Gaming machine

The gaming machine addresses the need for enhanced game interest by using a dynamic display system that arranges and changes decorative symbols, resulting in improved player engagement and amusement.

JP7692217B2Active Publication Date: 2025-06-13SANSEI R&D KK
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Patent Information

Application Number
JP2022210221
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-12-27
Publication Date
2025-06-13
Estimated Expiration
2042-12-27

AI Technical Summary

Technical Problem

Existing gaming machines lack innovative features to enhance game interest and engagement.

Method used

A gaming machine with a display system capable of dynamically arranging and changing decorative symbols along specific directions, creating various effects such as temporary stops and movements, to enhance visual appeal and player interaction.

Benefits of technology

The dynamic display effects improve the amusement and interest of the game, providing a more engaging experience for players.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To increase the interest of a game.SOLUTION: In a game machine having display means capable of displaying a plurality of types of images, one of the plurality of types of images is a first decorative symbol with one number represented, one of the plurality of types of images is a second decorative symbol with one number represented, and one of the plurality of types of images is a third decorative symbol with one number represented. The game machine can execute a first performance in which the first decorative symbol and the second decorative symbol are aligned along a first direction and the third decorative symbol is not aligned along the first direction with the first decorative symbol, and a second performance in which, after the first performance, the first decorative symbol and the third decorative symbol are aligned along the first direction and the second decorative symbol is not aligned along the first direction with the first decorative symbol, on the display means.SELECTED DRAWING: Figure 51
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Description

Technical Field

[0001] The present invention relates to a gaming machine such as a pachinko gaming 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 into 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 signs and supplementary explanations in parentheses in this column show the correspondence with the embodiments described later to assist in understanding 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 displaying a plurality of types of images, One of the plurality of types of images is a first decorative symbol representing one number, One of the plurality of types of images is a second decorative symbol representing one number, One of the plurality of types of images is a third decorative symbol representing one number, A first effect in which the first decorative symbol and the second decorative symbol are arranged along a first direction on the display means, and the third decorative symbol is not arranged along the first direction with the first decorative symbol, After the first effect, a second effect in which the first decorative symbol and the third decorative symbol are arranged along the first direction and the second decorative symbol is not arranged along the first direction with the first decorative symbol can be executed and In the first effect, the first decorative design temporarily stops at the first position of the display means and is arranged horizontally with the second decorative design. In the second effect, after the temporary stop, it moves in the changing direction, temporarily stops again at the second position of the display means, and is arranged horizontally with the third decorative design. A gaming machine characterized by the above. [Application Example 2] A gaming machine including a display means capable of displaying a plurality of types of images. One of the plurality of types of images is a first decorative design representing one number. One of the plurality of types of images is a second decorative design representing one number. One of the plurality of types of images is a third decorative design representing one number. A first effect in which the first decorative design and the second decorative design are arranged along a first direction on the display means, and the third decorative design is not arranged along the first direction with the first decorative design. After the first effect, a second effect in which the first decorative design and the third decorative design are arranged along the first direction on the display means, and the second decorative design is not arranged along the first direction with the first decorative design can be executed. In the first effect, the third decorative design is changing. In the second effect, the third decorative design is temporarily stopped. A gaming machine characterized by the above 。 [Advantages of the Invention]

[0009] According to the present invention, the amusement of the game can be improved.

Brief Description of the Drawings

[0010]

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Modes for Carrying Out the Invention

[0011] <First Embodiment> 1. Structure of the gaming machine FIG. 1 is a front view of a gaming machine 1 as an embodiment of the present invention. Hereinafter, the left - right direction of the gaming machine 1 will be described as being the same as the left - right direction as viewed from 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 launches a game ball based on a player's launch operation, and when the game ball wins a specific winning device, a predetermined number of game balls are paid out to the player based on that win. The gaming machine 1 includes a gaming machine frame 50 and a game board 2, and the game board 2 is attached inside the gaming machine frame 50. The gaming machine frame 50 includes, in addition to a front frame (front frame portion) 53, an outer frame (base frame portion) that forms the outer portion of the gaming machine, 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 - feeding tray (upper tray) 61, an excess - ball receiving tray (lower tray) 62, an effect button 63, a sub - display screen 64 (right sub - display screen 64R, left sub - display screen 64L, and upper sub - display screen 64U), a sword member 65, a frame lamp 66, a speaker 67, a select button 68, a frame movable body 69, a voice button 55, and a brightness button 56. An opening is formed at the center of the front frame 53, and through the opening, the game area 3 of the game board 2 can be visually recognized.

[0013] The handle 60 is disposed at the lower right end of the front frame 53 and launches the game ball with a launch intensity corresponding to the rotation angle. On the right and left sides of the handle 60, there are provided movable so-called gimmicks, the frame movable bodies 69 (also referred to as frame movable devices 69). The frame movable bodies 69 are configured such that two members respectively disposed on the left and right of the handle 60 are movable in the left-right direction. Each of the two members is formed of a flexible flat plate-like member and is configured such that the main surface approaches or moves away from the handle 60. The frame movable bodies 69 normally stand still at the retracted positions (FIG. 1) moved away from the handle 60 on the left and right sides of the handle 60 respectively, and can move (advance) so as to approach each other toward the handle 60 from the retracted positions and stand still at the positions where they touch the handle 60. When in the advanced positions, the frame movable bodies 69 touch the handle 60 or the right hand of the player operating the handle 60.

[0014] The ball supply tray (upper tray) 61 is provided below the front frame 53 and stores game balls. The surplus ball tray (lower tray) 62 is arranged below the ball supply tray (upper tray) 61 and stores game balls that cannot be fully accommodated in the ball supply tray 61. The effect button 63 is an operation unit arranged near the ball supply tray (upper tray) 61 and is operated (pressed) by the player during effects executed as the game progresses. A vibration motor is arranged inside the effect button 63, and the button itself is configured to vibrate vertically and horizontally according to effects and the like. The sword member 65 is an operation unit imitating the shape of a sword, and the player can push it downward during effects executed as the game progresses. The sword member 65 is configured to be capable of performing a first operation of pushing the entire sword member 65 downward and a second operation of pushing the entire sword member 65 upward. The sub-display screen 64 is a screen of a liquid crystal display device and includes a right sub-display screen 64R, a left sub-display screen 64L, and an upper sub-display screen 64U. The right sub-display screen 64R is provided on the right side of the front frame 53, the left sub-display screen 64L is provided on the left side of the front frame 53, and the upper sub-display screen 64U is provided on the upper side of the front frame 53. The right sub-display screen 64R and the left sub-display screen 64L are arranged in a paired position via the game board 2. The upper sub-display screen 64U is arranged above the game board 2. The right sub-display screen 64R, the left sub-display screen 64L, and the upper sub-display screen 64U are arranged so as to surround the opening of the front frame 53. The sub-display screen 64 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 frame lamp 66 includes a right frame lamp and a left frame lamp, is arranged above the front frame 53, and performs a light emission effect during the game and the like. The right frame lamp is a diagonal linear light emitting part arranged between the upper sub-display screen 64U and the right sub-display screen 64R. The left frame lamp is a diagonal linear light emitting part arranged between the upper sub-display screen 64U and the left sub-display screen 64L. The speakers 67 are arranged in the upper left and upper right of the front frame 53 and perform a sound effect during the game and the like.The select button 68 is disposed near the ball supply tray (upper tray) 61 and to the left of the effect button 63, and is an operation unit composed of an up button, a right button, a down button, and a left button, and is operated (pressed) by a player when changing the effect mode or changing various parameters related to the effect. The volume button 55 is disposed near the ball supply tray (upper tray) 61 and between the select button 68 and the effect button 63, and is an operation unit composed of a volume down button and a volume up button, and is operated (pressed) by a player when raising or lowering the volume level. The brightness button 56 is disposed between the select button 68 and the effect button 63 and on the front side of the volume button 55, and is an operation unit composed of a brightness down button and a brightness up button, and is operated (pressed) by a player when raising or lowering the brightness level.

[0015] The game board 2 includes a game area 3, a rail member 4, a board lamp 5, an image display device 7, a center decoration 10, a first board movable body 14, a second board movable body 15, a fixed winning device (umbilical cord) 19, a normal variable winning device (electric chewing gum) 22, a gate (through chucker) 28, a first major winning device (first attacker) 31, a second major winning device (second attacker) 36, a major winning opening start port 17, a general winning opening 27 (normal winning opening 27), an out port 16, and displays 40.

[0016] The game area 3 is an area where the game ball launched by the operation of the handle 60 flows down, and a plurality of game nails for guiding the game ball are protruding. The rail member 4 is disposed at the left end of the game area 3 and guides the game ball launched by the operation of the handle 60 upward in the game area 3. The board lamp 5 is disposed 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 board lamp 5 is connected to the right frame lamp and the left frame lamp and is configured such that the form and light emission are continuous.

[0017] 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, and 8R are variably displayed (also referred to as variable display), a hold image display area where hold images 9A and 9B are displayed, and a hold digestion image display area (the said hold display area) where a hold digestion image 9C is displayed. The hold images 9A and 9B are images representing holds and are also referred to as hold icons 9A and 9B. The hold digestion image 9C is an image representing the said hold and is also referred to as the said hold image 9C, the said hold icon 9C, the said variable icon 9C, or variable icon 9C. The said hold icon 9C may also simply be referred to as a hold icon.

[0018] The effect symbol display area includes three symbol display areas of "left", "center", and "right". The left effect symbol (left decorative symbol) 8L is displayed in the left symbol display area. The middle effect symbol (middle decorative symbol) 8C is displayed in the middle symbol display area. The right effect symbol (right decorative symbol) 8R is displayed in the right symbol display area. The effect symbols 8L, 8C, and 8R are composed of a plurality of symbols representing numbers from, for example, "1" to "9". 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 to the player the results (big 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 according to the combination of the effect symbols displayed in the left, middle, and right symbol display areas.

[0019] For example, when winning the jackpot, the winning symbol is stopped and displayed as a triple, such as "777". When losing, the losing symbol is stopped and displayed, such as "637". This makes it easier for the player to grasp the progress of the game. In addition to the first special symbol display 41a and the second special symbol display 41b, the player can also grasp the jackpot lottery result by 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. What combination of effect symbols is stopped and displayed according to each lottery result is not limited to the above and can be arbitrarily set. Hereinafter, the effect of displaying the effect symbols 8L, 8C, and 8R is also referred to as "variable effect of effect symbol", "variable effect of decorative symbol", or simply "variable effect" or "variable display". Note that the variable effect of this decorative symbol is counted as one variable effect (one cycle of variable effect) for the effect during the period from the start of the variation of the special symbol to the stop (also referred to as the special symbol variation period). Therefore, even if the decorative symbol is temporarily stopped during the period from the start of the variation of the special symbol to the stop, the effect of the temporary stop is included in the variable effect of the decorative symbol.

[0020] In addition to the variable effect of the effect symbol, the image display device 7 can display on the display screen 7a a jackpot effect that is performed in parallel with the jackpot game (an example of a special game) and a demo effect for waiting for customers. In the variable effect of the effect symbol, in addition to the effect symbol, effect images such as a background image and a character image may also be displayed. Also, the image display device 7 may display on the display screen 7a an identification display (fourth symbol, not shown) that can suggest that the special symbol is in the process of variation or suggest the lottery result of the special symbol in addition to the effect symbol. Note that the identification display (fourth symbol) may be displayed by a light emitter such as an LED provided in the game area 3.

[0021] The reserved image display area includes a first reserved display area that displays a reserved image 9A according to the number of memories of the first special figure reservation described later, and a second reserved display area that displays a reserved image 9B according to the number of memories of the second special figure reservation described later. By displaying the reserved images 9A and 9B, the number of memories of the first special figure reservation displayed on the first special figure reservation display 43a described later and the number of memories of the second special figure reservation displayed on the second special figure reservation display 43b can be clearly displayed to the player. The reserved digestion image display area includes a reserved digestion display area that displays a reserved digestion image 9C. The reserved digestion image 9C corresponds to the production symbols (production symbols 8L, 8C, 8R) that are currently fluctuating on the display screen 7a or the display screen 7b. By displaying the reserved digestion image 9C, it is possible to clearly display to the player that the first special figure reservation or the second special figure reservation is digested (the "digestion of the special figure reservation" described later).

[0022] On the left side of the image display device 7, a first board movable body 14 (also called a first movable accessory 14), which is a movable so-called gimmick, is provided. The first movable accessory 14 is configured such that a vertically long rod-shaped member can move in the left-right direction in front of (the front surface of) the image display device 7. The first movable accessory 14 is normally stationary at a retracted position on the left side of the image display device 7 (Fig. 1), and can move (advance) from the retracted position toward the right end of the display screen 7a and stationary at an arbitrary advanced position in front of the display screen 7a. The first movable accessory 14 is formed to have approximately the same length as the vertical direction of the image display device 7, and covers a part of the image display device 7 from above to below at the advanced position.

[0023] Above the image display device 7, a second board movable body 15 (also called a second movable accessory 15), which is a movable so-called gimmick, is provided. The second movable accessory 15 is configured such that a rectangular member (decoration part) described as "OARO" can move in the vertical direction. The second movable accessory 15 is normally stationary at a retracted position above the image display device 7 (Fig. 1), and can move (advance) downward from the retracted position toward the center of the display screen 7a and stationary 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.

[0024] The center decorative body 10 is near the center of the game area 3 and is arranged in front of the image display device 7. A stage portion 11 is formed at the lower part of the center decorative body 10 corresponding to the lower part of the image display device 7. The stage portion 11 has a shape capable of guiding the game balls rolling on the upper surface of the stage portion 11 to the first starting port 20 described later. A warp portion 12 is provided at the lower left of the center decorative body 10 corresponding to the lower left of the image display device 7. The warp portion 12 includes an inlet portion into which the game balls flow and an outlet portion from which the game balls flow out, and allows the game balls flowing in from the inlet portion to flow out from the outlet portion to the stage portion 11.

[0025] The fixed winning device (umbilical cord) 19 is arranged below the image display device 7 in the game area 3 and includes a first starting port (first starting winning port, first ball inlet port, fixed starting port) 20 where the ease of entry of the game balls never changes. The winning of the game balls into the first starting port 20 serves as an opportunity for the lottery of the first special symbol (big win lottery). In other words, the winning of the game balls into the first starting port 20 serves as an opportunity for obtaining a big win random number, etc. and for big win determination, etc.

[0026] The normal variable winning device (electric chew) 22 is arranged below the first starting port 20 in the game area 3 and includes a second starting port (second starting winning port, second ball inlet port, variable starting port) 21. The winning of the game balls into the second starting port 21 serves as an opportunity for the lottery of the second special symbol (big win lottery). The electric chew 22 includes a movable member 23 in front of the second starting port 21, 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 an electric chew solenoid 24 (Fig. 3). The second starting port 21 allows the game balls to enter when the movable member 23 is in the open state. Note that for the electric chew 22, it is sufficient that the entry of the game balls 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, and the game balls may be able to enter the second starting port 21 when the movable member 23 is in the closed state.

[0027] The gate (through checker) 28 is disposed above the first major winning device (first attacker) 31 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 serves as an opportunity for a normal symbol lottery that determines whether to open the electric chute 22. In other words, the passage of the game ball through the gate 28 serves as an opportunity for obtaining a normal symbol random number (winning random number) and performing a winning determination, etc.

[0028] Here, the "special symbol lottery" refers to a process of obtaining a random number for special symbol determination when a game ball wins in the first start port 20 or the second start port 21, and comparing the obtained random number with a value corresponding to a predetermined "big win" to determine whether it is a big win. The lottery result of this "big win" is 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 player is notified of the lottery result. In the image display device 7, a symbol matching game is performed in which the performance symbol is variably displayed in synchronization with the variable display of the special symbol. Through this symbol matching game, the lottery result of the big win is more effectively notified to the player.

[0029] 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, the lottery result is not 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 player is notified of the lottery result.

[0030] The first big winning device (first attacker, first special variable winning device) 31 is arranged above the right of the first starting port 20 in the game area 3, and includes a first big winning port (first special winning port) 30, a V area 39, a non-V area 70, and a V opening / closing member 71. The first big winning port 30 is provided with an opening / closing member (first special winning port opening / closing member) 32 that permits or inhibits the acceptance of game balls by means of a swinging opening / closing operation. The opening / closing member 32 is driven by a first big winning port solenoid 33 (Fig. 3). When the opening / closing member 32 is in the open state, the first big winning port 30 allows game balls to enter.

[0031] The first major winning device 31 includes, inside thereof, a V region (specific region) 39, a V region sensor 39a (Fig. 3), a non-V region (non-specific region) 70, a non-V region sensor 70a (Fig. 3), a first major winning port sensor 30a (Fig. 3), a V opening / closing member 71, and a V opening / closing member solenoid 73 (Fig. 3). The V region (specific region) 39 and the non-V region (non-specific region) 70 are configured as regions through which game balls that have passed through the first major winning port 30 can pass inside the first major winning device 31. The first major winning port sensor 30a is disposed upstream of the V region 39 and the non-V region 70 and detects the winning of a game ball into the first major winning port 30. The V region sensor 39a is disposed in the V region 39 and detects the passage 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 passage of a game ball into the non-V region 70. The V opening / closing member 71 distributes the game balls that have passed through the first major winning port 30 to either the V region 39 or the non-V region 70. The V opening / closing member solenoid 73 drives the V opening / closing member 71. The V opening / closing member 71 is configured to rotate (clockwise and counterclockwise with respect to the game board 2), and when the V opening / closing member solenoid 73 is energized, it rotates counterclockwise 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 / closing member solenoid 73 is not energized, it is located at the origin and enters a second state (stopping state) in which the game balls are distributed to the non-V region 70. Note that the V opening / closing member 71 is not limited to rotational movement, and it only needs to have a function of distributing the game balls that have passed through the first major winning port 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 / closing member solenoid 73 is energized, it enters a retracted state (first state) in which the game balls are distributed to the V region 39, and when the V opening / closing member solenoid 73 is not 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. In the gaming machine 1, the passage of a game ball into the V region 39 triggers the transition to a high-probability state described later. That is, the V region 39 serves as a probability-variable operation port. On the other hand, the non-V region 70 does not serve as a probability-variable operation port. The first major winning device 31 of the present embodiment further includes a first major winning device discharge sensor (not shown) that counts the number of game balls discharged from the first major winning device 31.The first big prize device discharge sensor is provided at the point where the V area 39 and the non-V area 70 join downstream, and counts the number of game balls that have passed the V area sensor 39a or the non-V area sensor 70a.

[0032] The second large prize winning device (second attacker, second special variable prize winning device) 36 is disposed above and to the right of the first large prize winning opening 30 in the game area 3, and is provided with a second large prize winning opening (second special prize winning opening) 35. The second large prize winning opening 35 is provided with an opening / closing member (second special prize winning opening opening / closing member, movable member) 37 that inhibits or allows the reception of game balls by swinging open and closed. The opening / closing member 37 is driven by a second large prize winning opening solenoid 38 (Fig. 3). When the opening / closing member 37 is in the open state, game balls can enter the second large prize winning opening 35.

[0033] The large prize opening start hole 17 is disposed above the first large prize opening 30 in the game area 3, and the first large prize opening 30 is opened when the game ball passes through. However, the game machine 1 does not have to be provided with the large prize opening start hole 17.

[0034] The general winning opening 27 is provided at the bottom of the game area 3. The outlet 16 is provided at the bottom of the game area 3, and ejects game balls that do not win in any of the winning openings out of the game area 3. The indicators 40 are located near the center of the right side of the game board 2. Details of the indicators 40 will be described later. The general winning opening 29 is located at the bottom right of the game area 3, adjacent to the right side of the first large winning opening 30.

[0035] The game area 3 has a left game area 3A on the left side of the center in the left-right direction, and a right game area 3B on the right side. A hitting style in which the game ball is shot so that it flows down the left game area 3A is called a "left hit". On the other hand, a hitting style in which the game ball is shot so that it flows down the right game area 3B is called a "right hit". The game machine 1 is configured so that a left hit can aim for winning at the first start gate 20. On the other hand, a right hit can aim for passing through the gate 28 and winning at the second start gate 21, the first large winning gate 30, and the second large winning gate 35.

[0036] FIG. 2 is an enlarged view of the display devices 40. The display devices 40 include a first special symbol display device 41a, a second special symbol display device 41b, a normal symbol display device 42, a first special symbol hold display device 43a, a second special symbol hold display device 43b, and a normal symbol hold display device 44. The first special symbol display device 41a variably displays the first special symbol. The second special symbol display device 41b variably displays the second special symbol. The normal symbol display device 42 variably displays the normal symbol. The first special symbol hold display device 43a displays the stored number of the operation hold (first special symbol hold) of the first special symbol display device 41a. The second special symbol hold display device 43b displays the stored number of the operation hold (second special symbol hold) of the second special symbol display device 41b. The normal symbol hold display device 44 displays the stored number of the operation hold (normal symbol hold) of the normal symbol display device 42. The variable display of the first special symbol is triggered by the winning of a game ball into the first start port 20. The variable display of the second special symbol is triggered by the winning of a game ball into the second start port 21. Hereinafter, the first special symbol and the second special symbol are collectively referred to as "special symbols". Also, the first special symbol display device 41a and the second special symbol display device 41b are collectively referred to as "special symbol display device 41". Also, the first special symbol hold display device 43a and the second special symbol hold display device 43b are collectively referred to as "special symbol hold display device 43".

[0037] After variably displaying (fluctuating display) a special symbol (identification information), the special symbol display device 41 stops displaying to notify the result of a lottery (special symbol winning lottery, jackpot lottery) based on the winning in the first start port 20 or the second start port 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 the special symbol lottery. When the stopped symbol is a special symbol (jackpot symbol) in a predetermined jackpot stop mode, a special game (jackpot game) is performed to open the first big winning port 30 or the second big winning port 35 in an opening pattern corresponding to the type of the stopped jackpot symbol (type of the winning jackpot). Note that the opening patterns of the big winning ports (the first big winning port 30 and the second big winning port 35) in the special game will be described later.

[0038] 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 mode. 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. When it is a miss, a miss 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 miss 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, for example, that each LED lights up so that light repeatedly flows from left to right. 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 mode. For example, in the mode of variable display, all the LEDs may blink simultaneously.

[0039] In the gaming machine 1, when a game ball wins a prize (enters) the first start port 20 or the second start port 21, the values (numerical information) of various random numbers such as jackpot random numbers obtained for the prize are temporarily stored in the special figure retention memory area 85 (Fig. 5). Specifically, if it is a prize in the first start port 20, it is stored in the first special figure retention memory area 85a (Fig. 5) as the first special figure retention, and if it is a prize in the second start port 21, it is stored in the second special figure retention memory area 85b (Fig. 5) as the second special figure retention. There is an upper limit to the number of special figure retentions that can be stored in each special figure retention memory area 85, and the upper limit value in this embodiment is 4 for both the first special figure retention memory area 85a and the second special figure retention memory area 85b. The special figure retention stored in the special figure retention memory area 85 is consumed when the variable display of the special symbol based on the special figure retention becomes possible. "Consumption of special figure retention" means determining the jackpot random number etc. corresponding to the special figure retention and executing the variable display of the special symbol for showing the determination result. Therefore, in the gaming machine 1, when the variable display of the special symbol based on the winning of the game ball in the first start port 20 or the second start port 21 cannot be performed immediately after the winning, that is, even when there is a winning during the execution of the variable display of the special symbol or during the execution of the special game, the right to conduct the jackpot lottery for the winning can be retained with a predetermined number as the upper limit. The number of special figure retentions is displayed on the special figure retention indicator 43. The first special figure retention indicator 43a and the second special figure retention indicator 43b are each composed of, for example, 4 LEDs. Each special figure retention indicator 43 displays the number of special figure retentions by lighting the LEDs corresponding to the number of special figure retentions.

