Pachinko machine
The gaming machine employs a symbol lottery system and accessory device to dynamically control game states, enhancing player interest through variable symbol displays and controlled transitions, thereby increasing winning chances.
Patent Information
- Application Number
- JP2022206451
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-12-23
- Publication Date
- 2025-07-10
- Estimated Expiration
- 2042-12-23
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player interest through novel game state control modes.
A gaming machine with an accessory device that allows game balls to win as accessories, featuring a normal and special symbol lottery system, variable symbol display, and game state control between specific and non-specific states, enabling multiple operations of the accessory device during special symbol variations.
Enhances player interest by providing dynamic game states with variable symbol displays and controlled transitions, increasing the chances of winning and maintaining engagement.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine using a gaming medium.
Background Art
[0002] In gaming machines such as pachinko machines, various effects are performed to enhance the player's interest, such as controlling the game state to a favorable state for the player according to the establishment of predetermined conditions, using an image display device equipped with a liquid crystal screen, a sound output device (speaker), and electric accessory devices. For example, an effect pattern is determined based on the lottery result of a symbol and the game state triggered by the entry of a game ball into a start port, and an effect image is displayed on the image display device according to this effect pattern (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] An object of the present invention is to propose a gaming machine capable of enhancing the interest of a game by controlling a game state in a new mode.
Means for Solving the Problems
[0005] The present invention has been made to solve the above problems and can be realized in the following forms. A first aspect of the present invention relates to a accessory device, a winning port through which a game ball can be won as the accessory device operates, a normal symbol lottery means for conducting a lottery of normal symbols, and based on the lottery result of the normal symbol lottery means, a normal symbol display control means for variably displaying the normal symbol and then stopping and displaying the normal symbol in a stop mode indicating the lottery result, an accessory device control means for operating the accessory device based on the normally stopped and displayed symbol, a special symbol lottery means for determining whether to execute a predetermined special game when a prize is won at the winning port, and based on the lottery result of the special symbol lottery means, a special symbol display control means for variably displaying the special symbol and then stopping and displaying the special symbol in a mode indicating the lottery result, a non-specific game state, and a specific game state in which winning at the winning port is easier than in the non-specific game state, and a game state control means capable of controlling the game state between the two, wherein the accessory device can be operated multiple times during the variation of the special symbol, and when one game ball wins at the winning port while it is operating, the operation ends, and the game state control means can control the game state to the non-specific game state by variably displaying the special symbol a specific number of times in the specific game state, There is a first specific gaming state that controls the gaming state to the non-specific gaming state when a first number of gaming balls wins the winning opening, and a second specific gaming state that controls the gaming state to the non-specific gaming state when a second number of gaming balls greater than the first number wins the winning opening. the First in the specific game state Te, mae when the first number of game balls wins at the winning port during the variation of the specific special symbol , during the variation of the special symbol the game state is First controlled from the specific game state to the non-specific game state, and the Second in the specific game state Te, mae when the second number of game balls wins at the winning port during the variation of the specific special symbol, the game state is Second controlled from the specific game state to the non-specific game state during the variation of the special symbol. This is the gist of the invention.
Advantages of the Invention
[0006] Since it is configured as described above, according to the present invention, it is possible to realize a gaming machine that can enhance the interest of the game.
Brief Description of the Drawings
[0007]
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Mode for Carrying Out the Invention
[0008] Hereinafter, the present invention will be described in detail with reference to the embodiments shown in the drawings. <Configuration of the Gaming Machine> FIG. 1 is a front view showing an example of a gaming machine according to this embodiment, FIG. 2 is a perspective view showing an example of the back side of the gaming machine according to this embodiment, and FIG. 3 is a block diagram showing the configuration of a game control device provided in the gaming machine according to this embodiment.
[0009] In the gaming machine 1 shown in FIG. 1, an inner frame (opening / closing frame) 3 is detachably attached to an outer frame 2 attached to the island structure of the game hall, and a glass frame 4 is detachably attached to this inner frame 3. A window 4a is formed in the glass frame 4, and a transparent plate 4b is attached to the window 4a. An inner frame 3 is equipped with a game board 10 having a playing surface on which game balls are launched. A game area 10a is formed between the playing surface of the game board 10 and the transparent plate 4b on the front side thereof, allowing game balls to roll and flow down. The transparent plate 4b is, for example, a glass plate and is detachably fixed to the glass frame 4.
[0010] Also, the glass frame 4 is connected to the outer frame 2 via a hinge mechanism portion 5 at one end in the left - right direction (for example, the left side facing the gaming machine). With the hinge mechanism portion 5 as a fulcrum, the other end in the left - right direction (for example, the right side facing the gaming machine) can be rotated in a direction to open it from the outer frame 2. The glass frame 4, together with the glass plate 4b, covers the game board 10 and can open the inner part of the outer frame 2 including the game board 10 by rotating like a door with the hinge mechanism portion 5 as a fulcrum. A locking mechanism for fixing the other end side of the glass frame 4 to the outer frame 2 is provided at the other end side of the glass frame 4. The fixing by the locking mechanism can be released by a dedicated key. Also, the glass frame 4 is provided with a door open switch 136 (see FIG. 3) for detecting whether the glass frame 4 is open from the outer frame 2.
[0011] At the lower part of the glass frame 4 (the lower side portion of the window 4a), a dish unit 7 having a storage dish 6 (an upper dish 6a and a lower dish 6b) for storing game balls is provided. The dish unit 7 is equipped with an effect button 8 that a player can press, a cross key 40 that a player can use to perform various selection operations, and an ejection button 9 for ejecting the game balls stored in the lower dish 6b to the outside of the gaming machine. The effect button 8 is effective only when, for example, a message for operating the effect button 8 is displayed on an image display device 31 described later. The effect button 8 is provided with an effect button detection switch 8a (see FIG. 4). When this effect button detection switch 8a detects a player's operation, further effects are executed according to this operation. In addition, the cross keys 40 are provided with cross key detection switches 40 (an up key detection switch 40a, a down key detection switch 40b, a left key detection switch 40c, and a right key detection switch 40d) (see FIG. 3).
[0012] An operation handle 11 is provided on the lower right side of the glass frame 4. When a player touches the operation handle 11, a touch sensor 11a (see FIG. 4) inside the operation handle 11 detects that the player has touched the operation handle 11 and transmits a touch signal to a firing control board 160 described later. When the firing control board 160 receives the touch signal from the touch sensor 11a (see FIG. 4), it permits energization of the solenoid 12a for firing. Then, when the rotation angle of the operation handle 11 is changed, a gear directly connected to the operation handle 11 rotates, and a knob of a firing volume 11b (see FIG. 4) connected to the gear rotates. A voltage corresponding to the detected angle of the firing volume 11b is applied to the solenoid 12a for firing provided in the game ball firing mechanism. Then, when a voltage is applied to the solenoid 12a for firing (see FIG. 3), the solenoid 12a for firing operates according to the applied voltage, and game balls are fired into the game area 10a of the game board 10 with a strength corresponding to the rotation angle of the operation handle 11.
[0013] Outer rails R1 and inner rails R2 are provided around the game area 10a on the game board 10. These outer rails R1 and inner rails R2 guide the game balls fired from the game ball firing mechanism to the upper part of the game area 10a when the operation handle 11 is operated. The game balls guided to the upper part of the game area 10a fall within the game area 10a. At this time, the game balls will fall unpredictably due to a plurality of nails and windmills provided in the game area 10a.
[0014] A center member 12 is arranged approximately at the center of the game board 10. The center member 12 is provided with an image display device 31 composed of a liquid crystal display device or the like and an effect device 32 imitating a "sword". In addition, a first starting port 13 into which a game ball can enter is provided in the game area 10a below the center of the center member 12. And a normal electric accessory unit is provided below this first starting port 13. The normal electric accessory unit is a unit that integrates a second starting port 14 through which a game ball can win (pass), a switch 14a that detects the winning of a game ball into this winning port, and a normal electric accessory. The normal electric accessory has, for example, an opening / closing door 14b (so-called electric chute), and is movable-controlled between a first mode in which the opening / closing door 14b is maintained in a closed state and a second mode in which the opening / closing door 14b is in an open state. Therefore, when the normal electric accessory is in the first mode (closed state), there is no chance for a game ball to win at the second starting port 14, and when the normal electric accessory is in the second mode (open state), the chance for a game ball to win increases. However, even though the normal electric accessory is in an open state, when operating in a short opening (short release) described below, it is almost impossible for a game ball to win at the second starting port 14, and it becomes easier for a game ball to win at the second starting port 14 when operating in a long opening (long release).
[0015] A first starting port detection switch 13a (see FIG. 4) and a second starting port detection switch 14a for detecting the entry of a game ball are respectively provided at the first starting port 13 and the second starting port 14. When these detection switches detect the entry of a game ball, a lottery for obtaining the right to execute a jackpot game (hereinafter referred to as "jackpot lottery") described later is conducted. Also, when the first starting port detection switch 13a and the second starting port detection switch 14a detect the entry of a game ball, a predetermined number of prize balls (for example, three game balls) are paid out. In the gaming machine 1 of this embodiment, when a game ball enters the first starting port 13 and the second starting port 14, for example, three game balls are paid out. However, it is not always necessary to pay out game balls when a game ball enters. Also, for example, the number of paid-out balls may be configured to be different for each starting port, such as three for the first starting port 13 and one for the second starting port 14.
[0016] On both sides of the center member 12 in the game area 10a, there is a gate 15 through which the game balls can pass. The gate 15 is provided with a gate detection switch 15a (see Fig. 4) for detecting the passage of the game balls. When this gate detection switch 15a detects the passage of the game balls, a lottery for the normal symbol described later is conducted. Furthermore, in the game area 10a on the right side of the center member 12, there are provided a large winning opening 16 and a specific area 17 into which the game balls can enter. For this reason, unless the operation handle 11 is rotated greatly and the game balls are launched with a strong force, the game balls are configured not to win in the large winning opening 16 and the specific area 17.
[0017] The large winning opening 16 is normally maintained in a closed state by an opening / closing door 16b, making it impossible for the game balls to enter. On the other hand, when a big win game described later is started, the opening / closing door 16b is opened, and this opening / closing door 16b functions as a tray for guiding the game balls into the large winning opening 16, making it possible for the game balls to enter the large winning opening 16. The large winning opening 16 is provided with a first large winning opening switch 16a. When this first large winning opening switch 16a detects the entry of the game balls, a preset number of prize balls (for example, 15 game balls) are paid out.
[0018] The specific area 17 is usually kept in a closed state by the movable piece 17b, making it impossible for the game ball to enter. In contrast, when a small win game, which will be described later, is started, the movable piece 17b is actuated and opened, and the movable piece 17b functions as a guide path that guides the game ball into the specific area 17, making it possible for the game ball to enter the specific area 17. The specific area 17 is provided with a specific area detection switch 17a, and when the specific area detection switch 17a detects the game ball entering during the valid period (small win game) of the specific area 17, this triggers the execution of a big win game. The gate 15 (right gate) provided in the right area of the game area may also serve as the specific area 17. In this case, the detection switch that detects the game ball passing through the specific area is the gate detection switch 15a of the right gate. When the game ball passes through the right gate during the valid period of the specific area, this triggers a lottery for normal symbols and opens the big win port 16. The gate 15 provided in the left area of the play area cannot also serve as a special area. Furthermore, the game area 10a is provided with a plurality of general winning holes 18. When a gaming ball enters each of these general winning holes 18, a predetermined number of prize balls (for example, 10 gaming balls) are paid out. At the bottom of the game area 10a, there is an outlet 19 for discharging game balls that do not enter the general prize opening 18, the first start opening 13, the second start opening 14, the large prize opening 16, or the specific area 17.
[0019] The image display device 31 displays images during standby when no game is being played, and displays images according to the progress of the game. In particular, when a game ball enters the first start hole 13 or the second start hole 14, a performance pattern 35 that notifies the player of the lottery result is displayed in a variable manner. The performance pattern 35 is, for example, a scrolling display of three patterns (numbers), namely a first pattern (left pattern), a second pattern (right pattern), and a third pattern (middle pattern), and after a predetermined time has elapsed, the scrolling is stopped and specific patterns (numbers) are displayed in an array. As a result, during the scrolling of the symbols, it gives the player the impression as if a current lottery is being conducted, and the lottery result is notified to the player by the symbols displayed when the scrolling stops. By displaying various images, characters, etc. during the variable display of this effect symbol 35, it gives the player a high sense of expectation that they might win a big prize.
[0020] Also, although not shown in the figure, a fourth symbol is displayed on the image display device 31 separately from the above-described effect symbol 35. The fourth symbol is a symbol that shows the variable state of the effect symbol 35 used for notifying the lottery result by the big win lottery process. Note that the fourth symbol does not necessarily need to be displayed on the image display device 31, and alternatively, a fourth symbol display lamp may be provided separately for display. Above the glass frame 4, a pair of left and right effect lighting devices 33 are installed. Each of the effect lighting devices 33 is provided with a plurality of lights, and various effects are performed while changing the irradiation direction and emission color of the light of each light.
[0021] Also, each of the effect lighting devices 33 is provided with a plurality of lights, and various effects are performed while changing the irradiation direction and emission color of the light of each light. Furthermore, although not shown in FIG. 1, the gaming machine 1 is provided with an audio output device 34 (see FIG. 4) composed of a speaker. In addition to the effects by the images using the image display device 31 and the effects by the light emission by the effect lighting device 33, sound effects such as BGM (background music) and SE (sound effect) output from the audio output device 34 are also used for sound effects.
[0022] On the lower left side of the game area 10a, a display area 27 is provided, such as a first special symbol display device 20, a second special symbol display device 21, a normal symbol display device 22, a first special symbol hold indicator 23, a second special symbol hold indicator 24, a normal symbol hold indicator 25, a round number display 26, etc., which will be described later. The above-mentioned first special symbol display device 20 notifies the winning result of the jackpot lottery conducted upon the entry of a game ball into the first start port 13, and is composed of a plurality of LEDs. That is, a plurality of special symbols corresponding to the winning result of the jackpot lottery are provided, and the special symbol (lighting mode) corresponding to the winning result of the jackpot lottery is displayed on the first special symbol display device 20 to notify the player of the lottery result. The special symbol thus displayed is not immediately displayed, but is variably displayed (flashed) for a predetermined time and then stopped for display.
[0023] More specifically, when a game ball enters the first start port 13, a jackpot lottery is conducted, but the winning result of this jackpot lottery is not immediately notified to the player, but is notified to the player after a predetermined time has elapsed. Then, when the predetermined time has elapsed, the special symbol corresponding to the winning result of the jackpot lottery is stopped for display to notify the player of the lottery result. The second special symbol display device 21 is for notifying the winning result of the jackpot lottery conducted upon the entry of a game ball into the second start port 14, and its display mode is the same as the display mode of the special symbol in the above-mentioned first special symbol display device 20. The normal symbol display device 22 is for notifying the winning result of the normal symbol lottery conducted upon a game ball passing through (entering) the gate 15. Although it will be described in detail later, when winning a predetermined hit in this normal symbol lottery, the normal symbol display device 22 lights up, and then the above-mentioned second start port 14 is controlled to the second mode for a predetermined time. Regarding this normal symbol as well, when a game ball passes through (enters) the gate 15, the lottery result is not immediately notified, and the normal symbol is variably displayed, such as flashing the normal symbol display device 22 until a predetermined time has elapsed.
[0024] Furthermore, when a game ball enters the first start port 13 during the variable display of the special symbol or during the special game described later and the jackpot lottery cannot be immediately conducted, the right to conduct the jackpot lottery is reserved under certain conditions. More specifically, the right to conduct the jackpot lottery reserved when a game ball enters the first start port 13 is retained. The upper limit of the number of reserved first special symbols is set to 4, and the number of reserved symbols is displayed on the first special symbol reservation indicator 23. The upper limit of the number of reserved second special symbols is also set to 4, and the number of reserved symbols is displayed on the second special symbol reservation indicator 24 in the same manner as the above-mentioned first special symbol reservation indicator 23. The upper limit of the number of reserved normal symbols is also set to 4, and the number of reserved symbols is displayed on the normal symbol reservation indicator 25 in the same manner as the above-mentioned first special symbol reservation indicator 23. The round number indicator 26 is for notifying the number of rounds of the round game conducted during the special game described later.
[0025] On the front side of the image display device 31, a light guide plate 60 is arranged. A plurality of vertical patterns that emit light when light is incident are formed on the light guide plate 60. It is provided with a plurality of LED light sources capable of making light incident on each pattern, and by sequentially making light incident from the central pattern to the left and right patterns, a wavy light-emitting pattern can be realized.
[0026] As shown in FIG. 2, on the back surface of the gaming machine 1, a main control board 110, a performance control board 120, a payout control board 130, a power supply board 170, a game information output terminal board 27, etc. are provided. In addition, a power plug 171 for supplying power to the gaming machine and a power switch (not shown) are provided on the power supply board 170.
[0027] Next, the effect button 8 will be described. The effect button 8 is incorporated in the central portion of the dish unit 7. The performance button 8 is configured to be able to move forward and backward across a normal operation position (not shown), a pressed position that retracts downward from the normal operation position, and a protruding operation position that protrudes upward from the normal operation position. Further, the performance button 8 is configured to be able to be pressed from any position including the normal operation position and the protruding operation position to the pressed position. Note that in this specification, since the detailed structure of the performance button 8 is disclosed in, for example, Japanese Patent Application Laid-Open No. 2013-116168, the description thereof is omitted.
[0028] <Configuration of Game Control Device> Next, with reference to FIG. 3, a game control device that controls the progress of the game in the gaming machine 1 of the present embodiment will be described. In FIG. 3, the main control board 110 controls the basic operations of the game. This main control board 110 includes at least a one-chip microcomputer 114 composed of a main CPU 111, a main ROM 112, and a main RAM 113, and input ports and output ports (not shown) for main control. Based on the input signals from the respective detection switches, the main CPU 111 reads out the programs stored in the main ROM 112 and performs arithmetic processing, directly controls each device and display, or transmits commands to other boards according to the results of the arithmetic processing. The main RAM 113 functions as a data work area during the arithmetic processing of the main CPU 111. The main CPU 111 performs jackpot determination processing for the special symbol display device using the table shown in FIG. 5 and hit determination processing for the normal symbol display device. Further, the main CPU 111 performs jackpot symbol determination processing, minor hit symbol determination processing, and losing symbol determination processing using the table shown in FIG. 6. Further, the main CPU 111 performs normal symbol determination processing and normal symbol variation pattern (variation time) determination processing using the table shown in FIG. 9. Further, the main CPU 111 performs special symbol variation pattern determination processing using the tables shown in FIGS. 10 and 11. Further, the main CPU 111 performs special symbol pre-determination processing using the table shown in FIG. 12.
[0029] On the input side of the main control board 110, a first start port detection switch 13a, a second start port detection switch 14a, a gate detection switch 15a, a first big winning port detection switch 16a, a specific area detection switch 17a, and a general winning port detection switch 18a are connected, and a detection signal of a game ball is input to the main control board 110. Also, on the output side of the main control board 110, a start port opening and closing solenoid 14c that opens and closes an opening and closing door 14b of a normal electric accessory leading to the second start port 14, a first big winning port opening and closing solenoid 16c that opens and closes an opening and closing door 16b of the big winning port 16, and a specific area opening and closing solenoid 17c that opens and closes a movable piece 17b of the specific area 17 are connected. Furthermore, on the output side of the main control board 110, a first special symbol display device 20, a second special symbol display device 21, a normal symbol display device 22, a first special symbol hold indicator 23, a second special symbol hold indicator 24, a normal symbol hold indicator 25, and a round number display 26 are connected, and various signals are output via output ports. The main CPU 111 performs control processing for opening and closing the opening and closing door 14b of the normal electric accessory, control processing for opening and closing the opening and closing door 16b of the big winning port 16, opening and closing control processing for the movable piece 17b of the specific area 17, display control processing for the first special symbol display device 20, the second special symbol display device 21, and the normal symbol display device 22, etc. Also, the main control board 110 outputs an external information signal necessary for managing the gaming machine in a hall computer of a game parlor or the like to the game information output terminal board 27.
