpot type "5R time-shortened 100 times jackpot" (Figure 10) in the special figure 1. The player executes a right strike. By passing through the gate 28, the electric chute 29 is opened, and the game ball that has entered the electric chute winning port 34 enters either the first winning port 75 or the second winning port 76 (see "Special Figure 1 Time-Shortened State" in Figure 13(B)). When the game ball enters the first winning port 75 and the second winning port 76, either the first start port 30 or the second start port 21 is opened. When the game ball enters the opened start ports 30 and 21, the first special figure hold (special figure 1 hold) or the second special figure hold (special figure 2 hold) occurs. Depending on the opening pattern of the electric chute 29 when passing through the gate 28, the opening probability of the first start port 30 is approximately 277 / 278, and the opening probability of the second start p...
Claims
【Claim 1】 A gaming machine comprising display means capable of executing a plurality of display effects, wherein, as one of the plurality of display effects, a first display effect may be performed, wherein, as one of the plurality of display effects, a second display effect may be performed, wherein, as one of the plurality of display effects, a third display effect may be performed, wherein, as one of the plurality of display effects, a fourth display effect may be performed, the first display effect is a display effect in which, for each of a plurality of decorative symbol columns, one decorative symbol is stopped and displayed on a first line, the second display effect is a display effect in which the decorative symbol that was stopped and displayed in the first display effect moves from the first line toward a second line different from the first line, and a portion of the moving decorative symbol that exceeds the second line is not displayed, the third display effect is a display effect in which the decorative symbols included in each of the plurality of decorative symbol columns appear in the order in which they exceeded the second line in the second display effect from a third line different from the first line and the second line, the fourth display effect is a display effect in which the decorative symbols included in each of the plurality of decorative symbol columns appear from the third line and then simultaneously reach the first line and are stopped and displayed, wherein the first display effect is performed, then the second display effect is performed, then the third display effect is performed, and then the fourth display effect is performed, a gaming machine characterized by the above.
Citation Information
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