[0040] The variable display of the normal symbol is triggered by the passage of the game ball through gate 28. After variably displaying (fluctuating display) the normal symbol, the normal symbol display 42 notifies the result of the normal symbol lottery based on the passage of the game ball through gate 28 by stopping the display. The normal symbol to be stopped and displayed (the normal symbol for stop, the normal symbol derived and displayed as the result of the variable display) is one normal symbol selected from among a plurality of types of normal symbols by the normal symbol lottery. When the normal symbol for stop is a predetermined specific normal symbol (the normal symbol in a predetermined stop mode, that is, the normal winning symbol), an auxiliary game is performed to open the second start port 21 according to the current game state. The opening pattern of the second start port 21 will be described later.

[0041] The normal symbol display 42 is composed of two 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, it displays a normal winning symbol in which both LEDs are lit, such as "○○" (○: lit, ●: extinguished). When the lottery result is a loss, it displays a normal losing symbol in which only the right LED is lit, such as "●○". It is also possible to adopt a mode in which all LEDs are extinguished as the normal losing symbol. Before the normal symbol is stopped and displayed, the normal symbol is variably displayed for a predetermined variable time. The mode of the variable display may be, for example, that both LEDs alternately light up. The mode of the variable display is not limited to the above mode and can be any lighting pattern as long as each LED is not stopped and displayed (lit in a specific pattern). For example, the mode of the variable display may be that all LEDs flash simultaneously.

[0042] In the gaming machine 1, when a game ball passes through the gate 28, the value of the normal symbol random number (winning random number) obtained for the passage is temporarily stored as a normal symbol hold in the normal symbol hold memory area 86 (Fig. 5). 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 four. 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 random number (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 if 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 retained with 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, four LEDs, and the number of normal symbol holds is displayed by lighting the LEDs corresponding to the number of normal symbol holds.

[0043] 2. Electrical Configuration of the Gaming Machine Based on Figs. 3 and 4, the electrical configuration of the gaming machine 1 will be described. Fig. 3 is a block diagram showing the electrical configuration on the main control board side of the gaming machine 1. Fig. 4 is a block diagram showing the electrical configuration on the sub-control board side of the gaming machine 1. The gaming machine 1 includes a main control board 80 (Fig. 3), a sub-control board 90 (Fig. 4), an image control board 100 (Fig. 4), a lamp control board 107 (Fig. 4), an audio control board 106 (Fig. 4), and a payout control board 110 (Fig. 3). The main control board 80 is a game control board that controls game benefits such as jackpot lottery and transition of game states, and constitutes the main control unit. The sub-control board 90 is an effect control board that controls 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.

[0044] 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 and the like 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.

[0045] 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 the big winning opening start port sensor 17a, the first start port sensor 20a, the second start port sensor 21a, the gate sensor 28a, the first big winning opening sensor 30a, the second big winning opening sensor 35a, the V region sensor 39a, the non-V region sensor 70a, and the normal winning opening sensors 27a and 29a. Examples of the solenoids connected via the relay board 88 include the electric chute solenoid 24, the first big winning opening solenoid 33, the second big winning opening solenoid 38, and the V opening / closing member solenoid 73. The big winning opening start port sensor 17a is provided inside the big winning opening start port 17 and detects a game ball that has entered the big winning opening start port 17. 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 big winning opening sensor 30a is provided inside the first big winning opening 30 and detects a game ball that has won in the first big winning opening 30. The second big winning opening sensor 35a is provided inside the second big winning opening 35 and detects a game ball that has won in the second big winning opening 35. The V region sensor 39a is provided in the V region 39 inside the first big winning opening 30 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 first big winning opening 30 and detects a game ball that has passed through the non-V region 70. The normal winning opening sensor 27a is provided inside the normal winning opening 27 and detects a game ball that has won in the normal winning opening 27. The normal winning opening sensor 29a detects a game ball that has passed through the normal winning opening 29. The electric chute solenoid 24 drives the movable member 23 of the electric chute 22. The first big winning opening solenoid 33 drives the opening / closing member 32 of the first big winning device 31. The second big winning opening solenoid 38 drives the opening / closing member 37 of the second big winning device 36. The V opening / closing member solenoid 73 drives the V opening / closing member 71 of the first big winning device 31.

[0046] On the main control board 80, the display devices 40 are connected 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.

[0047] On the main control board 80, the payout control board 110 is connected 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 lending 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 handle 60 is operated by the player, 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.

[0048] A sub-control board 90 (Fig. 4) 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 only allows signal transmission 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, is interposed between the main control board 80 and the sub-control board 90 as a communication direction regulating means.

[0049] 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.

[0050] 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 and the sub-display screen 64 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 and the sub-display screen 64, specifically, image data such as characters, items, graphics, characters, numbers, and symbols (including production symbols) and background images are stored. 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 and the sub-display screen 64 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.

[0051] A speaker 67 is connected to the audio control board 106, and the production control microcomputer 91 causes the speaker 67 to output voices, 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 voices 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 ROM may store the acoustic data. 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.

[0052] The frame lamp 66, the panel lamp 5, the first movable member 14, the second movable member 15, and the frame movable member 69 are connected to the lamp control board 107 and are controlled thereby. Based on the command received from the main control board 80, the effect control microcomputer 91 performs lighting control of lamps such as the frame lamp 66 and the panel lamp 5 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), which determines the lighting / extinguishing and light emission color, etc., 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 the sub-ROM 93 of the 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 member 14, the second movable member 15, and the frame movable member 69. The effect control microcomputer 91 creates operation pattern data (drive data) that determines the respective operation modes of the first movable member 14, the second movable member 15, and the frame movable member 69, and controls the operations of the first movable member 14, the second movable member 15, and the frame movable member 69 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 be equipped with a CPU, and the CPU may execute lamp lighting control based on a command and operation control of the movable members 14 and 15. In this case, the lamp control board 107 may be equipped with a ROM, and data related to the light emission pattern and operation pattern may be stored in the ROM.

[0053] The relay board 108 is connected to a production button detection switch 63a and a select button detection switch 68a. The volume button detection switch 55a detects that the volume button 55 (Fig. 1) has been pressed. When the volume button 55 is pressed, a switch signal is output from the volume button detection switch 55a to the sub-control board 90 via the relay board 108. The brightness button detection switch 56a detects that the brightness button 56 (Fig. 1) has been pressed. When the brightness button 56 is pressed, a switch signal is output from the brightness button detection switch 56a to the sub-control board 90 via the relay board 108. The production button detection switch 63a detects that the production button 63 (Fig. 1) has been pressed. When the production button 63 is pressed, a switch signal is output from the production button detection switch 63a to the sub-control board 90 via the relay board 108. Also, a vibration motor is attached to the production button detection switch 63a and can be driven according to a signal from the relay board 108 to vibrate the production button 63. The select button detection switch 68a detects that the select button 68 has been pressed. When the select button 68 is pressed, a switch signal is output from the select button detection switch 68a to the sub-control board 90 via the relay board 108. In addition, a sword member detection switch for detecting that the sword member 65 has been searched is also connected to the relay board 108.

[0054] 3. Data Configuration of the Gaming Machine Based on FIGS. 5 and 6, the data configuration of the gaming machine 1 will be described. FIG. 5(A) is a diagram for explaining the table stored in the main ROM 83. FIG. 5(B) is a diagram for explaining the storage area provided in the main RAM 84. FIG. 6(A) is a diagram for explaining the table stored in the sub-ROM 93. FIG. 6(B) is a diagram for explaining the storage area provided in the sub-RAM 94.

[0055] In the main ROM 83 (Fig. 5(A)), a jackpot determination table T1, a reach determination table T2, a normal symbol hit determination table T3, a normal symbol variation pattern determination table T4, a jackpot type determination table T5, a variation pattern determination table T6, an electric chew opening pattern determination table T7, a big winning opening pattern determination table T8, and a V opening / closing member 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.

[0056] In the main RAM 84 (Fig. 5(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 reserved memory area 85, and a general drawing reserved 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 are set in the main control main process (described later). A pre-judgment command, a reserved ball number command, 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 customer waiting standby 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 jackpot flag, a jackpot end flag, a first winning flag, a second winning flag, a ceiling flag, a V flag, a probability variation flag, a time shortening 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 probability variation counter, a time shortening counter, etc. are set. The special operation status set area 84d is an area where statuses in the special operation process described later are set. The special drawing reserved memory area 85 includes a first special drawing reserved memory area 85a for storing the first special drawing reservation and a second special drawing reserved memory area 85b for storing the second special drawing reservation. In the first special drawing reserved memory area 85a, a first memory area, a second memory area, a third memory area, and a fourth memory area are provided for storing random number value groups (reservation information) such as random numbers for each special symbol hit corresponding to the first, second, third, and fourth of the first special drawing reservation. In the second special drawing reserved memory area 85b, a first memory area, a second memory area, a third memory area, and a fourth memory area are provided for storing random number value groups (reservation information) corresponding to the first, second, third, and fourth of the second special drawing reservation. The general drawing reserved memory area 86 is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number value groups (reservation information) such as normal symbol random numbers (hit random numbers) corresponding to the first, second, third, and fourth 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 stop symbol data for special figure stop symbols is set, a drive data buffer in which drive data for driving the movable accessory members 14 and 15 and the frame movable body 600 is set, and the like. The information stored in the main RAM 84 is not cleared but maintained as it is even when the power of the gaming machine 1 is turned off and on. 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 the RAM clear of the gaming machine 1. When reset, as the initial state of the flags, the ceiling flag is set to "ON", and the other flags are set to "OFF". Also, as the initial state of the counters, "500" is set for the ceiling counter, and "0" is set for the other counters.

[0057] The sub-ROM 93 (FIG. 6(A)) stores a pre-reading effect pattern determination table T51, a main effect pattern determination table T52, a chance-up effect pattern determination table T53, and a stop symbol pattern determination table T54. These determination tables are referred to by the effect control microcomputer 91 in the sub-control main process (described later) executed by the effect control microcomputer 91. The specific contents of each determination table will be described later.

[0058] The sub-RAM 94 (Fig. 6(B)) is provided with a command storage area 94a, a production command set area 94b, a preliminary determination information storage area 94c, and a counter set area 94d. The command storage area 94a is an area (input buffer) where commands input from the main control unit side are stored in the sub-control main process (described later). The preliminary determination command, the number of balls on hold command, the variation start command, the variation stop command, the opening command, the round designation command, the ending command, the game state designation command, the V-pass command, the customer waiting standby command, etc. are stored. The production command set area 94b is an area (output buffer) where commands output from the sub-control board 90 to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108 are set in the sub-control main process (described later). The variation production start command, the command before the end of variation, the variation production end command, the opening production start command, the round production start command, the ending production start command, etc. are set. The preliminary determination information storage area 94c stores preliminary determination 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. The random number counter, the first special figure hold production counter, the second special figure hold production counter, the general figure hold production counter, the ceiling production counter, the overnight production counter, the sure change production counter, the time shortening production counter, etc. are set. Among the information stored in the sub-RAM 94, except for the overnight production counter, it is not cleared by turning off and on the power of the gaming machine 1 and is maintained as it is. That is, for the above commands, counters other than the overnight production counter, and preliminary determination information, the state does not change even when the power is turned off and on, and the information is maintained. The overnight production counter is reset by turning off and on the power of the gaming machine 1, and 0 is set as the initial state. The information stored in the sub-RAM 94 is reset by the RAM clear of the gaming machine 1. When reset, 500 is set as the initial state of the ceiling production counter, and 0 is set for the other counters.

[0059] FIG. 7 is a diagram for explaining various random numbers used in the gaming machine 1. FIG. 7(A) shows the random numbers acquired by the game control microcomputer 81 on the main control unit side, and FIG. 7(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 "big win random number", a "big win type random number", a "reach random number", a "variation pattern random number", and a "normal symbol random number (winning random number)" at timings described later. The "big win random number" is a random number used for a lottery (big win determination) of whether or not a big win occurs, and takes a value in the range of 0 to 65535. The "big win type random number" is a random number used for a lottery (big win type determination) of the type of the winning big win, and takes a value in the range of 0 to 127. The "reach random number" is a random number used to determine whether or not to generate a reach in an effect symbol variation effect showing the result when the big win determination fails, and takes a value in the range of 0 to 127. A reach is a state in which among a plurality of effect symbols (decorative symbols), the effect symbol being variably displayed remains one, and depending on which symbol the variably displayed effect symbol stops and is displayed as, it becomes a combination of effect symbols indicating a big win (for example, the state of "7↓7"). Note that the effect symbol stopped and displayed in the reach state may be displayed as swaying 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 random number (winning random number)" is used for a lottery (normal symbol lottery) of whether or not to perform an auxiliary game for releasing the electric chew 22. The normal symbol random number takes a value in the range of 0 to 255. The "big win random number", the "big win 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 acquired based on the ball entry into the first start port 20 is stored in the first special figure retention memory area 85a, and the group of random number values acquired based on the ball entry into the second start port 21 is stored in the second special figure retention memory area 85b. The "normal symbol random number (winning random number)" is acquired based on the passage through the gate 28. The acquired normal symbol random number value is stored in the normal symbol retention memory area 86.

[0060] The dedicated microcomputer 91 for performance control is configured to obtain a "pre-reading performance random number" and a "chance-up random number" at the timings described below. The "pre-reading performance random number" is a random number used to determine the pre-reading performance during variable performance, 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 performance during variable performance, and takes a value in the range of 0 to 127. The "pre-reading performance random number" is obtained based on the output of a pre-determination command from the main control unit side to the sub-control unit side. The obtained random number value group is stored in the sub-RAM 94. The "chance-up random number" is obtained based on the output of a variation 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.

[0061] FIG. 8 is a diagram for explaining the determination tables T1 to T4. In FIG. 8(A), a diagram for explaining the jackpot determination table T1 is shown. In FIG. 8(B), a diagram for explaining the reach determination table T2 is shown. In FIG. 8(C), a diagram for explaining the normal symbol hit determination table T3 is shown. In FIG. 8(D), a diagram for explaining the normal symbol variation pattern determination table T4 is shown.

[0062] The jackpot determination table T1 is a table referred to by the game control microcomputer 81 to determine whether the obtained jackpot random number value (any value from 0 to 65535) corresponds to "jackpot" or "miss" in the main control main process (described later). In FIG. 8(A), in the "normal probability state", when the jackpot random number value is in the range of "0 to 164", it is determined as "jackpot", and when the jackpot random number value is a number other than "0 to 164 (165 to 65535)", it is determined as "miss". Also, in the "high probability state", when the jackpot random number value is in the range of "0 to 649", it is determined as "jackpot", and when the jackpot random number value is a number other than "0 to 649 (650 to 65535)", it is determined as "miss". The contents of the "normal probability state" and the "high probability state" will be described later.

[0063] 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 number value (any of 0 to 127) corresponds to "with reach" or "without reach". In FIG. 8(B), in the "non-time-short state", when the reach random number value is "0 to 13", it is determined as "with reach", and when the reach random number value is "a number other than 0 to 13 (14 to 127)", it is shown that it is determined as "without reach". Also, in the "time-short state", when the reach random number value is "0 to 5", it is determined as "with reach", and when the reach random number value is "a number other than 0 to 5 (6 to 127)", it is shown that it is determined as "without reach". The contents of the "time-short state" and the "non-time-short state" will be described later. In the reach determination table T2, it is less likely to get a reach when off-target in the time-short state than in the non-time-short state. This is to speed up the digestion speed of the special figure reservation by selecting more off-target without reach with a short variation time in the time-short state.

[0064] The normal symbol hit determination table T3 is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine whether the acquired normal symbol random number value (any of 0 to 255) corresponds to "hit" or "miss". In FIG. 8(C), in the "non-time-short state", when the normal symbol random number value is "0 to 2", it is determined as "hit", and when the normal symbol random number value is "a number other than 0 to 2 (3 to 255)", it is shown that it is determined as "miss". Also, in the "time-short state", when the normal symbol random number value is "0 to 254", it is determined as "hit", and when the normal symbol random number value is "a number other than 0 to 254 (255)", it is shown that it is determined as "miss".

[0065] The normal symbol variation pattern determination table T4 is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine for how many seconds the variation time of the normal symbol is according to the game state (non-time shortening state or time shortening state). In FIG. 8(D), it is shown that when in the "non-time shortening state", the variation time of the normal symbol is determined to be "30 seconds", and when in the "time shortening state", the variation time of the normal symbol is determined to be "1 second".

[0066] FIG. 9 is a diagram for explaining the jackpot type determination table T5. The jackpot type determination table T5 is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine the "jackpot type" and the "type of special symbol" according to the acquired jackpot type random number value (any of 0 to 127). In FIG. 9, when winning in the lottery of the first special symbol (special figure 1), if the jackpot type random number value is "0 to 24", the jackpot type is determined to be "16RV passing scheduled jackpot", and the stop symbol of special figure 1 (special figure stop symbol) is determined to be "jackpot symbol 1". If the jackpot type random number value is "25 to 49", the jackpot type is determined to be "16RV passing scheduled jackpot", and the special figure stop symbol is determined to be "jackpot symbol 2". If the jackpot type random number value is "50 to 55", the jackpot type is determined to be "16R (substantially 15R) V passing scheduled jackpot", and the special figure stop symbol is determined to be "jackpot symbol 3". If the jackpot type random number value is "56 to 67", the jackpot type is determined to be "16R (substantially 13R) V passing scheduled jackpot", and the special figure stop symbol is determined to be "jackpot symbol 4". If the jackpot type random number value is "68 to 127", the jackpot type is determined to be "16R (substantially 13R) V non-passing scheduled jackpot", and the special figure stop symbol is determined to be "jackpot symbol 5". On the other hand, when winning in the lottery of the second special symbol (special figure 2), if the jackpot type random number value is "0 to 82", the jackpot type is determined to be "16RV passing scheduled jackpot", and the stop symbol of special figure 2 (special figure stop symbol) is determined to be "jackpot symbol 1". If the jackpot type random number value is "83 to 127", the jackpot type is determined to be "16R (substantially 13R) V non-passing scheduled jackpot", and the special figure stop symbol is determined to be "jackpot symbol 5". By referring to the jackpot type determination table T5, the "special figure stop symbol data" corresponding to the special figure stop symbol, the "opening (OP) command", the "round designation command", and the "ending (ED) command" of the special game can also be specified. The specific contents of "16RV passing scheduled jackpot", "16R (substantially 15R) V passing scheduled jackpot", "16R (substantially 13R) V passing scheduled jackpot", and "16R (substantially 13R) V non-passing scheduled jackpot" will be described later.

[0067] FIG. 10 is a diagram for explaining the variation pattern determination table T6 in the non-time-saving state. FIG. 11 is a diagram for explaining the variation pattern determination table T6 in the time-saving state. The variation pattern determination table T6 is a table referred to for determining the variation pattern according to the acquired variation pattern random number value (0 to 127) by the game control microcomputer 81 in the main control main process (described later). In FIG. 10, for example, when winning at the first start port 20 in the non-time-saving state, being determined as "loss" in the big win determination table T1, being determined as "with reach" in the reach determination table T2, the number of reserved balls being "1 to 2", and the variation pattern random number value being "0 to 60", it is shown that the variation pattern is determined as "P7". In FIG. 11, for example, when winning at the second start port 21 in the time-saving state, being determined as "big win" in the big win determination table T1, being determined as "big win with 16RV passage expected" in the big win type determination table T5, and the variation pattern random number value being "0 to 10", it is shown that the variation pattern is determined as "P61". As shown in FIGS. 10 and 11, when the variation pattern is determined, the variation time is also determined. Also, when reaching, it is determined whether the reach is a normal reach or a super reach (SP reach). A super reach is a reach effect with a longer variation time after reaching than a normal reach. Here, five types of super reaches (SP1, SP2, SP3, SP4, SP5) with different variation times are set. SP1 to SP3 are executed developmentally through a normal reach. The difference between SP1 to SP5 may be, for example, the presence or absence of pseudo-consecutiveness.

[0068] FIG. 12 is a diagram for explaining the electric chute opening pattern determination table T7. The electric chute opening pattern determination table T7 is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine the opening pattern of the electric chute 22 according to the game state (non-time-limited state or time-limited state). In FIG. 12(A), when in the "non-time-limited state", the opening pattern of the electric chute 22 is determined to be "opening pattern 11", and when in the "time-limited state", the opening pattern is determined to be "opening pattern 12". FIG. 12(B) shows the contents of opening pattern 11 and opening pattern 12. In opening pattern 11, the electric chute 22 is opened once for 0.2 seconds. In opening pattern 12, the electric chute 22 is opened three times, with an opening time of 2.0 seconds per time and an interval (opening interval) of 1.0 second. However, the opening of this electric chute 22 is closed even if there is remaining opening time when there is a winning of a predetermined number of game balls (specified winning number, maximum 10).

[0069] FIG. 13 is a diagram for explaining the big winning opening pattern determination table T8. The big winning opening pattern determination table T8 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 second big winning opening 35 according to the special figure stop symbol data (FIG. 9). In FIG. 13(A), when the special figure stop symbol data is "11H", "12H", or "21H", the opening patterns of the first big winning opening 30 and the second big winning opening 35 are determined to be "opening pattern 21". When the special figure stop symbol data is "14H", "15H", "22H", the opening pattern is determined to be "opening pattern 22". When the special figure stop symbol data is "13H", it is shown that the opening pattern is determined to be "opening pattern 23". FIG. 13(B) shows the contents of opening pattern 21, opening pattern 22, and opening pattern 23. In opening pattern 21, at positions 1 to 13 and 15R, the first big winning opening 30 is opened (long opening) once with an opening time of 29.5 seconds, and at positions 14 and 16R, the second big winning opening 35 is opened (long opening) once with an opening time of 29.5 seconds. In opening pattern 22, at positions 1 to 13R, the first big winning opening 30 is opened (long opening) once with an opening time of 29.5 seconds, at positions 14 and 16R, the second big winning opening 35 is opened (short opening) once with an opening time of 0.1 second, and at position 15R, the first big winning opening 30 is opened (short opening) once with an opening time of 0.1 second. In opening pattern 23, at positions 1 to 13 and 15R, the first big winning opening 30 is opened (long opening) once with an opening time of 29.5 seconds, at position 14R, the second big winning opening 35 is opened (short opening) once with an opening time of 0.1 second, and at position 16R, the second big winning opening 35 is opened (long opening) once with an opening time of 29.5 seconds. However, the openings of the first big winning opening 30 and the second big winning opening 35 are closed even if there is remaining opening time when there are a predetermined number of winning game balls (the specified number of winning balls, maximum 9).

[0070] FIG. 14 is a diagram for explaining a V-opening / closing member opening pattern determination table T9. The V-opening / closing member 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 pattern of the V-opening / closing member 71 according to the special figure stop symbol data (FIG. 9). In FIG. 14(A), when the special figure stop symbol data is "11H", "12H", or "21H", the opening pattern of the V-opening / closing member 71 is determined to be "opening pattern 31". When the special figure stop symbol data is "13H", the opening pattern is determined to be "opening pattern 32". When the special figure stop symbol data is "14H", the opening pattern is determined to be "opening pattern 33". When the special figure stop symbol data is "15H" or "22H", it is shown that the opening pattern is determined to be "opening pattern 34". FIG. 14(B) shows the contents of opening pattern 31, opening pattern 32, opening pattern 33, and opening pattern 34. In opening pattern 31, at the 2nd, 4th, 6th, and 8th R positions, when the first winning occurs at the first major winning opening 30, a short opening of the V-opening / closing member 71 with an opening time of 0.1 second is performed. At the 10th and 12th R positions, when the first winning occurs at the first major winning opening 30, a short opening of the V-opening / closing member 71 with an opening time of 0.1 second is performed, and when the second winning occurs, a long opening of the V-opening / closing member 71 with a maximum opening time of 31.5 seconds is performed. In opening pattern 32, at the 2nd, 4th, 6th, and 12th R positions, when the first winning occurs at the first major winning opening 30, a short opening of the V-opening / closing member 71 with an opening time of 0.1 second is performed. At the 8th and 10th R positions, when the first winning occurs at the first major winning opening 30, a short opening of the V-opening / closing member 71 with an opening time of 0.1 second is performed, and when the second winning occurs, a long opening of the V-opening / closing member 71 with a maximum opening time of 31.5 seconds is performed. In opening pattern 33, at the 2nd and 6th R positions, when the first winning occurs at the first major winning opening 30, a short opening of the V-opening / closing member 71 with an opening time of 0.1 second is performed, and when the second winning occurs, a long opening of the V-opening / closing member 71 with a maximum opening time of 31.5 seconds is performed. At the 4th, 8th, 10th, and 12th R positions, when the first winning occurs at the first major winning opening 30, a short opening of the V-opening / closing member 71 with an opening time of 0.1 second is performed.In the open pattern 34, when there is a first winning at the first big winning opening 30 at the 2nd, 4th, 6th, 8th, 10th, and 12th reels, a short opening of the V opening / closing member 71 with an opening time of 0.1 second is performed.