[0030] In the main ROM 112 of the main control board 110, a program for game control, various data, and tables described later are stored. Also, the main RAM 113 of the main control board 110 has a plurality of storage areas. For example, in the main RAM 113, there are provided a normal symbol retention count (G) storage area, a normal symbol retention storage area, a first special symbol retention count (U1) storage area, a second special symbol retention count (U2) storage area, a determination storage area, a first special symbol storage area, a second special symbol storage area, a time-saving game count (J) storage area, a round game count (R) storage area, an opening count (K) storage area, a first big winning opening ball count (C1) storage area, a game state storage area, a game state buffer, a stop symbol data storage area, a production transmission data storage area, and the like. And the game state storage area includes a time-saving game flag storage area, a special symbol special electric processing data storage area, and a normal symbol normal electric processing data storage area. Note that the above-described storage areas are merely examples, and many other storage areas are provided in addition to these.
[0031] The game information output terminal board 27 is a board for outputting an external information signal generated in the main control board 110 to a hall computer or the like in a game parlor. The game information output terminal board 27 is wired and connected to the main control board 110, and is provided with a connector for connecting to a hall computer or the like in a game parlor. The power supply board 170 converts the power supply voltage supplied from the power supply plug 171 into a predetermined voltage and supplies it to each control board. Further, the power supply board 170 is provided with a backup power supply composed of a capacitor, monitors the power supply voltage supplied to the gaming machine, and outputs a power-off detection signal to the main control board 110 when the power supply voltage becomes equal to or lower than a predetermined value. More specifically, when the power-off detection signal becomes high level, the main CPU 111 becomes operable, and when the power-off detection signal becomes low level, the main CPU 111 becomes in an operation stop state. The backup power supply is not limited to a capacitor, and may be, for example, a battery, or a combination of a capacitor and a battery may be used. In addition, a magnetic sensor 50 for detecting illegal radio waves is connected to the main control board 110.
[0032] The production control board 120 mainly controls each production during a game, waiting, or the like. The production control board 120 includes a sub CPU 121, a sub ROM 122, and a sub RAM 123, and is communicably connected to the main control board 110 in one direction from the main control board 110 to the production control board 120. Based on the command transmitted from the main control board 110 or the input signal from the effect button detection switch 8a input via the lamp control board 140, the sub-CPU 121 reads out the program stored in the sub-ROM 122 to perform arithmetic processing, and based on the said processing, transmits the corresponding data to the lamp control board 140 or the image control board 150. The sub-RAM 123 functions as a work area for data during the arithmetic processing of the sub-CPU 121.
[0033] The sub-ROM 122 of the effect control board 120 stores programs for effect control, various data necessary for various games, and tables. For example, an effect pattern determination table (not shown) for determining the effect content based on the variation pattern designation command received from the main control board 110, an effect symbol pattern determination table (not shown) for determining the combination of the effect symbols 35 to be stopped and displayed, etc. are stored in the sub-ROM 122. It should be noted that the above-mentioned tables are merely examples of the characteristic tables among the tables in the present embodiment, and in the progress of the game, many other tables and programs (not shown) are provided.
[0034] The sub-RAM 123 of the effect control board 120 has a plurality of storage areas. In the sub-RAM 123, a command reception buffer, a game state storage area, an effect mode storage area, an effect pattern storage area, an effect symbol storage area, a determination storage area (the 0th storage area), a first reserved storage area, a second reserved storage area, etc. are provided. It should be noted that the above-mentioned storage areas are merely examples, and many other storage areas are provided. In addition, the effect control board 120 is equipped with an RTC (Real Time Clock) 124 that outputs the current time. The sub-CPU 121 inputs a date signal indicating the current date and a time signal indicating the current time from the RTC 124, and executes various processes based on the current date and time. The RTC124 normally operates on the power supply from the gaming machine when the gaming machine is powered on, and operates on the power supply provided by the backup power supply mounted on the power supply board 170 when the power of the gaming machine is turned off. Therefore, the RTC124 can measure the current date and time even when the power of the gaming machine is turned off. Note that the RTC124 may be configured to operate with a battery provided on the effect control board 120.
[0035] The payout control board 130 performs the control of launching the game balls and the control of paying out the bonus balls. This payout control board 130 includes a payout CPU 131, a payout ROM 132, and a payout RAM 133, and is connected to the main control board 110 so as to be capable of two-way communication. Based on the input signals from the payout ball counting switch 135 and the door open switch 136 that detect whether a game ball has been paid out, the payout CPU 131 reads out the program stored in the payout ROM 132, performs arithmetic processing, and transmits the corresponding data to the main control board 110 based on the processing.
[0036] Also, on the output side of the payout control board 130, a payout motor 134 of a bonus ball payout device for paying out a predetermined number of bonus balls from the storage section of the game balls to the player is connected. Based on the payout number designation command transmitted from the main control board 110, the payout CPU 131 reads out a predetermined program from the payout ROM 132, performs arithmetic processing, and controls the payout motor 134 of the bonus ball payout device to pay out the predetermined bonus balls to the player. At this time, the payout RAM 133 functions as a work area for data during the arithmetic processing of the payout CPU 131. Also, it is confirmed whether a game ball lending device (card unit) (not shown) is connected to the payout control board 130, and if the game ball lending device (card unit) is connected, launch control data that permits the launch control board 160 to launch game balls is transmitted. Also, a dish full detection switch 51 and a ball jam detection switch 52 are connected to the payout control board 130.
[0037] The full-dish detection switch 51 is a switch for detecting that the storage dish (lower dish) of the game balls is full. Also, the ball jam detection switch 52 is a switch for detecting, for example, a jam of game balls in the passage for paying out game balls from the storage section of the game balls. When the emission control board 160 receives emission control data from the payout control board 130, it permits emission. Then, it reads out the touch signal from the touch sensor 11a and the input signal from the emission volume 11b, controls the energization of the emission solenoid 12a and the ball feed solenoid 12b, and emits the game balls.
[0038] The emission solenoid 12a is constituted by a rotary solenoid. A hitting member (not shown) is directly connected to the emission solenoid 12a, and the hitting member is rotated by the rotation of the emission solenoid 12a. Here, the rotation speed of the emission solenoid 12a is set to approximately 99.9 (rotations / minute) from the frequency based on the output period of the crystal oscillator provided in the emission control board 160. As a result, since one game ball is emitted each time the emission solenoid makes one rotation, the number of game balls emitted per minute is approximately 99.9 (balls / minute). That is, the game balls are emitted approximately every 0.6 seconds. The ball feed solenoid 12b is constituted by a linear solenoid, and feeds out the game balls on the upper dish 6a (see FIG. 1) one by one toward the hitting member directly connected to the emission solenoid 12a.
[0039] The lamp control board 140 is connected to the above-described effect control board 120 so as to enable two-way communication. An effect button detection switch 8a provided on the effect button 8 is connected to the input side thereof, and when a detection signal is input from the effect button detection switch 8a, it outputs to the effect control board 120. In addition, an effect accessory device 32 and an effect lighting device 33 provided on the game board 10 are connected to the lamp control board 140. The lamp control board 140 controls the lighting of the effect lighting device 33 or performs drive control on a motor for changing the light irradiation direction based on the data transmitted from the effect control board 120. Further, energization control is performed on drive sources such as solenoids and motors that operate the effect accessory device 32. In this embodiment, since the effect button 8 is configured to protrude, the effect accessory device 32 includes the effect button 8. The image control board 150 is connected to the above-described effect control board 120 so as to enable two-way communication, and the image display device 31 and the audio output device 34 are connected to the output side thereof.
[0040] <Configuration of Image Control Board> Here, the configuration of the image control board 150 will be described with reference to FIG. 4. FIG. 4 is a block diagram showing the configuration of the image control board. The image control board 150 includes a host CPU 151, a host RAM 152, a host ROM 153, a CGROM 154, a crystal oscillator 155, a VRAM 156, and a VDP (Video Display Processor) 200 for performing image display control of the image display device 31. Further, the VDP 200 includes an audio control circuit 300 for controlling audio output in the gaming machine.
[0041] Based on an effect pattern designation command, which will be described later, received from the effect control board 120, the host CPU 151 gives an instruction to the VDP 200 to display the image data stored in the CGROM 154 on the image display device 31. Such an instruction is performed by setting data in the control register 201 of the VDP 200 and outputting a display list composed of a drawing control command group. In addition, when the host CPU 151 receives a V blank interrupt signal or a drawing end signal from the VDP 200, it performs appropriate interrupt processing.
[0042] Furthermore, the host CPU 151 also gives an instruction to the audio control circuit 300 included in the VDP 200 to output predetermined audio data to the audio output device 34 based on the production pattern designation command received from the production control board 120. The host RAM 152 is built into the host CPU 151, functions as a data work area during the arithmetic processing of the host CPU 151, and temporarily stores the data read from the host ROM 153.
[0043] Also, the host ROM 153 is composed of a mask ROM, and stores a program for the control processing of the host CPU 151, pattern array information associating the pattern numbers of the production symbols with the types of the production symbols 35, a display list generation program for generating a display list, an animation pattern for displaying the animation of the production pattern, animation scene information, etc. This animation pattern is referred to when displaying the animation of the production pattern, and stores combinations of the animation scene information included in the production pattern, the display order of each animation scene information, etc. Also, the animation scene information stores information such as a wait frame (display time), target data (sprite identification number, transfer source address, etc.), parameters (sprite display position, transfer destination address, etc.), and drawing method.
[0044] The CG ROM 154 is composed of a flash memory, an EEPROM, an EPROM, a mask ROM, etc., and stores compressed image data (sprites, movies, etc.) composed of a collection of pixel information in a predetermined range of pixels (for example, 32×32 pixels). Note that the pixel information is composed of color number information specifying a color number for each pixel and an α value indicating the transparency of the image. Furthermore, the CG ROM 154 stores, without compression, palette data in which the color number information specifying the color number is associated with the display color information for actually displaying the color. Note that the CGROM 154 may be configured to compress only a part of all the image data without compressing all of them. Also, as the movie compression method, various known compression methods such as MPEG4 can be used. Also, a large number of audio data are stored in the CGROM 154.
[0045] The crystal oscillator 155 outputs a pulse signal to the clock generation circuit 205 of the VDP 200. By dividing this pulse signal, a system clock for the VDP 200 to perform control, a synchronization signal for synchronizing with the image display device 31, etc. are generated in the clock generation circuit 205.
[0046] The VRAM 156 is composed of an SRAM with high-speed writing and reading of image data. Also, the VRAM 156 has a display list storage area 156a for temporarily storing the display list output from the host CPU 151, an expansion storage area 156b for storing the image data expanded by the expansion circuit 206, a first frame buffer 156c and a second frame buffer 156d for drawing or displaying an image. Also, palette data is stored in the VRAM 156. Note that the two frame buffers 156c and 156d alternate between a "drawing frame buffer" and a "display frame buffer" every time drawing starts.
[0047] The VDP 200 is a so-called image processor. Based on an instruction from the host CPU 151, it reads image data from one of the frame buffers (display frame buffer), generates a video signal (RGB signal, etc.) based on the read image data, and outputs it to the image display device. However, in the gaming machine of this embodiment, the VDP 200 is not merely an image processor but also has an audio output function. The VDP200 also includes a control register 201, a CG bus I / F 202, a CPU I / F 203, a clock generation circuit 205, an expansion circuit 206, a rendering circuit 207, a display circuit 208, a memory controller 209, and an audio control circuit 300.
[0048] The control register 201 is a register for the VDP200 to control rendering and display. Rendering control and display control are performed by writing and reading data to and from the control register 201. The host CPU 151 can write and read data to and from the control register 201 via the CPU I / F 203. This control register 201 includes six types of registers: a system control register for performing basic settings necessary for the VDP200 to operate, a data transfer register for setting the necessary settings for data transfer, a rendering register for setting the control of rendering, a bus interface register for setting the necessary settings for bus access, an expansion register for setting the necessary settings for decompressing compressed images, and a display register for setting the control of display.
[0049] The CG bus I / F 202 is an interface circuit for communication with the CGROM 154. Image data from the CGROM 154 is input to the VDP200 via the CG bus I / F 202. Also, the CPU I / F 203 is an interface circuit for communication with the host CPU 151. Via the CPU I / F 203, the host CPU 151 outputs a display list to the VDP200, accesses the control register, and inputs various interrupt signals from the VDP200. The data transfer circuit 204 performs data transfer between various devices. Specifically, it performs data transfer between the host CPU 151 and the VRAM 156, data transfer between the CGROM 154 and the VRAM 156, and data transfer between various storage areas (including the frame buffer) of the VRAM 156. The clock generation circuit 205 inputs a pulse signal from the crystal oscillator 155 and generates a system clock that determines the arithmetic processing speed of the VDP 200. Further, it generates a clock for generating a synchronization signal and outputs the synchronization signal to the image display device via the display circuit.
[0050] The decompression circuit 206 is a circuit for decompressing the image data compressed in the CGROM 154, and stores the decompressed image data in the expanded storage area 153b. The drawing circuit 207 is a circuit that performs sequence control by a display list composed of a group of drawing control commands. The display circuit 208 generates an RGB signal (analog signal) indicating the color data of the image as a video signal from the image data (digital signal) stored in the "display frame buffer" in the VRAM 156, and outputs the generated video signal (RGB signal) to the image display device 31. Further, the display circuit 208 also outputs a synchronization signal (vertical synchronization signal, horizontal synchronization signal, etc.) for synchronizing with the image display device 31 to the image display device 31. In this embodiment, as the video signal, an RGB signal obtained by converting a digital signal into an analog signal is output to the image display device 31, but the video signal may be output as a digital signal.
[0051] When there is an instruction to switch the frame buffer from the host CPU 151, the memory controller 209 performs control to switch between the "drawing frame buffer" and the "display frame buffer". The audio control circuit 300 reads a predetermined program based on a command transmitted from the effect control board 120, and controls the audio output in the audio output device 34. The audio control circuit 300 outputs audio using the audio data stored in the CGROM 154. In this case, the CGROM 154 is assumed to include an audio ROM for storing audio data.
[0052] Note that the audio data may be stored not in the CGROM 154 but in a separate audio source ROM provided in the VDP 154. In this case, since voice data is not stored in the fixed-capacity CGROM 154 and more image data can be stored, it is possible to make the production using video more diverse and impressive. Also, the voice control circuit 300 may not be included in the VDP 200 and may be independently provided within the image control board 150. In that case, the sound source ROM may be included in the voice control circuit 300.
[0053] Next, with reference to FIGS. 5 to 12, details of various tables stored in the main ROM 112 will be described. <Big Hit Determination Table> FIGS. 5(a) and 5(b) are diagrams showing an example of a big hit determination table referred to when the main CPU 111 determines whether or not the stop result of the special symbol variation is a big hit. FIG. 5(a) is the big hit determination table referred to in the first special symbol display device, and FIG. 5(b) is the big hit determination table referred to in the second special symbol display device. In the tables of FIGS. 5(a) and 5(b), although the winning or non-winning of a small hit is different, the big hit probability is the same. In FIG. 5(b), it wins a small hit, but in FIG. 5(a), it does not win a small hit.
[0054] In this specification, a game state in which the variation time shortening function of the special symbol display device and the variation time shortening function of the normal symbol display device are not operating is described as a non-time shortening game state, and a game state in which the above variation time shortening function is operating is described as a time shortening game state. The variation time shortening function is a function that shortens the variation time of special symbols and normal symbols, efficiently varies special symbols and normal symbols, and makes it an advantageous state for the player. Note that in conjunction with the variation time shortening function of the special symbol display device, an opening (operation) extension function of the normal electric accessory operates. The opening extension function of the normal electric accessory extends the normal opening (short opening) of the normal electric accessory to a long opening. When the normal electric accessory has a long opening, it becomes easier for game balls to win in the second start port 14, and it is possible to make it an advantageous state for the player. When in the short-time game state, that is, when the "variation time shortening function" is operating, the "release extension function of the normal electric accessory" is also operating.
[0055] Note that in this specification, the short-time game state includes "first short-time" and "second short-time". The "first short-time" is the short-time game state that is entered when winning a small or big win (operating the variation time shortening function) to enter the short-time game state, and is the short-time game state that is entered after executing the big win game. The "second short-time" is the so-called "ceiling short-time", and is the short-time game state that is entered when the total number of rotations (variations) of the first special symbol and the total number of rotations (variations) of the second special symbol reach a certain upper limit number (325 times). Different from the "first short-time", it is not the short-time game state that is entered after executing the big win game. Both the "first short-time" and the "second short-time" have different values respectively, but they are common in that they end based on the number of variations of the first special symbol, the number of variations of the second special symbol, and the number of winning times of the second special symbol.
[0056] In the big win determination table shown in FIG. 5(a), the main CPU 111 determines either "big win" or "loss" based on the extracted special symbol determination random number value. In the big win determination table shown in FIG. 5(b), the main CPU 111 determines either "big win" or "small win" based on the extracted special symbol determination random number value. For example, according to the big win determination table of the first special symbol display device shown in FIG. 5(a), one special symbol determination random number value is determined as "big win". And in the big win determination table of the first special symbol display device shown in FIG. 5(a), when the random number value is other than the above, it is determined as "loss". Since the random number range of the special symbol determination random number value is 0 to 128, in the big win determination table of the first special symbol display device, the probability of being determined as a big win is 1 / 129.
[0057] On the other hand, in the jackpot determination table of the second special symbol display device shown in FIG. 5(b), although the special symbol determination random number value determined as a jackpot is the same as that of the first special symbol display device, the special symbol determination random number value determined as a minor win is different from the jackpot determination table in the first special symbol display device. More precisely, in the jackpot determination table of the second special symbol display device, the minor wins that did not win in the jackpot determination table of the first special symbol display device now win. In the jackpot determination table of the second special symbol display device in FIG. 5(b), it will always win either a jackpot or a minor win and will never result in a loss. For example, in the jackpot determination table of the second special symbol display device, when the special symbol determination random number value is all random number values other than those corresponding to a jackpot, it is determined as a "minor win". Therefore, in the jackpot determination table of the second special symbol display device, similar to the jackpot determination table of the second special symbol display device, the probability of being determined as a jackpot is 1 / 129, and the probability of being determined as a minor win is 128 / 129.
[0058] <Winning determination table> FIG. 5(c) is a diagram showing a winning determination table referred to when the main CPU 111 determines whether or not to regard the stop result of the normal symbol variation as a win. The winning determination table shown in FIG. 5(c) is composed of a non-time-reduced game state random number determination table and a time-reduced game state random number determination table. Referring to the game state, either the non-time-reduced game state random number determination table or the time-reduced game state random number determination table is selected, and based on the selected table and the extracted winning determination random number value, it is determined whether it is a "win" or a "loss". In the winning determination table shown in FIG. 5(c), in both the non-time-reduced game state and the time-reduced game state, the probability that the normal symbol is determined as a win is 64447 / 64448, which is almost determined as a win. The probability of being determined as a win can be set to 64448 / 64448 = 1 / 1 so that the normal symbol always wins.
[0059] <Symbol Determination Table> FIG. 6 is a diagram showing a symbol determination table for determining the stop symbol of a special symbol. FIG. 6(a) is a big win symbol determination table for the main CPU 111 to determine the stop symbol at the time of a big win. The main CPU 111 determines the stop symbol based on the extracted big win symbol random value. Each symbol determination table is configured for each special symbol display device, and is composed of a symbol determination table for the first special symbol display device and a symbol determination table for the second special symbol display device. FIG. 6(b) is a small win symbol determination table for the main CPU 111 to determine the stop symbol at the time of a small win. The main CPU 111 determines the stop symbol based on the extracted small win symbol random value. As described for the big win determination table in FIG. 5, the gaming machine of the present embodiment wins a small win only in the second special symbol display device and does not win a small win in the first special symbol display device. Therefore, the small win symbol determination table has only the small win symbol determination table for the second special symbol display device. FIG. 6(c) is a losing symbol determination table for determining the stop symbol at the time of a loss.