[0071] 4. Explanation of big wins, etc. In the gaming machine 1, there are "big wins" and "loses" as the results of the big win lottery (special symbol lottery). In the case of a "big win", a "big win symbol" is stopped and displayed on the special symbol display 41. When it is a "lose", a "losing symbol" is stopped and displayed on the special symbol display 41. When winning a big win, a "big win game" is executed to open the big winning openings (the first big winning opening 30 and the second big winning opening 35) in an open pattern corresponding to the type of the stopped and displayed special symbol (type of big win). The big win game is an example of a special game. The big win game includes a plurality of rounds of game (unit opening game), 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 by the end of the opening or the end of the previous round of game, and ends by the start of the next round of game. The closing time (interval time) of the big winning openings between rounds of game is included in the opening round of game before the closing.

[0072] There are multiple types of big wins. The types of big wins are as shown in FIG. 9. Here, the types of big wins are roughly divided into two: "big win with V passage expected" and "big win with no V passage expected". The "big win with V passage expected" is a big win that operates the opening / closing member 32, the opening / closing member 37, and the V opening / closing member 71 in an opening pattern (V passage expected opening pattern) that allows the game ball to pass through to the V area 39 during the big win game. Here, the big wins where the special figure stop symbol data is 11H to 14H, 21H correspond to the "big win with V passage expected (certain variable big win)". When the combination of the opening pattern of the opening / closing member 32 and the opening / closing member 37 shown in FIG. 13 and the opening pattern of the V opening / closing member 71 shown in FIG. 14 is (opening pattern 21: opening pattern 31), (opening pattern 22: opening pattern 33), or (opening pattern 23: opening pattern 32), the game ball can pass through to the V area 39 during the big win game. The "big win with no V passage expected (ordinary big win)" is a big win that operates the opening / closing member 32, the opening / closing member 37, and the V opening / closing member 71 in an opening pattern (V passage not expected opening pattern) that does not allow the game ball to pass through to the V area 39 during the big win game. Here, the big wins where the special figure stop symbol data is 15H, 22H correspond to the "big win with no V passage expected". When the combination of the opening pattern of the opening / closing member 32 and the opening / closing member 37 shown in FIG. 13 and the opening pattern of the V opening / closing member 71 shown in FIG. 14 is (opening pattern 22: opening pattern 34), the game ball cannot pass through to the V area 39 during the big win game. As described above, the opening pattern 22 of the opening / closing member 32 and the opening / closing member 37 serves both as the V passage expected opening pattern and the V passage not expected opening pattern.

[0073] "Scheduled V Jackpot Passing" includes "Scheduled 16R V Jackpot Passing", "Scheduled 16R (Substantially 13R) V Jackpot Passing", and "Scheduled 16R (Substantially 15R) V Jackpot Passing". "Scheduled 16R V Jackpot Passing" has a total of 16 actual rounds. From 1R to 13R and 15R, the first major winning opening 30 is opened for up to 29.5 seconds per round. 14R and 16R open the second major winning opening 35 for up to 29.5 seconds per round (Figure 13: Opening Pattern 21). In 10R and 12R, the V opening / closing member 71 is opened long (Figure 14: Opening Pattern 31), allowing easy passage into the V area 39 within the first major winning opening 30.

[0074] "Scheduled 16R (Substantially 13R) V Jackpot Passing" has a total of 16 rounds in name, but a total of 13 actual rounds. That is, from 1R to 13R, the first major winning opening 30 is opened for up to 29.5 seconds per round, but in 15R, the first major winning opening 30 is only opened for 0.1 seconds per round, and in 14R and 16R, the second major winning opening 35 is only opened for 0.1 seconds per round (Figure 13: Opening Pattern 22). Therefore, in this "Scheduled 16R (Substantially 13R) V Jackpot Passing", from 14R to 16R, the opening time of the major winning opening is extremely short, making these rounds ones where winning balls are unlikely. That is, "Scheduled 16R (Substantially 13R) V Jackpot Passing" is a jackpot equivalent to 13 actual rounds. In 2R and 6R, the V opening / closing member 71 is opened long (Figure 14: Opening Pattern 33), allowing easy passage into the V area 39 within the first major winning opening 30.

[0075] "16R (substantially 15R) V-pass expected jackpot" means that although the total number of rounds is 16R, the substantial total number of rounds is 15R. That is, from 1R to 13R and 15R, the first major winning opening 30 is opened for a maximum of 29.5 seconds per round, and in 16R, the second major winning opening 35 is opened for a maximum of 29.5 seconds per round. However, in 14R, the second major winning opening 35 is opened for only 0.1 second per round (Figure 13: opening pattern 23). Therefore, in this "16R (substantially 15R) V-pass expected jackpot", 14R has a very short opening time of the major winning opening and is a round where winning balls are not expected. That is, "16R (substantially 15R) V-pass expected jackpot" is a jackpot of substantially 15R. In 8R and 10R, the V opening / closing member 71 is opened for a long time (Figure 14: opening pattern 32), and it is easy for the ball to pass through to the V area 39 in the first major winning opening 30.

[0076] "V-non-pass expected jackpot" means that although the total number of rounds is 16R, it is the "16R (substantially 13R) V-non-pass expected jackpot" with an opening pattern 22 where the substantial total number of rounds is 13. That is, from 1R to 13R, the first major winning opening 30 is opened for a maximum of 29.5 seconds per round, but in 15R, the first major winning opening 30 is opened for only 0.1 second per round. Also, in 14R and 16R, the second major winning opening 35 is opened for only 0.1 second per round (Figure 13: opening pattern 22). Therefore, in this "16R (substantially 13R) V-non-pass expected jackpot", from 14R to 16R, the opening time of the major winning opening is very short and is a round where winning balls are not expected. That is, "16R (substantially 13R) V-non-pass expected jackpot" is a jackpot of substantially 13R. In 2R, 4R, 6R, 8R, 10R, and 12R, although the V opening / closing member 71 is opened, the opening is a short opening (Figure 14: opening pattern 34), and it is almost impossible for the game balls to pass through to the V area 39 in the first major winning opening 30.

[0077] As is clear from the above description, in the case of "16R (substantially 13R) V non-pass expected jackpot" and "16R (substantially 13R) V pass expected jackpot", the opening patterns of the first major winning port 30 and the second major winning port 35 (opening and closing members 32 and 37) are the same (opening pattern 22), and only the opening pattern of the V opening and closing member 71 is different (opening pattern 34 and opening pattern 33). Incidentally, as will be described later, in the case of "16R (substantially 13R) V non-pass expected jackpot" and "16R (substantially 13R) V pass expected jackpot", a time-saving game (100 times in this example) is carried out after the jackpot game ends. That is, in the case of "16R (substantially 13R) V non-pass expected jackpot", it is almost impossible for the game ball to pass through the V area 39 in the first major winning port 30, and the game state after the jackpot is a low-probability time-saving state (low-probability high-base state). On the other hand, in the case of "16R (substantially 13R) V pass expected jackpot", it is easy for the game ball to pass through the V area 39 in the first major winning port 30, and the game state after the jackpot is a high-probability time-saving state (high-probability high-base state). For this reason, it becomes difficult for the player to distinguish between "16R (substantially 13R) V non-pass expected jackpot" and "16R (substantially 13R) V pass expected jackpot", and it becomes difficult to determine whether the game state after the jackpot will be a low-probability time-saving state (low-probability high-base state) or a high-probability time-saving state (high-probability high-base state). Also, after the time-saving game ends, in the case of "16R (substantially 13R) V non-pass expected jackpot", the game state becomes a low-probability low-base state (normal state), and in the case of "16R (substantially 13R) V pass expected jackpot", the game state becomes a high-probability low-base state that appears to be the normal state. That is, in the case of "16R (substantially 13R) V pass expected jackpot", when the game ball passes through the V area 39 in the first major winning port 30, when the time-saving state after the jackpot game ends, the game state becomes a state in which a high probability is latent while being a high-probability low-base state (latent probability change state), and this latent probability change state is difficult for the player to distinguish.That is, "16R (substantially 13R) V non-pass scheduled jackpot", "16R (substantially 13R) V pass scheduled jackpot", the low-probability short state (low-probability high-base state) after the jackpot game of "16R (substantially 13R) V non-pass scheduled jackpot", and the high-probability short state (high-probability high-base state) after the jackpot game of "16R (substantially 13R) V pass scheduled jackpot", as well as the low-probability low-base state after the end of the short time of "16R (substantially 13R) V non-pass scheduled jackpot" and the high-probability low-base state after the end of the short time of "16R (substantially 13R) V pass scheduled jackpot" are carried out in a manner that is difficult for the player to distinguish.

[0078] Also, as shown in FIG. 9, the jackpot allocation rate in the lottery of the first special symbol (special figure 1) is such that the V pass scheduled jackpot is 68 / 128 (about 53%) and the V non-pass scheduled jackpot is 60 / 128 (about 47%). In contrast, the jackpot allocation rate in the lottery of the second special symbol (special figure 2) is such that the V pass scheduled jackpot is 83 / 128 (about 64.8%) and the V non-pass scheduled jackpot is 45 / 128 (about 35.2%). Thus, in the gaming machine 1, the jackpot lottery (lottery of the second special symbol) in which the game ball wins in the second start port 21 is set to be more advantageous to the player than the jackpot lottery (lottery of the first special symbol) in which the game ball wins in the first start port 20.

[0079] 5. Explanation of the gaming state The gaming state of the gaming machine 1 will be described. The game control microcomputer 81 can execute "probability variation control" and "variation 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 probability variation control on the special symbols of the special symbol display 41 is called the "high probability state (high probability state, probability variation state, probability variation state)", and the state in which probability variation control is not performed is simply called the "normal probability state (non-high probability state, low probability state, normal state)". As the probability variation control of the special symbols, the game control microcomputer 81 performs a jackpot determination using a jackpot determination table (Fig. 8(A)) in which the number of jackpot random values determined as a jackpot is larger in the high probability state than in the normal probability state, thereby realizing the high probability state. Therefore, the probability of a jackpot is higher in the high probability state than in the normal probability state. That is, when the game control microcomputer 81 executes probability variation control on the special symbols of the special symbol display 41, the probability that the display result (stopped symbol) of the variable display of the special symbols by the special symbol display 41 becomes a jackpot symbol is higher than when probability variation control is not executed.

[0080] In addition, the game control microcomputer 81 is said to be in a "time shortening state" when it performs control to shorten the variation time for the special symbol of the special symbol display 41, and is simply said to be in a "non-time shortening state" when it is not performing control to shorten the variation time. In the time shortening state, the variation time of the special symbol (the time from the start of the variation display to the display of the derived display result) is shorter than that in the non-time shortening state. The game control microcomputer 81 determines the variation pattern using a variation pattern determination table T6 (Figs. 10 and 11) defined such that a variation pattern with a shorter variation time is selected more frequently in the time shortening state than in the non-time shortening state. That is, when the game control microcomputer 81 performs control to shorten the variation time for the special symbol of the special symbol display 41, a shorter variation time is more likely to be selected as the variation time of the variable display of the special symbol than when it is not performing control to shorten the variation time. As a result, in the time shortening state, the pace of digestion of 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 likely to occur. Thereby, it is possible to aim for a big win under smooth progress of the game. Note that the game control microcomputer 81 may simultaneously execute probability variation control and variation time shortening control for the special symbol of the special symbol display 41, or may execute only one of them.

[0081] The game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols of the normal symbol display 42 in synchronization with the variation time shortening control for the special symbols of the special symbol display 41. That is, the game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols in the time shortening state, and does not execute them in the non-time shortening state. As the probability variation control for the normal symbols, the game control microcomputer 81 uses a normal symbol winning determination table T3 (Fig. 8(C)) in which the number of normal symbol random values (winning random values) determined to be winning is larger in the time shortening state than in the non-time shortening state to perform a winning determination (determination of normal symbols). Therefore, in the time shortening state, the winning probability becomes higher than that in the normal symbol normal probability state. That is, when the game control microcomputer 81 executes the probability variation control for the normal symbols of the normal symbol display 42, the probability that the display result (stopped symbol) of the variable display of the normal symbols by the normal symbol display 42 becomes a winning symbol is higher than when the probability variation control is not executed. In the time shortening state, the variation time of the normal symbols is shorter than that in the non-time shortening state. Here, the variation time of the normal symbols is 30 seconds in the non-time shortening state, but is 1 second in the time shortening state (Fig. 8(D)). Furthermore, in the time shortening state, the opening time of the electric chute 22 in the auxiliary game is longer than that in the non-time shortening state (Fig. 12). That is, the game control microcomputer 81 executes an opening time extension control for the electric chute 22. In addition, in the time shortening state, the number of opening times of the electric chute 22 in the auxiliary game is larger than that in the non-time shortening state (Fig. 12). That is, the game control microcomputer 81 executes an opening number increase control for the electric chute 22. In a situation where the game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols of the normal symbol display 42, and the opening time extension control and the opening number increase control for the electric chute 22, compared with the case where these controls are not executed, the electric chute 22 is frequently opened, and the game balls frequently win the second start port 21. As a result, the base, which is the ratio of the number of prize balls to the number of launched balls, becomes higher. Therefore, the state in which these controls are executed is called a "high base state", and the state in which they are not executed is called a "low base state". In the high base state, it is possible to aim for a big win without significantly reducing the number of game balls in hand.Note that the high-base state is a state in which so-called electric assist control (control that supports winning at the second start port 21 by the electric chute 22) is being executed. The high-base state (electric assist control state) does not necessarily need to execute all of the above controls. That is, by executing one or more of the probability variation control for the normal symbol of the normal symbol display 42, the variation time shortening control for the normal symbol of the normal symbol display 42, the opening time extension control for the electric chute 22, and the opening frequency increase control for the electric chute 22, it is sufficient that the electric chute 22 is more likely to be opened than when that control is not being executed. Also, the high-base state (electric assist control state) may be controlled independently without being accompanied by the time shortening state.

[0082] In the gaming machine 1, the gaming state after a jackpot game due to winning a jackpot with a planned V-pass is, if the V area 39 has been passed during the jackpot game, a high-probability state, a time-saving state, and a high-base state. This gaming state is particularly referred to as the "high-probability high-base state" or the "high-probability time-saving state". Specifically, the jackpots in which the gaming state after the jackpot game becomes the high-probability high-base state are, among the jackpot types shown in FIG. 9, the "16RV planned jackpot", the "16R (substantially 15R) V planned jackpot", and the "16R (substantially 13R) V planned jackpot". For the "16RV planned jackpot" and the "16R (substantially 15R) V planned jackpot", the high-probability high-base state ends when winning the next jackpot (next time jackpot) and executing the jackpot game. For the "16R (substantially 13R) V planned jackpot", the high-probability high-base state becomes a high-probability low-base state (latent probability variation state) after a predetermined number of times (here, 100 times) of variable display of special symbols are executed after the jackpot game, or ends when winning the next jackpot (next time jackpot) and executing the jackpot game. Also, the gaming state after a jackpot game due to winning a jackpot with a planned non-V-pass is, if the V area 39 has not been passed during the jackpot game (almost never happens), a normal-probability state (non-high-probability state, that is, a low-probability state), a time-saving state, and a high-base state. This gaming state is particularly referred to as the "low-probability high-base state" or the "low-probability time-saving state". Specifically, the jackpot in which the gaming state after the jackpot game becomes the low-probability high-base state is, among the jackpot types shown in FIG. 9, the "16R (substantially 13R) V non-planned jackpot". In this jackpot, the low-probability high-base state ends when a predetermined number of times (here, 100 times) of variable display of special symbols are executed after the jackpot game, or when winning the next jackpot (next time jackpot) and executing the jackpot game. When starting to play the gaming machine 1 for the first time, the gaming state after power-on is a normal-probability state, a non-time-saving state, and a low-base state (non-power support control state). This gaming state is particularly referred to as the "low-probability low-base state". The low-probability low-base state may also be referred to as the "normal gaming state" or the "low-probability non-time-saving state (simply referred to as the non-time-saving state)".In addition, the state during the execution of a special game (big win game) may also be referred to as the "special game state (big win game state)". Furthermore, the state controlled to be at least one of the high probability state and the high base state may also be referred to as the "specific game state".

[0083] In the high base state such as the high probability high base state or the low probability high base state, it is possible to more advantageously progress the game by hitting the ball to the right game area 3B (Fig. 1) by a right hit. This is because, by the power assist control, the power tube 22 is more easily opened compared to the low base state, and it is easier to win at the second start port 21 than to win at the first start port 20. Therefore, in the high base state, while passing the game ball through the gate 28 which is an opportunity for the normal symbol lottery, a right hit is performed to make the game ball win at the second start port 21. Thereby, more starting wins (wins at the start ports) can be obtained than by performing a left hit. In the gaming machine 1, the game is also performed by a right hit even during the big win game. On the other hand, in the low base state, it is possible to more advantageously progress the game by hitting the ball to the left game area 3A (Fig. 1) by a left hit. This is because the power assist control is not executed, the power tube 22 is less easily opened compared to the high base state, and it is easier to win at the first start port 20 than to win at the second start port 21. Therefore, in the low base state, a left hit is performed to make the game ball win at the first start port 20. Thereby, more starting wins can be obtained than by performing a right hit.

[0084] 6. Operation of the game control microcomputer 81 Based on Figs. 15 to 34, the operation of the game control microcomputer 81 provided on the main control board 80 (Fig. 3) will be described. The 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. The game control microcomputer 81 corresponds to the success / failure determination means (Fig. 23) and the success / failure pre-determination means (Figs. 18 and 19).

[0085] [Main control main process] Figure 15 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, the settings of the main CPU 82, the reset of various flags, statuses, and 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 "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.

[0086] After the initial settings, the game control microcomputer 81 prohibits interrupts of the interrupt process (step S002) and performs the normal symbol and special symbol main random number update process (step S003). In this normal symbol and special symbol main random number update process, the game control microcomputer 81 adds 1 to and updates various random number counter values (jackpot random number value, jackpot type random number value, reach random number value, variation pattern random number value, normal symbol random number value) shown in FIG. 7(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" and 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.

[0087] After the normal symbol and special symbol main random number update process, the game control microcomputer 81 permits interrupts for interrupt processing (step S004). While interrupts are permitted, the main side timer interrupt process (step S005) can be executed. The main side timer interrupt process 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 process is executed every predetermined period (for example, a 4 msec period). And after the main side timer interrupt process ends and before the next main side timer interrupt process starts, the update process of various counter values by the normal symbol and special symbol main random number update process 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 process is not started immediately but is started after interrupts are permitted.

[0088] [Main Side Timer Interrupt Process] FIG. 16 is a flowchart of the main side timer interrupt process (FIG. 15: 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 FIG. 7(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 (FIG. 15). 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 from the end of the main side timer interrupt process until the next main side timer interrupt process starts).

[0089] After the random number update process, the game control microcomputer 81 performs input processing (step S102). In the input processing, the game control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1, and sets payout data for paying out prize balls according to the type of the 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 large winning port sensor 30a, the second large winning port sensor 35a, the normal winning port sensor 27a, and the normal winning port sensor 29a (Figure 3).

[0090] After the input processing, 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 region sensor detection process (step S106), and a reserved ball number process (step S107). Details of these processes will be described later. After the reserved ball number process, the game control microcomputer 81 performs output processing (step S108). 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 the above-mentioned respective processes to the sub-control board 90. After the output processing, the game control microcomputer 81 performs other processes (step S109). In the other processes, for example, based on the number of reserved balls in the second special figure described later, the second special figure reserved indicator 43b is controlled to a display mode indicating the number, and based on the number of reserved balls in the first special figure, the first special figure reserved indicator 43a is controlled to a display mode indicating the number.

[0091] [Start Port Sensor Detection Process] FIG. 17 is a flowchart of the start port sensor detection process (FIG. 16: step S103). The game control microcomputer 81 first determines whether a game ball has passed through gate 28 (step S201). This determination is made based on whether the game ball is detected by the gate sensor 28a. If the game ball has not passed through gate 28 (step S201: NO), the process skips to step S205. If the game ball has passed through gate 28 (step S201: YES), the game control microcomputer 81 determines whether the number of normal symbol hold balls is "4 (upper limit)" (step S202). The number of normal symbol hold balls is the number of normal symbol holds. More specifically, it is the value of a counter that counts the number of normal symbol holds provided in the main RAM 84. If the number of normal symbol hold balls is "4" (step S202: YES), the process skips to step S205. If the number of normal symbol hold balls is "3" or less (step S202: NO), after adding "1" to the number of normal symbol hold balls (step S203), a normal symbol random number acquisition process is performed (step S204). Here, the game control microcomputer 81 acquires the value of the normal symbol random number counter (FIG. 7: value of label - TRND - H), and stores the acquired random number value in the storage area corresponding to the current number of normal symbol hold balls among the first to fourth storage areas of the normal symbol hold storage area 86 in the main RAM 84.

[0092] In step S205, the game control microcomputer 81 determines whether a game ball has won a prize at the second start port 21. This determination is made based on whether a game ball is 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 the number of reserved balls in Special Figure 2 is "4 (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. 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 "4" (step S206: YES), the process skips to step S210. If the number of reserved balls in Special Figure 2 is "3" or less (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 jackpot random number counter (Figure 7: value of label - TRND - A), the value of the jackpot type random number counter (Figure 7: value of label - TRND - AS), the value of the reach random number counter (Figure 7: value of label - TRND - RC), and the value of the variation pattern random number counter (Figure 7: value of label - TRND - T1) are acquired. The game control microcomputer 81 stores the acquired group of random number values in the storage area corresponding to the current number of reserved balls in Special Figure 2 among the first to fourth storage areas 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 later - described pre - determination process of Special Figure 2 (Figure 18). 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). Details of the pre - determination process of Special Figure 2 will be described later.

[0093] 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 jackpot random number counter, the jackpot type random number counter, 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 storage area corresponding to the current number of reserved balls in Special Figure 1 among the first to fourth storage areas of the first special figure reserved storage 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 storage area 85a for the subsequent Special Figure 1 preliminary determination process (Fig. 19). After the random number acquisition process related to Special Figure 1, the game control microcomputer 81 performs the Special Figure 1 preliminary determination process (step S214). Details of the Special Figure 1 preliminary determination process will be described later.

[0094] [Special Figure 2 Preliminary Determination Process] FIG. 18 is a flowchart of the special figure 2 pre-determination process (FIG. 17: step S209). The game control microcomputer 81 first determines whether the probability variation flag is ON (step S301). If the probability variation flag is OFF (step S301: NO), this process ends. That is, when the probability variation flag is OFF, the pre-determination is not performed. On the other hand, when the probability variation flag is ON, the game control microcomputer 81 refers to the high-probability state table in the jackpot determination table T1 (FIG. 8) to perform a jackpot pre-determination (step S302). Specifically, the game control microcomputer 81 first obtains the jackpot random number value as the determination value temporarily stored in the pre-determination buffer by the special figure 2 related random number acquisition process (FIG. 17: step S208). Next, the game control microcomputer 81 uses the reference jackpot determination table T1 (FIG. 8) and the jackpot random number value to perform a pre-determination of whether it is a jackpot. Here, since it is in the high-probability state (probability variation flag is ON), the game control microcomputer 81 refers to the high-probability state table (jackpot determination value is "0" to "649") in the jackpot determination table T1 to pre-determine whether it is a jackpot. That is, when the jackpot random number value is "0" to "649", it is pre-determined as "jackpot", and when it is other values, it is pre-determined as "miss". In this embodiment, the pre-determination is performed using the jackpot determination table T1 used in the jackpot determination process (FIG. 23) described later. However, as another embodiment, the pre-determination may be performed using a jackpot determination table for pre-determination different from the jackpot determination table T1.

[0095] When the result of the jackpot pre-determination is "loss" (step S304: NO), the process skips to step S306. On the other hand, when the result of the jackpot pre-determination is "jackpot" (step S304: YES), the game control microcomputer 81 performs a jackpot type pre-determination (step S305). In the jackpot type pre-determination, the game control microcomputer 81 first acquires the jackpot type random number value as the determination value temporarily stored in the pre-determination buffer by the special figure 2 related random number acquisition process (FIG. 17: step S208). Next, the game control microcomputer 81 performs a pre-determination of the jackpot type based on the acquired jackpot type random number value and the jackpot type determination table T5 (FIG. 9). Here, regardless of whether the jackpot type random number value is any of "0" to "127", it is pre-determined as "16RV expected jackpot". In this embodiment, the pre-determination is performed using the jackpot type determination table T5 used in the jackpot determination process (FIG. 23) described later. However, as another embodiment, the pre-determination may be performed using a jackpot type determination table for pre-determination different from the jackpot type determination table T5.

[0096] In step S306, the game control microcomputer 81 performs a variation pattern pre-determination. Specifically, the game control microcomputer 81 first obtains the variation pattern random number value and the reach random number value as the determination values temporarily stored in the pre-determination buffer by the special figure 2 related random number acquisition process (FIG. 17: step S208). Next, here, since it is in the time shortening state (the time shortening flag is ON), the game control microcomputer 81 refers to the variation pattern determination table T6 (FIG. 11) for the time shortening state, and determines the variation pattern from the jackpot pre-determination result in step S304, the reach presence / absence pre-determination result obtained from the reach random number value, and the variation pattern random number value. Note that in the variation pattern determination table T6 of FIG. 11, the selected variation patterns may be different depending on the difference in the number of hold balls. Here, it is assumed that all the variation patterns that may be selected depending on the difference in the number of hold balls are selected. For example, if a non-reach win is pre-determined from the jackpot pre-determination result and the reach presence / absence pre-determination result, and the variation pattern random number value is "60", the game control microcomputer 81 selects two variation patterns, "P64" selected when the number of hold balls is "1 to 2" and "P68" selected when the number of hold balls is "3 to 4". In this embodiment, the pre-determination is performed using the variation pattern determination table T6 used in the variation pattern selection process (FIGS. 24 and 25) described later. However, as another embodiment, the pre-determination may be performed using a variation pattern determination table for pre-determination different from the variation pattern determination table T6.

[0097] In step S307, the game control microcomputer 81 creates a pre-determination command. The pre-determination command includes the jackpot pre-determination result, (in the case of a win, the jackpot type pre-determination result), and the variation pattern pre-determination result. The game control microcomputer 81 sets the created pre-determination command in the command set area 84a of the main RAM 84 (step S308) and ends this process.

[0098] [Special Figure 1 Pre-determination Process] FIG. 19 is a flowchart of the pre-determination process (FIG. 17: step S214) of the special figure 1. The game control microcomputer 81 first determines whether the probability variation flag is ON (step S401). Contrary to the above-described pre-determination process of the special figure 2, when the probability variation flag is ON (step S401: YES), this process ends. That is, when the probability variation flag is ON, the pre-determination is not performed. On the other hand, when the probability variation flag is OFF (step S401: NO), the game control microcomputer 81 refers to the table for the normal probability state in the jackpot determination table T1 (FIG. 8) and performs a jackpot pre-determination (step S402). Specifically, the game control microcomputer 81 first obtains the jackpot random number value as the determination value temporarily stored in the pre-determination buffer by the special figure 1 related random number acquisition process (FIG. 17: step S213). Next, here, since it is in the normal probability state (probability variation flag is OFF), the game control microcomputer 81 pre-determines whether it is a jackpot based on the table for the normal probability state (jackpot determination value is "0" to "164") in the jackpot determination table T1. That is, when the jackpot random number value is "0" to "164", it is pre-determined as "jackpot", and when it is other values, it is pre-determined as "miss". Note that the jackpot pre-determination may use a jackpot determination table for pre-determination different from the jackpot determination table T1. Hereinafter, the processes of steps S404 to S408 are the same as those of steps S304 to S308 in the above-described pre-determination process of the special figure 2 (FIG. 18), and thus the description is omitted.

[0099] [Normal operation process] Figure 20 is a flowchart of normal operation processing (Fig. 16: Step S104). The game control microcomputer 81 first determines whether the electric chewing gum 22 is in operation (Step S501). If the electric chewing gum 22 is in operation (Step S501: YES), the process proceeds to Step S520. If the electric chewing gum 22 is not in operation (Step S501: NO), the game control microcomputer 81 determines whether the normal symbol is in the process of changing (Step S502). If the normal symbol is in the process of changing (Step S502: YES), the process skips to Step S508. If the normal symbol is not in the process of changing (Step S502: NO), the game control microcomputer 81 determines whether the number of hold balls for the normal symbol is "0" (Step S503). If the number of hold balls is "0" (Step S503: YES), this process ends. If the number of hold balls is 1 or more (Step S503: NO), the number of hold balls for the normal symbol is decremented by 1 (Step S504). Therefore, when a game ball passes through the gate 28 with the number of hold balls for the normal symbol being "0", in Step S203 of the start port sensor detection process (Fig. 17), once the number of hold balls for the normal symbol becomes "1", and then, in this Step S504, the hold is consumed and immediately the number of hold balls for the normal symbol becomes "0". This is the same for the number of hold balls for the special symbol. That is, in Step S207 and Step S212 of the start port sensor detection process (Fig. 17), once the number of holds for the special symbol becomes "1", and then, in Step S1404 and Step S1410 in the special symbol standby process (Fig. 22) described later, the hold is consumed and the number of hold balls for the special symbol becomes "0". Next, the game control microcomputer 81 performs a hit determination by referring to the normal symbol hit determination table T3 (Fig. 8(C)) (Step S505). Specifically, the game control microcomputer 81 first reads out the normal symbol random number value (hit random number value) as the determination value stored in the first storage area (corresponding to the first of the normal symbol holds) of the normal symbol hold storage area 86. Then, it determines whether it is a hit or not using the normal symbol random number value, the game state (whether it is a time-saving state or not), and the normal symbol hit determination table T3.For example, in the non-time-reduced state, when the normal symbol random value is from "0" to "2", it is determined as a "win", and when the normal symbol random value is other than that, it is determined as a "loss" (see Fig. 8(C)).

[0100] Next, the game control microcomputer 81 selects a variation pattern by referring to the normal symbol variation pattern determination table T4 (Fig. 8(D)) (step S506). Specifically, the game control microcomputer 81 first determines the game state (whether it is the time-reduced state or not), and uses the determination result of the game state and the normal symbol variation pattern determination table T4 to select the variation time of the normal symbol as the normal symbol variation pattern. Here, in the non-time-reduced state, the variation time of the normal symbol is determined to be "30 seconds", and in the time-reduced state, the variation time of the normal symbol is determined to be "1 second" (see Fig. 8(D)). The game control microcomputer 81 starts the variation display of the normal symbol by setting the selected normal symbol variation pattern (step S507).

[0101] In step S508, the game control microcomputer 81 determines whether or not 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 S506 (see FIG. 8(D)). If the variation time has not ended (step S508: 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 S508: YES), the game control microcomputer 81 stops the variation display (step S509), and if it is a "miss" in the above-mentioned winning determination (step S505) (step S510: NO), this process ends. On the other hand, if it is a "win" in the above-mentioned winning determination (step S510: YES), the game control microcomputer 81 sets an electric chew release pattern (step S511). The release pattern of the electric chew 22 is selected with reference to the electric chew release pattern determination table T7 (FIG. 12(A)). Specifically, the game control microcomputer 81 determines the game state (whether it is a time-saving state or not), and selects the release pattern of the electric chew 22 using the determination result of the game state and the electric chew release pattern determination table T7. Here, when it is not in the time-saving state, "release pattern 11" is selected, and when it is in the time-saving state, "release pattern 12" is selected. After selecting the release pattern, the game control microcomputer 81 starts the electric chew operation according to the selected release pattern (step S512) and ends this process.

[0102] In the above step S501, when the electric chewing gum 22 is in operation (step S501: YES), the game control microcomputer 81 determines whether the closing condition of the electric chewing gum 22 is satisfied (step S520). The closing condition here is that either the number of winning times for the electric chewing gum 22 has reached the specified maximum number of winning times (for example, 6 times), or the operating time of the electric chewing gum 22 has elapsed and it has reached the time to close the electric chewing gum 22. The operating time of the electric chewing gum 22 is the operating time corresponding to the opening pattern selected in step S511. When the closing condition of the electric chewing gum 22 is not satisfied (step S520: NO), the game control microcomputer 81 ends this process. On the other hand, when the closing condition of the electric chewing gum 22 is satisfied (step S520: YES), the game control microcomputer 81 closes (blocks) the electric chewing gum 22 to stop its operation (step S521) and ends this process.

[0103] [Special operation process] FIG. 21 is a flowchart of the special operation process (FIG. 16: 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 second big winning device 36) is divided into four stages, and each stage is called "1", "2", "3", and "4" 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, jackpot determination, variable pattern selection, etc. are executed. When the "special operation status" is "2" (step S1301: NO, step S1303: YES), the special symbol variation process is performed (step S1304). In the special symbol variation process, after the elapse of the variation time, the output of the variation stop command, etc. are executed. 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, the output of the opening command, etc. are executed at the time of jackpot. When the "special operation status" is "4" (step S1301, S1303, S1305: NO), the special electric accessory process is performed (step S1308). In the special electric accessory process, the jackpot game is executed. The details of each of the above processes will be described later. Note that the special operation status is "1" in the initial setting.

[0104] [Special symbol standby process] FIG. 22 is a flowchart of a special symbol standby process (FIG. 21: step S1302). In the special symbol standby process, the game control microcomputer 81 first determines whether the number of special figure 2 hold balls is "0" (step S1401). If the number of special figure 2 hold balls is "0" (step S1401: 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 S1407. If the number of special figure 2 hold balls is "1" or more (step S1401: NO), the game control microcomputer 81 executes a jackpot determination process (step S1402) and a variation pattern selection process (step S1403). Details of these processes will be described later. After the variation pattern selection process, the number of special figure 2 hold balls 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 first to fourth storage areas of the second special figure hold memory area 85b by one to the side to be read from the current position, and clears the hold information stored in the location farthest from the side to be read in the second special figure hold memory area 85b (step S1405). For example, when hold information is stored in the first to third storage areas, the hold information stored in the third storage area is cleared, and when hold information is stored in the first to fourth storage areas, the hold information stored in the fourth storage area is cleared. By the above steps, the second special figure holds are consumed in the order in which they are held. In this case, on the display screen 7a of the image display device 7, the hold image 9B corresponding to the first storage area of the second special figure hold memory area 85b (the leftmost hold image 9B among the four hold images 9B) shifts to the hold consumption image display area side and is displayed as the hold consumption image 9C. Also, the hold images 9B corresponding to the second to fourth storage areas of the second special figure hold memory area 85b (the second, third, and fourth hold images 9B from the left among the four hold images 9B) each shift one to the left (FIG. 1). Thereby, the player can recognize that one second special figure hold has been consumed. Next, the game control microcomputer 81 performs a special figure 2 variation start process (step S1406).In the special drawing 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 to set a variation time timer. The variation time timer is set with a variation time determined according to the variation pattern selected in the variation pattern selection process. Also, the game control microcomputer 81 sets the special operation status to "2". Note that the variation start command (special drawing 2 variation start command) set in the special drawing 2 variation start process includes information regarding the special drawing stop symbol data set in the big win determination process (step S1402) and information regarding the variation pattern set in the variation pattern selection process (step S1403) (including information regarding the variation time).

[0105] In step S1401, when the number of reserved balls in Special Figure 2 is "0" (step S1401: YES), the game control microcomputer 81 determines whether the number of reserved balls in Special Figure 1 is "0" (step S1407). When the number of reserved balls in Special Figure 1 is "0" (step S1407: YES), that is, when there is no storage of the random number value group acquired due to winning in the first start port 20 in the first special figure reserved memory area 85a, the process proceeds to step S1413. When the number of reserved balls in Special Figure 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes a big hit determination process (step S1408) and a variation pattern selection process (step S1409). Details of these processes will be described later. After the variation pattern selection process, the number of reserved balls in Special Figure 1 is decremented by one (step S1410). Next, the game control microcomputer 81 shifts the storage location of each random number value stored in the first to fourth storage areas of the first special figure reserved memory area 85a by one to the side to be read from the current position, and clears the reserved information stored in the location farthest from the side to be read in the first special figure reserved memory area 85a (step S1411). By the above steps, the first special figure reservations are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A corresponding to the first storage area of the first special figure reserved memory area 85a (the rightmost reserved image 9A among the four reserved images 9A) shifts to the reserved consumption image display area side and is displayed as the reserved consumption image 9C. Also, the reserved images 9A corresponding to the second to fourth storage areas of the first special figure reserved memory area 85a (the second, third, and fourth reserved images 9A from the left among the four reserved images 9A) each shift one position to the right (Fig. 1). Thereby, the player can recognize that one first special figure reservation has been consumed. Next, the game control microcomputer 81 performs a first special figure variation start process (step S1412). In the first special figure variation start process, a variation start command is set in the command set area 84a of the main RAM 84, the variation display of the first special symbol is started, and a variation time timer is set. The variation time timer is set with a variation time determined according to the variation pattern selected in the variation pattern selection process.Further, the game control microcomputer 81 sets the special operation status to "2" (step S1406). Note that the variation start command (special drawing 1 variation start command) set in the special drawing 1 variation start process includes information regarding the special drawing stop symbol data set in the big win determination process (step S1408) and information regarding the variation pattern set in the variation pattern selection process (step S1409) (including information regarding the variation time).

[0106] In step S1407, when the number of special drawing 1 hold balls is "0" (step S1407: YES), the game control microcomputer 81 determines whether the display screen 7a of the image display device 7 is a standby screen (step S1413). 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 S1413: YES), this process ends. If it is not a standby screen (step S1413: NO), the game control microcomputer 81 waits for the elapse of a predetermined standby time and sets a customer waiting standby command for displaying a waiting scene in the command set area 84a of the main RAM 84 (step S1414), and ends this process. As described above, according to the special symbol waiting process of this embodiment, the variable display of the special symbol based on the first special drawing hold is executed only when the second special drawing hold is "0". That is, the consumption of the second special drawing hold is executed with priority over the consumption of the first special drawing hold. Also, according to the big win type determination table T5 of this embodiment, the lottery based on the second special drawing hold is more likely to win a big win (big win with a planned V pass) that is more profitable for the player than the lottery based on the first special drawing hold.

[0107] [Big Win Determination Process] FIG. 23 is a flowchart of the jackpot determination process (FIG. 22: Steps S1402, S1408). Since the jackpot determination processes in FIG. 2 (Step S1402) and FIG. 1 (Step S1408) have the same processing flow, they will be described together. In the jackpot determination process, first, the game control microcomputer 81 determines whether the probability variation flag is ON (Step S1501). If the probability variation flag is ON (Step S1501: YES), a jackpot determination is made by referring to the high-probability state table in the jackpot determination table T1 (FIG. 8) (Step S1502). Specifically, the game control microcomputer 81 first reads out a jackpot random number value as a determination value. For example, in the jackpot determination process of FIG. 2, the jackpot random number value stored in the first storage area of the second special figure reserved memory area 85b (corresponding to the first of the second special figure reservations) is read out. In the jackpot determination process of FIG. 1, the jackpot random number value stored in the first storage area of the first special figure reserved memory 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 jackpot using the reference jackpot determination table T1 and the jackpot random number value. Here, since it is in the high-probability state (probability variation flag is ON), a determination is made as to whether it is a jackpot based on the high-probability state table (jackpot determination value is "0" to "649") in the jackpot determination table T1.

[0108] In Step S1501, if the probability variation flag is OFF (Step S1501: NO), the game control microcomputer 81 makes a jackpot determination by referring to the normal-probability state table in the jackpot determination table T1 (FIG. 8) (Step S1504). Specifically, the game control microcomputer 81 first reads out a jackpot random number value in the same manner as in Step S1502. Next, here, since it is in the normal-probability state (probability variation flag is OFF), a determination is made as to whether it is a jackpot based on the normal-probability state table (jackpot determination value is "0" to "164") in the jackpot determination table T1.

[0109] When the result of the jackpot determination is "jackpot" (Steps S1503, S1505: YES), the game control microcomputer 81 turns on the jackpot flag (Step S1506) and determines the jackpot type (Step S1507). Specifically, the game control microcomputer 81 first reads out the jackpot type random number value as the determination value. For example, in the jackpot determination process of FIG. 2, the jackpot type random number value stored in the first storage area of the second FIG. reserved storage area 85b is read out. In the jackpot determination process of FIG. 1, the jackpot type random number value stored in the first storage area of the first FIG. reserved storage area 85a is read out. Next, the game control microcomputer 81 determines the jackpot type based on the read jackpot type random number value and the jackpot type determination table T5 (FIG. 9). After the determination of the jackpot type, the specific stop symbol data of the jackpot type corresponding to the determined jackpot type (FIG. 9) is set in the jackpot type buffer provided in the main RAM 84 (Step S1520), and this process ends. On the other hand, in Step S1503 or Step S1505, when the result of the jackpot determination is "loss", the specific stop symbol data (01H) corresponding to the losing symbol is set in the jackpot type buffer provided in the main RAM 84 (Step S1520), and this process ends.

[0110] [Variable Pattern Selection Process] Figs. 24 and 25 are flowcharts of the variable pattern selection process (Figs. 22: Steps S1403, S1409). Since the flow of the variable pattern selection process in Fig. 2 (Step S1403) and the variable pattern selection process in Fig. 1 (Step S1409) are the same, they will be described together. In the variable pattern selection process, first, the game control microcomputer 81 determines whether the game state is the time-saving state (Step S1600). The determination of whether it is the time-saving state is made based on whether the time-saving flag is ON. If it is the time-saving state (Step S1600: YES), the process proceeds to Step S1612. If it is not the time-saving state (Step S1600: NO), the game control microcomputer 81 determines whether the jackpot flag is ON (Step S1602). If the jackpot flag is OFF (Step S1602: NO), the process proceeds to Step S1607. If the jackpot flag is ON (Step S1602: YES), the game control microcomputer 81 determines whether the jackpot is for Fig. 2 (Step S1603). If the jackpot is for Fig. 2 (Step S1603: YES), since the jackpot type will always be the V-pass scheduled jackpot, the process skips to Step S1605. If the jackpot is for Fig. 1 (Step S1603: NO), the game control microcomputer 81 determines whether the jackpot type is the V-pass scheduled jackpot (Step S1604). The determination of the jackpot type is made based on the special stop symbol data set in the main RAM 84.

[0111] When the jackpot type is a V-pass scheduled jackpot (step S1604: YES), the game control microcomputer 81 selects a variation pattern by referring to the table for non-time-reduced state V-pass scheduled jackpots in the variation pattern determination table T6 (Fig. 10) (step S1605). 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 Fig. 2 of the special drawing, the variation pattern random number value stored in the first storage area of the second special drawing reserved storage area 85b (corresponding to the first of the second special drawing reservations) is read out. In the variation pattern selection process of Fig. 1 of the special drawing, the variation pattern random number value stored in the first storage area of the first special drawing reserved storage area 85a (corresponding to the first of the first special drawing reservations) is read out. Next, the game control microcomputer 81 selects a variation pattern using the variation pattern determination table T6 and the variation pattern random number value. Here, as the table for non-time-reduced state V-pass scheduled jackpots, the portion corresponding to the V-pass scheduled jackpot in the variation pattern determination table T6 for non-time-reduced state shown in Fig. 10 (the portion where the variation pattern is "P1" to "P3" in Fig. 1 of the special drawing, and the portion where the variation pattern is "P21" to "P23" in Fig. 2 of the special drawing) is referred to (the address is set). From the read variation pattern random number value, either "P1" to "P3" as the variation pattern in Fig. 1 of the special drawing or either "P21" to "P23" in Fig. 2 of the special drawing is selected.

[0112] When the jackpot type is a V-non-pass scheduled jackpot (step S1604: NO), the game control microcomputer 81 selects a variation pattern by referring to the table for non-time-reduced state V-non-pass scheduled jackpots in the variation pattern determination table T6 (Fig. 10) (step S1606). Here, as the table for non-time-reduced state V-non-pass scheduled jackpots, the portion corresponding to the V-non-pass scheduled jackpot in the variation pattern determination table T6 for non-time-reduced state shown in Fig. 10 (the portion of "P4" to "P6") is referred to. From the read variation pattern random number value, either "P4" to "P6" as the variation pattern is selected.

[0113] In step S1602, when the jackpot flag is OFF (step S1602: NO), the game control microcomputer 81 determines whether the reach random value is a reach establishment random value (step S1607). Specifically, the game control microcomputer 81 first reads the reach random value as a determination value. In the variation pattern selection process of the second special figure, the reach random value stored in the first storage area of the second special figure reserved storage area 85b (corresponding to the first of the second special figure reservations) is read. In the variation pattern selection process of the first special figure, the reach random value stored in the first storage area of the first special figure reserved storage area 85a (corresponding to the first of the first special figure reservations) is read. Next, the game control microcomputer 81 determines the presence or absence of a reach using the reach determination table T2 (Fig. 8(B)) and the reach random value. Here, since it is a non-time-short state, the presence or absence of a reach is determined based on the table for the non-time-short state (the part where the reach presence determination value (reach establishment random value) is from "0" to "13") in the reach determination table T2.

[0114] When the reach random value is the reach establishment random value (step S1607: YES), that is, in the case of a losing reach with a reach, the game control microcomputer 81 refers to the table for losing reaches with a reach in the non-time shortening state in the variation pattern determination table T6 (FIG. 10) and selects a variation pattern (step S1608). Here, as the table for losing reaches with a reach in the non-time shortening state, the part corresponding to losing reaches with a reach in the variation pattern determination table T6 for the non-time shortening state shown in FIG. 10 (the part where the variation pattern is "P7" to "P14" in the special figure 1, and the part where the variation pattern is "P24" to "P31" in the special figure 2) is referred to. In the special figure 1, any one of "P7" to "P14" is selected as the variation pattern from the read variation pattern random value and the current number of held balls in the special figure 1 (1 to 4). In the special figure 2, any one of "P24" to "P31" is selected as the variation pattern from the read variation pattern random value and the current number of held balls in the special figure 2 (1 to 4). Since the variation pattern selected depends on the number of held balls, the function of shortening the variation according to the number of held balls works. That is, in both the special figure 1 and the special figure 2, when the number of held balls is "3" to "4", more variation patterns with shorter variation times are selected compared to when the number of held balls is "1" to "2". As a result, when the number of held balls is large, the digestion speed of the special figure hold can be increased.

[0115] When the reach random value is not the reach establishment random value (step S1607: NO), that is, in the case of a non-reach losing combination, the game control microcomputer 81 refers to the table for non-time-short state non-reach losing combinations in the variation pattern determination table T6 (FIG. 10) to select a variation pattern (step S1609). Here, as the table for non-time-short state non-reach losing combinations, the portion corresponding to non-reach losing combinations in the variation pattern determination table T6 for non-time-short state shown in FIG. 10 (in the special figure 1, the portion where the variation pattern is "P15" to "P16", and in the special figure 2, the portion where the variation pattern is "P32" to "P33") is referred to. In the special figure 1, either "P15" or "P16" is selected as the variation pattern based on the read variation pattern random value and the current number of reserved balls in the special figure 1 (1 to 4). In the special figure 2, either "P32" or "P33" is selected as the variation pattern based on the read variation pattern random value and the current number of reserved balls in the special figure 2 (1 to 4). Also here, since the variation pattern selected depends on the number of reserved balls, the function of shortened variation according to the number of reserved balls is in operation.