[0060] In the big win symbol determination table shown in FIG. 6(a), the main CPU 111 refers to the big win symbol random value. Hereinafter, the processing by the main CPU 111 will be described. When it is determined that there is a big win in the first special symbol display device 20, if the big win symbol random value is "0", "01" (first special symbol A) is determined as the stop symbol data. Further, at the start of the variation of the special symbol, based on the determined type of the special symbol (stop symbol data), production symbol designation commands "E0H" and "01H" as information of the special symbol are generated. The ratio (probability) of determining the first special symbol A is 1%. When the first special symbol A is determined, it shifts to a time-saving gaming state after an 8R big win (the time-saving function operates), and during this time-saving gaming state, up to 5 winnings to the second start port 14 can occur (up to 5 game balls can win).
[0061] Also, when it is determined as a big win in the first special symbol display device 20, if the random number value for the big win symbol is "1", "02" (the first special symbol B) is determined as the stop symbol data, and the effect symbol designation commands "E0H" and "02H" are generated. The ratio (probability) at which the first special symbol B is determined is 1%. When the first special symbol B is determined, it shifts to the time-saving game state after a big win in 3R (the time-saving function activates), and during this time-saving game state, a maximum of 5 winnings to the second start port 14 can occur (allowing up to 5 game balls to win).
[0062] Also, when it is determined as a big win in the first special symbol display device 20, if the random number value for the big win symbol is "2" to "5", "03" (the first special symbol C) is determined as the stop symbol data, and the effect symbol designation commands "E0H" and "03H" are generated. The ratio (probability) at which the first special symbol C is determined is 4%. When the first special symbol C is determined, it shifts to the time-saving game state after a big win in 3R (the time-saving function activates), and during this time-saving game state, a maximum of 4 winnings to the second start port 14 can occur (allowing up to 4 game balls to win).
[0063] Also, when it is determined as a big win in the first special symbol display device 20, if the random number value for the big win symbol is "6" to "16", "04" (the first special symbol D) is determined as the stop symbol data, and the effect symbol designation commands "E0H" and "04H" are generated. The ratio (probability) at which the first special symbol D is determined is 11%. When the first special symbol D is determined, it shifts to the time-saving game state after a big win in 3R (the time-saving function activates), and during this time-saving game state, a maximum of 3 winnings to the second start port 14 can occur (allowing up to 3 game balls to win).
[0064] Also, when it is determined as a big win in the first special symbol display device 20, if the random number value for the big win symbol is "17" to "49", "05" (the first special symbol E) is determined as the stop symbol data, and the effect symbol designation commands "E0H" and "05H" are generated. The ratio (probability) at which the first special symbol E is determined is 34%. When the first special symbol E is determined, after a jackpot in 3R, a time-saving game state is entered (the time-saving function is activated), and during this time-saving game state, up to two winnings at the second start port 14 can occur (allowing up to two game balls to win). Also, when a jackpot is determined in the first special symbol display device 20, if the jackpot symbol random value is between "50" and "99", "06" (the first special symbol F) is determined as the stop symbol data, and production symbol designation commands "E0H" and "06H" are generated. The ratio (probability) at which the first special symbol F is determined is 49%. When the first special symbol F is determined, after a jackpot in 3R, a time-saving game state is not entered (the time-saving function is not activated).
[0065] Also, when a jackpot is determined in the second special symbol display device 21, if the jackpot symbol random value is between "0" and "1", "07" (the second special symbol J) is determined as the stop symbol data, and production symbol designation commands "E1H" and "05H" are generated. The ratio (probability) at which the second special symbol J is determined is 2%. When the second special symbol J is determined, after an 8R jackpot, a time-saving game state is entered (the time-saving function is activated), and during this time-saving game state, up to three winnings at the second start port 14 can occur (allowing up to three game balls to win).
[0066] Also, when a jackpot is determined in the second special symbol display device 21, if the jackpot symbol random value is between "2" and "9", "08" (the second special symbol K) is determined as the stop symbol data, and production symbol designation commands "E1H" and "06H" are generated. The ratio (probability) at which the second special symbol K is determined is 8%. When the second special symbol K is determined, after an 8R jackpot, a time-saving game state is entered (the time-saving function is activated), and during this time-saving game state, up to two winnings at the second start port 14 can occur (allowing up to two game balls to win).
[0067] Also, when it is determined that there is a big win in the second special symbol display device 21, if the random number value for the big win symbol is from "10" to "71", "09" (second special symbol L) is determined as the stop symbol data, and the effect symbol designation commands "E1H" and "07H" are generated. The ratio (probability) at which the second special symbol L is determined is 62%. When the second special symbol L is determined, after a big win in 3R, the game shifts to a time-saving game state (the time-saving function is activated), and during this time-saving game state, it is possible to generate a maximum of one winning in the second start port 14 (allow a maximum of one game ball to win).
[0068] Also, when it is determined that there is a big win in the second special symbol display device 21, if the random number value for the big win symbol is from "72" to "99", "10" (second special symbol L) is determined as the stop symbol data, and the effect symbol designation commands "E1H" and "08H" are generated. The ratio (probability) at which the second special symbol M is determined is 28%. When the second special symbol M is determined, after a big win in 3R, the game does not shift to a time-saving game state (the time-saving function is not activated).
[0069] In the small win symbol determination table shown in FIG. 6(b), the random number value for the small win symbol is referred to. And when it is determined that there is a small win in the second special symbol display device 21, if the random number value for the small win symbol is from "0" to "1", "11" (special symbol A for small win) is determined as the stop symbol data. And at the start of the variation of the special symbol, based on the type of the determined special symbol (stop symbol data), the effect symbol designation commands "E1H" and "01H" are generated. The ratio (probability) at which the special symbol A for small win is determined is 2%. When the special symbol A for small win is determined, after the execution of an 8R big win after a small win, the game shifts to a time-saving game state (the time-saving function is activated), and during this time-saving game state, it is possible to generate a maximum of three winnings in the second start port 14 (allow up to three game balls to win).
[0070] Also, when it is determined as a minor win in the second special symbol display device 21, if the random number value for the minor win symbol is from "2" to "9", "12" (special symbol B for minor win) is determined as the stop symbol data, and production symbol designation commands "E1H" and "02H" are generated. The ratio (probability) at which the special symbol B for minor win is determined is 8%. When the special symbol B for minor win is determined, after the 8R big win after the minor win, the game shifts to the time-saving game state (the time-saving function activates), and during this time-saving game state, up to two winnings can occur at the second start port 14 (up to two game balls can win).
[0071] Also, when it is determined as a minor win in the second special symbol display device 21, if the random number value for the minor win symbol is from "10" to "71", "13" (special symbol C for minor win) is determined as the stop symbol data, and production symbol designation commands "E1H" and "03H" are generated. The ratio (probability) at which the special symbol C for minor win is determined is 62%. When the special symbol C for minor win is determined, after the 3R big win after the minor win, the game shifts to the time-saving game state (the time-saving function activates), and during this time-saving game state, up to one winning can occur at the second start port 14 (up to one game ball can win).
[0072] Also, when it is determined as a minor win in the second special symbol display device 21, if the random number value for the minor win symbol is from "72" to "79", "14" (special symbol D for minor win) is determined as the stop symbol data, and production symbol designation commands "E1H" and "04H" are generated. The ratio (probability) at which the special symbol D for minor win is determined is 28%. When the special symbol D for minor win is determined, after the 3R big win after the minor win, the game does not shift to the time-saving game state (the time-saving function does not activate).
[0073] The time-saving games conducted by winning the first special symbols A to E, the second special symbols J and K, and the special symbols A and B for minor win are in the easy winning state 1. The time-saving games conducted by winning the second special symbol L and the special symbol C for minor win are in the easy winning state 2. In this embodiment, between the winning-easy state 1 and the winning-easy state 2, there is no difference in the operation pattern of the normal electric accessory, but the variation pattern (variation time) of the normal symbol is different.
[0074] Next, in the losing symbol determination table shown in FIG. 6(c), when it is determined as a loss in the first special symbol display device 20, "00" is used as the stop symbol data (determine the special symbol 0 (loss), and at the start of the variation of the special symbol, the effect symbol designation commands "E0H" and "00H" are generated. Also, when it is determined as a loss in the second special symbol display device 21, "00" (special symbol 0 (loss)) is determined as the stop symbol data, and at the start of the variation of the special symbol, the effect symbol designation commands "E1H" and "00H" are generated. Since the post-bonus game state and the bonus mode are determined by the type of special symbol (stop symbol data), it can be said that the type of special symbol determines the game state and the bonus mode after the end of the bonus game.
[0075] FIG. 7 is a diagram for explaining the number of variations that trigger the end of the time-saving game state and the number of valid winning times at the second start port. Using FIG. 7, the conditions for the end of the time-saving game state will be explained. This condition is obtained as a confirmation or as a result of the jackpot symbol determination table in FIG. 6. As will be described later, the end conditions of the time-saving game state in the gaming machine 1 are the number of variations of the first special symbol and the number of variations of the second special symbol. In addition, as a time-saving end condition characteristic of this embodiment, when a game ball wins the second start port 14 a predetermined number of valid winning times (once in the case of the second special symbol) in the time-saving game state, the time-saving game state ends. Also, as will be described below, the time-saving game state also ends by winning a minor jackpot a specified number of times (once). That is, the gaming machine 1 ends the time-saving game state when any one of the three conditions, namely, winning the number of valid winning times at the second start port 14, ending the specified number of variations, and winning a minor jackpot the specified number of times (once), is satisfied.
[0076] In FIG. 7 and the following description, the number of times of the first special symbol and the number of times of the second special symbol, which are the end conditions of the time-saving game state, are denoted as J1 and J2, respectively, and will be described. Also, the number of valid winning times for the second start port 14 is described as the number of valid winning times for the second special symbol. Also, the end condition of the time-saving game state is defined based on the game state at the time of winning the jackpot when shifting to the corresponding time-saving game state. The game state at the time of winning the jackpot will be described later.
[0077] When the first special symbol A is selected in the jackpot symbol lottery during the non-time-saving game state and the time-saving game state, the time-saving game state that transitions after the jackpot game ends when the first special symbol changes 9 times (J1) or the second special symbol changes 1 time (J2). The number of valid winning times for the second special symbol is 5 times. When the first special symbol B is selected in the jackpot symbol lottery during the non-time-saving game state and the time-saving game state, the time-saving game state that transitions after the jackpot game ends when the first special symbol changes 9 times (J1) or the second special symbol changes 1 time (J2). The number of valid winning times for the second special symbol is 5 times.
[0078] When the first special symbol C is selected in the jackpot symbol lottery during the non-time-saving game state and the time-saving game state, the time-saving game state that transitions after the jackpot game ends when the first special symbol changes 9 times (J1) or the second special symbol changes 1 time (J2). The number of valid winning times for the second special symbol is 4 times. When the first special symbol D is selected in the jackpot symbol lottery during the non-time-saving game state and the time-saving game state, the time-saving game state that transitions after the jackpot game ends when the first special symbol changes 9 times (J1) or the second special symbol changes 1 time (J2). The number of valid winning times for the second special symbol is 3 times.
[0079] When the first special symbol E is selected in the jackpot symbol lottery during the non-time-saving game state and the time-saving game state, the time-saving game state that transitions after the jackpot game ends when the first special symbol changes 9 times (J1) or the second special symbol changes 1 time (J2). The number of valid winning times for the second special symbol is 2 times. When the first special symbol F is selected in the jackpot symbol lottery during the non-time-limited game state and the time-limited game state, the time-limited game state that transitions after the jackpot game ends when the first special symbol changes 0 times (J1) or the second special symbol changes 0 times (J2). The effective winning times of the second special symbol are 0 times. Regardless of the game state, when the first special symbol F is selected, the time-limited game state is not entered after the jackpot.
[0080] When the second special symbol J is selected in the jackpot symbol lottery during the non-time-limited game state and the time-limited game state, the time-limited game state that transitions after the jackpot game ends when the first special symbol changes 9 times (J1) or the second special symbol changes 1 time (J2). The effective winning times of the second special symbol are 3 times. When the second special symbol K is selected in the jackpot symbol lottery during the non-time-limited game state and the time-limited game state, the time-limited game state that transitions after the jackpot game ends when the first special symbol changes 9 times (J1) or the second special symbol changes 1 time (J2). The effective winning times of the second special symbol are 2 times.
[0081] When the second special symbol L is selected in the jackpot symbol lottery during the non-time-limited game state and the time-limited game state, the time-limited game state that transitions after the jackpot game ends when the first special symbol changes 9 times (J1) or the second special symbol changes 1 time (J2). The effective winning times of the second special symbol are 1 time. When the second special symbol M is selected in the jackpot symbol lottery during the non-time-limited game state and the time-limited game state, the time-limited game state that transitions after the jackpot game ends when the first special symbol changes 9 times (J1) or the second special symbol changes 1 time (J2). The effective winning times of the second special symbol are 0 times. Regardless of the game state, when the second special symbol M is selected, the time-limited game state is not entered after the jackpot.
[0082] When the special symbol A for small wins is selected in the small win symbol lottery during the non-time-limited game state, the time-limited game state that transitions after the jackpot game ends when the first special symbol changes 9 times (J1) or the second special symbol changes 1 time (J2). The effective winning times of the second special symbol are 3 times. When the special symbol B for small wins is selected in the small win symbol lottery during the non-time-saving game state, the time-saving game state that transitions after the big win game ends when the first special symbol changes 9 times (J1) or the second special symbol changes 1 time (J2). The effective winning times of the second special symbol are 2 times.
[0083] When the special symbol C for small wins is selected in the small win symbol lottery during the non-time-saving game state, the time-saving game state that transitions after the big win game ends when the first special symbol changes 9 times (J1) or the second special symbol changes 1 time (J2). The effective winning times of the second special symbol are 1 time. When the special symbol D for small wins is selected in the small win symbol lottery during the non-time-saving game state, the time-saving game state that transitions after the big win game ends when the first special symbol changes 0 times (J1) or the second special symbol changes 0 times (J2). The effective winning times of the second special symbol are 0 times. The special symbol D for small wins is a special symbol that does not transition to the time-saving game state (does not activate the time-saving function). As described below, the change of the second special symbol can be performed during the time-saving game state after winning the time-saving big win by the change of the first special symbol, during the time-saving game state after winning the time-saving small win by the change of the second special symbol, and during the non-time-saving game state (when the time-saving function is not activated) after winning the non-time-saving small win by the change of the second special symbol. However, as shown in FIG. 8(e), even if the change of the second special symbol is performed during the time-saving game state (when the time-saving function is activated), winning a small win makes the game state become the non-time-saving game state, and the winning small win is regarded as the one won during the non-time-saving game state (when the time-saving function is not activated). Therefore, in FIG. 7, regarding small wins, the time-saving game state transitioning from the non-time-saving game state is described. In the following description, the special symbol for small wins is described as the "small win symbol".
[0084] As described with reference to FIG. 7, in the gaming machine 1 of the present embodiment, the end condition of the time-limited gaming state is defined based on the gaming state at the time of jackpot winning for the jackpot that has been determined to shift to the corresponding time-limited gaming state. The "gaming state at the time of jackpot winning" referred to here is the gaming state at an appropriate timing before the start of the jackpot game, which will be described below. In the present embodiment, the reference timings of the gaming states at the time of jackpot winning for determining the end conditions of the time-limited gaming states that shift after each jackpot are different between the case of a single jackpot with time limit and the case of a double jackpot with time limit. Here, the "single jackpot" is a jackpot that is carried out without passing through a minor win, and the "double jackpot" is a jackpot that is carried out via a minor win.
[0085] In the gaming machine 1 of the single / double mixed type, when a game ball passes through the specific area 17 during a minor win, the jackpot state is entered. When a minor win occurs, the specific area 17 is opened, and when a game ball passes through the specific area 17 (when it wins a V entry), the jackpot game state is entered. This is called a double jackpot. The configuration of the specific area is not limited to the above. The inside of the big winning opening 16 or a separately provided second big winning opening (big winning device) may have a configuration in which a specific area 17 through which a game ball that has passed through the big winning can pass and a non-specific area are formed. In that case, at the big winning opening, a sensor for detecting the winning of a game ball into the big winning opening is provided upstream of the specific area 17 and the non-specific area, the specific area 17 is provided with a specific area sensor for detecting the passage of a game ball through the specific area 17, and the non-specific area is provided with a non-specific area sensor for detecting the passage of a game ball through the non-specific area. There is a sorting device for sorting game balls into the specific area 17 and the non-specific area inside the big winning opening, and this sorting device can cause a game ball to win in either the specific area 17 or the non-specific area. As described with reference to FIG. 5, in the case of the gaming machine of the present embodiment, in the first special symbol lottery, it does not win a minor jackpot, and in the second special symbol lottery, it can win a minor jackpot and a major jackpot. Therefore, in this specification, it can win a first type of major jackpot by the first special symbol lottery, and can win a first type of major jackpot or a second type of major jackpot by the second special symbol lottery. Here, although it is described as "winning the second type of major jackpot", actually, what is won is a minor jackpot. As a result of winning the minor jackpot, when the game ball passes through the specific area 17 as described above during the minor jackpot, the second type of major jackpot is executed.
[0086] As described below with reference to FIG. 8, in the case of the first type of major jackpot with time shortening, the start timing of the variation when winning that major jackpot is set as the reference timing of the gaming state used for determining the time shortening end condition. In addition, when winning a major jackpot (special symbols A to E, J to L) that shifts to the time shortening gaming state after the major jackpot, it shifts to the time shortening gaming state (the time shortening function activates) after the first type of major jackpot. However, when winning a major jackpot (special symbols F, M) that does not shift to the time shortening gaming state after the major jackpot, even if a V winning occurs, it does not shift to the time shortening gaming state (the time shortening function does not activate) after the major jackpot. In the case of the second type of major jackpot with time shortening, the timing of V winning before that major jackpot is set as the reference timing of the gaming state used for determining the time shortening end condition. In addition, when winning a minor jackpot (minor jackpot symbols A to C) that shifts to the time shortening gaming state after the major jackpot, when the game ball passes through the specific area 17 (V winning occurs), the major jackpot game (second type of major jackpot) is performed, and then it shifts to the time shortening gaming state (the time shortening function activates). However, when winning a minor jackpot (minor jackpot symbol D) that does not shift to the time shortening gaming state after the major jackpot, even if a V winning occurs, it does not shift to the time shortening gaming state (the time shortening function does not activate) after the major jackpot.
[0087] FIG. 8 is a diagram for explaining the reference timing of the gaming state. Figs. 8(a) to 8(c) illustrate the reference timings of the game states related to a first type of jackpot with time shortening, and Figs. 8(d) to 8(e) illustrate the reference timings of the game states related to a second type of jackpot with time shortening. Fig. 8(a) shows the reference timing of the game state at the time of winning a first type of jackpot with time shortening, which was won in the lottery of the first special symbol or the second special symbol conducted during the non-time-shortening game state (when the time shortening function is not operating). In Fig. 8(a), the variation of the first special symbol or the second special symbol that wins the jackpot starts during the non-time-shortening game state. After the end of the variation time and the elapse of the confirmation time, the condition device operates to enter the jackpot game state, and the player starts hitting the right button. From the start of the symbol variation until after the start of the jackpot game, the time shortening function is not operating. Regarding the first type of jackpot with time shortening, the reference timing of the game state used to determine the time shortening end condition is the start of the variation of the winning variation. Therefore, in the case of Fig. 8(a), the game state at the time of winning the jackpot used to determine the time shortening end condition is the non-time-shortening game state, and the time shortening game state that transitions after the jackpot is the "time shortening game state transitioning from the non-time-shortening game state".