[0116] In step S1600, when it is determined that the game state is the time shortening state, the game control microcomputer 81 determines whether the jackpot flag is ON (FIG. 25: step S1612). Thereafter, the processing of steps S1613 to S1619 is the same as the processing of steps S1603 to S1609 described above except for the following points, and thus the description is omitted. The difference between the processing of steps S1613 to S1619 and the processing of steps S1603 to S1609 is that in steps S1615, S1616, S1618, and S1619, the part of the variable pattern determination table T6 to be referred to is different from steps S1605, S1606, S1608, and S1609 described above. Specifically, in S1605, S1606, S1608, and S1609, the variable pattern determination table T6 (FIG. 10) for the non-time shortening state is referred to, while in steps S1615, S1616, S1618, and S1619, the variable pattern determination table T6 (FIG. 11) for the time shortening state is referred to. For example, in the case of step S1615, that is, when the jackpot type is the V-pass-through expected jackpot, the part corresponding to the V-pass-through expected jackpot in the variable pattern determination table T6 for the time shortening state shown in FIG. 11 (the part where the variable pattern is "P41" to "P43" in the special figure 1, and the part where the variable pattern is "P61" to "P63" in the special figure 2) is referred to. From the read variable pattern random number value, either "P41" to "P43" as the variable pattern in the special figure 1 or "P61" to "P63" in the special figure 2 is selected. Also, for example, in the case of step S1616, that is, when the jackpot type is the V-non-pass-through expected jackpot, the part corresponding to the V-non-pass-through expected jackpot in the variable pattern determination table T6 for the time shortening state shown in FIG. 11 (the part of "P44" to "P46") is referred to. From the read variable pattern random number value, either "P44" to "P46" as the variable pattern is selected.

[0117] 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 on the set variation pattern is included in the variation start command and transmitted to the sub-control board 90 in the output process (FIG. 16: step S108). Thereby, the variable display of the special symbol is started.

[0118] [Processing during special symbol variation] FIG. 26 is a flowchart of the processing during special symbol variation (FIG. 21: 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 variation pattern selection process (FIGS. 24 and 25). If the variation time has not ended (step S1701: NO), this process ends. That is, the variable display of the special symbol started in step S1406 or S1412 of the special symbol standby process (FIG. 22) continues. On the other hand, if the variation time has ended (step S1701: YES), a variation stop command is set (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 variable display of the special symbol with a symbol corresponding to the set special symbol stop symbol data. Thereafter, the game control microcomputer 81 ends this process.

[0119] [Special symbol determination process] Figure 27 is a flowchart of the special symbol determination process (Figure 21: Step S1306). The game control microcomputer 81 first performs a game state management process (Step S1801). The game state management process is a process for managing the number of ST times and the number of time shortening times, and the details will be described later. After the game state management process, it is determined whether the jackpot flag is ON (Step S1802). If the jackpot flag is OFF (Step S1802: NO), the game control microcomputer 81 sets the special operation status to "1" (Step S1808) and ends this process. As a result, the jackpot game is not started, and the process shifts to the special symbol standby process (Figure 22) again, and the jackpot determination for the next reservation is executed.

[0120] If the jackpot flag is ON (Step S1802: YES), the game control microcomputer 81 sets the winning jackpot type corresponding winning big winning opening and the opening pattern of the V opening / closing member (Step S1803). Specifically, the game control microcomputer 81 refers to the big winning opening pattern determination table T8 (Figure 13), determines the opening pattern of the big winning opening from the special symbol stop symbol data, and sets the determined opening pattern. For example, when the special symbol stop symbol data is "11H", "opening pattern 21" is set as the opening pattern of the big winning opening. Also, the game control microcomputer 81 refers to the V opening / closing member opening pattern determination table T9 (Figure 14), determines the opening pattern of the V opening / closing member 71 from the special symbol stop symbol data, and sets the determined opening pattern. For example, when the special symbol stop symbol data is "11H", "opening pattern 31" is set as the opening pattern of the V opening / closing member 71. Along with setting the opening patterns of the big winning opening and the V opening / closing member, the value of the round counter is set to the number of rounds corresponding to the winning jackpot type. The round counter is for counting the number of unit opening games (round games) executed during the jackpot game. Here, "16" is set in the round counter (Figure 13(B)).

[0121] After setting the open pattern set, the game control microcomputer 81 performs game state reset processing (step S1804). The game state reset processing is processing for resetting (returning to OFF) the probability variable flag and the time shortening flag, and the details will be described later. After the game state reset processing, in order to start the big win game, a big win opening command is set (step S1805), and the opening is started (step S1806). Thereafter, the special operation status is set to "4" (step S1807), and this processing is terminated.

[0122] [Game state management processing] FIG. 28 is a flowchart of the game state management processing (FIG. 27: step S1801). The game control microcomputer 81 first determines whether the probability variable flag is ON (step S2001). If the probability variable flag is OFF (step S2001: NO), the process skips to step S2010. If the probability variable flag is ON (step S2001: YES), the value of the probability variable counter is decremented by 1 (step S2002). The probability variable counter counts the number of times the special symbol has fluctuated during the high probability state. Here, "100" is set in the probability variable counter when shifting to the high probability state. The game control microcomputer 81 determines whether the value of the probability variable counter has become "0" as a result of decrementing the probability variable counter by 1 (step S2003). If the value of the probability variable counter is not "0" (step S2003: NO), the process skips to step S2005. If the value of the probability variable counter is "0" (step S2003: YES), the probability variable flag is switched to OFF (step S2004).

[0123] In step S2005, the game control microcomputer 81 determines whether the time shortening flag is ON. If the time shortening flag is OFF (step S2005: NO), the process skips to step S2009. If the time shortening flag is ON (step S2005: YES), the value of the time shortening counter is decremented by 1 (step S2006). The time shortening counter counts the number of times the special symbol has changed during the time shortening state. Here, when transitioning to the time shortening state, "100" is set in the time shortening counter. The game control microcomputer 81 determines whether the value of the time shortening counter has become "0" as a result of decrementing the time shortening counter by 1 (step S2007). If the value of the time shortening counter is not "0" (step S2007: NO), the process skips to step S2009. If the value of the time shortening counter is "0" (step S2007: YES), the time shortening flag is switched to OFF (step S2008).

[0124] In step S2009, 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 current game state (whether the ceiling flag is ON, the ceiling counter value, whether it is a probability-variable state, the probability-variable counter value, whether it is a time shortening state, the time shortening counter value, etc.).

[0125] In step S2010, the game control microcomputer 81 determines whether the ceiling flag is ON. If the ceiling flag is OFF (step S2010: NO), the process skips to step S2005. If the ceiling flag is ON (step S2010: YES), the value of the ceiling counter is decremented by 1 (step S2011). The ceiling counter is for counting the specified number of rotations until reaching the b-time short (play time), and counts the number of fluctuations of the special symbol executed when the ceiling flag is ON (during the low-probability state). Here, when the ceiling flag is set to ON, "500" as the specified number of rotations is set in the ceiling counter. The game control microcomputer 81 determines whether the value of the ceiling counter has become "0" as a result of decrementing the ceiling counter by 1 (step S2012). That is, it determines whether the specified number of rotations until reaching the b-time short (play time) has elapsed. If the value of the ceiling counter is not "0" (step S2012: NO), the process skips to step S2005. If the value of the ceiling counter is "0" (step S2012: YES), the time-short flag is switched to ON (step S2013), and "700" is set in the time-short counter as the time-short number (number of times given). Then, the ceiling flag is switched to OFF (step S2015). After that, the process of step S2009 is executed.

[0126] [Game state reset process] FIG. 29 is a flowchart of a game state reset process (FIG. 27: step S1804). The game control microcomputer 81 first determines whether the high probability flag is ON (step S2101). If the high probability flag is OFF (step S2101: NO), the process skips to step S2103. If the high probability flag is ON (step S2101: YES), the high probability flag is switched to OFF (step S2102). In step S2103, the game control microcomputer 81 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 jackpot game, the ceiling flag is OFF in the non-high probability state and the non-time shortening state. In the gaming machine 1, since it is always in the low base state during the non-time shortening state, it is in the low base state during the execution of the jackpot game.

[0127] [Special Electric Device Processing] Figure 30 is a flowchart of special electric accessory processing (Figure 21: Step S1308). The game control microcomputer 81 first determines whether the jackpot end flag is ON (Step S2200). The "jackpot end flag" is a flag indicating that all openings of the big winning devices (the first big winning device 31 and the second big winning device 36) based on the opening pattern have ended in the ongoing jackpot game. If the jackpot end flag is ON (Step S2200: YES), the process proceeds to Step S2230. If the jackpot end flag is OFF (Step S2200: NO), V opening / closing member operation processing for operating the V opening / closing member 71 is performed (Step S2201). The V opening / closing member 71 of this embodiment is configured to operate when a predetermined number of game balls are won at the first big winning opening 30. In the V opening / closing member operation processing, the V opening / closing member 71 is opened for a predetermined period when the predetermined game ball is won according to the V opening / closing member opening pattern T9. Details of the V opening / closing member operation processing will be described later. After the V opening / closing member operation processing, the game control microcomputer 81 determines whether the big winning openings (the first big winning opening 30 and the second big winning opening 35) are open (Step S2202). If they are open (Step S2202: YES), the process proceeds to Step S2210.

[0128] If the big winning openings are not open (Step S2202: NO), the game control microcomputer 81 determines whether it is time to open the big winning openings (Step S2203). The time to open the big winning openings includes, for example, when the time of the jackpot opening has passed and it reaches the opening start time in the first round game, or when the interval time (closing time) until the big winning opening that was temporarily closed after opening is opened again has passed and it reaches the time of the next opening start. If it is not time to open the big winning openings (Step S2203: NO), the process proceeds to Step S2220.

[0129] When it is the time (timing) to open the big winning opening (step S2203: YES), the game control microcomputer 81 performs the big winning opening opening process (step S2207). Specifically, the game control microcomputer 81 opens the big winning opening (the first big winning opening 30 or the second big winning opening 35) according to the opening pattern (FIG. 13) corresponding to the type of jackpot. 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 jackpot game being executed, and the game control microcomputer 81 sets the round designation command in the output buffer of the main RAM 84. In the present embodiment, the big winning opening is not opened multiple times during one round game. However, as another embodiment, when the big winning opening is opened multiple times during one round game, the game control microcomputer 81 determines whether the opening of the big winning opening is the first opening in one round, and may set the round designation command only in the case of the first opening. After setting the round designation command, this process ends.

[0130] In step S2202 described above, when the big winning opening is open (step S2202: YES), the game control microcomputer 81 determines whether the closing condition of the big winning opening is satisfied (step S2210). The closing condition here is that either the number of winning times in the big winning opening in that round game has reached the specified maximum number of winning times (for example, 9 times per round), or the time to close the big winning opening has arrived (that is, a predetermined opening time (FIG. 13) has elapsed since the big winning opening was opened). And if the closing condition of the big winning opening is not satisfied (step S2210: NO), the game control microcomputer 81 ends this process. On the other hand, when the closing condition of the big winning opening is satisfied (step S2210: YES), the game control microcomputer 81 closes (blocks) the big winning opening (step S2211).

[0131] In the above step S2203, if it is not the time (timing) to open the big winning port, the game control microcomputer 81 determines whether the current round game has ended (step S2220). Here, one round ends after a predetermined time (here, 2 seconds) has elapsed since the big winning port was closed. As described above, the closing time (interval time) of the big winning port between round games is included in the opening round game before the closing because of this. The game control microcomputer 81 determines whether the current round game has ended based on whether a predetermined interval time has elapsed since the big winning port was closed. If the current round game has not ended (step S2220: NO), the game control microcomputer 81 ends this process.

[0132] 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 is "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, when the value of the round counter is "0", as a jackpot end process for ending the jackpot game, a jackpot ending command is set (step S2227), and the jackpot ending is started (step S2228). In this embodiment, the ending time (for example, 18 seconds) when there is a passage of the game ball to the V area 39 in the "16R (substantially 13R) V passing scheduled jackpot" is the same length as the ending time when there is no passage of the game ball to the V area 39 in the "16R (substantially 13R) V non-passing scheduled jackpot". Thereby, even when there is a passage of the game ball to the V area 39 in the "16R (substantially 13R) V passing scheduled jackpot", the player can be made to recognize that there is no passage of the game ball to the V area 39 in the "16R (substantially 13R) V non-passing scheduled jackpot". Note that the ending time when there is no passage of the game ball to the V area 39 in the "16R (substantially 13R) V passing scheduled jackpot" is also the same length as these. After starting the jackpot ending, the jackpot end flag is set to ON (step S2229), and this process ends.

[0133] 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 time for the jackpot ending 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 (step S1302) is executed again. Then, the game state setting process (step S2234) described later is executed and this process ends.

[0134] [V Opening / Closing Member Operation Process] FIG. 31 is a flowchart of the V opening / closing member operation process (FIG. 30: step S2201). The game control microcomputer 81 first determines whether the current round game (the current round) is an opening round of the V opening / closing member 71 (step S2501). Here, the second round, the fourth round, the sixth round, the eighth round, the tenth round, and the twelfth round correspond to the opening rounds of the V opening / closing member 71. The game control microcomputer 81 can determine that it is an opening round when the value of the round counter is "15", "13", "11", "9", "7", "5". If it is not the opening round of the V opening / closing member 71 (step S2501: NO), this process ends because it is not necessary to operate the V opening / closing member 71 in the current round.

[0135] When it is the open round of the V opening / closing member 71 (step S2501: YES), the game control microcomputer 81 determines whether or not the first winning flag is ON (step S2502). The "first winning flag" is a flag indicating that a first ball has won in the first major winning opening 30 in the relevant round. When the first winning flag is ON (step S2502: YES), the process proceeds to step S2520. When the first winning flag is OFF (step S2502: NO), it is determined whether or not a winning of the first ball has been detected (step S2503). When a winning of the first ball has not been detected (step S2503: NO), this process ends. This is because there has not yet been a winning in the first major winning opening 30 in the relevant round and there is no need to operate the V opening / closing member 71.

[0136] When a winning in the first ball is detected (step S2503: YES), the game control microcomputer 81 short - releases the V opening / closing member 71 and performs a V valid period setting process (step S2504). The reason for short - releasing the V opening / closing member 71 is that in the opening pattern of the V opening / closing member 71 (FIG. 14(B)), in either the case of "short release" or "long release", short release (here, 0.1 second) is executed at the time of winning in the first ball. In the short release of the V opening / closing member 71, since the opening time of the V opening / closing member 71 is very short, the first game ball that wins in the first big winning port 30 is configured to pass through the non - V area 70 without passing through the V area 39. In the V valid period setting process, the period during which the V opening / closing member 71 is open and several seconds after the V opening / closing member 71 is closed are set as the V valid period during which the detection of the game ball by the V area sensor 39a is valid. Here, the game control microcomputer 81 short - releases the V opening / closing member 71 (here, 0.1 second) according to the opening pattern of the V opening / closing member 71 (FIG. 14(B)), and sets the period during which the V opening / closing member 71 is open and 1 second after it is closed as the V valid period. The game control microcomputer 81 sets the period other than the V valid period (including when the jackpot game is not being executed) as the V invalid period during which it is determined that the detection of the game ball by the V area sensor 39a is invalid. Here, "determining that the detection of the game ball by the V area sensor 39a is valid" means turning on the V flag based on the detection of the game ball by the V area sensor 39a (see the V area sensor detection process (FIG. 33) described later). Also, "determining that the detection of the game ball by the V area sensor 39a is invalid" means not turning on the V flag even if there is a detection of the game ball by the V area sensor 39a. The reason for including several seconds (the ball - scooping period) after the closing of the V opening / closing member 71 in the V valid period is that there is a physical distance between the V opening / closing member 71 and the V area sensor 39a, and it takes into account the period until a game ball that enters the V area 39 side immediately before the closing of the V opening / closing member 71 is detected by the V area sensor 39a. That is, here, the V flag is turned on only when the passing of the V (the passing of the game ball through the V area 39) during the V valid period is detected, and the V flag is not turned on when the passing of the V is detected during the V invalid period (outside the V valid period).When the V flag is ON, the probability variation flag is turned ON, that is, the game state after a big win game is set to a high probability state (see the game state setting process (FIG. 32) described later). By doing so, it is ensured that the V flag is not turned ON and set to the high probability state based on V passing due to fraud. After the short circuit release of the V opening / closing member 71 and the V valid period setting process, the game control microcomputer 81 switches the first winning flag to ON (step S2505) and proceeds to step S2540.

[0137] In step S2502, when the first winning flag is ON, that is, when there has already been a winning in the first ball (step S2502: YES), the game control microcomputer 81 determines whether the second winning flag is ON (step S2520). The "second winning flag" is a flag indicating that there has been a winning in the second ball at the first big winning opening 30 when the opening pattern of the V opening / closing member 71 in the current round is a long opening. When the second winning flag is ON (step S2520: YES), the process proceeds to step S2540. When the second winning flag is OFF (step S2520: NO), the game control microcomputer 81 determines whether the opening pattern of the V opening / closing member 71 in the current round is a long opening (step S2521). If it is not a long opening (step S2521: NO), that is, if it is a short opening, the process proceeds to step S2540. On the other hand, if it is a long opening (step S2521: YES), the game control microcomputer 81 determines whether a winning in the second ball has been detected (step S2522). If a winning in the second ball has not been detected (step S2522: NO), the process proceeds to step S2540.

[0138] When the winning of the second ball is detected (step S2522: YES), the game control microcomputer 81 long-opens the V opening / closing member 71 and performs a V valid period setting process (step S2523). The reason for long-opening the V opening / closing member 71 is that in the opening pattern of the V opening / closing member 71 (Fig. 14(B)), in the case of "long opening", long opening (here, up to 31.5 seconds) is executed at the winning of the second ball. Here, since the maximum round game time is 31.5 seconds (the maximum opening time of the big winning opening 29.5 seconds + the interval closing time 2 seconds), generally, the time from the winning of the second ball to the end of the round is shorter than 31.5 seconds. As will be described later, since the V opening / closing member 71 is forcibly closed at the end of the round, the opening time of the long opening of the V opening / closing member 71 is shorter than 31.5 seconds. However, since the long opening of the V opening / closing member 71 has a relatively long opening time of the V opening / closing member 71, at least a part of the game balls after the second ball that won the first big winning opening 30 is configured to pass through the V area 39. In the V valid period setting process, the game control microcomputer 81 sets the period during which the V opening / closing member 71 is open as the V valid period, and sets the V invalid period at the same time as the closing of the V opening / closing member 71 at the end of the round. After the long opening of the V opening / closing member 71 and the V valid period setting process, the game control microcomputer 81 switches the second winning flag to ON (step S2524) and proceeds to step S2540.

[0139] In step S2540, the game control microcomputer 81 determines whether the V opening / closing member 71 is open. When the V opening / closing member 71 is open (step S2540: YES), the game control microcomputer 81 determines whether the round game has ended (step S2550). As described above, the game control microcomputer 81 determines whether the round game has ended based on whether a predetermined interval time (here, 2 seconds) has elapsed after closing the big winning opening.

[0140] When the round game has ended (step S2550: YES), the game control microcomputer 81 switches the first winning flag and the second winning flag to OFF (step S2551), and performs V opening / closing member closing processing and V invalid period setting processing (step S2552). Here, when the round game ends, the game control microcomputer 81 forcibly closes the V opening / closing member 71, and after several seconds (here, 1 second) have elapsed after the closing of the V opening / closing member 71, sets it to the V invalid period, and ends this processing.

[0141] When the round game has not ended (step S2550: NO), the game control microcomputer 81 determines whether the closing condition of the V opening / closing member 71 is satisfied (step S2560). Examples of the closing condition of the V opening / closing member 71 include, for example, in the case of short release, that a predetermined period (for example, 0.1 second) has elapsed after the release of the V opening / closing member 71. When the closing condition is satisfied (step S2560: YES), V opening / closing member closing processing and V invalid period setting processing are performed (step S2552), and this processing ends. When the closing condition is not satisfied (step S2560: NO), the V opening / closing member 71 is left in the open state, and this processing ends while continuing the V valid period.

[0142] In step S2540, when the game control microcomputer 81 determines that the V opening / closing member 71 is closed (step S2540: NO), it determines whether the round game has ended (step S2571). When the round has ended (step S2571: YES), the game control microcomputer 81 switches the first winning flag and the second winning flag to OFF (step S2572), and ends this processing. When the round has not ended (step S2571: NO), this processing ends as it is.

[0143] [Game state setting processing] FIG. 32 is a flowchart of the game state setting process (FIG. 30: step S2234). The game control microcomputer 81 first determines whether the V flag is ON (step S2301). If the V flag is OFF (step S2301: NO), the time shortening flag is turned ON (step S2302), and "100" is set in the time shortening counter (step S2303). As a result, the game state after this jackpot game becomes "non-high probability state" and "time shortening state" and "high base state" (that is, low probability high base). This low probability high base state ends when either the variable display of the special symbol is performed 100 times or the next jackpot is won.

[0144] On the other hand, in step S2301, if the V flag is ON (step S2301: YES), the game control microcomputer 81 turns on the probability variation flag (step S2304), sets "100" in the probability variation counter (step S2305), and turns off the V flag (step S2306). Further, the game control microcomputer 81 turns on the time shortening flag (step S2307) and sets "100" in the time shortening counter (step S2308). As a result, the game state after this jackpot game becomes "high probability state" and "time shortening state" and "high base state" (that is, high probability high base). This high probability high base state ends when either the variable display of the special symbol is performed 100 times or the next jackpot is won.

[0145] In step S2310, the game control microcomputer 81 turns on the ceiling flag, and "500", which is the specified number of rotations until reaching the b-time short (play time), is set in the ceiling counter (step S2311). As a result, when the probability variation flag is OFF after a big win game, it enters the b-time short (play time) after 500 rotations. In step S2309, the game control microcomputer 81 sets a 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 (time short flag, time short counter, probability variation flag, probability variation counter, ceiling flag, ceiling counter).

[0146] [V Area Sensor Detection Process] FIG. 33 is a flowchart of the V area sensor detection process (FIG. 16: step S106). The game control microcomputer 81 first determines whether or not a game ball has been detected by the V area sensor 39a (step S2601). If no game ball has been detected by the V area sensor 39a (step S2601: NO), this process ends. On the other hand, if a detection has occurred (step S2601: YES), the game control microcomputer 81 determines whether it is during the V valid period (step S2602). The V valid period is a period set by the V valid period setting process (steps S2504, S2523) of the V opening / closing member operation process (FIG. 31). The V valid period is set during the opening or several seconds after the closing of the V opening / closing member 71 during the 2nd round, 4th round, 6th round, 8th round, 10th round, and 12th round (ball pitching 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 a V passing command (step S2604), and ends this process.

[0147] [Held Ball Count Process] FIG. 34 is a flowchart of the held ball number process (FIG. 16: step S107). The game control microcomputer 81 first reads out the special drawing 1 held ball number, the special drawing 2 held ball number, and the normal symbol held ball number stored in the main RAM 84 (step S2701). 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 (step S2702). The held ball number command is a command for notifying the held ball number to the sub-control board 90, and includes information regarding the special drawing 1 held ball number, the special drawing 2 held ball number, and the normal symbol held ball number. After setting the held ball number command, the game control microcomputer 81 ends this process.

[0148] 7. Operation of the effect control microcomputer 91 Based on FIGS. 35 to 45, the operation of the effect control microcomputer 91 provided on the sub-control board 90 (FIG. 4) 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.

[0149] [Sub-control main process] FIG. 35 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 the power is turned on and is not executed thereafter.

[0150] After the CPU initialization process, the effect control microcomputer 91 prohibits interrupts for interrupt processing (step S4015) and performs a random number update process (step S4020). In this random number update process, the effect control microcomputer 91 adds 1 to the random number counter value shown in FIG. 7(B) for update. 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, instead of adding 1 each time, the random number value may be added by 2 or more. Each random number may be a so-called hardware random number.

[0151] After the random number update process, the effect control microcomputer 91 permits interrupts for interrupt processing (step S4025). While interrupts are permitted, execution of the sub-side timer interrupt process (step S4035) becomes possible. The sub-side timer interrupt process is executed based on interrupt pulses repeatedly input to the sub-CPU 92 at a predetermined cycle. That is, the sub-side timer interrupt process is executed every predetermined cycle. And the random number update process is repeatedly executed between the end of the sub-side timer interrupt process and the start of the next sub-side timer interrupt process.