[0088] Fig. 8(b) shows the reference timing of the game state at the time of winning a first type of jackpot, which was won in the lottery of the first special symbol or the second special symbol conducted other than the final variation during the time shortening game state (when the time shortening function is operating). In Fig. 8(b), the variation of the first special symbol or the second special symbol that wins the jackpot starts during the time shortening game state. After the end of the variation time and the elapse of the confirmation time, the condition device operates to enter the jackpot game state, and the time shortening game state (operation of the time shortening function) that was continuing during the symbol variation ends. The player continues to hit the right button from the start of the symbol variation until after the start of the jackpot game. Regarding a jackpot of one type with time shortening, the reference timing of the game state used to determine the time shortening end condition is the start of the variation in which the jackpot is won. Therefore, in the case of Fig. 8(b), the game state at the time of winning the jackpot used to determine the time shortening end condition is the time shortening game state, and the time shortening game state that transitions after the jackpot is the "time shortening game state that has transitioned from the time shortening game state".
[0089] Also, as shown in Fig. 8(c), regarding a jackpot of one type won in the lottery of the first special symbol or the second special symbol performed in the final variation during the time shortening game state (while the time shortening function is operating), the reference timing of the game state at the time of winning the jackpot is shown. In Fig. 8(c), during the time shortening game state, the variation of the first special symbol or the second special symbol that wins the jackpot starts, and at the end of the variation time, the time shortening game state (operation of the time shortening function) that has continued from during the symbol variation ends, and the player ends the right strike. After the confirmation time has elapsed, the condition device operates to enter the jackpot game state, and the player starts the right strike. Regarding a jackpot of one type with time shortening, the reference timing of the game state used to determine the time shortening end condition is the start of the variation in which the jackpot is won. Therefore, in the case of Fig. 8(c), the game state at the time of winning the jackpot used to determine the time shortening end condition is the time shortening game state, and the time shortening game state that transitions after the jackpot is the "time shortening game state that has transitioned from the time shortening game state".
[0090] Fig. 8(d) shows the reference timing of the game state at the time of winning a jackpot of two types won as a result of the lottery of the second special symbol performed during the non-time shortening game state (while the time shortening function is not operating). In Fig. 8(d), during the non-time shortening game state (while the time shortening function is not operating), the variation of the second special symbol that wins a minor jackpot starts, and after the end of the variation time and after the confirmation time has elapsed, in the minor jackpot game that is performed, the player starts the right strike and when winning a V prize, the condition device operates, and then it enters the jackpot game state. From during the variation of the second special symbol until after the start of the jackpot game, the time shortening function is not operating. Regarding the two big wins, the reference timing of the game state used to determine the time-limit end condition is at the time of V-win. Therefore, in the case of Fig. 8(d), the game state at the time of big win selection used to determine the time-limit end condition is the non-time-limit game state, and the time-limit game state that transitions after the big win is the "time-limit game state transitioned from the non-time-limit game state".
[0091] Fig. 8(e) shows the reference timing of the game state at the time of big win selection for the two big wins selected as a result of the lottery of the second special symbol performed other than the final variation during the time-limit game state (while the time reduction function is operating). In Fig. 8(e), during the time-limit game state, when the variation of the second special symbol that wins a small win starts, and after the end of the variation time, if the time-limit end condition is satisfied, the time-limit game state (operation of the time reduction function) that has continued since the variation of the second special symbol ends at that point, and the player ends the right strike. In the small win game performed after the elapse of the confirmation time, when the player starts the right strike and wins a V-win, the condition device operates and then enters the big win game state. The player continues the right strike from during the small win game. Regarding the two big wins, the reference timing of the game state used to determine the time-limit end condition is at the time of V-win. Therefore, in the case of Fig. 8(e), the game state at the time of big win selection used to determine the time-limit end condition is the non-time-limit game state, and the time-limit game state that transitions after the big win is the "time-limit game state transitioned from the non-time-limit game state".
[0092] Fig. 9 is a diagram showing the winning normal symbol determination table referred to when determining the normal symbol based on the stop result of the normal symbol variation. Fig. 9(a) is the normal symbol determination table referred to by the main CPU 111 when it is determined to be a win by the determination of the winning random number value, and Fig. 9(b) is a diagram showing the variation pattern determination table of the normal symbol referred to by the main CPU 111. The normal symbol determination table in Fig. 9(a) is composed of a symbol determination table for the non-time-limit game state, a symbol determination table for the time-limit game state (winning easy state 1), and a symbol determination table for the time-limit game state (winning easy state 2). The main CPU 111 refers to the game state and selects the symbol determination table for the non-time-limited game state in (a-1), or the symbol determination table for the time-limited game state (easy winning state 1) in (a-2), or the symbol determination table for the time-limited game state (easy winning state 2) in (a-3), and determines the stop symbol based on the selected table and the extracted random number value for the normal symbol.
[0093] The processing by the main CPU 111 will be described below. When the random number value for the normal symbol of the normal symbol display device 22 is determined to be a winning in the winning determination table and the game state is a non-time-limited game state, as shown in FIG. 9(a-1), if the random number value for the normal symbol is from "0" to "65534", the normal symbol A is determined, and if the random number value for the normal symbol is "65535", the normal symbol B is determined. In the non-time-limited game state, when the normal symbol A is determined, the normal electric accessory is activated for 0.044 seconds (so-called short release is performed), and when the normal symbol B is determined, the normal electric accessory is activated for 0.044 seconds (short release is performed). That is, in the non-time-limited game state, the short release of the normal electric accessory is always performed. In this case, both the normal symbol A and the normal symbol B are "short release symbols".
[0094] When the random number value for the normal symbol of the normal symbol display device 22 is determined to be a winning in the winning determination table and the game state is a time-limited game state (easy winning state 1), as shown in FIG. 9(a-2), if the random number value for the normal symbol is from "0" to "65534", the normal symbol A is determined, and if the random number value for the normal symbol is "65535", the normal symbol B is determined. In the time-limited game state (easy winning state 1), when the normal symbol A is determined, the normal electric accessory is activated for 5.760 seconds (so-called long release is performed), and when the normal symbol B is determined, the normal electric accessory is activated for 5.760 seconds (long release is performed). That is, in the easy winning state 1, contrary to the non-time-limited game state, the long release of the normal electric accessory is always performed. In this case, both the normal symbol A and the normal symbol B are "long release symbols".
[0095] When the random number value for the normal symbol display device 22 is determined to be a winning in the winning determination table and the game state is the time-saving game state (easy winning state 2), as shown in Fig. 9(a-3), if the random number value for the normal symbol is from "0" to "65534", the normal symbol A is determined, and if the random number value for the normal symbol is "65535", the normal symbol B is determined. In the time-saving game state (easy winning state 2), when the normal symbol A is determined, the normal electric accessory is operated for 5.760 seconds (long release is performed), and when the normal symbol B is determined, the normal electric accessory is also operated for 5.760 seconds (long release is performed). In the easy winning state 2, contrary to the non-time-saving game state, the long release of the normal electric accessory is always performed. In this case, both the normal symbol A and the normal symbol B are "long release symbols".
[0096] As described above, since both the normal symbols A and B correspond to short releases in the table of Fig. 9(a-1) for the non-time-saving game state and both correspond to long releases in the tables of Fig. 9(a-2) or (a-3) for the time-saving game state, the normal electric accessory always performs a short release during non-time-saving games and always performs a long release during time-saving games.
[0097] In any of the cases of (a-1), (a-2), and (a-3), when the normal symbol is determined to be the normal symbol A, "01" is determined as the stop symbol data, and at the start of the variation of the normal symbol, the normal symbol designation commands "E8H" and "01H" are generated. Also, when the normal symbol is determined to be the normal symbol B, "02" is determined as the stop symbol data, and at the start of the variation of the normal symbol, the normal symbol designation commands "E8H" and "02H" are generated. Note that in Fig. 9, two patterns are exemplified as the operation patterns (operation modes) of the normal electric accessory. However, in addition to the long release (operation for 5.760 seconds) and the short release (operation for 0.044 seconds), there may be other release patterns. In that case, the gaming machine 1 has other easy winning states 3, 4,... in which the operation time of the normal electric accessory is different from the above 5.760 seconds and 0.044 seconds when the normal symbol A and the normal symbol B are selected.
[0098] Further, it may be configured such that a long release rarely occurs in the non-time-limit game state and a short release rarely occurs in the time-limit game state. In that case, for example, when a normal symbol C different from the normal symbols A and B is selected in the non-time-limit game state, a long release is set, and when the normal symbol C is selected in the time-limit game state, a short release is set. In either the time-limit game state or the non-time-limit game state, the probability of selecting the normal symbol C is made extremely low. Without using the normal symbol C, it may simply be configured such that when the normal symbol B is selected in the non-time-limit game state, a long release is set, and when the normal symbol B is selected in the time-limit game state, a short release is set.
[0099] FIG. 9(b) is a diagram showing a variation time determination table referred to when determining the variation time of the normal symbol. As shown in the table of FIG. 9(b), when the game state is the non-time-limit game state, the main CPU 111 sets the variation time of the normal symbols A and B to, for example, 5.10 seconds. When the game state is the time-limit game state (winning easy state 1), the main CPU 111 sets the variation time of the normal symbols A and B to, for example, 5.00 seconds. When the game state is the time-limit game state (winning easy state 2), the main CPU 111 sets the variation time of the normal symbols A and B to, for example, 1.00 seconds. In this way, the variation time of the normal symbol is determined based on the lottery result of the normal symbol and the game state. There may be various variations other than the above for the variation time. Even in the same game state, the variation time may be made different depending on the normal symbols A, B,....
[0100] <Variation Pattern Determination Table> FIGS. 10 and 11 are diagrams showing a variation pattern determination table for determining the variation pattern of the special symbol. FIG. 10 is an example of the variation pattern determination table referred to in the non-time-limit game state, and FIG. 11 is an example of the variation pattern determination table referred to in the time-limit game state. Specifically, based on the variation pattern determination table, the main CPU 111 determines the variation pattern according to the type of special symbol display device, the random number value for special symbol determination (winning or losing of a big win), the random number value for big win symbols (big win symbols), the presence or absence of a time-limited game state, the number of reserved special symbols, the random number value for reach determination, and the random number value for variation pattern (random number value for special symbol variation). The variation pattern is determined at the start of the variation of the special symbol, and a variation pattern specification command is generated based on the determined variation pattern. This variation pattern specification command is transmitted from the main control board 110 to the effect control board 120 in the output control process.
[0101] In the gaming machine 1 of the present embodiment, since it is configured to always perform a reach when there is a big win or a small win, it is configured not to refer to the random number value for reach determination when there is a big win or a small win. The "reach" in the present embodiment refers to a situation where, after a part of the combination of the effect symbols 35 that notifies the transition to a special game stops being displayed, the remaining part of the effect symbols 35 continues to be variably displayed. For example, when a combination of three-digit effect symbols 35 of "777" is set as the combination of effect symbols 35 that notifies the transition to a big win game, a state where two effect symbols 35 stop being displayed as "7" and the remaining effect symbols 35 are being variably displayed.
[0102] Also, when the MODE is "E6H", the variation pattern specification command indicates that it is a variation pattern specification command corresponding to the variation pattern determined at the start of the variation of the special symbol of the first special symbol display device 20 when a game ball enters the first start port 13. When the MODE is "E7H", the variation pattern specification command indicates that it is a variation pattern specification command corresponding to the variation pattern determined at the start of the variation of the special symbol of the second special symbol display device 21 when a game ball enters the second start port 14. And the DATA of the variation pattern specification command indicates a specific variation pattern number. That is, the variation pattern specification command is also information indicating the variation pattern.
[0103] <Variable Pattern Determination Table for Non-Time-Saving Game States> The variable pattern determination table for non-time-saving game states shown in FIG. 10 will be described. In the variable pattern determination table shown in FIG. 10, as the variable patterns of the special symbols of the first special symbol display device 20, variable patterns 1, 2-1, 2-2, 3-1, 3-2, 4, 5-1, 5-2, 6-1, 6-2, 7, 8-1, 8-2, 9-1, 9-2, 10, 11, 12-1, 12-2, 13-1, 13-2, 15 are set. Also, as the variable patterns of the special symbols of the second special symbol display device 21, variable patterns 41, 42, 43, 44, 45, 46, 47, 48, 51, 52, 53, 54, 55, 56, 57, 58 are set. Based on the type of the special symbol display device, the special symbol determination random value (winning or losing of the big win), the big win symbol random value (big win symbol), the special symbol hold number, the reach determination random value, and the variable pattern random value, one of these variable patterns is selected with the allocation shown in FIG. 10.
[0104] In the following description, "Normal Reach (Effect)" is a reach effect with a low expectation of winning a big win where two effect symbols 35 (left symbol, right symbol) temporarily stop in the left and right regions of the display unit of the image display device 31, and the remaining one effect symbol 35 varies in the central region. "SP Reach Effect" is a super reach with a higher expectation of winning a big win (where a special game is executed) than the above "Normal Reach (Effect)". Furthermore, "SPSP Reach (Effect)" is a reach with an even higher expectation of winning a big win (where a special game is executed) than "SP Reach (Effect)". It develops from "SP Reach (Effect)" or directly from "Normal Reach (Effect)". Different effect screens, movies, etc. are displayed compared to "SP Reach (Effect)".
[0105] For example, when variation pattern 1 is selected, in the effect performed by the effect control board 120 using a variation time of 40,000 ms, after executing the normal reach effect, it corresponds to an effect with a shorter time per win. In this case, after the win per spin (8R), a game state with shortened time is entered (the time shortening function is activated). Also, when variation pattern 2-1 is selected, in the effect performed by the effect control board 120 using a variation time of 60,000 ms, after executing the normal reach effect, SP reach 1 is executed, and it corresponds to an effect with a shorter time per win. In this case, after the win per spin (8R), a game state with shortened time is entered (the time shortening function is activated). Also, when variation pattern 2-2 is selected, in the effect performed by the effect control board 120 using a variation time of 60,000 ms, after executing the normal reach effect, SP reach 2 is executed, and it corresponds to an effect with a shorter time per win. In this case, after the win per spin (8R), a game state with shortened time is entered (the time shortening function is activated). Also, when variation pattern 3-1 is selected, in the effect performed by the effect control board 120 using a variation time of 70,000 ms, after executing the normal reach effect, SPSP reach 1 is executed via or directly from the SP reach effect, and it corresponds to an effect with a shorter time per win. In this case, after the win per spin (8R), a game state with shortened time is entered (the time shortening function is activated). Also, when variation pattern 3-2 is selected, in the effect performed by the effect control board 120 using a variation time of 70,000 ms, after executing the normal reach effect, SPSP reach 2 is executed via or directly from the SP reach effect, and it corresponds to an effect with a shorter time per win. In this case, after the win per spin (8R), a game state with shortened time is entered (the time shortening function is activated).
[0106] Further, when the variation pattern 4 is selected, in the effect performed by the effect control board 120 using a variation time of 40,000 ms, after executing the normal reach effect, it corresponds to an effect with a short hit with time shortening. In this case, after the short hit (3R), a game state with time shortening is entered (the time shortening function is activated). Also, when the variation pattern 5-1 is selected, in the effect performed by the effect control board 120 using a variation time of 60,000 ms, after executing the normal reach effect, SP reach 1 is executed, and it corresponds to an effect with a short hit with time shortening. In this case, after the short hit (3R), a game state with time shortening is entered (the time shortening function is activated). Also, when the variation pattern 5-2 is selected, in the effect performed by the effect control board 120 using a variation time of 60,000 ms, after executing the normal reach effect, SP reach 2 is executed, and it corresponds to an effect with a short hit with time shortening. In this case, after the short hit (3R), a game state with time shortening is entered (the time shortening function is activated).
[0107] Also, when the variation pattern 6-1 is selected, in the effect performed by the effect control board 120 using a variation time of 70,000 ms, after executing the normal reach effect, SPSP reach 1 is executed via or directly from the SP reach effect, and it corresponds to an effect with a short hit with time shortening. In this case, after the short hit (3R), a game state with time shortening is entered (the time shortening function is activated). Also, when the variation pattern 6-2 is selected, in the effect performed by the effect control board 120 using a variation time of 70,000 ms, after executing the normal reach effect, SPSP reach 2 is executed via or directly from the SP reach effect, and it corresponds to an effect with a short hit with time shortening. In this case, after the short hit (3R), a game state with time shortening is entered (the time shortening function is activated).
[0108] Also, when the variation pattern 7 is selected, in the effect performed by the effect control board 120 using a variation time of 40,000 ms, after executing the normal reach effect, it corresponds to an effect with short wins without time shortening. In this case, after short wins (3R), it does not shift to the time-shortened gaming state (the time shortening function does not operate). Also, when the variation pattern 8-1 is selected, in the effect performed by the effect control board 120 using a variation time of 60,000 ms, after executing the normal reach effect, it executes SP reach 1 and corresponds to an effect with short wins without time shortening. In this case, after short wins (3R), it does not shift to the time-shortened gaming state (the time shortening function does not operate). Also, when the variation pattern 8-2 is selected, in the effect performed by the effect control board 120 using a variation time of 60,000 ms, after executing the normal reach effect, it executes SP reach 2 and corresponds to an effect with short wins without time shortening. In this case, after short wins (3R), it does not shift to the time-shortened gaming state (the time shortening function does not operate). Also, when the variation pattern 9-1 is selected, in the effect performed by the effect control board 120 using a variation time of 70,000 ms, after executing the normal reach effect, it executes SPSP reach 1 via or directly from the SP reach effect and corresponds to an effect with short wins without time shortening. In this case, after short wins (3R), it does not shift to the time-shortened gaming state (the time shortening function does not operate). Also, when the variation pattern 9-2 is selected, in the effect performed by the effect control board 120 using a variation time of 70,000 ms, after executing the normal reach effect, it executes SPSP reach 1 via or directly from the SP reach effect and corresponds to an effect with short wins without time shortening. In this case, after short wins (3R), it does not shift to the time-shortened gaming state (the time shortening function does not operate).
[0109] When the variation pattern 10 is selected, it corresponds to an effect that results in a miss without performing a reach effect in an effect performed by the effect control board 120 using a variation time of 3,000 ms. For example, when the variation pattern 11 is selected, it corresponds to an effect that results in a miss after performing a normal reach effect in an effect performed by the effect control board 120 using a variation time of 35,000 ms.
[0110] Also, when the variation pattern 12-1 is selected, it corresponds to an effect that results in a miss after performing a normal reach effect and then an SP reach 1 in an effect performed by the effect control board 120 using a variation time of 55,000 ms. Also, when the variation pattern 12-2 is selected, it corresponds to an effect that results in a miss after performing a normal reach effect and then an SP reach 2 in an effect performed by the effect control board 120 using a variation time of 55,000 ms.
[0111] Also, when the variation pattern 13-1 is selected, it corresponds to an effect that results in a miss after performing a normal reach effect and then performing an SPSP reach 1 either via an SP reach effect or directly in an effect performed by the effect control board 120 using a variation time of 65,000 ms. Also, when the variation pattern 13-2 is selected, it corresponds to an effect that results in a miss after performing a normal reach effect and then performing an SPSP reach 2 either via an SP reach effect or directly in an effect performed by the effect control board 120 using a variation time of 65,000 ms. Also, when the variation pattern 15 is selected, it corresponds to an effect that results in a miss without performing a reach effect in an effect performed by the effect control board 120 using a very short variation time of 2,000 ms.
[0112] When the variable patterns 41 and 42 are selected, they correspond to an effect in which, in an effect performed by the effect control board 120 using a variable time of 60,000 ms, it is an effect with a short time per win. After a win per length (8R), a short-time game state is entered (the time shortening function is activated). When the variable patterns 43 and 44 are selected, they correspond to an effect in which, in an effect performed by the effect control board 120 using a variable time of 60,000 ms, it is an effect with a short time per win. After a win per length (8R), a short-time game state is entered (the time shortening function is activated). When the variable patterns 45 and 46 are selected, they correspond to an effect in which, in an effect performed by the effect control board 120 using a variable time of 60,000 ms, it is an effect with a short time per short win. After a short win (3R), a short-time game state is entered (the time shortening function is activated). When the variable patterns 47 and 48 are selected, they correspond to an effect in which, in an effect performed by the effect control board 120 using a variable time of 60,000 ms, it is an effect with no short time per short win. After a short win (3R), a short-time game state is not entered (the time shortening function is not activated).
[0113] When the variable patterns 51 and 52 are selected, they correspond to an effect in which, in an effect performed by the effect control board 120 using a variable time of 60,000 ms, it is an effect with a short time per small win. After a long win (8R) after a small win, a short-time game state is entered (the time shortening function is activated). When the variable patterns 53 and 54 are selected, they correspond to an effect in which, in an effect performed by the effect control board 120 using a variable time of 60,000 ms, it is an effect with a short time per small win. In this case, after a short win (3R) after a small win, a short-time game state is entered (the time shortening function is activated). When the variable patterns 55 and 56 are selected, they correspond to an effect in which, in an effect performed by the effect control board 120 using a variable time of 60,000 ms, it is an effect with a short time per small win. After a short win (3R) after a small win, a short-time game state is entered (the time shortening function is activated). When the variation patterns 57 and 58 are selected, in the effect performed by the effect control board 120 using a variation time of 60,000 ms, it corresponds to an effect with no time shortening and a small hit. After a small hit, it does not shift to a short game state (the time shortening function does not operate) after a short hit (3R).
[0114] In the above, when the number of reserved second special symbols is 0, the variation pattern 41 may be selected, and when the number of reserved symbols is 1 to 4, the variation pattern 42 may be selected. When the number of reserved second special symbols is 0, the variation pattern 43 may be selected, and when the number of reserved symbols is 1 to 4, the variation pattern 44 may be selected. When the number of reserved second special symbols is 0, the variation pattern 45 may be selected, and when the number of reserved symbols is 1 to 4, the variation pattern 46 may be selected. When the number of reserved second special symbols is 0, the variation pattern 47 may be selected, and when the number of reserved symbols is 1 to 4, the variation pattern 48 may be selected.
[0115] When the number of reserved second special symbols is 0, the variation pattern 51 may be selected, and when the number of reserved symbols is 1 to 4, the variation pattern 52 may be selected. When the number of reserved second special symbols is 0, the variation pattern 53 may be selected, and when the number of reserved symbols is 1 to 4, the variation pattern 54 may be selected. When the number of reserved second special symbols is 0, the variation pattern 55 may be selected, and when the number of reserved symbols is 1 to 4, the variation pattern 56 may be selected. When the number of reserved second special symbols is 0, the variation pattern 57 may be selected, and when the number of reserved symbols is 1 to 4, the variation pattern 58 may be selected. Thus, depending on the presence or absence of the reserved number, effects corresponding to the variation patterns (super dokidoki RUSH, dokidoki RUSH described later) can be switched. Instead of switching the effect according to the variation pattern based on the reserved number, for the same variation pattern, an effect pattern determination table may be set so that different effects are performed according to the reserved number.
[0116] <Variable pattern determination table for time-saving game state> The variable pattern determination table for the time-saving game state shown in FIG. 11 will be described. In the variable pattern determination table shown in FIG. 11, as the variable patterns of the special symbols of the first special symbol display device 20, variable patterns 21, 22, 23, 24, 25, 26, 30, 31, 32, 33, 34, 35 are set. Also, as the variable patterns of the special symbols of the second special symbol display device 21, variable patterns 61, 62, 63, 64, 65, 66, 67, 68, 71, 72, 73, 74, 75, 76, 77, 78 are set. Based on the type of the special symbol display device, the special symbol determination random value (winning or losing of the big win), the big win symbol random value (big win symbol), the special symbol hold number, the reach determination random value, and the variable pattern random value, one of these variable patterns is selected by the allocation shown in FIG. 11. The variable patterns shown in FIG. 11 are also associated with the production contents performed during the production variation (of the production symbol 35) by the production control board 120.
[0117] For example, when variable patterns 21, 22 are selected, in the production performed by the production control board 120 using a variable time of 6,000 ms, it corresponds to a production with a long win with time saving. In this case, after the long win (8R), the time-saving game state is shifted to (the time reduction function is activated).
[0118] For example, when variable patterns 23, 24 are selected, in the production performed by the production control board 120 using a variable time of 6,000 ms, it corresponds to a production with a short win with time saving. In this case, after the short win (3R), the time-saving game state is shifted to (the time reduction function is activated).
[0119] For example, when the variable patterns 25 and 26 are selected, in the effect performed by the effect control board 120 using a variable time of 6,000 ms, they correspond to an effect with no time shortening and a short win. In this case, after a short win (3R), the game state does not shift to the time shortening state (the time shortening function does not operate). For example, when the variable patterns 30 to 35 are selected, in the effect performed by the effect control board 120 using a variable time of 500 ms, which is an extremely short time, they correspond to a losing effect.
[0120] When the variable patterns 61 and 62 are selected, in the effect performed by the effect control board 120 using a variable time of 60,000 ms, they correspond to an effect with a long win with time shortening. After a long win (8R), the game state shifts to the time shortening state (the time shortening function operates). When the variable patterns 63 and 64 are selected, in the effect performed by the effect control board 120 using a variable time of 60,000 ms, they correspond to an effect with a short win with time shortening. After a long win (8R), the game state shifts to the time shortening state (the time shortening function operates) When the variable patterns 65 and 66 are selected, in the effect performed by the effect control board 120 using a variable time of 60,000 ms, they correspond to an effect with a short win with time shortening. After a short win (3R), the game state shifts to the time shortening state (the time shortening function operates) When the variable patterns 67 and 68 are selected, in the effect performed by the effect control board 120 using a variable time of 60,000 ms, they correspond to an effect with no time shortening and a short win. After a short win (3R), the game state does not shift to the time shortening state (the time shortening function does not operate)
[0121] When the variable patterns 71 and 72 are selected, in the effect performed by the effect control board 120 using a variable time of 60,000 ms, they correspond to an effect with a small win with time shortening. After a long win (8R) following the small win, the game state shifts to the time shortening state (the time shortening function operates). When the variable patterns 73 and 74 are selected, in the effect performed by the effect control board 120 using a variable time of 60,000 s, they correspond to an effect with a short winning streak. After a big win (8R) following the small win, a short-time game state is entered (the time reduction function is activated). When the variable patterns 75 and 76 are selected, in the effect performed by the effect control board 120 using a variable time of 60,000 ms, they correspond to an effect with a short winning streak. After a small win (3R) following the small win, a short-time game state is entered (the time reduction function is activated). When the variable patterns 77 and 78 are selected, in the effect performed by the effect control board 120 using a variable time of 60,000 ms, they correspond to an effect with no short-time small win. After a small win (3R) following the small win, a short-time game state is not entered (the time reduction function is not activated).
[0122] Note that the variable pattern 61 may be selected when the number of held second special symbols is 0, and the variable pattern 62 may be selected when the number of held second special symbols is 1 to 4. The variable pattern 63 may be selected when the number of held second special symbols is 0, and the variable pattern 64 may be selected when the number of held second special symbols is 1 to 4. The variable pattern 65 may be selected when the number of held second special symbols is 0, and the variable pattern 66 may be selected when the number of held second special symbols is 1 to 4. The variable pattern 67 may be selected when the number of held second special symbols is 0, and the variable pattern 68 may be selected when the number of held second special symbols is 1 to 4.
[0123] The variable pattern 71 may be selected when the number of held second special symbols is 0, and the variable pattern 72 may be selected when the number of held second special symbols is 1 to 4. The variable pattern 73 may be selected when the number of held second special symbols is 0, and the variable pattern 74 may be selected when the number of held second special symbols is 1 to 4. When the number of held second special symbols is 0, variation pattern 75 may be selected, and when the number of held symbols is 1 to 4, variation pattern 76 may be selected. When the number of held second special symbols is 0, variation pattern 77 may be selected, and when the number of held symbols is 1 to 4, variation pattern 78 may be selected. Accordingly, the effect (the subsequent Super Heart-Pounding RUSH and Heart-Pounding RUSH) can be switched depending on whether there are held symbols or not. Instead of switching the effect according to the variation pattern based on the number of held symbols, an effect pattern determination table may be set so that for the same variation pattern, different effects are performed according to the number of held symbols.
[0124] <Pre-determination Table for Special Symbols> FIG. 12 is a diagram showing a pre-determination table for pre-determining the result of the jackpot lottery. In the pre-determination table shown in FIG. 12, based on the type of special symbol display device (the type of start port detection switch that detected that a game ball won a prize in the start port), the random number value for special symbol determination, the random number value for jackpot symbol, the random number value for reach determination, the random number value for variation pattern, and the variation pattern determined based on these, winning information for pre-determining the result of the jackpot lottery is generated. Then, based on the generated winning information, a start winning designation command for pre-determining the result of the jackpot lottery is generated.
[0125] In the pre-determination table shown in FIG. 12, winning information 1, 2-1, 2-2, 3-1, 3-2, 7, 8, 9-1, 9-2, 10-1, 10-2 are set as the winning information for the first special symbol display device 20. Based on the type of special symbol display device, the random number value for special symbol determination (winning or losing of the jackpot), the random number value for jackpot symbol (jackpot symbol), the random number value for reach determination, and the random number value for variation pattern, one piece of winning information is selected from among these pieces of winning information in the allocation shown in FIG. 11.
[0126] For example, when winning information 1 is selected, in the effect performed by the effect control board 120 using a variation time of 40,000 ms, after executing the normal reach effect, it corresponds to the jackpot effect. Also, when winning information 2-1 is selected, in the effect performed by the effect control board 120 using a variation time of 60,000 ms, after executing the normal reach effect, SP reach 1 is executed, and it corresponds to the jackpot effect. Also, when winning information 2-2 is selected, in the effect performed by the effect control board 120 using a variation time of 60,000 ms, after executing the normal reach effect, SP reach 2 is executed, and it corresponds to the jackpot effect.
[0127] Also, when winning information 3-1 is selected, in the effect performed by the effect control board 120 using a variation time of 70,000 ms, after executing the normal reach effect, via the SP reach effect or directly, SPSP reach effect 1 is executed, and it corresponds to the jackpot effect. Also, when winning information 3-2 is selected, in the effect performed by the effect control board 120 using a variation time of 70,000 ms, after executing the normal reach effect, via the SP reach effect or directly, SPSP reach effect 2 is executed, and it corresponds to the jackpot effect. Winning information 7, 8, 9-1, 9-2, 10-1, 10-2 apply to the case of a loss. Also, regardless of whether the special symbol determination random value in the first special symbol display device 20 is a jackpot or a loss, when the game state is a time-saving game state, the setting of the winning information corresponding to the winning of a game ball in the first start port 13 and the generation of the start winning designation command are not performed.
[0128] As described above, in the prior determination table of the special symbol, it is determined whether it is a "jackpot" or a "loss" based on the special symbol determination random value, and the type of special game of "long jackpot" or "short jackpot" is determined based on the jackpot symbol random value. Furthermore, the presence or absence of a reach, etc. is determined by a random number value for reach determination. Based on the type of the special symbol display device, a random number value for special symbol determination (winning or losing a big win), a random number value for big win symbols (big win symbols), a random number value for reach determination, and a random number value for a variation pattern, the variation pattern is determined. Therefore, it becomes possible to determine the type of big win, the variation pattern, and the presence or absence of a reach before the start of the variation of the special symbol, based on the DATA data of the start winning designation command. In the case of a big win, since "reach" always accompanies it, it is also possible to determine that a reach occurs due to a big win.
[0129] <Explanation of the game state> Next, the game state during the progress of the game will be explained. In this embodiment, the "non-time-limited game state" is a game state in which, in the variable display of the normal symbol that is performed on the condition that the game ball passes (enters) through Gate 15, the variable time is set to 5.1 seconds, and the operation time of the normal electric accessory is set to 0.044 seconds by determining a short-opening symbol in the lottery of the normal symbol. On the other hand, the "time-limited game state" is a game state in which, when the above-mentioned "time shortening function" operates, in the variable display of the normal symbol that is performed on the condition that the game ball passes (enters) through Gate 15, the variable time is set to 5.0 seconds or 1 second, and the operation time of the normal electric accessory is set to 5.760 seconds by determining a long-opening symbol in the lottery of the normal symbol. In the "time-limited game state", the operation time of the normal electric accessory is extremely long compared to the "non-time-limited game state", and since it is easy for the game ball to win at the second winning port 14, it becomes possible for the player to progress the game without consuming the game ball. Also, since the variable time of the normal symbol is shortened compared to the "non-time-limited game state", it is possible to efficiently vary the normal symbol to improve the game efficiency and make it an advantageous state for the player.
[0130] Furthermore, in the "short-time game state", the variation time of the special symbol is also shortened by the above-mentioned time shortening function as compared with the "non-short-time game state". By shortening the variation time of the special symbol, the special symbol can be efficiently varied to improve the game efficiency and put the player in an advantageous state.
[0131] Next, the progress of the game in the gaming machine 1 of the present embodiment will be described. <Main processing of the main control board> FIG. 13 is a flowchart for explaining the main processing by the main control board. When power is supplied by the power supply board 170, a system reset occurs in the main CPU 111, and the main CPU 111 performs the following main processing. First, in step S10, the main CPU 111 performs an initialization process. In this process, the main CPU 111 reads a startup program from the main ROM 112 and initializes flags and the like stored in the main RAM 113.
[0132] In step S20, the main CPU 111 performs a game random number value update process for updating the variation pattern random number value and the reach determination random number value. In step S30, the main CPU 111 updates the initial random number value for special symbol determination, the initial random number value for big hit symbol, and the initial random number value for small hit symbol. Thereafter, until a predetermined interrupt process is performed, the main CPU 111 repeatedly performs the processes of step S20 and step S30.
[0133] <Timer interrupt process of the main control board> FIG. 14 is a flowchart for explaining the timer interrupt process by the main control board. By the reset clock pulse generation circuit provided in the main control board 110, a clock pulse is generated every predetermined period (4 milliseconds, hereinafter referred to as "4 ms"), and the timer interrupt process described below is executed. First, in step S101, the main CPU 111 saves the information stored in its register in the stack area. Next, in step S102, the main CPU 111 performs time control processing for updating various timer counters, such as updating the special symbol time counter, updating the special game timer counter such as the release time of the special electric accessory, updating the normal symbol time counter, and updating the general release time counter. Specifically, the main CPU 111 performs a process of subtracting 1 from the special symbol time counter, the special game timer counter, the normal symbol time counter, and the general release time counter.
[0134] In step S103, the main CPU 111 performs a random number update process for the special symbol determination random number value, the big win symbol random number value, the small win symbol random number value, and the win determination random number value. Specifically, 1 is added to each random number counter to update the random number counter. If the result of the addition exceeds the maximum value of the random number range, the random number counter is reset to 0. When the random number counter makes one full cycle, the random number is updated from the initial random number value at that time. In step S104, the main CPU 111 performs an initial random number value counter update process for updating the random number counter by adding 1 to the special symbol determination initial random number value counter, the big win symbol initial random number value counter, and the small win symbol initial random number value counter.
[0135] In step S105, the main CPU 111 performs input control processing. In this input control processing, the main CPU 111 determines whether there is an input to each switch of the first start port detection switch 13a, the second start port detection switch 14a, the gate detection switch 15a, the big winning port detection switch 16a, the general winning port detection switch 18a, and the specific area detection switch 17a. Details will be described later with reference to FIGS. 15 to 19. In step S106, the main CPU 111 performs special symbol and special electric accessory control processing for controlling the special symbol and the special electric accessory. Details will be described later with reference to FIGS. 20 to 24. In step S107, the main CPU 111 performs general symbol and general electric accessory control processing for controlling the general symbols and general electric accessories.
[0136] In step S108, the main CPU 111 performs payout control processing. In this payout control processing, the main CPU 111 checks whether game balls have won prizes at the big winning opening 16, the first starting opening 13, the second starting opening 14, and the general winning opening 18. If there is a win, it sends the corresponding payout number designation commands to the payout control board 130. More specifically, it checks the general winning opening prize ball counter, the big winning opening prize ball counter, and the starting opening prize ball counter, and sends the payout number designation commands corresponding to each winning opening to the payout control board 130. After that, it subtracts predetermined data from the prize ball counter corresponding to the sent payout number designation command and updates it. In step S109, the main CPU 111 performs data creation processing for external information data, starting opening open / close solenoid data, big winning opening open / close solenoid data, special symbol display device data, general symbol display device data, and memory number designation commands. In step S110, the main CPU 111 performs output control processing. In this output control processing, the main CPU 111 performs port output processing to output the signals of the external information data, starting opening open / close solenoid data, and big winning opening open / close solenoid data created in step S109 above.
[0137] Also, the main CPU 111 performs display device output processing to output the special symbol display device data and general symbol display device data created in step S109 above in order to turn on the LEDs of the first special symbol display device 20, the second special symbol display device 21, and the general symbol display device 22. Furthermore, the main CPU 111 also performs command transmission processing to transmit the commands set in the production transmission data storage area of the main RAM 113. In step S111, the main CPU 111 restores the information saved in step S101 to the registers of the main CPU 111.
[0138] <Input control process> FIG. 15 is a flowchart for explaining the input control process by the main control board. First, in step S121, the main CPU 111 determines whether a detection signal is input from the general winning port detection switch 18a, that is, whether a game ball has entered the general winning port 18. When the main CPU 111 receives a detection signal from the general winning port detection switch 18a, it adds predetermined data to the general winning port prize ball counter used for prize balls and updates it. In step S122, the main CPU 111 determines whether a detection signal is input from the big winning port detection switch 16, that is, whether a game ball has entered the big winning port 16. When the main CPU 111 receives a detection signal from the big winning port detection switch 16a, it adds predetermined data to the big winning port prize ball counter used for prize balls and updates it, and at the same time, adds and updates the counter in the memory area of the big winning port ball entry counter (C1) for counting the game balls that have won in the big winning port 16.
[0139] In step S123, the main CPU 111 determines whether a detection signal is input from the first start port detection switch 13a, that is, whether a game ball has entered the first start port 13, and sets predetermined data for determining a big win. Specifically, it will be described later with reference to FIG. 15. In step S124, the main CPU 111 determines whether a detection signal is input from the second start port detection switch 14a, that is, whether a game ball has entered the second start port 14. When the main CPU 111 receives a detection signal from the second start port detection switch 14a, it performs the same processing as in step S123 above. However, in this second start port detection switch input process, the extracted special symbol determination random number value, big win symbol random number value, and small win symbol random number value are stored in the second special symbol storage area. In step S125, the main CPU 111 determines whether a signal is input from the gate detection switch 15a, that is, whether the game ball has passed through the normal symbol gate 15. In step S126, the main CPU 111 determines whether a signal is input from the specific area detection switch 17a, that is, whether the game ball has passed through the specific area (V zone) 17.