[0152] [Sub-side Timer Interrupt Process] FIG. 36 is a flowchart of the sub-side timer interrupt process (FIG. 35: step S4035). The effect control microcomputer 91 first performs received command analysis processing (step S4300). Details of the received command analysis processing will be described later. After the received command analysis processing, the effect control microcomputer 91 performs variable effect in-process processing (step S4305). The variable effect in-process processing is a process for setting a pre-ending command at a specific timing during the variable effect and causing a specific display effect to be executed on the display screen 7a, and details thereof will be described later. After the variable effect in-process 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 and the like 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, the lamp control board 107, and the relay board 108 through received command analysis processing 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 of outputting audio from the speaker 67 according to the received command. The lamp control board 107 that has received various commands executes a lamp effect of controlling 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.

[0153] [Received Command Analysis Processing] FIG. 37 is a flowchart of the received command analysis process (FIG. 36: step S4300). The effect control microcomputer 91 first determines whether or not a preliminary 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 for determining whether or not to execute a pre-reading effect and the pre-reading effect pattern in the case of execution. Details of the pre-reading effect determination process will be described later. On the other hand, if not received (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 jackpot is included in the reservation information newly stored in the special figure reservation memory area 85, and is executed during the variable effect.

[0154] Subsequently, the effect control microcomputer 91 determines whether or not a reserved ball number command has been received from the main control board 80 (step S4445). If received (step S4445: YES), a reserved display process is performed (step S4450). In the reserved display process, based on the information regarding the special figure 1 reserved ball number, the special figure 2 reserved ball number, and the normal symbol reserved ball number included in the reserved ball number command, the values of the first special figure reserved effect counter, the second special figure reserved effect counter, and the normal symbol reserved effect counter provided in the counter set area 94d of the sub-RAM 94 are updated. Thereby, not only on the main control board 80 side but also on the sub-control board 90 side, the information of each reserved ball number can be held. Further, the effect control microcomputer 91 updates the reserved images 9A and 9B displayed on the display screen 7a based on the values of the first special figure reserved effect counter, the second special figure reserved effect counter, and the normal symbol reserved effect counter. On the other hand, if the reserved ball number command has not been received (step S4445: NO), the above-described reserved display process is skipped.

[0155] Subsequently, the effect control microcomputer 91 determines whether 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 a variation effect start process (step S4460). The "variation effect start process" is a process of selecting a variation effect pattern (content) to be executed during the special symbol variation. Details of the variation effect start process will be described later. On the other hand, if it has not received the command (step S4455: NO), it skips the above-described variation effect start process.

[0156] Subsequently, the effect control microcomputer 91 determines whether 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 a variation effect end process (step S4470). The "variation effect end process" is a process for stopping the variation effect executed during the special symbol variation. In the variation effect end process, the effect control microcomputer 91 sets a counter etc. based on the analysis result of the variation stop command, and sets a variation effect end command for ending the variation effect. As a result, the decorative symbol corresponding to the special figure 1 or the special figure 2 during the variation stops being displayed. Also, the effect control microcomputer 91 performs a pre-determination information shift process (FIG. 39) described later. Note that if it has not received the variation stop command (step S4465: NO), it skips the above-described variation effect end process.

[0157] 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 (big 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 figure stop symbol data set at the time of big win winning determination, which is included in the opening command, in the sub-RAM 94. Then, it selects an opening effect pattern that is preset corresponding to the winning type indicated by the special figure stop symbol data, and sets an opening effect start command for starting the selected opening effect in the effect command setting area 94b of the sub-RAM 94. When the opening effect start command set in the effect command setting area 94b is transmitted to the image control board 100 in the command transmission process (FIG. 36: step S4315), 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 S4475, if the opening command has not been received (step S4475: NO), the above-described opening effect pattern determination process is skipped.

[0158] Subsequently, the effect control microcomputer 91 determines whether 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 win 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 setting area 94b of the sub-RAM 94. When the round effect start command set in the effect command setting 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.

[0159] Subsequently, the effect control microcomputer 91 determines whether or not it has received an ending command 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 special game (a big win game or a small win game). In the ending effect pattern determination process, the effect control microcomputer 91 first analyzes the ending command and sets information regarding the special symbol stop symbol data included in the ending command in the sub-RAM 94. Then, it selects an ending effect pattern corresponding to the winning type indicated by the special symbol stop symbol data, and sets an ending effect start command for starting the selected ending effect in the output buffer of the sub-RAM 94. When the ending 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 ending effect image from the ROM 103 and displays it on the display screen 7a. If the ending command has not been received (step S4495: NO), the above-described ending effect pattern determination process is skipped.

[0160] Subsequently, the effect control microcomputer 91 performs other processes (step S4535). 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 (time shortening flag, time shortening counter, probability variation flag, probability variation counter, ceiling flag, ceiling counter, etc.) included in the game state designation command. Specifically, based on the information included in the game state designation command, the values of the time shortening effect counter, probability variation effect counter, and ceiling effect counter provided in the counter set area 94d of the sub-RAM 94 are updated. For example, the remaining number of variable times (number of games) during time shortening is set in the time shortening effect counter, the remaining number of variable times during probability variation is set in the probability variation effect counter, and the remaining number of variable times until reaching the ceiling is set in the ceiling effect counter. As a result, not only on the main control board 80 side but also on the sub-control board 90 side, information on the number of times of time shortening, probability variation, and ceiling can be held. Also, when the effect control microcomputer 91 receives a V-pass command, it causes the sub-RAM 94 to hold the information that the V-pass has occurred. Further, the effect control microcomputer 91 performs processes based on commands other than the above (customer waiting standby command, RAM clear notification command, etc.) and ends this process.

[0161] [Anticipatory effect determination process] FIG. 38 is a flowchart of the anticipatory effect determination process (FIG. 37: step S4420). The effect control microcomputer 91 first performs a pre-determination information rewriting process (step S4601). Specifically, the effect control microcomputer 91 stores the jackpot pre-determination result (jackpot determination information), jackpot type pre-determination result (jackpot type information), and variation pattern pre-determination result (variation pattern information) included in the pre-determination command received from the main control board 80 in the pre-determination information storage area 94c.

[0162] FIG. 39 is a diagram for explaining the configuration of the pre-determination information storage area 94c. In the pre-determination information storage area 94c, in addition to the above-described jackpot determination information, jackpot type information, and variation pattern information, preview effect pattern information is stored. The preview effect pattern information is information indicating the content of the preview effect executed during the variation effect, and is selected in step S4604 described later. FIG. 39(A) shows that as pre-determination results respectively corresponding to the first to third of the reserved FIG. 2, the jackpot determination information "LOSE" and the variation pattern information "P72", "P73" are stored in the first to third storage areas, and the state where the pre-determination results corresponding to the variation are stored in the area is shown. FIG. 39(B) shows the state where, from the state of FIG. 39(A), there is a winning in FIG. 2, and the pre-determination information included in the pre-determination command received from the main control board 80 is stored in the fourth storage area corresponding to the fourth of the reserved FIG. 2. Here, as the pre-determination information, the jackpot determination information "JACKPOT", the jackpot type information "21H", and the variation pattern information "P61" are stored. Also, together, "Pattern A" is set as the preview effect pattern information in each of the first to fourth storage areas corresponding to the first to fourth of the reserved FIG. 2 and the area corresponding to the variation. FIG. 39(C) shows the state where the variation ends from the state of FIG. 39(B) and the pre-determination information shift process is executed. Specifically, the pre-determination information stored in the first storage area shifts to the area, the pre-determination information stored in the second to fourth storage areas shifts to the first to third storage areas, and the pre-determination information in the fourth storage area is cleared. The pre-determination information shift process is executed in the variation effect end process (FIG. 37: step S4470).

[0163] Returning to FIG. 38, subsequently, the effect control microcomputer 91 determines whether pre-reading effect pattern information is stored in the pre-determination information storage area 94c (step S4602). Specifically, the effect control microcomputer 91 determines whether the pre-reading effect pattern information is not stored in any of the areas of the pre-determination information storage area 94c and the first to fourth storage areas. If the pre-reading effect pattern information is stored (step S4602: YES), this process ends. That is, if the pre-reading effect pattern information is stored in any of the areas of the pre-determination information storage area 94c and the first to fourth storage areas, the pre-reading effect pattern information is not newly selected and stored. On the other hand, if the pre-reading effect pattern information is not stored in the pre-determination information storage area 94c (step S4602: NO), the effect control microcomputer 91 determines whether the pre-determination result included in the received pre-determination command is "big win" or "near miss with a reach" (step S4603). Whether it is "big win" or "near miss with a reach" can be determined, for example, by the variable pattern pre-determination result (variable pattern information). If the pre-determination result included in the received pre-determination command is "miss without a reach" (step S4603: NO), the effect control microcomputer 91 ends this process. This is because there is no need to perform a pre-reading effect. On the other hand, if the pre-determination result included in the received pre-determination command is "big win" or "near miss with a reach" (step S4603: YES), a pre-reading effect execution determination for determining whether to execute the pre-reading effect and a pre-reading effect pattern selection are performed (step S4604). Specifically, the effect control microcomputer 91 acquires the value of the pre-reading effect random number counter, and refers to the pre-reading effect pattern determination table T51 stored in the sub-ROM 93 to determine whether to perform the pre-reading effect and to determine the pre-reading effect pattern when performing the pre-reading effect.

[0164] FIG. 40 is a diagram for explaining a pre-reading effect pattern determination table T51. In FIG. 40, when the pre-judgment result is "big win" and the pre-reading effect random number value is "0 to 55", the pre-reading effect is "none"; when the pre-reading effect random number value is "56 to 67", "Pattern A" is selected as the pre-reading effect; when the pre-reading effect random number value is "68 to 127", "Pattern B" is selected as the pre-reading effect. Also, when the pre-judgment result is "near miss with a reach" and the pre-reading effect random number value is "0 to 107", the pre-reading effect is "none"; when the pre-reading effect random number value is "108 to 114", "Pattern A" is selected as the pre-reading effect; when the pre-reading effect random number value is "115 to 127", "Pattern B" is selected as the pre-reading effect. Note that the types, contents, and ranges of the random number values for selecting the pre-reading effect patterns can be set arbitrarily.

[0165] Returning to FIG. 38, if it is determined in step S4604 that the preview effect is to be executed (step S4605: YES), the selected preview effect pattern is stored in the pre-judgment information storage area 94c (step S4606). Here, when storing the preview effect pattern in the pre-judgment information storage area 94c, not only the storage area corresponding to the received pre-judgment command among the first to fourth storage areas, but also the storage areas before the corresponding storage area and this area are stored with the preview effect pattern. Specifically, as shown in FIG. 39(B), not only is "Pattern A" set in the fourth storage area corresponding to the received pre-judgment command, but also "Pattern A" is set in the first to third storage areas and this area. Thereby, the preview effect pattern A is also executed in the variable effects (the variable effects corresponding to this area and the first to third storage areas) that are executed before the variable effect corresponding to the fourth storage area is executed. Note that whether the preview effect is executed in the variable effect corresponding to this area depends on the progress status of the variable effect. That is, in the variable effect, if the timing for executing the preview effect has passed, the preview effect is not executed, but if it is before the timing for executing the preview effect, it is executed at that timing. This will be described later. If it is determined in step S4604 that the preview effect is not to be executed (step S4605: NO), the process ends.

[0166] [Variable effect start process] FIG. 41 is a flowchart of the variable effect start process (FIG. 37: step S4460). The effect control microcomputer 91 first analyzes the variable start command (step S5000). Here, the effect control microcomputer 91 sets information regarding the special figure stop symbol data and information regarding the variable pattern included in the variable start command in the sub-RAM 94. The set information includes game state information indicating the current game state, symbol information indicating the symbol as the determination result of the hit determination process of 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.

[0167] Subsequently, the effect control microcomputer 91 performs basic effect pattern determination processing (step S5010). The basic effect pattern determination processing is processing for determining the basic configuration of variable effects (for example, display and switching of background images on the image display device 7, display and operation of predetermined characters, output of melodies and sound effects using the speaker 67, lighting control of lamps, etc.). The variable effect is completed by superimposing additional effects such as a chance-up effect and a predictive effect on this basic effect. The effect control microcomputer 91 determines the basic effect pattern with reference to the basic effect pattern determination table T52 stored in the sub-ROM 93.

[0168] FIG. 42 is a diagram for explaining the basic effect pattern determination table T52. In FIG. 42, a plurality of types of basic effect patterns for performing a normal reach effect, a plurality of types of basic effect patterns for performing an SP1 effect, a plurality of types of basic effect patterns for performing an SP2 effect, a plurality of types of basic effect patterns for performing an SP3 effect, and a plurality of types of basic effect patterns for performing a reachless miss effect are set. The types of basic effect patterns can be arbitrarily set. Here, for example, when the variation pattern included in the variation start command is "P1", the basic effect pattern for performing the SP1 effect is selected. Also, when the variation pattern included in the variation start command is "P72", the basic effect pattern for performing the reachless miss effect is selected.

[0169] Returning to FIG. 41, after determining the basic effect pattern, the effect control microcomputer 91 performs chance-up effect pattern determination processing (step S5015). The chance-up effect pattern determination processing is processing for determining additional effects to be superimposed on the variable effect. The effect control microcomputer 91 acquires the value of the chance-up random number counter, and determines the chance-up effect pattern with reference to the acquired random number value and the chance-up effect pattern determination table T53 stored in the sub-ROM 93.

[0170] FIG. 43 is a diagram for explaining a chance-up effect pattern determination table T53. Here, only the part of the chance-up effect pattern determination table T53 that determines the variation effect pattern of FIG. 1 in the non-time-saving state is shown. That is, FIG. 43 shows the chance-up effect patterns executed when the variation patterns included in the variation start command are "P1" to "P16". Note that the chance-up effect pattern determination table T53 may or may not include a part that determines the chance-up effect patterns executed when the variation patterns are "P21" to "P33", "P41" to "P56", and "61" to "73".

[0171] In FIG. 43, "2-NO", "2-SP1", "2-SP2", "2-SP3", "3-NO", "3-SP1", "3-SP2", "3-SP3", "4-NO", "4-SP1", "4-SP2", "4-SP3", and "ANO" are set as the chance-up effect patterns. These chance effect patterns correspond to various chance-up effects described later.

[0172] Returning to FIG. 41, after determining the chance-up effect pattern, the effect control microcomputer 91 performs a count effect pattern determination process (step S5016). Here, the count effect pattern determination process is a process for displaying on the display screen 7a the remaining number of variations (number of games) at the time of certain probability variation, the remaining number of variations at the time of time saving, the remaining number of variations until reaching the ceiling, the number of variations since power-on, the number of variations since the big win game, etc. The effect control microcomputer 91 causes the remaining number of certain probability variations to be displayed on the display screen 7a based on the value of the certain probability effect counter at the time of certain probability variation. Also, the effect control microcomputer 91 causes the remaining number of certain probability variations to be displayed based on the value of the time-saving effect counter at the time of time saving.

[0173] In addition, the effect control microcomputer 91 can execute various effects based on the value of the ceiling effect counter and the value of the overnight effect counter. The remaining number of fluctuations until reaching the ceiling is stored in the ceiling effect counter, and the number of fluctuations since power-on is recorded in the overnight effect counter. For example, each time the effect control microcomputer 91 receives a fluctuation effect end command from the main control board 80, it can set the number of fluctuations since power-on by incrementing the overnight effect counter. The effect control microcomputer 91 determines whether the value of the ceiling effect counter is less than or equal to TH2 (for example, TH2 = 200) when the value of the overnight effect counter is TH1 (for example, TH1 = 10). If the value of the ceiling effect counter is less than or equal to TH2, a predetermined chance image is displayed. If the value of the ceiling effect counter is greater than TH2, the chance image is not displayed. Thereby, a player who has seen the chance image can recognize that the gaming machine 1 has carried over the number of games from the previous day and that no RAM clear has been performed. In addition, the effect control microcomputer 91 may display the value of the ceiling effect counter when the value of the overnight effect counter is TH3 (for example, TH3 = 50). Also, the effect control microcomputer 91 may cancel the display or the chance image representing the value of the ceiling effect counter when the value of the overnight effect counter is TH4 (for example, TH4 = 100). Further, the effect control microcomputer 91 may display the value of the ceiling effect counter again when the value of the overnight effect counter is TH5 (for example, TH5 = 200). The effect control microcomputer 91 may determine whether to display the value of the ceiling effect counter based on the value of the overnight effect counter as described above, or based on the value of the ceiling effect counter. For example, when the value of the ceiling effect counter is TH6 (for example, TH6 = 100), the effect control microcomputer 91 may display the value of the ceiling effect counter, when the value of the ceiling effect counter is TH7 (for example, TH7 = 70), cancel the display of the value of the ceiling effect counter, and when the value of the ceiling effect counter is TH8 (for example, TH8 = 50), display the value of the ceiling effect counter again.

[0174] After the count effect pattern determination process, the effect control microcomputer 91 may refer to the random number value and the stop symbol pattern determination table T54 to determine the combination of the effect symbols 8L, 8C, and 8R to be stopped and displayed. By these, it is determined what kind of effect is to be performed as the variable effect.

[0175] 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 the variable effect based on the variable effect pattern determined in the above steps S5010 to S5016 is realized (step S5020). 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 process (FIG. 36: step S4315), the CPU 102 of the image control board 100 reads the variable effect image from the ROM 103 and displays it on the display screen 7a of the image display device 7.

[0176] Subsequently, the effect control microcomputer 91 sets a variable effect timer (step S5030) and ends this process. The variable effect timer is set with a variable time (FIG. 42) corresponding to the variable pattern included in the variable start command. For example, when the variable pattern is "P1", "40 seconds" is set in the variable effect timer.

[0177] [During Variable Effect Processing] FIG. 44 is a flowchart of the process during variable presentation (FIG. 36: step S4305). The presentation control microcomputer 91 determines whether it is during variable presentation (step S4701). Whether it is during variable presentation can be determined, for example, by whether the variable presentation timer has reached zero. If it is not during variable presentation (step S4701: NO), this process ends. On the other hand, if it is during variable presentation (step S4701: YES), the presentation control microcomputer 91 determines whether it is the timing to set the pre-change end command in the presentation command set area 94b of the sub-RAM 94 (step S4702). The pre-change end command is a command for the presentation control microcomputer 91 to notify the image control board 100 etc. of a specific timing during variable presentation. When the image control board 100 receives the pre-change end command, it switches the presentation content or displays a specific image etc. according to the information included in the pre-change end command.

[0178] If it is not the timing to set the pre-change end command (step S4702: NO), this process ends. On the other hand, if it is the timing to set the pre-change end command (step S4702: YES), it is determined whether there is pre-reading effect pattern information in the corresponding area of the pre-judgment information storage area 94c (step S4703). If there is pre-reading effect pattern information in the corresponding area (step S4703: YES), the pre-change end command including the pre-reading effect pattern information is set in the effect command setting area 94b of the sub-RAM 94 (step S4704). On the other hand, if there is no pre-reading effect pattern information in the corresponding area (step S4703: NO), the pre-change end command not including the pre-reading effect pattern information is set in the effect command setting area 94b of the sub-RAM 94 (step S4705). As a result, when there is pre-reading effect pattern information in the corresponding area, the pre-change end command including the pre-reading effect pattern information is transmitted to the image control board 100 two seconds before the end of the corresponding change effect. Then, the image control microcomputer 101 starts a pre-reading effect for displaying a pre-reading effect image on the display screen 7a of the image display device 7. On the other hand, even when there is no pre-reading effect pattern information in the corresponding area, the pre-change end command is transmitted to the image control board 100 two seconds before the end of the corresponding change. Here, when a preview image is already displayed on the display screen 7a of the image display device 7, the image control microcomputer 101 starts a preview fade effect for fading the preview image.

[0179] 8. Operation of the Image Control Microcomputer 101 Based on FIG. 45, the operation of the image control microcomputer 101 provided on the image control board 100 (FIG. 4) will be described. Buffers and the like that appear in the description of the operation of the image control microcomputer 101 are provided in the RAM 104. FIG. 45 is a flowchart of the display control process. When the power of the gaming machine 1 is turned on, the image control microcomputer 101 reads a program from the ROM 103, and after the CPU initialization process, the display control process is repeatedly executed. In the display control process, first, the image control microcomputer 101 determines whether it has received a variation effect start command from the sub-control board 90 (step S5001). If it has received it (step S5001: YES), the image control microcomputer 101 starts the variation effect display (step S5002). Specifically, the image control microcomputer 101 analyzes the received variation effect start command, reads out a predetermined variation effect image indicated in the variation effect start command from the ROM 103, and displays it on the image display device 7. On the other hand, if it has not received it (step S5001: NO), the above process is skipped.

[0180] Subsequently, the image control microcomputer 101 determines whether it has received a pre-end variation command from the sub-control board 90 (step S5003). If it has received it (step 5003: YES), the image control microcomputer 101 starts the pre-reading effect display (step S5004). On the other hand, if it has not received it (step S5003: NO), the image control microcomputer 101 skips the above process.

[0181] Subsequently, the image control microcomputer 101 determines whether it has received a variation effect end command from the sub-control board 90 (step S5005). If it has received it (step 5005: YES), the image control microcomputer 101 reads out the image with the variation effect stopped display from the ROM 103 and performs a variation effect stop display to be displayed on the image display device 7 (step S5006). On the other hand, if it has not received it (step S5005: NO), the image control microcomputer 101 skips the above process.

[0182] Subsequently, the image control microcomputer 101 performs other processes (step S5007). In the other processes, the image control microcomputer 101 reads a predetermined image instructed in various commands from the ROM 103 in addition to the above-described commands and causes the image display device 7 to display it. For example, when the image control microcomputer 101 receives an opening production start command, it reads a predetermined opening production image instructed in the opening production start command from the ROM 103 and causes the image display device 7 to display it. Also, when the round production start command is received, it reads a predetermined round production image instructed in the round production start command from the ROM 103 and causes the image display device 7 to display it. Further, when the ending production start command is received, it reads a predetermined ending production image instructed in the ending production start command from the ROM 103, causes the image display device 7 to display it, and ends this process.

[0183] 9. Operation of the movable body and display production of the sub-display screen 64 With reference to FIGS. 46 to 50, the operations of the board movable bodies (the first movable accessory 14 and the second movable accessory 15), the frame movable body (the frame movable accessory 69), and the display production of the sub-display screen 64 (the right sub-display screen 64R, the left sub-display screen 64L, and the upper sub-display screen 64U) will be described. The production control microcomputer 91 performs drive control to operate the first movable accessory 14, the second movable accessory 15, and the frame movable accessory 69 during game productions (display productions) or during initial operations at power-on. Also, the production control microcomputer 91 performs display production to display a specific image on the sub-display screen 64 during game productions (display productions) or during initial operations at power-on.

[0184] FIG. 46 is an explanatory diagram illustrating the movement mode of the first movable component 14. FIG. 47 is an explanatory diagram illustrating the second mode of the first movable component 14. The first movable component 14 is a vertically long bar-shaped member, the upper end of which is located near the upper end of the image display device 7, and the lower end of which is located near the lower end of the image display device 7. The upper and lower ends of the first movable component 14 are difficult to visually recognize, and the vicinity of the central portion is visible in front of (the front surface of) the image display device 7. As shown in FIG. 1, the first movable component 14 can be stationary at the retracted position (home position) on the left side of the image display device 7 (the first mode). In the retracted position, only a part of the first movable component 14 may be stored and the remaining part may be visible, or the whole may be stored and difficult to visually recognize. As shown in FIG. 46, the first movable component 14 is configured to be movable in the left-right direction in front of the image display device 7. It is configured to move (advance) from the retracted position toward the right end of the display screen 7a and be movable in the left-right direction on the front surface of the display screen 7a. Further, it can be stationary at an arbitrary advanced position in front of the display screen 7a. The movement mode of the first movable component 14 can be arbitrarily set. Also, as shown in FIG. 47, the first movable component 14 can move to the right end of the display screen 7a and be stationary at that position (the second mode). The first movable component 14 may have a decorative portion formed on at least a part thereof, or may have transparency.