[0140] <First start port detection switch input process> FIG. 16 is a flowchart for explaining the first start port detection switch input process by the main control board. First, in step S131, the main CPU 111 determines whether a detection signal is input from the first start port detection switch 13a. If a detection signal is input from the first start port detection switch 13a (Yes in step S131), the process proceeds to step S132. If no detection signal is input from the first start port detection switch 13a (No in step S131), the first start port detection switch input process ends. In step S132, the main CPU 111 performs a process of adding and updating predetermined data to the start port bonus counter used for awarding balls. Next, in step S133, the main CPU 111 determines whether the number of held items set in the first special symbol held number (U1) storage area is less than 4. If the number of held items set in the first special symbol held number (U1) storage area is less than 4, the process proceeds to step S134. If the number of held items set in the first special symbol held number (U1) storage area is not less than 4, the first start port detection switch input process ends.
[0141] In step S134, the main CPU 111 obtains a special symbol determination random value, sequentially searches for an empty storage unit from the first storage unit in the first special symbol storage area, and stores the obtained special symbol determination random value in the empty storage unit. In step S135, the main CPU 111 acquires a jackpot symbol random value, sequentially searches for an empty storage unit from the first storage unit in the first special symbol storage area, and stores the acquired jackpot symbol random value in the empty storage unit. In step S136, the main CPU 111 acquires game random values (variation pattern random value and reach determination random value), sequentially searches for an empty storage unit from the first storage unit in the first special symbol storage area, and stores the acquired game random values (variation pattern random value and reach determination random value) in the empty storage unit. In step S137, the main CPU 111 adds "1" to the first special symbol hold count (U1) storage area and stores it. In step S138, the main CPU 111 performs a preliminary determination process (Fig. 17) of determining each random value acquired in steps S134 to S136 based on a preliminary determination table corresponding to the current game state.
[0142] <Preliminary determination process> Fig. 17 is a flowchart for explaining the preliminary determination process by the main control board. First, in step S151, the main CPU 111 determines the special symbol determination random value newly written in the special symbol hold storage area based on the preliminary determination table shown in Fig. 12. Next, in step S152, the main CPU 111 determines whether it is tentatively determined to be a jackpot based on the result of the jackpot determination in step S151. If it is tentatively determined to be a jackpot (Yes in step S152), the main CPU 111 transfers the process to step S153, and if it is not tentatively determined to be a jackpot (No in step S152), the process is transferred to step S156. If it is tentatively determined to be a jackpot in step S152, the main CPU 111 determines the newly written jackpot symbol random value in step S153 and tentatively determines the type of special symbol (stop symbol data).
[0143] Next, in step S154, the main CPU 111 determines the randomly generated number value for special figure variation that has been newly written, and tentatively determines the variation pattern of the special symbol. Next, in step S155, the main CPU 111 generates a start winning designation command corresponding to the type of the tentatively determined special symbol and the tentatively determined variation pattern, sets it in the production transmission data storage area, and ends the preliminary determination process. Note that the start winning designation command is provided so as to be distinguishable in the same manner as the variation pattern designation command shown in FIGS. 10 and 11, and information on each of a big win and a loss is associated therewith. If it is not tentatively determined as a big win in step S152 (No in step S152), the main CPU 111 makes a tentative determination as to whether it is determined as a loss in step S156.
[0144] If it is tentatively determined as a loss in step S156 (Yes in step S156), the main CPU 111 determines the randomly generated number value for special figure variation in step S157, and tentatively determines the variation pattern of the special symbol. Then, in step S158, the main CPU 111 sets a start winning designation command (including the tentatively determined variation pattern 20) indicating a loss in the production transmission data storage area, and ends the preliminary determination process. If it is not tentatively determined as a loss (No in step S156), the main CPU 111 ends the preliminary determination process without doing anything.
[0145] By the above preliminary determination process, when the game ball enters the first start port 13, the winning information can be transmitted to the effect control board 120 as a start winning designation command. Therefore, the sub-CPU 121 of the effect control board 120 that has received the start winning designation command analyzes the start winning command, and can execute a predetermined effect before the variation of the special symbol is started triggered by the winning of the game ball into the first start port 13 this time. This preliminary determination process is determined according to the gaming state when the game ball enters the first start port 13. In the case of the gaming machine 1 of this embodiment which has the first and second types, even if the gaming state (time-saving gaming state, non-time-saving gaming state) is changed before processing the hold retained by the ball entry, the jackpot probability does not change. Therefore, the result of the jackpot determination process and the result of the preliminary determination process are the same. <Second start port detection switch input process> FIG. 18 is a flowchart for explaining the second start port detection switch input process by the main control board. First, in step S161, the main CPU 111 determines whether a detection signal from the second start port detection switch 14a has been input. If a detection signal from the second start port detection switch 14a has been input (Yes in step S161), the process proceeds to step S162. If a detection signal from the second start port detection switch 14a has not been input (No in step S161), the second start port detection switch input process ends. In step S162, the main CPU 111 performs a process of adding and updating predetermined data to the start port prize ball counter used for prize balls.
[0146] Next, in step S163, the main CPU 111 determines whether the number of holds set in the second special symbol hold number (U2) storage area is less than 4. If the number of holds set in the second special symbol hold number (U2) storage area is less than 4 (Yes in step S168), the process proceeds to step S164. If the number of holds set in the second special symbol hold number (U2) storage area is not less than 4 (No in step S168), the second start port detection switch input process ends. In step S164, the main CPU 111 obtains a random number value for special symbol determination and stores the obtained random number value for special symbol determination in the storage unit. In step S165, the main CPU 111 obtains a random number value for jackpot symbol and stores the obtained random number value for jackpot symbol in the storage unit. In step S166, the main CPU 111 acquires a random value for the small winning symbol, and stores the acquired random value for the small winning symbol in the storage unit. In step S167, the main CPU 111 acquires game random values (random values for the variation pattern and random values for the reach determination), and stores the acquired game random value (random value for the variation pattern) in the storage unit. In step S168, the main CPU 111 adds "1" to the second special symbol hold count (U2) storage area and stores it, and ends the second start port detection switch input process. During the time-limited game state after a big win due to the variation of the first special symbol (while the time shortening function is operating), there may be a remaining hold of the first special symbol. The variation of the first special symbol that occurs at the timing when the hold of the second special symbol has disappeared during the time-limited game state (while the time shortening function is operating) will prevent the next variation of the second special symbol. Therefore, when shifting to the time-limited game state after a big win (when the time shortening function operates), all the holds of the first special symbol are quickly digested using the time lag before the game ball wins the second start port 15 and the variation of the second special symbol starts (as shown in FIG. 11, the variation time is "0.5 seconds"). The quick digestion of the hold of the first special symbol is performed using the time until the game ball wins the second start port 15, and it does not mean that the first special symbol is preferentially varied over the hold of the second special symbol.
[0147] <Specific area detection switch input process> FIG. 19 is a flowchart for explaining the specific area detection switch input process by the main control board. First, in step S171, the main CPU 111 determines whether a detection signal from the specific area detection switch 17a has been input. If a detection signal from the specific area detection switch 17a has been input (Yes in step S171), the main CPU 111 moves the process to step S172. If a detection signal from the specific area detection switch 17a has not been input (No in step S171), the specific area detection switch input process is ended. In step S172, the main CPU 111 determines whether it is within the valid period of the specific area 17 that has been won in a minor hit and for which the specific area 17 has been released. If it is determined that it is within the valid period (Yes in step S172), the main CPU 111 transfers the process to step S173. If it is determined that it is not within the valid period (No in step S172), the main CPU 111 transfers the process to step S175. In step S173, the CPU 111 sets a specific area passage flag indicating that the game ball has passed through the specific area 17 and specific area passage time game state information indicating the game state when the game ball has passed through the specific area 17.
[0148] As described with reference to FIG. 7, when a minor hit that transitions to a time-limited game state after a major hit is won, if it is assumed that the minor hit (type-2 major hit) is won during the non-time-limited game state (when the time reduction function is not operating), it transitions to the time-limited game state (sets the time limit end condition). Therefore, in terms of control, the game state at the time of passing through the specific area indicating that the game state regarding the type-2 major hit with time limit is surely the non-time-limited game state is important. In step S174, the CPU 111 sets a specific area passage designation command for notifying the effect control board 120 that the game ball has passed through the specific area 17 and can transition to the major hit game. In step S175, the CPU 111 sets a specific area passage error designation command assuming that an error has occurred in detecting the game ball during the invalid period of a specific area where the game ball does not normally pass through. The effect control board 120 can output a warning display or a warning sound based on the specific area passage error designation command.
[0149] <Special Drawing Special Electric Control Process> FIG. 20 is a flowchart for explaining the special drawing special electric control process by the main control board. First, in step S181, the main CPU 111 loads the value of the special drawing special electric process data, and in step S182, it refers to the branch address from the loaded special drawing special electric process data. If the special drawing and special electric processing data = 0 in step S183 (Yes in step S183), the main CPU 111 transfers the process to the special symbol memory determination process (step S184). If the special drawing and special electric processing data ≠ 0 in step S183 (No in step S183), the main CPU 111 determines whether the special drawing and special electric processing data = 1 in step S185. If the special drawing and special electric processing data = 1 in step S185 (Yes in step S185), the main CPU 111 transfers the process to the special symbol variation process (step S186).
[0150] In the special symbol variation process of step S186, when the variation time of the special symbol set in the special symbol memory determination process has elapsed, the special symbol set in the special symbol memory determination process is stopped and displayed on the special symbol display devices 20 and 21 for a predetermined symbol stop time (for example, 0.5 seconds). If the special drawing and special electric processing data ≠ 1 in step S185 (No in step S185), the main CPU 111 determines whether the special drawing and special electric processing data = 2 in step S187.
[0151] If the special drawing and special electric processing data = 2 in step S187 (Yes in step S187), the main CPU 111 transfers the process to the special symbol stop process (step S188). In the special symbol stop process of step S188, when the predetermined symbol stop time set in the special symbol variation process has elapsed, if the stopped and displayed special symbol is a big win symbol, "3" is set in the special drawing and special electric processing data, and then the opening command and opening time for the big win are set. If the stopped and displayed special symbol is a small win symbol, "4" is set in the special drawing and special electric processing data, and then the opening command and opening time for the small win are set.
[0152] If the special drawing and special electric processing data ≠ 2 in step S187 (No in step S187), the main CPU 111 determines whether the special drawing and special electric processing data = 3 in step S189. If the special figure special electric processing data = 3 in step S189 (Yes in step S189), the main CPU 111 transfers the process to the jackpot game process (step S190). In the jackpot game process of step S190, after the jackpot opening ends, the big winning opening 16 is opened for a predetermined period according to the opening mode determination table for the jackpot (not shown). After the opening of the big winning opening 16 ends, an ending is performed for a predetermined period, and after the ending ends, "5" is set in the special figure special electric processing data.
[0153] If the special figure special electric processing data ≠ 3 in step S189 (No in step S189), the main CPU 111 determines whether the special figure special electric processing data = 4 in step S191. If the special figure special electric processing data = 4 in step S191 (Yes in step S191), the main CPU 111 transfers the process to the small jackpot game process (step S192).
[0154] In the small jackpot game process of step S192, after the small jackpot opening ends, the big winning opening 16 is opened for a predetermined period according to the opening mode determination table for the small jackpot (not shown). After the opening of the big winning opening 16 ends, an ending is performed for a predetermined period, and after the ending ends, "5" is set in the special figure special electric processing data. If the special figure special electric processing data ≠ 4 in step S191 (No in step S191), the main CPU 111 determines that the special figure special electric processing data = 5 and transfers the process to the special game end process (step S193). In the special game end process of step S193, after setting the game state after the jackpot game to the time-saving game state when the jackpot ends, "0" is set in the special figure special electric processing data.
[0155] <Special symbol memory determination process> Figure 21 is a flowchart for explaining the special symbol memory determination process by the main control board. In step S201, the main CPU 111 determines whether the special symbol is in the process of variable display. Here, if the special symbol is in the process of variable display, that is, if the special symbol time counter ≠ 0 (Yes in step S201), the special symbol memory determination process ends. Also, if the special symbol is not in the process of variable display, that is, if the special symbol time counter = 0 (No in step S201), the main CPU 111 transfers the process to step S202 and determines whether the value stored in the second special symbol reservation number (U2) memory area is "1" or more.
[0156] If the value stored in the second special symbol reservation number (U2) memory area is not "1" or more (No in step S202), the CPU 111 transfers the process to step S204. If it is determined that the value stored in the second special symbol reservation number (U2) memory area is "1" or more, the process is transferred to step S203. Thus, the second special symbol memory area is processed with priority over the first special symbol memory area. In step S203, the main CPU 111 subtracts "1" from the value stored in the second special symbol reservation number (U2) memory area and stores it.
[0157] In step S204, the main CPU 111 determines whether the value stored in the first special symbol reservation number (U1) memory area is "1" or more. If the value stored in the first special symbol reservation number (U1) memory area is not "1" or more (No in step S204), the process is transferred to step S215. If it is determined that the value stored in the first special symbol reservation number (U1) memory area is "1" or more (Yes in step S204), the process is transferred to step S205. In step S205, the main CPU 111 subtracts "1" from the value stored in the first special symbol reservation number (U1) memory area and stores it.
[0158] In step S206, the main CPU 111 performs a shift process on the predetermined random values (special symbol determination random value, jackpot symbol random value, minor jackpot symbol random value, reach determination random value, variation pattern random value) stored in the special symbol hold memory area corresponding to the special symbol hold number (U) memory area subtracted in steps S202 to S205 above and the start winning designated command. Specifically, the predetermined random values stored in the first to fourth storage units in the first special symbol storage area or the second special symbol storage area and the start winning designated command are shifted to the previous storage unit.
[0159] Here, the predetermined random value and the start winning designated command stored in the first storage unit are shifted to the determination storage area (the 0th storage unit). At this time, the predetermined random value and the start winning designated command stored in the first storage unit are written into the determination storage area (the 0th storage unit), and the data that has already been written into the determination storage area (the 0th storage unit) is erased from the special symbol hold memory area. As a result, the predetermined random value and the start winning designated command used in the previous game are erased. Also, after the shift, the MODE of the start winning designated command is processed so as to correspond to the shifted storage area.
[0160] In step S207, the main CPU 111 executes a jackpot determination process based on the data (special symbol determination random value, jackpot symbol random value, minor jackpot symbol random value) written into the determination storage area (the 0th storage unit) of the special symbol hold memory area in step S206 above.
[0161] In step S208, the main CPU 111 performs a variation pattern determination process. The variation pattern determination process first refers to the game state storage area of the main RAM 113 to determine a variation pattern determination table based on the current game state. Specifically, in the case of a non-time-limited game state, the variation pattern determination table for the non-time-limited game state shown in FIG. 10 is determined, and in the case of a time-limited game state, the variation pattern determination table for the time-limited game state shown in FIG. 11 is determined. Thereafter, with reference to the special symbol determination random value, jackpot symbol random value, reach determination random value, and variation pattern random value, a variation pattern is determined based on the determined variation pattern determination table.
[0162] In step S209, the main CPU 111 sets a variation pattern designation command corresponding to the determined variation pattern in the production transmission data storage area. In step S210, the main CPU 111 checks the game state at the start of variation, and sets a game state designation command corresponding to the current game state in the production transmission data storage area.
[0163] In step S211, the main CPU 111 starts the variation display of the special symbol on the special symbol display devices 20 and 21. That is, the variation display data of the special symbol is set in the processing area. As a result, when the information written in the processing area pertains to the first hold (U1), the first special symbol display device 20 blinks, and when it pertains to the second hold (U2), the second special symbol display device 21 blinks.
[0164] In step S212, after the main CPU 111 starts the variation display of the special symbol as described above, the main CPU 111 sets a variation time (counter value) based on the variation pattern determined in step S208 in the special symbol time counter. Note that the special symbol time counter is decremented every 4 ms in S110. In step S213, the main CPU 111 sets 00H in the customer waiting determination flag. That is, the customer waiting determination flag is cleared. Note that customer waiting determination flag = "00H" indicates that currently, the special symbol is in the process of variation display or a special game is in progress. On the other hand, when neither the special symbol variation display nor the special game is in progress, the customer waiting determination flag "01H" is stored. When the customer waiting determination flag = "01H" is stored, a customer waiting command is set in step S217 described later, and it is transmitted to the effect control board 120 that neither the special symbol variation display nor the special game is in progress.
[0165] In step S214, the main CPU 111 sets the special drawing process data = 1 and ends the special symbol memory determination process. In step S204 above, when it is determined that the first hold (U1) is "0", that is, when neither the first hold (U1) nor the second hold (U2) is held, the main CPU 111 determines in step S215 whether 01H is set in the customer waiting determination flag.
[0166] When 01H is set in the customer waiting determination flag (Yes in step S215), the special symbol memory determination process ends. When 01H is not set in the customer waiting determination flag (No in step S215), the process proceeds to step S216. In step S216, the main CPU 111 sets 01H in the customer waiting determination flag so that the customer waiting command is not set multiple times in step S217 described later. In step S217, the main CPU 111 sets the customer waiting command in the production transmission data storage area and ends the special symbol memory determination process.
[0167] Figure 22 is a flowchart for explaining the special symbol stop time process by the main control board. First, in step S221, the main CPU 111 determines whether the stop time of the special symbol has elapsed. When it is determined that the stop time has elapsed (Yes in step S221), the main CPU 111 proceeds to step S222. When it is determined that the stop time has not elapsed (No in step S221), the main CPU 111 proceeds to the special symbol stop time process in step S222.
[0168] In step S222, the main CPU 111 determines whether the stopped special symbol is the special symbol that won the jackpot. When it is determined that the special symbol has won the jackpot (Yes in step S222), the main CPU 111 proceeds to step S223. When it is determined that the special symbol has not won the jackpot (No in step S222), the main CPU 111 transfers the process to step S225. In step S223, the main CPU 111 executes the jackpot opening transition process. In step S224, the main CPU 111 sets 3 in the special symbol special electric process data and transfers the process to step S228.
[0169] In step S225, the main CPU 111 determines whether the stopped special symbol is the special symbol that has won the minor prize. If it is determined that the stopped special symbol is not the special symbol that has won the minor prize, that is, it is a losing symbol (No in step S225), the main CPU 111 transfers the process to step S230. If it is determined that the stopped special symbol is the special symbol that has won the minor prize (Yes in step S225), the main CPU 111 executes the minor prize opening transition process in step S226. Next, in step S227, the main CPU 111 sets 4 in the special electric special symbol process data.
[0170] In step S228, the main CPU 111 sets the opening time for the jackpot or the minor prize. In step S229, the main CPU 111 sets the opening designation command for the jackpot or the minor prize.
[0171] In step S230, the main CPU 111 determines whether the first short time flag is set. The first short time flag is set at the end of the jackpot game when winning the jackpot or minor prize with time shortening (Fig. 24), and it is a flag indicating the time shortening game state. If it is determined that the first short time flag is set (Yes in step S230), since the first short time is being performed, in step S231, the main CPU 111 determines whether the end condition of the first short time is satisfied. When it is determined that the end condition of the first short time is not satisfied (No in step S231), the main CPU 111 moves the process to step S240. When it is determined that the end condition of the first short time is satisfied (Yes in step S231), in step S232, the main CPU 111 clears the first short time flag (ends the first short time) and moves the process to step S240.
[0172] When it is determined in step S230 that the first short time flag is not set (No in step S230), in step S233, it is determined whether the second short time flag is set. The second short time flag is set at the end of the variation when the total number of variations of the first special symbol variation count (J1) and the second special symbol variation count (J2) reaches the specified number of times (325 times) without executing a big win, and is a flag indicating that it is in the short time game state. When it is determined that the second short time flag is set (Yes in step S233), in step S234, the main CPU 111 determines whether the end condition of the second short time is satisfied. When it is determined that the end condition of the second short time is not satisfied (No in step S234), the main CPU 111 moves the process to step S240. When it is determined that the end condition of the second short time is satisfied (Yes in step S234), in step S232, in step S235, the main CPU 111 clears the second short time flag (ends the second short time) and moves the process to step S240.