[0185] FIG. 48 is an explanatory diagram illustrating a second aspect of the second movable component 15. The second movable component 15 includes a rectangular-shaped 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 is 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. 48 (second aspect). In this second aspect, the decorative portion stops so as to cover the vicinity of the center of the display screen 7a in front of (the front surface of) the image display device 7. The second movable component 15 can move (retract) upward from the advanced position of FIG. 48 to move to the retracted position shown in FIG. 1 and can be stationary there.

[0186] FIG. 49 is an explanatory diagram illustrating a second aspect of the frame movable component 69. The frame movable component 69 is composed of a pair of flat plate-like members arranged on both the left and right sides of the handle 60 and is configured to be movable in the left-right direction respectively. The two members are formed of flexible members, and one main surface of each member is configured to approach or move away from the handle 60. As shown in FIG. 1, the two members of the frame movable component 69 are normally stationary at retracted positions (home positions) away from the handle 60 on the left and right sides of the handle 60 respectively (first aspect). As shown in FIG. 49, the two members of the frame movable component 69 move (advance) in a direction approaching the handle 60 from the retracted positions, that is, move so as to approach each other, and can be stationary at positions where they touch the handle 60 respectively (second aspect). The frame movable component 69 touches the handle 60 or the right hand of the player operating the handle 60 at the advanced position. The frame movable component 69 can move in a direction in which the two members move away from each other so as to change from the second aspect to the first aspect.

[0187] FIG. 50 is an explanatory diagram illustrating the display effects of the sub-display screens 64 (right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U). The right sub-display screen 64R, the left sub-display screen 64L, and the upper sub-display screen 64U can each independently display an image. Further, an effect linked to the image on the display screen 7a can be performed.

[0188] 10. Display effect examples, effect examples, modification examples, and aspect examples of the present embodiment The following describes each display effect example (display effect example, accessory movement effect example) of the present embodiment. Further, effect examples, modification examples, and aspect examples for the display effect examples will also be described. As described above, the effects to be described below are effects realized by the effect control microcomputer 91 (image control microcomputer 101) based on various information (big hit determination information, big 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 and the like. Also, the hold display (hold icon) may be omitted in the display effect examples.

[0189] The following uses FIGS. 51 to 53 to describe the horizontal arrangement effects A to C of the decorative symbols. This horizontal arrangement effect of the decorative symbols is executed during the variation effect of the decorative symbols. That is, when the image control microcomputer 101 analyzes the command received from the sub-control board 90 and the instruction to execute the horizontal arrangement effect of the decorative symbols is included, the corresponding image data is read from the ROM 103 and the image is displayed on the display screen 7a of the image display device 7 or the sub-display screen 64.

[0190] [Horizontal arrangement effect A of decorative symbols] FIG. 51 is a diagram for explaining the horizontal arrangement effect A of the decorative symbols. The horizontal arrangement effect of the decorative symbols is an effect in which the combination of two decorative symbols arranged horizontally (in the horizontal direction) among the three decorative symbols 8L, 8C, and 8R displayed on the display screen 7a changes. FIGS. 51(A) to (F) show an example of one variation of the special figure variation, and FIGS. 51(G) to (L) show an example of another variation.

[0191] In the decorative symbol horizontal arrangement effect A, first, as shown in FIG. 51(A), decorative symbols 8L, 8C, and 8R are rapidly variably displayed on the display screen 7a. Here, the hold icon 9A and the variable icon (the hold icon) 9C are not displayed, but they may be displayed.

[0192] The decorative symbols 8L, 8C, and 8R are a set of symbols including a left decorative symbol 8L, a middle decorative symbol 8C, and a right decorative symbol 8R. The variable display of the set of symbols represents the variable display of a special symbol (special symbol variation), and the stop display of the set of symbols notifies the special symbol lottery result. The special symbol here may be either the first special symbol or the second special symbol. The left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R are each displayed from above to below on the display screen 7a. When in low-speed variable display, a plurality of numerical symbols are arranged vertically and displayed. Here, the symbol arrangements of the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R are arranged in the order of "123456789" from top to bottom on the display screen 7a. The left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R move from top to bottom on the display screen 7a during variable display. Therefore, the three symbol arrangements of the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R each have decorative symbols representing "123456789" arranged along the variable direction (vertical direction). The left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R are such that during the high-speed variable display shown in FIG. 51(A), each symbol becomes difficult to recognize, and vertical lines indicating that they are moving at high speed become visible. On the other hand, during low-speed variable display, as in the middle decorative symbol 8C in FIG. 51(B), a plurality of numerical symbols are vertically arranged and visibly displayed in each symbol arrangement, frame in from the upper end of the display screen 7a and move downward, and frame out from the lower end of the display screen 7a.

[0193] As shown in FIG. 51(B), the left decorative symbol 8L and the right decorative symbol 8R are sequentially decelerated from a high-speed variable display to a low-speed variable display, and then each stops and is displayed as "3". At this time, the "3" of the left decorative symbol 8L stops and is displayed in the upper part of the display screen 7a, and the "3" of the right decorative symbol 8R stops and is displayed in the lower part of the display screen 7a. Here, the decorative symbol stops and is displayed at any one of the three positions: the upper, middle, and lower parts of the display screen 7a. In each symbol arrangement during the variation, when one of the decorative symbols of "123456789" stops at any of the upper, middle, and lower parts of the display screen 7a, the display of the other decorative symbols disappears. The middle decorative symbol 8C is decelerated from a high-speed variable display to a low-speed variable display, and in each symbol column, a plurality of numeric symbols arranged vertically become visible.

[0194] After that, as shown in FIG. 51(C), the middle decorative symbol 8C stops and is displayed in the upper part of the display screen 7a (the same after the temporary stop display). Here, it stops and is displayed as "3". As a result, in the upper part of the display screen 7a, the "3" of the left decorative symbol 8L and the "3" of the middle decorative symbol 8C are in a state of being arranged horizontally (in the horizontal direction), and the "3" of the right decorative symbol 8R in the lower part of the display screen 7a is not in a state of being arranged horizontally with the other two decorative symbols (the "3" of the left decorative symbol 8L and the "3" of the middle decorative symbol 8C).

[0195] After that, as shown in FIG. 51(D), the "3" of the middle decorative symbol 8C that has stopped and been displayed in the upper part of the display screen 7a moves downward again and stops and is displayed again in the lower part of the display screen 7a. As a result, in the lower part of the display screen 7a, the "3" of the middle decorative symbol 8C and the "3" of the right decorative symbol 8R are in a state of being arranged horizontally (in the horizontal direction), and the "3" of the left decorative symbol 8L in the upper part of the display screen 7a is not in a state of being arranged horizontally with the other two decorative symbols (the "3" of the middle decorative symbol 8C and the "3" of the right decorative symbol 8R). In this way, when an effect in which the combination of two decorative symbols arranged horizontally (in the horizontal direction) among the three decorative symbols 8L, 8C, and 8R changes (FIG. 51(C) is the first time, FIG. 51(D) is the second time) is executed, it suggests that the expectation of a big win is high.

[0196] After that, as shown in FIG. 51(E), the "3" of the middle decorative pattern 8C that had been stopped and displayed at the lower stage of the display screen 7a starts to change again (move downward again). After that, as shown in FIG. 51(F), the middle decorative pattern 8C is stopped and displayed in the middle stage of the display screen 7a. Here, it stops and is displayed as "3". As a result, the "3" of the left decorative pattern 8L at the upper stage of the display screen 7a, the "3" of the middle decorative pattern 8C in the middle stage of the display screen 7a, and the "3" of the right decorative pattern 8R at the lower stage of the display screen 7a are arranged in a diagonal line in a row to form a winning combination of "333".

[0197] In FIGS. 51(G) to (L), an example of another variation different from FIGS. 51(A) to (F) is shown. In another variation, first, as shown in FIG. 51(A), the decorative patterns 8L, 8C, and 8R are displayed with high-speed variation on the display screen 7a. After that, as shown in FIG. 51(G), the left decorative pattern 8L and the right decorative pattern 8R are sequentially decelerated from high-speed variation display to low-speed variation display, and then each stops and is displayed as "3". At this time, the "3" of the left decorative pattern 8L stops and is displayed in the middle stage of the display screen 7a, and the "3" of the right decorative pattern 8R stops and is displayed in the upper stage of the display screen 7a. Here too, the decorative pattern stops and is displayed at any one of the three positions of the upper, middle, and lower stages of the display screen 7a. In each pattern arrangement during the variation, when one of the decorative patterns of "123456789" stops at any of the upper, middle, and lower stages of the display screen 7a, the display of the other decorative patterns disappears. The middle decorative pattern 8C decelerates from high-speed variation display to low-speed variation display, and in each pattern column, a plurality of vertically arranged numerical patterns become visible.

[0198] After that, as shown in FIG. 51(H), the middle decorative pattern 8C is stopped and displayed in the middle stage of the display screen 7a. Here, it stops and is displayed as "3". As a result, in the middle stage of the display screen 7a, the "3" of the left decorative pattern 8L and the "3" of the middle decorative pattern 8C are in a state of being arranged horizontally (in the horizontal direction), and the "3" of the right decorative pattern 8R at the upper stage of the display screen 7a is not in a state of being arranged horizontally with the other two decorative patterns (the "3" of the left decorative pattern 8L and the "3" of the middle decorative pattern 8C).

[0199] After that, as shown in FIG. 51(I), the "3" of the middle decorative symbol 8C that was stopped and displayed in the middle section of the display screen 7a and the "3" of the right decorative symbol 8R that was stopped and displayed in the upper section of the display screen 7a both move downward again, and are respectively stopped and displayed again in the lower section of the display screen 7a. As a result, in the lower section of the display screen 7a, the "3" of the middle decorative symbol 8C and the "3" of the right decorative symbol 8R are in a state of being arranged side by side in the horizontal direction, and the "3" of the left decorative symbol 8L in the middle section of the display screen 7a is not in a state of being arranged side by side horizontally with the other two decorative symbols (the "3" of the middle decorative symbol 8C and the "3" of the right decorative symbol 8R). In this way, when an effect (FIG. 51(H) is the first time, FIG. 51(I) is the second time) in which the combination of two decorative symbols arranged side by side in the horizontal direction among the three decorative symbols 8L, 8C, 8R changes is executed, it suggests that the expectation of a big win is high.

[0200] After that, as shown in FIG. 51(J), the "3" of the middle decorative symbol 8C that was stopped and displayed in the lower section of the display screen 7a changes again (moves downward again). After that, as shown in FIG. 51(L), the middle decorative symbol 8C is stopped and displayed in the lower section of the display screen 7a. Here, it is stopped and displayed with "3". After the decorative symbol 8C is stopped and displayed in the lower section of the display screen 7a, the "3" of the left decorative symbol 8L moves downward again and is stopped and displayed again in the lower section of the display screen 7a. As a result, the "3" of the left decorative symbol 8L, the "3" of the middle decorative symbol 8C, and the "3" of the right decorative symbol 8R in the lower section of the display screen 7a are arranged in a horizontal row to form a win of "333".

[0201] [Decorative symbol horizontal arrangement effect B] FIG. 52 is a diagram for explaining the decorative symbol horizontal arrangement effect B. The decorative symbol horizontal arrangement effect is an effect in which the combination of two decorative symbols arranged side by side in the horizontal direction among the three decorative symbols 8L, 8C, 8R displayed on the display screen 7a changes.

[0202] In the decorative symbol horizontal arrangement effect B, first, as shown in FIG. 52(A), the decorative symbols 8L, 8C, 8R are displayed with high-speed variation on the display screen 7a. Here, the hold icon 9A and the variation icon (the relevant hold icon) 9C are not displayed, but they may be displayed.

[0203] 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 (special symbol variation), and the stop display of the set of symbols notifies the special symbol lottery result. Here, the special symbol may be either the first special symbol or the second special symbol. The left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R are each displayed from the upper part to the lower part of the display screen 7a. During the low-speed variable display, a plurality of numeric symbols are displayed vertically side by side. Here, the symbol arrays of the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R are arranged in the order of "123456789" from the top to the bottom of the display screen 7a. The left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R move from the top to the bottom of the display screen 7a during the variable display. Therefore, the three symbol arrays of the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R each have the decorative symbols representing "123456789" arranged along the variable direction (vertical direction). The left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R become difficult to visually recognize during the high-speed variable display shown in FIG. 52(A), and vertical lines indicating that they are moving at high speed become visible. On the other hand, during the low-speed variable display, as in the middle decorative symbol 8C in FIG. 52(B), a plurality of numeric symbols are vertically arranged and visibly displayed in each symbol array, frame in from the upper end of the display screen 7a and move downward, and frame out from the lower end of the display screen 7a.

[0204] As shown in FIG. 52(B), the left decorative symbol 8L and the right decorative symbol 8R are sequentially decelerated from high-speed variable display to low-speed variable display, and then each is stopped and displayed with "3" (the same after the temporary stop display). At this time, the "3" of the left decorative symbol 8L is stopped and displayed in the upper part of the display screen 7a, and the "3" of the right decorative symbol 8R is stopped and displayed in the lower part of the display screen 7a. Here, the decorative symbol is stopped and displayed at any one of the three positions of the upper, middle, and lower parts of the display screen 7a. In each symbol arrangement during the variation, when one of the decorative symbols of "123456789" stops at any of the upper, middle, and lower parts of the display screen 7a, the display of the other decorative symbols disappears. The middle decorative symbol 8C is decelerated from high-speed variable display to low-speed variable display, and in each symbol row, a plurality of vertically arranged numerical symbols become visible.

[0205] Thereafter, as shown in FIG. 52(C), the middle decorative symbol 8C is stopped and displayed in the upper part of the display screen 7a. Here, it is stopped and displayed with "3". As a result, in the upper part of the display screen 7a, the "3" of the left decorative symbol 8L and the "3" of the middle decorative symbol 8C are in a state of being arranged side by side in the horizontal direction, and the "3" of the right decorative symbol 8R in the lower part of the display screen 7a is not arranged side by side with the other two decorative symbols (the "3" of the left decorative symbol 8L and the "3" of the middle decorative symbol 8C) in the horizontal direction.

[0206] Note that the middle decorative symbol 8C may stop displaying in a manner different from that shown in FIG. 52(C). That is, the middle decorative symbol 8C may stop not only in the upper part of the display screen 7a but also in the middle or lower part. Also, the middle decorative symbol 8C may stop displaying with a number different from those of the left decorative symbol 8L and the right decorative symbol 8R. As an example, when the number "3" stops displaying in the middle of the middle decorative symbol 8C, a jackpot of "333" is formed by diagonal lines. On the other hand, when the middle decorative symbol 8C stops displaying with a number other than "3" in any of the upper, middle, or lower parts (for example, FIG. 52(I)), it is determined as a loss and stops. And as shown in FIG. 52(C), when the number is the same "3" as that of the left decorative symbol 8L and the right decorative symbol 8R, and it stops displaying on the same horizontal line as one of the left decorative symbol 8L and the right decorative symbol 8R, a replay effect is executed for the other decorative symbol (here, the right decorative symbol 8R) where the middle decorative symbol 8C and the horizontal line do not align as a chance effect.

[0207] That is, as shown in FIG. 52(C), due to the stop display of the middle decorative symbol 8C, two of the three decorative symbols 8L, 8C, and 8R (the left decorative symbol 8L and the middle decorative symbol 8C) are arranged horizontally with the same number. Therefore, as shown in FIG. 52(D), a replay is executed for the remaining decorative symbol (the right decorative symbol 8R) that is not arranged.

[0208] After the right decorative symbol 8R in FIG. 52(D) is re-varied, as shown in FIG. 52(E), the right decorative symbol 8R stops and is displayed at the lower part of the display screen 7a. Here, it stops and is displayed as "3". Note that the right decorative symbol 8R may stop and be displayed in a manner different from that in FIG. 52(E). That is, the right decorative symbol 8R may stop not only at the lower part of the display screen 7a but also at the upper or middle part. Also, the right decorative symbol 8R may stop and be displayed with a number different from those of the left decorative symbol 8L and the middle decorative symbol 8C. As an example, when "3" stops and is displayed at the upper part of the right decorative symbol 8R, it becomes a big win of "333" with a horizontal line (FIG. 52(J)). On the other hand, when the right decorative symbol 8R stops and is displayed with a number other than "3" at any of the upper, middle, or lower parts (for example, FIG. 52(K)), it is determined as a loss and stops. And when, as shown in FIG. 52(E), it is the same number "3" as those of the left decorative symbol 8L and the middle decorative symbol 8C and stops and is displayed on a line (horizontal line) different from that of the left decorative symbol 8L and the middle decorative symbol 8C, as a chance effect, one of the left decorative symbol 8L and the middle decorative symbol 8C moves downward again, aligns with the right decorative symbol 8R, and the other is re-varied.

[0209] That is, as shown in FIG. 52(E), when "3" of the right decorative symbol 8R stops and is displayed at the lower part, then, as shown in FIG. 52(F), the middle decorative symbol 8C moves downward again and stops and is displayed at the lower part. As a result, since two of the three decorative symbols 8L, 8C, 8R (the middle decorative symbol 8C and the right decorative symbol 8R) stop and are displayed side by side with the same number, as shown in FIG. 52(G), re-variation is executed for the remaining decorative symbol (the left decorative symbol 8L) that is not aligned.

[0210] After the rearrangement of the left decorative symbol 8L in Fig. 52(G), as shown in Fig. 52(H), the right decorative symbol 8R stops and is displayed at the lower part of the display screen 7a. Here, it stops and is displayed as "3". As a result, a jackpot of "333" is notified. Note that the left decorative symbol 8L may stop and be displayed in a manner different from Fig. 52(H). That is, the left decorative symbol 8L may stop not only at the lower part but also at the upper or middle part of the display screen 7a. Also, the left decorative symbol 8L may stop and be displayed with a number different from the middle decorative symbol 8C and the right decorative symbol 8R. As an example, when the left decorative symbol 8L stops and is displayed as "4" at the lower part, it definitely stops as a miss of "433" with a horizontal line (Fig. 52(L)).

[0211] Fig. 52(I) shows the state where, after Fig. 52(B), the middle decorative symbol 8C stops and is displayed as "4" in the middle part of the display screen 7a. In this case, since two of the three decorative symbols 8L, 8C, and 8R are not arranged horizontally with the same number, it definitely stops as a miss.

[0212] Fig. 52(J) shows the state where, after Fig. 52(D), the right decorative symbol 8R stops and is displayed as "3" in the upper part of the display screen 7a. In this case, it becomes a jackpot of "333" with a horizontal line.

[0213] Fig. 52(K) shows the state where, after Fig. 52(D), the right decorative symbol 8R stops and is displayed as "4" in the upper part of the display screen 7a. In this case, it definitely stops as a miss of "334" with a horizontal line.

[0214] Fig. 52(L) shows the state where, after Fig. 52(G), the left decorative symbol 8L stops and is displayed as "3" in the lower part of the display screen 7a. In this case, it definitely stops as a miss of "433" with a horizontal line.

[0215] [Decoration Symbol Horizontal Arrangement Effect C] FIG. 53 is a diagram for explaining the decorative pattern horizontal arrangement effect C. The decorative pattern horizontal arrangement effect is an effect in which the combination of two decorative patterns arranged horizontally (in the horizontal direction) among the three decorative patterns 8L, 8C, and 8R displayed on the display screen 7a changes. FIGS. 53(A) to (F) show an example of one variation of the special figure variation, and FIGS. 53(G) to (L) show an example of another variation.

[0216] In the decorative pattern horizontal arrangement effect C, first, as shown in FIG. 53(A), the decorative patterns 8L, 8C, and 8R are displayed with high-speed variation on the display screen 7a. Here, the hold icon 9A and the variation icon (the hold icon) 9C are not displayed, but they may be displayed.

[0217] 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 this set of symbols represents the variable display (special symbol variation) of the special symbol, and the stop display of this set of symbols notifies the special symbol lottery result. Here, the special symbol may be either the first special symbol or the second special symbol. The left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R are each displayed from the upper part to the lower part of the display screen 7a. When in the low-speed variable display, a plurality of numerical symbols are displayed vertically side by side. Here, the symbol arrangements of the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R are arranged in the order of "123456789" from the top to the bottom of the display screen 7a. The left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R move from the top to the bottom of the display screen 7a during the variable display. Therefore, the three symbol arrangements of the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R each have the decorative symbols representing "123456789" arranged along the variable direction (vertical direction). The left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R become difficult to visually recognize during the high-speed variable display shown in FIG. 53(A), and vertical lines indicating that they are moving at high speed become visible. On the other hand, during the low-speed variable display, as in the middle decorative symbol 8C of FIG. 53(B), a plurality of numerical symbols in each symbol arrangement are displayed vertically side by side in a visually recognizable manner, frame in from the upper end of the display screen 7a and move downward, and frame out from the lower end of the display screen 7a. Here, the decorative symbol stops and is displayed at any one of the three positions of the upper stage, the middle stage, and the lower stage of the display screen 7a. When one of the decorative symbols of "123456789" stops at any of the upper stage, the middle stage, or the lower stage of the display screen 7a in each symbol arrangement during the variation, the display of the other decorative symbols disappears.

[0218] As shown in FIG. 53(B), the left decorative symbol 8L and the right decorative symbol 8R are successively decelerated to change from high-speed variable display to low-speed variable display, and then each is stopped and displayed with "3" (the same after the temporary stop display). At this time, both "3" of the left decorative symbol 8L and "3" of the right decorative symbol 8R are stopped and displayed in the upper part of the display screen 7a. As a result, in the upper part of the display screen 7a, "3" of the left decorative symbol 8L and "3" of the right decorative symbol 8R are arranged side by side in the horizontal direction, and the middle decorative symbol 8C during the variable display is not arranged side by side in the horizontal direction with the other two decorative symbols ("3" of the left decorative symbol 8L and "3" of the right decorative symbol 8R). The middle decorative symbol 8C is decelerated to change from high-speed variable display to low-speed variable display, and in each symbol column, a plurality of numerical symbols arranged vertically become visible.

[0219] Thereafter, as shown in FIG. 53(C), the middle decorative symbol 8C is stopped and displayed in the middle part of the display screen 7a. Here, it is stopped and displayed with "3". Note that the middle decorative symbol 8C may be stopped and displayed in a manner different from that shown in FIG. 53(C). That is, the middle decorative symbol 8C may be stopped in the upper part or the lower part in addition to the middle part of the display screen 7a. Also, the middle decorative symbol 8C may be stopped and displayed with a number different from that of the left decorative symbol 8L and the right decorative symbol 8R. As an example, when "3" is stopped and displayed in the upper part for the middle decorative symbol 8C, it is a big win of "333" on the horizontal line in the upper part. On the other hand, when the middle decorative symbol 8C is stopped and displayed with a number other than "3" in any of the upper, middle, or lower parts, it is determined as a loss and stops. And as shown in FIG. 53(C), when it is the same number "3" as the left decorative symbol 8L and the right decorative symbol 8R and is stopped and displayed on a horizontal line (horizontal line) different from that of the left decorative symbol 8L and the right decorative symbol 8R, that is, in the middle or lower part, as a chance effect, one of the left decorative symbol 8L and the right decorative symbol 8R moves downward again, aligns with the middle decorative symbol 8C, and the other changes again.

[0220] That is, as shown in FIG. 53(C), when the "3" of the middle decorative pattern 8C stops and is displayed in the middle stage, then, as shown in FIG. 53(D), the left decorative pattern 8L (or the right decorative pattern 9R) moves downward again and stops and is displayed in the middle stage. As a result, since two of the three decorative patterns 8L, 8C, and 8R (the left decorative pattern 8L and the middle decorative pattern 8C) are arranged horizontally with the same number, as shown in FIG. 53(E), re-variation is executed for the remaining decorative pattern (the right decorative pattern 8R) that is not arranged.

[0221] After the re-variation of the right decorative pattern 8R in FIG. 53(E), as shown in FIG. 53(F), the right decorative pattern 8R stops and is displayed in the middle stage of the display screen 7a. Here, it stops and is displayed with "3". As a result, a big win of "333" occurs on the horizontal line. Note that the right decorative pattern 8R may stop and be displayed in a manner different from that in FIG. 53(F). That is, the right decorative pattern 8R may stop in the upper or lower stage in addition to the middle stage of the display screen 7a. Also, the right decorative pattern 8R may stop and be displayed with a number different from those of the left decorative pattern 8L and the middle decorative pattern 8C. For example, when the right decorative pattern 8R stops and is displayed with a number other than "3" in any of the upper, middle, or lower stages, it is determined as a loss and stops. On the other hand, when it is the same number "3" as the left decorative pattern 8L and the middle decorative pattern 8C and stops and is displayed on a line (horizontal line) different from that of the left decorative pattern 8L and the middle decorative pattern 8C, as a chance effect, one of the left decorative pattern 8L and the middle decorative pattern 8C moves again, aligns with the right decorative pattern 8R, and the other undergoes re-variation.

[0222] In FIGS. 53(G) to (L), an example of another variation different from FIGS. 53(A) to (F) is shown. In another variation, first, as shown in FIG. 53(A), decorative patterns 8L, 8C, and 8R are rapidly variably displayed on the display screen 7a. Then, as shown in FIG. 53(G), two of the three decorative patterns 8L, 8C, and 8R (here, the left decorative pattern 8L and the middle decorative pattern 8C) simultaneously decelerate from rapid variable display to slow variable display, and then stop and are displayed as "3" in the upper part of the display screen 7a respectively. Here too, the decorative pattern stops and is displayed at any one of the three positions: the upper, middle, and lower parts of the display screen 7a. In each symbol arrangement during the variation, when one of the decorative patterns of "123456789" stops at any of the upper, middle, or lower parts of the display screen 7a, the display of the other decorative patterns disappears. In FIG. 53(G), in the upper part of the display screen 7a, "3" of the left decorative pattern 8L and "3" of the middle decorative pattern 8C are in a state of being arranged horizontally (in the horizontal direction), and the right decorative pattern 8R during the variation is not arranged horizontally with the other two decorative patterns ("3" of the left decorative pattern 8L and "3" of the middle decorative pattern 8C).

[0223] Note that two of the three decorative patterns 8L, 8C, and 8R (here, the left decorative pattern 8L and the middle decorative pattern 8C) may stop and be displayed in a manner different from FIG. 53(G). That is, the left decorative pattern 8L and the middle decorative pattern 8C may stop not only in the upper part of the display screen 7a but also in the middle or lower part. Also, the left decorative pattern 8L and the middle decorative pattern 8C may stop and be displayed with different numbers, and may also stop and be displayed at different vertical positions. When the left decorative pattern 8L and the middle decorative pattern 8C stop and are displayed with different numbers, it is determined as a miss and stops. And when the left decorative pattern 8L and the middle decorative pattern 8C are the same number and stop and are displayed on the same horizontal line as in FIG. 53(G), it is suggested that the three decorative patterns 8L, 8C, and 8R re-vary as a chance effect, and the probability of winning is high (for example, 30%). There may also be cases where combinations other than the combination of the left decorative pattern 8L and the middle decorative pattern 8C stop and are displayed as two of the three decorative patterns 8L, 8C, and 8R.

[0224] That is, as shown in FIG. 53(G), when two of the three decorative symbols 8L, 8C, and 8R (here, the left decorative symbol 8L and the middle decorative symbol 8C) stop displaying, the two decorative symbols (the left decorative symbol 8L and the middle decorative symbol 8C) are arranged horizontally with the same number. Therefore, as shown in FIG. 53(H), the three decorative symbols 8L, 8C, and 8R are re-varied. This suggests that the probability of winning is high (for example, 30%).

[0225] After that, as shown in FIG. 53(I), two of the three decorative symbols 8L, 8C, and 8R (here, the middle decorative symbol 8C and the right decorative symbol 8R) simultaneously decelerate and change from high-speed variable display to low-speed variable display, and then stop displaying as "3" in the middle section of the display screen 7a. In FIG. 53(I), in the middle section of the display screen 7a, the "3" of the middle decorative symbol 8C and the "3" of the right decorative symbol 8R are arranged horizontally (in the horizontal direction), and the left decorative symbol 8L during variation is not arranged horizontally with the other two decorative symbols (the "3" of the middle decorative symbol 8C and the "3" of the right decorative symbol 8R).

[0226] Note that two of the three decorative symbols 8L, 8C, and 8R (here, the middle decorative symbol 8C and the right decorative symbol 8R) may stop displaying in a manner different from that in FIG. 53(I). That is, the middle decorative symbol 8C and the right decorative symbol 8R may stop in the upper or lower section in addition to the middle section of the display screen 7a. Also, the middle decorative symbol 8C and the right decorative symbol 8R may stop displaying with different numbers, and may stop displaying at different vertical positions. When the middle decorative symbol 8C and the right decorative symbol 8R stop displaying with different numbers, it is determined as a loss and stops. And when, as in FIG. 53(I), the middle decorative symbol 8C and the right decorative symbol 8R have the same number and stop displaying on the same horizontal line (horizontal line), the three decorative symbols 8L, 8C, and 8R are re-varied as a chance effect (the second time), suggesting that the probability of winning is high (for example, 60%). There may also be cases where combinations other than the combination of the middle decorative symbol 8C and the right decorative symbol 8R stop displaying as two of the three decorative symbols 8L, 8C, and 8R.

[0227] That is, as shown in FIG. 53(I), due to the stop display of two of the three decorative patterns 8L, 8C, 8R (here, the middle decorative pattern 8C and the right decorative pattern 8R), the two decorative patterns (the middle decorative pattern 8C and the right decorative pattern 8R) are arranged horizontally with the same number. Therefore, as shown in FIG. 53(J), the three decorative patterns 8L, 8C, 8R are re-varied. This second effect suggests that the expectation degree of winning is even higher (for example, 60).

[0228] Thereafter, as shown in FIG. 53(K), two of the three decorative patterns 8L, 8C, 8R (here, the left decorative pattern 8L and the right decorative pattern 8R) simultaneously decelerate from the high-speed variable display to the low-speed variable display, and then are stopped and displayed as "3" at the lower part of the display screen 7a respectively. In FIG. 53(K), at the lower part of the display screen 7a, the "3" of the left decorative pattern 8L and the "3" of the right decorative pattern 8R are in a horizontally (horizontally) arranged state, and the middle decorative pattern 8C during the variation is not in a state of being horizontally aligned with the other two decorative patterns (the "3" of the left decorative pattern 8L and the "3" of the right decorative pattern 8R).

[0229] Note that, among the three decorative symbols 8L, 8C, and 8R, two of the decorative symbols (here, the left decorative symbol 8L and the right decorative symbol 8R) may stop displaying in a manner different from that in FIG. 53(K). That is, the left decorative symbol 8L and the right decorative symbol 8R may stop not only at the lower part of the display screen 7a but also at the middle or upper part. Further, the left decorative symbol 8L and the right decorative symbol 8R may stop displaying with different numbers, and may also stop displaying at different vertical positions. When the left decorative symbol 8L and the right decorative symbol 8R stop displaying with different numbers, they are determined to be out of the game. And, as in FIG. 53(K), when the left decorative symbol 8L and the right decorative symbol 8R have the same number and stop displaying on the same horizontal line (horizontal line), the remaining one decorative symbol (here, the middle decorative symbol 8C) that has not been re-varied as the chance effect (third time) stops displaying with the same number symbol (here, "3") as the left decorative symbol 8L and the right decorative symbol 8R, resulting in a big win. There may also be a case where a combination other than the combination of the left decorative symbol 8L and the right decorative symbol 8R stops displaying as two of the three decorative symbols 8L, 8C, and 8R.

[0230] That is, as shown in FIG. 53(K), due to the stop display of two of the three decorative symbols 8L, 8C, and 8R (here, the left decorative symbol 8L and the right decorative symbol 8R), the two decorative symbols (the left decorative symbol 8L and the right decorative symbol 8R) are arranged horizontally with the same number. Therefore, by the third chance effect, as shown in FIG. 53(L), it stops displaying in the form of a big win of "333".

[0231] [Effect Example] The following shows effect examples of the decorative symbol horizontal arrangement effect. [Effect 1] In the gaming machine 1 of the above-described embodiment, as shown in FIG. 51(C), in the first effect, the middle decorative symbol 8C temporarily stops at the upper stage of the display screen 7a and is arranged horizontally with the left decorative symbol 8L. As shown in FIG. 51(D), in the second effect, after the temporary stop, it moves in the variation direction (downward direction) and temporarily stops again at the lower stage of the display screen 7a and is arranged horizontally with the right decorative symbol 8R. According to this configuration, with a novel effect that has never existed before, the player can be visually entertained, and the interest can be enhanced. The same applies to FIGS. 52(C), (F), FIGS. 53(C), (D). [Effect 2] In the gaming machine 1 of the above-described embodiment, as shown in FIG. 51(C), in the first effect, the middle decorative symbol 8C temporarily stops at the upper stage of the display screen 7a and is arranged horizontally with the left decorative symbol 8L. As shown in FIG. 51(D), in the second effect, after the temporary stop, it moves in the variation direction (downward direction) and temporarily stops again at the lower stage of the display screen 7a and is arranged horizontally with the right decorative symbol 8R. According to this configuration, with a novel effect that has never existed before, the player can be visually entertained, and the interest can be enhanced. The same applies to FIGS. 52(C), (F), FIGS. 53(C), (D). [Effect 3] In the gaming machine 1 of the above-described embodiment, as shown in FIG. 52(D), in the first effect, the right decorative symbol 8R is varying. As shown in FIG. 52(F), in the second effect, the right decorative symbol R is temporarily stopped. According to this configuration, with a novel effect that has never existed before, the player can be visually entertained, and the interest can be enhanced. The same applies to FIGS. 53(B), (D). [Effect 4] In the gaming machine 1 of the above-described embodiment, as shown in FIGS. 51 to 53, the temporarily stopped middle decorative symbol 8C, the left decorative symbol 8L, and the right decorative symbol 8R all represent the same number "3". According to this configuration, with a novel effect that has never existed before, the player can be visually entertained, and the interest can be enhanced.

[0232] [Modification Example] The following shows modified examples of the decorative pattern horizontal arrangement effect. [Modified Example 1] The configurations of the decorative pattern horizontal arrangement effects A to C may be combined as appropriate. Also, the configurations of the decorative pattern horizontal arrangement effects A to C are examples, and some of the effects may not be provided.

[0233] [Modified Example 2] In the decorative pattern horizontal arrangement effects A to C, it was assumed that the same number "3" temporarily stops for the middle decorative pattern 8C, the left decorative pattern 8L, and the right decorative pattern 8R. However, in the decorative pattern horizontal arrangement effects A to C, at least one of the middle decorative pattern 8C, the left decorative pattern 8L, and the right decorative pattern 8R may temporarily stop with a different number.

[0234] [Modified Example 3] In the decorative pattern horizontal arrangement effects A to C, the movement or temporary stop timing of the middle decorative pattern 8C and the movement or temporary stop timing of the left decorative pattern 8L may be swapped. Also, the movement or temporary stop timing of the middle decorative pattern 8C and the movement or temporary stop timing of the right decorative pattern 8R may be swapped. Also, the movement or temporary stop timing of the left decorative pattern 8L and the movement or temporary stop timing of the right decorative pattern 8R may be swapped.

[0235] [Aspect Example] In the gaming machine of this embodiment, the following aspects can be realized. ◇[Aspect A1-1] A gaming machine including display means capable of displaying a plurality of types of images, One of the plurality of types of images is a first decorative pattern representing one number, One of the plurality of types of images is a second decorative pattern representing one number, One of the plurality of types of images is a third decorative pattern representing one number, A first effect in which the first decorative pattern and the second decorative pattern are arranged along a first direction on the display means, and the third decorative pattern is not arranged along the first direction with the first decorative pattern, After the first effect, a second effect is executable, in which the first decorative pattern and the third decorative pattern are arranged along the first direction, and the second decorative pattern is not arranged along the first direction with the first decorative pattern. The gaming machine is characterized by this. ◇[Aspect A1-2] The gaming machine according to Aspect A1-1, In the first effect, the first decorative pattern temporarily stops at the first position of the display means and is arranged horizontally with the second decorative pattern. In the second effect, after the temporary stop, it moves in the variation direction and temporarily stops again at the second position of the display means and is arranged horizontally with the third decorative pattern. The gaming machine is characterized by this. ◇[Aspect A1-3] The gaming machine according to Aspect A1-1, In the first effect, the third decorative pattern is fluctuating. In the second effect, the third decorative pattern is temporarily stopped. The gaming machine is characterized by this. ◇[Aspect A1-4] The gaming machine according to Aspect A1-1, The first decorative pattern, the second decorative pattern, and the third decorative pattern represent the same number as each other. The gaming machine is characterized by this.

[0236] The reverse movement effects A to C of the decorative pattern will be described below with reference to FIGS. 54 to 56. This reverse movement effect of the decorative pattern is executed during the variation effect of the decorative pattern. That is, when the image control microcomputer 101 analyzes the command received from the sub-control board 90 and the instruction to execute the reverse movement effect of the decorative pattern is included, the corresponding image data is read from the ROM 103 and the image is displayed on the display screen 7a of the image display device 7 and the sub-display screen 64.

[0237] [Reverse Movement Effect A of Decorative Pattern] FIG. 54 is a diagram for explaining a decorative pattern reverse movement effect A. The decorative pattern reverse movement effect is an effect in which, among the three decorative patterns 8L, 8C, and 8R displayed on the display screen 7a, two or more decorative patterns temporarily stop, and one or more of the decorative patterns move in a direction opposite to the variation direction (downward direction) (upward direction) while maintaining the display, and then stop at a position different from the position where they first temporarily stopped. FIGS. 54(A) to (D) show an example of one variation of the special figure variation, and FIGS. 54(E) to (H) show an example of another variation. FIGS. 54(I) to (L) show an example of still another variation.

[0238] In the decorative pattern reverse movement effect A, first, as shown in FIG. 54(A), the decorative patterns 8L, 8C, and 8R are displayed with high-speed variation on the display screen 7a. Here, the hold icon 9A and the variation icon (the hold icon) 9C are not displayed, but they may be displayed.

[0239] 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 (special symbol variation) of the special symbol, and the stop display of the set of symbols notifies the special symbol lottery result. Here, the special symbol may be either the first special symbol or the second special symbol. The left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R are each displayed from the upper part to the lower part of the display screen 7a. During the low-speed variable display, a plurality of numeric symbols are displayed vertically side by side. Here, the symbol arrangements of the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R are arranged in the order of "123456789" from the top to the bottom of the display screen 7a. The left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R move from the top to the bottom of the display screen 7a during the variable display. Therefore, the three symbol arrangements of the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R each have the decorative symbols representing "123456789" arranged along the variable direction (vertical direction). The left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R become difficult to visually recognize during the high-speed variable display shown in FIG. 54(A), and vertical lines indicating that they are moving at high speed become visible. On the other hand, during the low-speed variable display, as in the middle decorative symbol 8C in FIG. 55(D), a plurality of numeric symbols in each symbol arrangement are vertically arranged and visibly displayed, frame in from the upper end of the display screen 7a and move downward, and frame out from the lower end of the display screen 7a.

[0240] As shown in FIG. 54(B), two of the three decorative symbols 8L, 8C, and 8R (here, the left decorative symbol 8L and the middle decorative symbol 8C) simultaneously decelerate from a high-speed variable display to a low-speed variable display, and then are stopped and displayed as "3" (temporary stop display) at the lower part of the display screen 7a. Here, the decorative symbol is stopped and displayed at any one of the three positions of the upper, middle, and lower parts of the display screen 7a. In each symbol arrangement during the variation, when one of the decorative symbols of "123456789" stops at any of the upper, middle, and lower parts of the display screen 7a, the display of the other decorative symbols disappears. The right decorative symbol 8R maintains the state of high-speed variable display. As a result, at the lower part of the display screen 7a, the "3" of the left decorative symbol 8L and the "3" of the middle decorative symbol 8C are arranged side by side in the horizontal direction, and are in a state of variable display. The right decorative symbol 8R is not arranged side by side with the other two decorative symbols (the "3" of the left decorative symbol 8L and the "3" of the middle decorative symbol 8C) in the horizontal direction.

[0241] As shown in FIG. 54(B), it is suggested that an expectancy suggestion effect described later is executed by the simultaneous stop display of two of the three decorative symbols 8L, 8C, and 8R (here, the left decorative symbol 8L and the middle decorative symbol 8C). The expectancy suggestion effect is an effect that suggests the jackpot expectancy in the variation according to the number and the moving amount of the decorative symbols that move in the direction opposite to the variation direction after the temporary stop.

[0242] FIG. 54(C) shows an example of an expected value suggestion effect. In the expected value suggestion effect, when one or more of the two decorative symbols that are stopped and displayed (temporarily stopped display) in the lower or middle part of the display screen 7a move in a direction (upward direction) opposite to the variation direction (downward direction) while maintaining the display, it is suggested that the expected value of a win is high. The expected value of a win suggested varies depending on the number of decorative symbols moving upward and the amount of movement. When the number of decorative symbols moving upward is 0, the expected value of a win is not suggested. When the number of decorative symbols moving upward is 1 and the amount of movement is one step (for example, lower part → middle part), it is suggested that the expected value of a win is 20%. When the number of decorative symbols moving upward is 1 and the amount of movement is two steps (lower part → upper part), it is suggested that the expected value of a win is 30%. When the number of decorative symbols moving upward is 2 and the amount of movement is one step (for example, lower part → middle part), it is suggested that the expected value of a win is 40%. When the number of decorative symbols moving upward is 2 and the amount of movement is two steps (lower part → upper part), it is suggested that the expected value of a win is 50%.

[0243] In FIG. 54(C), two of the two decorative symbols (left decorative symbol 8L and middle decorative symbol 8C) that are stopped and displayed (temporarily stopped display) in the lower part of the display screen 7a move in a direction (upward direction) opposite to the variation direction (downward direction) while maintaining the display. Then, the two decorative symbols (left decorative symbol 8L and middle decorative symbol 8C) are stopped and displayed in the upper part of the display screen 7a. Thereby, it is suggested that the expected value of a win in this variation is 50% (because the number of decorative symbols moving upward is 2 and the amount of movement is two steps (lower part → upper part)).

[0244] Thereafter, as shown in FIG. 54(D), the right decorative symbol 8R decelerates and changes from a high-speed variation display to a low-speed variation display, and then is stopped and displayed (temporarily stopped display) as "3" in the upper part of the display screen 7a. Thereby, it is determined and stopped in the big win mode of "333" in the upper part of the display screen 7a, and a big win is notified.

[0245] Note that the right decorative symbol 8R may be stopped in a manner different from that shown in FIG. 54(D). That is, the right decorative symbol 8R may be stopped not only in the upper part but also in the middle or lower part of the display screen 7a. Further, the right decorative symbol 8R may be stopped and displayed with a number different from those of the left decorative symbol 8L and the middle decorative symbol 8C. As an example, when the right decorative symbol 8R is stopped and displayed with a number other than "3" in any of the upper, middle, or lower parts, it is determined as a loss and stops. When the right decorative symbol 8R has the same number "3" as the left decorative symbol 8L and the middle decorative symbol 8C and is stopped and displayed at a position with a different vertical direction from those of the left decorative symbol 8L and the middle decorative symbol 8C (here, the middle and lower parts), a replay effect of one decorative symbol (here, the right decorative symbol 8R) where the horizontal lines are not aligned among the three decorative symbols is executed as a chance effect.

[0246] In FIGS. 54(E) to (H), an example of another variation different from FIGS. 54(A) to (D) is shown. In another variation, first, as shown in FIG. 54(A), decorative patterns 8L, 8C, and 8R are displayed with high-speed variation on the display screen 7a. Then, as shown in FIG. 54(B), two of the three decorative patterns 8L, 8C, and 8R (here, the left decorative pattern 8L and the middle decorative pattern 8C) simultaneously decelerate and change from high-speed variation display to low-speed variation display, and then are stopped and displayed (temporarily stopped display) with "3" at the lower part of the display screen 7a. The middle decorative pattern 8C maintains the state of high-speed variation display. It is suggested that the expectancy suggestion effect is executed by the simultaneous stop display of two of the three decorative patterns 8L, 8C, and 8R (here, the left decorative pattern 8L and the middle decorative pattern 8C). The expectancy suggestion effect is an effect that suggests the jackpot expectancy in the variation based on the number and movement amount of the decorative patterns that move in the direction opposite to the variation direction after the temporary stop. In the expectancy suggestion effect, when one or more of the two decorative patterns that are stopped and displayed (temporarily stopped display) at the lower or middle part of the display screen 7a move in the direction opposite to the variation direction (downward direction) while maintaining the display, it is suggested that the expectancy of winning is high. The suggested jackpot expectancy varies depending on the number and movement amount of the decorative patterns that move upward. When the number of decorative patterns that move upward is 0, the jackpot expectancy is not suggested. When the number of decorative patterns that move upward is 1 and the movement amount is one step (for example, lower part → middle part), it is suggested that the jackpot expectancy is 20%. When the number of decorative patterns that move upward is 1 and the movement amount is two steps (lower part → upper part), it is suggested that the jackpot expectancy is 30%. When the number of decorative patterns that move upward is 2 and the movement amount is one step (for example, lower part → middle part), it is suggested that the jackpot expectancy is 40%. When the number of decorative patterns that move upward is 2 and the movement amount is two steps (lower part → upper part), it is suggested that the jackpot expectancy is 50%.

[0247] After Figure 54(B), in Figure 54(E), one of the two decorative symbols (the middle decorative symbol 8C) among the two decorative symbols (the left decorative symbol 8L and the middle decorative symbol 8C) that are stopped and displayed (temporarily stopped display) at the lower part of the display screen 7a moves in a direction (upward direction) opposite to the variation direction (downward direction) while maintaining the display. Then, one decorative symbol (the middle decorative symbol 8C) is stopped and displayed in the middle section of the display screen 7a. This suggests that the expected degree of a win in this variation is 20% (because the number of decorative symbols moving upward is 1 and the movement amount is one step (lower part → middle part)).

[0248] After that, as shown in Figure 54(F), the right decorative symbol 8R decelerates and changes from high-speed variable display to low-speed variable display, and then is stopped and displayed (temporarily stopped display)...

Claims

1. A gaming machine comprising display means capable of displaying a plurality of types of images, wherein one of the plurality of types of images is a first decorative symbol representing one number, one of the plurality of types of images is a second decorative symbol representing one number, one of the plurality of types of images is a third decorative symbol representing one number, a first effect in which the first decorative symbol and the second decorative symbol are arranged along a first direction on the display means, and the third decorative symbol is not arranged along the first direction with the first decorative symbol; after the first effect, a second effect in which the first decorative symbol and the third decorative symbol are arranged along the first direction on the display means, and the second decorative symbol is not arranged along the first direction with the first decorative symbol can be executed, in the first effect, the first decorative symbol temporarily stops at a first position of the display means and is arranged horizontally with the second decorative symbol, in the second effect, after the temporary stop, it moves in a variable direction and temporarily stops again at a second position of the display means and is arranged horizontally with the third decorative symbol, A gaming machine characterized by the above.

2. A gaming machine comprising display means capable of displaying a plurality of types of images, wherein one of the plurality of types of images is a first decorative symbol representing one number, one of the plurality of types of images is a second decorative symbol representing one number, one of the plurality of types of images is a third decorative symbol representing one number, a first effect in which the first decorative symbol and the second decorative symbol are arranged along a first direction on the display means, and the third decorative symbol is not arranged along the first direction with the first decorative symbol; after the first effect, a second effect in which the first decorative symbol and the third decorative symbol are arranged along the first direction on the display means, and the second decorative symbol is not arranged along the first direction with the first decorative symbol can be executed, in the first effect, the third decorative symbol is variable, in the second effect, the third decorative symbol is temporarily stopped, A gaming machine characterized by the above.

Citation Information

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