[0173] When it is determined that neither the first short time flag nor the second short time flag is set (No in step S233), the main CPU 111 determines in step S236 whether the total number of variations of the first special symbol variation count (J1) and the second special symbol variation count (J2) has reached the specified number of times (325 times). When it is determined that the total number of fluctuations has reached the specified number of times (325 times) (Yes in step S236), the main CPU 111 transfers the process to step S237. When it is determined that the specified number of times has not been reached (No in step S236), the main CPU 111 transfers the process to step S240. In step S237, the main CPU 111 sets the time shortening end condition for the second time shortening. The end condition for the second time shortening is that the first special symbol fluctuates 9 times (J1), the second special symbol fluctuates 1 time (J2), and the effective winning times "1" for the second start port 14 is reached. Considering the number of effective winning times of the second special symbol, it is a weaker time shortening compared to the first time shortening executed (shifted) after the big win shown in FIG. 7. This is because during the time shortening game state after the big win, the game balls can be won into the second start port 14 at most once. In step S238, the main CPU 111 sets the second time shortening flag. In step S239, the main CPU 111 sets the time shortening number of times designation command. In step S240, 0 is set in the special symbol special power processing data to end the special symbol stop time processing.
[0174] FIG. 23 is a flowchart for explaining the small win game process by the main control board. In step S241, the main CPU 111 determines whether it is during the opening. Specifically, it determines whether the opening time set in the above-mentioned special symbol stop time processing is "0" or more. When it is determined that it is during the opening (Yes in step S241), the main CPU 111 transfers the process to step S242. When it is determined that it is not during the opening (No in step S241), the main CPU 111 transfers the process to step S244. In step S242, the main CPU 111 determines whether the opening time set in the above-mentioned special symbol stop time processing has elapsed. When it is determined that the opening time has elapsed (Yes in step S242), the main CPU 111 sets the opening / closing game in progress flag in step S243 and ends the small hit game process. When it is determined that the opening time has not elapsed (No in step S242), the main CPU 111 ends the current small hit game process.
[0175] In step S244, the main CPU 111 determines whether the opening / closing game (small hit game) is in progress. When it is determined that the opening game is not in progress (No in step S244), in step S261, the main CPU 111 determines whether it is in the ending. When it is determined that it is in the ending (Yes in step S261), the main CPU 111 determines whether the ending time has elapsed in step S262. When it is determined that the ending time has not elapsed (No in step S261), the main CPU 111 ends the current small hit game process. When it is determined that the ending time has elapsed (Yes in step S262), the main CPU 111 sets 0 in the special figure special power processing data in step S263 and ends the small hit game process. When it is determined that the ending time has not elapsed (No in step S262), the main CPU 111 ends the small hit game process.
[0176] When it is determined in step S244 that the opening / closing game is in progress (Yes in step S244), in step S245, the main CPU 111 determines whether the opening condition of the big winning port is satisfied. Specifically, it determines whether the opening or interval of the small hit game has ended. When it is determined that the opening condition of the big winning port is satisfied (Yes in step S245), the main CPU 111 executes the big winning port opening process in step S246. Next, in step S247, the main CPU 111 determines whether the specific area release condition is satisfied (whether it is the release timing of the specific area). If it is determined that the specific area release condition is satisfied (Yes in step S247), the main CPU 111 executes the specific area release process in step S248.
[0177] Next, in step S249, the main CPU 111 determines whether the specific area closing condition is satisfied (whether it is the closing timing of the specific area). If it is determined that the specific area closing condition is satisfied (Yes in step S249), the main CPU 111 executes the specific area closing process in step S250. Next, in step S251, the main CPU 111 determines whether the big winning opening closing condition is satisfied (whether it is the closing timing of the big winning opening). If it is determined that the big winning opening closing condition is satisfied (Yes in step S251), the main CPU 111 executes the big winning opening closing process in step S252. Next, in step S253, the main CPU 111 determines whether the final interval time has elapsed. If it is determined that the final interval time has elapsed (Yes in step S253), the main CPU 111 clears the opening / closing game in progress flag in step S254.
[0178] Next, in step S255, the main CPU 111 determines whether the specific area passage flag (Fig. 19, step S173) is set. Then, the main CPU 111 clears the specific area passage flag in step S256, executes the big win game transition process in step S257, sets 3 in the special drawing special power processing data in step S258, and ends the small win game process. When the main CPU 111 determines that the specific area passage flag (Fig. 19, step S173) is not set (No in step S255), in step S259, the main CPU 111 executes the ending transition process, and in step S260, sets the ending designation command to end the small hit game process.
[0179] When it is determined in step S245 that the big winning opening condition is not satisfied (No in step S245), the main CPU 111 proceeds to step S247. When it is determined in step S247 that the specific area opening condition is not satisfied (No in step S247), the main CPU 111 proceeds to step S249. When it is determined in step S249 that the specific area closing condition is not satisfied (No in step S249), the main CPU 111 proceeds to step S251. When it is determined in step S251 that the big winning opening closing condition is not satisfied (No in step S251), the main CPU 111 proceeds to step S253.
[0180] FIG. 24 is a flowchart for explaining the special game ending process by the main control board. At the end of the special game, the subsequent game state (time-limited game state, non-time-limited game state) is set. When the time-limited game state is to be set after the end of the special game, the end condition (time-limited end condition) of the time-limited game state is further set. As described in FIG. 8, the end condition (time-limited end condition) of the time-limited game state is the number of fluctuations (J1) of the first special symbol, the number of fluctuations (J2) of the second special symbol, and the number of effective winning times of the second special symbol. The time-limited end condition is determined based on the game state at the time of winning the big hit when shifting to the time-limited game state. The game state at the time of winning the big hit is, based on the reference timing described above, in the case of a first type big hit, the game state at the time of winning the big hit, that is, at the start of the fluctuation, and in the case of a second type big hit, the game state at the time of winning the V prize before the big hit when shifting to the time-limited game state.
[0181] In step S281, the main CPU 111 acquires stop symbol data. In step S282, the main CPU 111 determines whether the stop symbol based on the stop symbol data is a special symbol that has won a jackpot. If it is determined that the stop symbol is a special symbol that has won a jackpot (Yes in step S282), since this corresponds to the above-mentioned type 1 jackpot, in step S283, the CPU 111 acquires the gaming state at the start of the variation that resulted in the jackpot. If it is determined that the stop symbol is not a special symbol that has won a jackpot (it is a minor win) (Yes in step S282), since this corresponds to the above-mentioned type 2 jackpot, in step S284, the CPU 111 acquires the gaming state at the time of V winning in the minor win game before the jackpot. In step S285, the CPU 111 determines whether it is a minor win or a jackpot with time shortening based on the stop symbol. If it is determined to be a minor win or a jackpot with time shortening (Yes in step S285), in step S286, the CPU 111 determines and sets the time shortening end conditions (the number of variations of the first special symbol, the number of variations of the second special symbol, the number of valid wins of the second special symbol) based on the gaming state at the time of winning the minor win or the jackpot with time shortening acquired in step S283 or step S284 (Fig. 7), and determines and sets a game state flag (time shortening game flag) indicating the gaming state after the jackpot. If it is determined to be a minor win or a jackpot without time shortening (No in step S285), in step S287, the CPU 111 determines and sets a game state flag indicating the non-time shortening gaming state after the jackpot without determining and setting the time shortening end conditions. In step S288, the CPU 111 sets a game state designation command according to the game state flag. In step S289, the CPU 111 sets 0 in the special symbol special power processing data and ends the special game end process.
[0182] Next, the processing executed by the sub CPU 121 of the effect control board 120 will be described. When the performance control board 120 receives a variable pattern specification command from the main control board 110, it determines and executes a performance corresponding to the received variable pattern specification command by lottery.
[0183] <Main processing of the performance control board> FIG. 25 is a flowchart for explaining the main processing by the performance control board. In step S510, the sub CPU 121 performs an initialization process. In this process, in response to power-on, the sub CPU 121 reads a main processing program from the sub ROM 122 and also initializes and sets flags and the like stored in the sub RAM 123. When this process ends, the process moves to step S520. In step S520, the sub CPU 121 performs a performance random number value update process. In this process, the sub CPU 121 updates various random number values stored in the sub RAM 123. Thereafter, the process of step S510 is repeatedly performed until a predetermined interrupt process is performed.
[0184] <Timer interrupt processing of the performance control board> FIG. 26 is a flowchart for explaining the timer interrupt processing by the performance control board. Although not shown, a clock pulse is generated every predetermined period (2 milliseconds) by a reset clock pulse generation circuit provided in the performance control board 120, a timer interrupt processing program is read, and the timer interrupt processing of the performance control board 120 is executed. First, in step S601, the sub CPU 121 saves the information stored in its own register in the stack area.
[0185] In step S602, the sub CPU 121 performs an update process of various timer counters used in the performance control board 120. In step S603, the sub-CPU 121 performs command analysis processing. In this processing, the sub-CPU 121 performs processing to analyze the commands stored in the reception buffer of the sub-RAM 123. A specific explanation of the command analysis processing will be described later with reference to FIGS. 27 and 28. Note that when the effect control board 120 receives a command transmitted from the main control board 110, a command reception interrupt process (not shown) of the effect control board 120 occurs, and the received command is stored in the reception buffer. Thereafter, the analysis process of the command received in step S603 is performed.
[0186] In step S604, the sub-CPU 121 checks the signal of the effect button detection switch 8a input via the lamp control board 140, and performs effect input control processing regarding the effect button 8. A specific explanation of the effect input control processing will be described later with reference to FIG. 29. In step S605, the sub-CPU 121 transmits various data set in the transmission buffer of the sub-RAM 123 to the image control board 150 and the lamp control board 140. In step S606, the sub-CPU 121 restores the information saved in step S601 to the register of the sub-CPU 121.
[0187] <Command Analysis Processing> FIGS. 27 and 28 are flowcharts for explaining the command analysis processing by the effect control board. Note that the command analysis processing 2 shown in FIG. 27 is performed following the command analysis processing 1 shown in FIG. 26. In step S611, the sub-CPU 121 checks whether there is a command in the reception buffer to confirm whether a command has been received. If there is no command in the reception buffer (No in step S611), the sub-CPU 121 ends the command analysis processing. If there is a command in the reception buffer (Yes in step S611), the processing proceeds to step S621.
[0188] In step S621, the sub-CPU 121 checks whether the command stored in the reception buffer is a customer-waiting command. If the command stored in the reception buffer is a customer-waiting command (Yes in step S621), the sub-CPU 121 transfers the process to step S622. If it is not a customer-waiting command (No in step S621), the sub-CPU 121 transfers the process to step S631. In step S622, the sub-CPU 121 performs a customer-waiting effect pattern determination process to determine the customer-waiting effect pattern. Specifically, it determines the customer-waiting effect pattern, sets the determined customer-waiting effect pattern in the effect pattern storage area, and transmits the information of the determined customer-waiting effect pattern to the image rendering control board 150 and the lamp control board 140. Therefore, data based on the determined customer-waiting effect pattern is set in the transmission buffer of the sub-RAM 123.
[0189] In step S631, the sub-CPU 121 checks whether the command stored in the reception buffer is a start winning designation command. If the command stored in the reception buffer is a start winning designation command (Yes in step S631), the sub-CPU 121 transfers the process to step S632. If it is not a start winning designation command (No in step S631), the sub-CPU 121 transfers the process to step S641. In step S632, the sub-CPU 121 analyzes the received start winning designation command and executes the data update process corresponding to the start winning designation command. Information on jackpot, loss, and variation patterns provisionally determined by the preliminary determination process is associated with the start winning designation command. Therefore, information on the newly reserved first reservation (U1) is stored in a predetermined storage area of the sub-RAM 123 here.
[0190] In step S633, the sub-CPU 121 analyzes the start winning designation command and performs a hold display mode determination process of transmitting a hold display command to the image control board 150 and the lamp control board 140 so as to perform hold display in a predetermined mode. As a result, the current number of holds of the first hold (U1) is displayed on the image display device 31.
[0191] In step S641, the sub-CPU 121 checks whether the command stored in the reception buffer is a variable pattern designation command. If the command stored in the reception buffer is a variable pattern designation command (Yes in step S641), the sub-CPU 121 transfers the process to step S642, and if it is not a variable pattern designation command (No in step S641), the sub-CPU 121 transfers the process to step S651. In step S642, the sub-CPU 121 performs an effect pattern determination process of determining an effect pattern based on the received variable pattern designation command. In step S643, the sub-CPU 121 executes the preview effect determination process. In the preview effect determination process, the sub-CPU 121 determines a preview effect independent of the effect pattern.
[0192] Next, in step S644, the sub-CPU 121 performs a hold display mode update process of shifting the hold display data stored in the first hold storage area and the second hold storage area and the data corresponding to the start winning designation command, and transmitting the information of the hold display data after the shift to the image control board 150 and the lamp control board 140.
[0193] In step S651, the sub-CPU 121 checks whether the command stored in the reception buffer is a production symbol designation command. If the command stored in the reception buffer is a production symbol designation command (Yes in step S651), the sub-CPU 121 transfers the process to step S652, and if it is not a production symbol designation command (No in step S651), the sub-CPU 121 transfers the process to step S661.
[0194] In step S652, the sub-CPU 121 performs a symbol determination process for determining a symbol 35 to be stopped and displayed on the image display device 31 based on the content of the received effect symbol designation command. Specifically, the sub-CPU 121 analyzes the effect symbol designation command, determines symbol data constituting a combination of symbols 35 according to the presence or absence of a big win and the type of big win, and sets a symbol command based on the determined symbol data in the symbol storage area.
[0195] In step S661, the sub-CPU 121 checks whether the command stored in the reception buffer is a symbol determination command. If the command stored in the reception buffer is a symbol determination command (Yes in step S661), the sub-CPU 121 transfers the process to step S662, and if it is not a symbol determination command (No in step S661), the sub-CPU 121 transfers the process to step S671. In step S662, the sub-CPU 121 performs a symbol stop process for setting a symbol stop command for stopping and displaying the effect symbol in the transmission buffer of the sub-RAM 123.
[0196] In step S671, the sub-CPU 121 checks whether the command stored in the reception buffer is a normal symbol variation pattern designation command. If the command stored in the reception buffer is a normal symbol variation pattern designation command (Yes in step S671), the sub-CPU 121 transfers the process to step S672, and if it is not a normal symbol variation pattern designation command (No in step S671), the sub-CPU 121 transfers the process to step S681. In step S672, the sub-CPU 121 performs a normal symbol variation effect pattern determination process for determining one normal symbol variation effect pattern from among a plurality of normal symbol variation effect patterns based on the received normal symbol variation pattern designation command.
[0197] In step S681, the sub-CPU 121 checks whether the command stored in the reception buffer is a long opening start command. If the command stored in the reception buffer is a long opening start command (Yes in step S681), the sub-CPU 121 transfers the process to step S682; otherwise (No in step S681), the sub-CPU 121 transfers the process to step S700. In step S682, the sub-CPU 121 performs an effect process during long opening. Here, in order to notify the player that the normal electric accessory is opened for a long time (5.760 seconds) in the time-saving game state, a notification effect is executed. This notification effect may be, for example, an effect such as "Aim at the right!" represented by the display in FIG. 39(a) described later.
[0198] In step S691, the sub-CPU 121 checks whether the command stored in the reception buffer is a normal symbol determination command. If the command stored in the reception buffer is a normal symbol determination command (Yes in step S691), the sub-CPU 121 transfers the process to step S692; otherwise (No in step S691), the sub-CPU 121 transfers the process to step S700. In step S692, the sub-CPU 121 performs a normal symbol variation stop process of setting the effect symbol data corresponding to the received normal symbol determination command and the symbol stop command for stopping the display of the normal symbol effect symbol in the transmission buffer of the sub-RAM 123 in order to stop the display of the normal symbol effect symbol.
[0199] In step S700, the sub-CPU 121 determines whether the command stored in the reception buffer is a game state designation command. If the command stored in the reception buffer is a game state designation command (Yes in step S700), the sub-CPU 121 transfers the process to step S701; otherwise (No in step S700), the sub-CPU 121 transfers the process to step S711. In step S701, the sub-CPU 121 sets the game state based on the received game state designation command in the game state storage area in the sub-RAM 123. In step S711, the sub-CPU 121 checks whether the command stored in the reception buffer is an opening command. If the command stored in the reception buffer is an opening command (Yes in step S711), the sub-CPU 121 transfers the process to step S712. If it is not an opening command (No in step S711), the sub-CPU 121 transfers the process to step S721.
[0200] In step S712, the sub-CPU 121 performs a winning start effect pattern determination process for determining a winning start effect pattern. Specifically, based on the opening command, the sub-CPU 121 determines a winning start effect pattern, sets the determined winning start effect pattern in the effect pattern storage area, and transmits information on the determined winning start effect pattern to the image control board 150 and the lamp control board 140. Therefore, data based on the determined winning start effect pattern is set in the transmission buffer of the sub-RAM 123. In step S721, the sub-CPU 121 checks whether the command stored in the reception buffer is a big winning opening designated command indicating the start of a big winning round game. If the command stored in the reception buffer is a big winning opening designated command (Yes in step S721), the sub-CPU 121 transfers the process to step S722. If it is not a big winning opening designated command (No in step S721), the sub-CPU 121 transfers the process to step S731.
[0201] In step S722, the sub-CPU 121 performs a mid-round effect pattern determination process for determining a big winning effect pattern. Specifically, based on the big winning opening designated command having information on which round game starts, the sub-CPU 121 determines a mid-round effect pattern for each starting round. Then, the sub-CPU 121 sets the determined mid-round effect pattern in the effect pattern storage area and transmits information on the effect pattern to the image control board 150 and the lamp control board 140. Therefore, corresponding data is set in the transmission buffer of the sub-RAM 123. In step S731, the sub-CPU 121 checks whether the command stored in the reception buffer is a round end designation command. If the command stored in the reception buffer is a round end designation command (Yes in step S731), the sub-CPU 121 transfers the process to step S732. If it is not a round end designation command (No in step S731), the sub-CPU 121 transfers the process to step S741. In step S732, the sub-CPU 121 performs a pause performance pattern determination process for determining the performance pattern between each round.
[0202] In step S741, the sub-CPU 121 checks whether the command stored in the reception buffer is an ending command. If the command stored in the reception buffer is an ending command (Yes in step S741), the sub-CPU 121 transfers the process to step S742. If it is not an ending command (No in step S741), the sub-CPU 121 transfers the process to step S751. In step S742, the sub-CPU 121 performs a winning end performance pattern determination process for determining the winning end performance pattern. Specifically, based on the ending command, the winning end performance pattern is determined, the determined winning end performance pattern is set in the performance pattern storage area, and information on the determined winning end performance pattern is transmitted to the image control board 150 and the lamp control board 140. Therefore, data based on the determined winning end performance pattern is set in the transmission buffer of the sub-RAM 123.
[0203] In step S751, the sub-CPU 121 checks whether the command stored in the reception buffer is a big winning hole ball entry command. If the command stored in the reception buffer is a big winning hole ball entry command (Yes in step S751), the sub-CPU 121 transfers the process to step S752. If it is not a big winning hole ball entry command (No in step S751), the command analysis process ends. In step S752, the sub-CPU 121 sets it in the transmission buffer of the sub-RAM 123 in order to transmit the big winning opening ball entry command to the image control board 150 and the lamp control board 140.
[0204] <Performance input control process> Figure 29 is a flowchart for explaining the performance input control process by the performance control board. First, in step S831, the sub-CPU 121 determines whether there is a valid performance button detection signal from the performance button detection switch 8a based on the performance button detection command from the lamp control board 140. Here, if the sub-CPU 121 determines that there is no performance button detection signal (No in step S831), the process ends, and if it determines that there is a performance button detection signal (Yes in step S831), it proceeds to the process of step S832.
[0205] In step S832, the sub-CPU 121 determines whether the button operation performance execution enable flag = 01 is set in the storage area of the sub-RAM 123. Here, if the sub-CPU 121 determines that the button operation performance execution enable flag = 01 is not set (No in step S832), the process ends, and if it is set (Yes in step S832), it proceeds to the process of step S833.
[0206] Note that the button operation performance execution enable flag determines whether it is possible to execute the performance corresponding to the operation based on the fact that the button operation has been performed. If the flag is "01", it is possible to execute the performance corresponding to the operation, and if the flag is "00", it indicates that it is impossible to execute the performance corresponding to the operation. The flag "01" is set in accordance with the start of the valid operation period of the performance button 8, and the flag "00" is set when the performance button 8 is operated or when the valid operation period ends without the performance button 8 being operated.
[0207] In step S833, the sub-CPU 121 sets the button operation effect execution command in the transmission buffer. This command is for causing the image control board 150 to execute an effect corresponding to the operation of the effect button 8. Here, the sub-CPU 121 transmits the command set in the transmission buffer to the image control board 150 and the lamp control board 140 in step S605 (see FIG. 25) after the effect input control process. Based on the received command, the image control board 150 activates the image display device 31 and the audio output device 34, and the lamp control board 140 activates the effect accessory device 32 and the effect lighting device 33 based on the received command.
[0208] Next, the image control board 150 will be described. When the image control board 150 receives an effect command from the effect control board 120, based on the received effect command, the host CPU 151 reads the audio output device control program from the host ROM 153 to control the audio output in the audio output device 342, and the host CPU 151 reads the animation control program from the host ROM 153 to control the image display in the image display device 31.
[0209] Here, the processing executed by the host CPU 151 in the image control board 150 will be described.
[0210] <Host CPU Main Processing> FIG. 30 is a flowchart for explaining the main processing by the image control board. When power is supplied by the power supply board 170, a system reset occurs in the host CPU 151, and the host CPU 151 performs the following main processing. First, in step S901, the host CPU 151 performs initialization processing. In this processing, the host CPU 151 reads the main processing program from the host ROM 153 in response to power-on, and instructs the initial settings of various modules of the host CPU 151 and the VDP200.
[0211] In step S902, the host CPU 151 performs an effect pattern designation command analysis process for analyzing an effect pattern designation command (a command stored in the reception buffer of the host RAM 152) transmitted from the effect control board 120. When the image control board 150 receives a command transmitted from the effect control board 120, a command reception interrupt process of the image control board 150 (not shown) occurs, and the received command is stored in the reception buffer. Thereafter, an analysis process of the command received in step S902 is performed.
[0212] The effect pattern designation command analysis process checks whether an effect pattern designation command is stored in the reception buffer. If no effect pattern designation command is stored in the reception buffer, the process proceeds directly to step S903. If an effect pattern designation command is stored in the reception buffer, a new effect pattern designation command is read, and based on the read effect pattern designation command, one or more animation groups to be executed are determined, and an animation pattern is determined from each animation group. Then, when the animation pattern is determined, the read effect pattern designation command is deleted from the transmission buffer.
[0213] In step S903, the host CPU 151 performs an animation control process. In this process, based on the "scene transition counter", "wait frame", "frame counter" updated in step S921 (described later) and the animation pattern determined in step S902 above, the addresses of various animation scenes are updated. In step S904, the host CPU 151 generates a display list from the display information (sprite identification number, display position, etc.) of one frame of the animation scene at the updated address according to the priority (drawing order) of the animation group to which the animation scene belongs. Then, when the generation of the display list is completed, the host CPU 151 outputs the display list to the VDP 200. Note that the display list output here is stored in the display list storage area 156a of the VRAM 156 via the CPU I / F 203 in the VDP 200.
[0214] In step S905, the host CPU 151 determines whether the FB switching flag = 01. Here, as will be described later with reference to FIG. 30(b), the FB switching flag becomes FB switching flag = 01 if the drawing of the previous display list is completed at each V blank interruption every 1 / 60 second (about 16.6 ms). That is, in step S905, it is determined whether the previous drawing has been completed. If the host CPU 151 determines that the FB switching flag = 01 (Yes in step S905), the process proceeds to step S906. If the FB switching flag = 00 (No in step S905), the host CPU 151 waits until the FB switching flag becomes 01.
[0215] In step S906, the host CPU 151 sets the FB switching flag = 00 (turns off the FB switching flag) and proceeds to the process in step S906. In step S907, the host CPU 151 performs drawing execution start processing. In this process, in order to instruct the VDP 200 to execute the drawing for the already output display list, drawing execution start data is set in the drawing register. That is, the execution of the drawing for the display list output in step S904 above is instructed. Thereafter, the processes of steps S902 to S907 are repeatedly performed until a predetermined interruption shown in FIG. 27 occurs.
[0216] <Interrupt Processing of Image Control Board> Using FIG. 31, the interrupt processing of the image control board 150 will be described. The interrupt processing of the image control board 150 includes at least an end-of-drawing interrupt processing performed by inputting an end-of-drawing interrupt signal and a V-blank interrupt processing performed by inputting a V-blank interrupt signal.
[0217] <Host CPU End-of-Drawing Interrupt Processing> FIG. 31(a) is a flowchart for explaining the end-of-drawing interrupt processing by the image control board. When the drawing of a frame (one frame) of a predetermined unit is completed, the VDP 200 outputs an end-of-drawing interrupt signal to the host CPU 151 via the CPU I / F 203. When the host CPU 151 receives an end-of-drawing interrupt signal from the VDP 200, it executes end-of-drawing interrupt processing. In the end-of-drawing interrupt processing, in step S911, the host CPU 151 sets the end-of-drawing flag = 01 (turns on the end-of-drawing flag) and ends the current end-of-drawing interrupt processing. That is, the end-of-drawing flag is turned on every time the drawing ends.
[0218] <Host CPU V-Blank Interrupt Processing> FIG. 31(b) is a flowchart for explaining the V-blank interrupt processing by the image control board. Every 1 / 60 seconds (about 16.6 ms), the VDP 200 outputs a V-blank interrupt signal (vertical synchronization signal) to the host CPU 151 via the CPU I / F 203. When the host CPU 151 receives a V-blank interrupt signal from the VDP 200, it executes V-blank interrupt processing.
[0219] In step S921, the host CPU 151 performs processing to update various counters such as the "scene switch counter", "wait frame", and "frame counter". In step S922, the host CPU 151 determines whether the drawing end flag = 01. That is, it determines whether the drawing of a frame of a predetermined unit has been completed. If the drawing end flag = 01 for the host CPU 151 (Yes in step S922), the process proceeds to step S923. If the drawing end flag is not 01 (No in step S922), the current V-blank interrupt process ends. That is, even if a V-blank interrupt signal is input, if the drawing has not been completed, the processes after step S923 are not performed. In step S923, the host CPU 151 sets the drawing end flag = 00 (clears the drawing end flag). In step S924, the host CPU 151 gives an instruction to the memory controller 209 of the VDP 200 to switch between the "display frame buffer" and the "drawing frame buffer". In step S925, the host CPU 151 sets the FB switching flag = 01 (turns on the FB switching flag), releases the standby state in the above step S905 (see FIG. 24), and ends the current V-blank interrupt process.
[0220] Next, the outline of the lamp control board 140 will be briefly described. In the lamp control board 140, when receiving an effect command from the effect control board 120, it reads out an effect accessory device operation program based on the received effect command, operates and controls the effect accessory device 32, and reads out an effect lighting device control program based on the received effect command to control the effect lighting device 33 and the light guide body 60. Also, in the lamp control board 140, when receiving an effect button command from the image control board 150 via the effect control board 120, it reads out an effect button operation program based on the received effect button command and controls the effect button 8.
[0221] Hereinafter, the features of the gaming machine of the present embodiment will be described in detail. As described above, the gaming machine 1 is a gaming machine of a one-type and two-type mixed type. The jackpot probability of the first special symbol is 1 / 129, and there is no small win set. The jackpot probability of the second special symbol is 1 / 129, and the small win probability is 128 / 129. The sum of the jackpot probability and the small win probability is 1 / 1, but it almost always wins the small win. Note that the small win is a type of non-win and not a win.
[0222] When winning the jackpot in the variation of the first special symbol, as the gaming state after the jackpot, for example, it transitions to the short-time gaming state at a rate of 51% (activating the time shortening function) and does not transition to the short-time gaming state at a rate of 49% (not activating the time shortening function). In the "short-time gaming state" in this case, the normal electric accessory operates for a long time (long release) due to the variation of the normal symbol, and it becomes easier for the game ball to win the second start port 14. The effective winning times (2 to 5 times) for the second start port 14 are set as the end condition of the short-time gaming state. When the winning of the effective winning times occurs and the short-time gaming state ends, the subsequent "non-short-time gaming state" is a gaming state where the normal electric accessory operates for a short time (short release), and it becomes difficult for the game ball to win the second start port 14. With such control, in this embodiment, when winning the jackpot with time shortening in the variation of the first special symbol, while obtaining bonus balls through the jackpot game, during the short-time gaming state after the jackpot (when the time shortening function is activated), a maximum of 2 to 5 wins at the second start port 14 can occur, and a maximum of 1 to 4 holds of the second special symbol can be obtained.
[0223] As described with reference to FIGS. 6 and 7, the above-mentioned effective winning times vary depending on the determined first special symbol. When the first special symbol A is determined, the effective winning times are 5 times. When winning 5 times at the second start port 14 during the short-time gaming state after the 8R jackpot (when the time shortening function is activated), the short-time gaming state ends at that point. Therefore, a maximum of 5 wins at the second start port 14 can occur during the short-time gaming state after the 8R jackpot. In the short-time game state immediately after the big win of the first special symbol, since there is no hold of the second special symbol, the second special symbol starts to vary with the first win, and up to 4 holds of the second special symbol occur with the remaining maximum 4 wins during the variation. Although this is also common to the following explanations, the maximum number of game balls corresponding to the number of valid wins is not necessarily made to win at the second start port 14. When the variation time due to the first win ends, even if the number of valid wins is not reached, no more wins can be generated. This is because it is stipulated that the end condition of the short-time game is the end of one variation of the second special symbol.
[0224] When the first special symbol B is determined, the number of valid wins is 5. If the second start port 14 wins 5 times during the short-time game state after the 3R big win (while the time shortening function is operating), the short-time game state ends at that point. Therefore, up to 5 wins at the second start port 14 can be generated during the short-time game state after the 3R big win. In the short-time game state immediately after the big win of the first special symbol, since there is no hold of the second special symbol, the second special symbol starts to vary with the first win, and up to 4 holds of the second special symbol occur with the remaining maximum 4 wins during the variation.
[0225] When the first special symbol C is determined, the number of valid wins is 4. If the second start port 14 wins 4 times during the short-time game state after the 3R big win (while the time shortening function is operating), the short-time game state ends at that point. Therefore, up to 4 wins at the second start port 14 can be generated during the short-time game state after the 3R big win. In the short-time game state immediately after the big win of the first special symbol, since there is no hold of the second special symbol, the second special symbol starts to vary with the first win, and up to 3 holds of the second special symbol occur with the remaining maximum 3 wins during the variation.
[0226] When the first special symbol D is determined, the number of effective winning times is 3. During the time-saving game state after the 3R jackpot (while the time-saving function is activated), if a prize is won 3 times at the two start ports 14, the time-saving game state ends at that point. Therefore, it is possible to generate a maximum of 3 wins at the second start port 14 during the time-saving game state after the 3R jackpot. In the time-saving game state immediately after the jackpot of the first special symbol, there is no hold for the second special symbol. Therefore, the first win starts the variation of the second special symbol, and up to 2 holds of the second special symbol occur with the remaining maximum 2 wins during the variation.
[0227] When the first special symbol E is determined, the number of effective winning times is 2. During the time-saving game state after the 3R jackpot (while the time-saving function is activated), if a prize is won 2 times at the two start ports 14, the time-saving game state ends at that point. Therefore, it is possible to generate a maximum of 2 wins at the second start port 14 during the time-saving game state after the 3R jackpot. In the time-saving game state immediately after the jackpot of the first special symbol, there is no hold for the second special symbol. Therefore, the first win starts the variation of the second special symbol, and up to 1 hold of the second special symbol occurs with the remaining maximum 1 win during the variation.
[0228] In addition, when winning a small jackpot or a big jackpot with time-saving, the player performs a "right shot" in which the player aims at the right side of the game area and fires the game ball to win the game ball at the second start port 14 in the time-saving game state after the big jackpot game. As explained in FIG. 5(b), the variation of the second special symbol wins a small jackpot or a big jackpot with a probability of 1 / 1. Therefore, including the first time to start the variation immediately, small jackpots or big jackpots equal to the number of winning times are determined. As a result of winning a small win or a big win due to the variation of the second special symbol, after obtaining prize balls through a big win game, for example, the game shifts to a time-saving game state at a rate of 72% (the time-saving function is activated), and does not shift to the time-saving game state at a rate of 28% (the time-saving function is not activated). In the "time-saving game state" in this case, the normal electric accessory operates for a long time (long release) due to the variation of the normal symbol, making it easier for game balls to win in the second start port 14. As a termination condition of the time-saving game state, the effective winning times (1 to 3 times) for the second start port 14 are set. When the time-saving game state ends due to the occurrence of a winning of the effective winning times (1 to 3 times) for the second start port 14, the subsequent non-time-saving game state is a game state where the normal electric accessory operates for a short time (short release), and it becomes difficult for game balls to win in the second start port 14. With such control, when winning a small win or a big win with time-saving, prize balls are obtained through a big win game, and during the time-saving game state after the big win game (while the time-saving function is activated), up to 1 to 3 game balls can be made to win in the second start port 14.
[0229] The effective winning number of times varies depending on the determined second special symbol and small win symbol. When winning the second special symbol J and the small win symbol A, the effective winning times are 3 times. During the time-saving game state after an 8R big win (while the time-saving function is activated), when 3 wins occur in the second start port 14, the time-saving game state ends at that point. Therefore, during the time-saving game state after an 8R big win, up to 3 wins in the second start port 14 can be generated, and 3 small win chances can be obtained. More specifically, when the remaining hold of the second special symbol is 0, the variation of the second special symbol starts due to the first win out of the above total 3 wins, and up to 2 remaining holds of the second special symbol occur due to the occurrence of the maximum remaining 2 wins during the variation. When there is one or more remaining holds of the second special symbol, during the variation of the second special symbol due to the remaining hold, up to 3 remaining holds of the second special symbol occur due to the occurrence of the above maximum 3 wins and are added to the existing holds.
[0230] When the second special symbol K and the small win symbol B are determined, the number of effective winning times is two. During the time-saving game state after the 8R big win (when the time-saving function is activated), when two winnings occur at the second start port 14, the time-saving game state ends at that point. Therefore, during the time-saving game state after the 8R big win, a maximum of two winnings can occur at the second start port 14, and two small win chances can be obtained. More specifically, when the remaining hold of the second special symbol is 0, the second special symbol starts to vary due to the first of the above-mentioned two winnings, and during the variation, the remaining maximum one winning occurs, resulting in a hold of up to one second special symbol. When there is one or more remaining holds of the second special symbol, during the variation of the second special symbol due to the remaining hold, the above-mentioned maximum two winnings occur, resulting in a hold of up to two second special symbols, which is added to the existing hold.
[0231] When the second special symbol L and the small win symbol C are determined, the number of effective winning times is one. During the time-saving game state after the 3R big win (when the time-saving function is activated), when a maximum of one winning occurs at the second start port 14, the time-saving game state ends at that point. Therefore, during the time-saving game state after the 3R big win, a maximum of one winning can occur at the second start port 14, and one small win chance can be obtained. More specifically, when the remaining hold of the second special symbol is 0, the second special symbol starts to vary due to the above-mentioned one winning, and no more winnings occur during the variation, and no hold of the second special symbol occurs. When there is one or more remaining holds of the second special symbol, during the variation of the second special symbol due to the remaining hold, the above-mentioned maximum one winning occurs, resulting in a hold of up to one second special symbol, which is added to the existing hold.
[0232] When the second special symbol M and the small win symbol D are determined, the game state after the 3R big win is a non-time-saving game state, and the game ball cannot be won at the second start port 14. When there is no remaining hold for the second special symbol, the number of available variations of the second special symbol becomes 0 with the variations determined by the second special symbol M and the small winning symbol D. The game state returns to the non-time-limited game state (the time reduction function is deactivated), and the player is instructed to perform a left strike to vary the first special symbol. When there is a remaining hold for the second special symbol, the number of holds (available variations) decreases by one.
[0233] Figures 32 and 33 are diagrams for explaining the time reduction end conditions. Using Figures 32 and 33, the time reduction end conditions and the control of the normal electric accessory in the gaming machine of this embodiment will be explained in detail. The normal electric accessory operates by winning in the normal symbol lottery, but the display of the variation of the normal symbol is omitted in Figures 32 and 33. The following explanation is based on the case where, as explained in Figure 9, both of the normal symbols A and B correspond to short releases in the table of Figure 9(a-1) for the non-time-limited game state and both correspond to long releases in the table of Figure 9(a-2) or (a-3) for the time-limited game state, so that the normal electric accessory always performs a short release during non-time-limited games and always performs a long release during time-limited games.
[0234] The gaming machine 1 of this embodiment (Condition 1) Completion of the specified number of variations of the special symbol (1 time for the second special symbol) (Condition 2) Winning of the effective winning times at the second start port (Condition 3) Winning of the specified number of small wins When any one of these three conditions is satisfied, the time-limited game state ends and the game state is changed to the non-time-limited game state, and the winning easy state of the normal electric accessory ends.
[0235] Figure 32 corresponds to the above (Condition 1) and shows the case where the time-limited game state ends when the second special symbol completes the specified number of variations (1 time). Figure 33 corresponds to the above (Condition 2) and shows the case where the time-limited game state ends when a winning of the effective winning times at the second start port 14 occurs. The effective winning times include the winning at the second start port 14 that occurred when there was no hold for the second special symbol and caused the second special symbol to vary.
[0236] Figures 32 and 33 show, for example, the case where the second special symbol J or the small winning symbol A is won, and the number of valid winning times is three times. As shown in FIG. 32, when the variable display of the second special symbol ends before the number of winning times reaches the number of valid winning times, the time-saving game state ends at that point. The normal electric accessory that is activated and controlled during the non-time-saving game state after the end of the time-saving game state is short-opened according to the table in FIG. 9(a-1) when the normal symbol wins. It is difficult for a game ball to win in the second start port 14 during the short opening. It means that it is impossible to generate the number of winning times that could have been originally possible without appropriately firing the game ball to win before the variable display of the second special symbol ends.
[0237] On the other hand, as shown in FIG. 33, when the number of winning times reaches the number of valid winning times before the second special symbol finishes fluctuating, the time-saving game state ends at that point. That is, during the fluctuation of the second special symbol, the time-saving game state (while the time-saving function is operating) continues until the number of winning times at the second start port 14 reaches the number of valid winning times. The normal electric accessory that is activated and controlled during the time-saving game state is long-opened according to the table in FIG. 9(a-1) when the normal symbol wins. It is easy for a game ball to win in the second start port 14 during the long opening. Note that regardless of whether the normal electric accessory is operating in a short opening or a long opening, when a winning of a game ball occurs at the second start port 14 once, the operation ends, and it becomes impossible to win at the second start port 14. For this reason, it is configured such that a winning of a game ball can occur only once at the second start port 14 by one operation of the normal electric accessory. After that, the variable display of the next normal symbol is performed, and when the normal symbol is won, the normal electric accessory operates based on the won normal symbol. During the long release of the normal electric accessory during the short-time game state, when a winning of one game ball occurs at the second start port 14, the normal electric accessory is closed, and during the non-short-time game state after ending the short-time game state by winning the effective winning count, the normal electric accessory is short-opened so that game balls do not win, thereby preventing winnings exceeding the effective winning count and preventing inappropriate numbers of winnings from occurring.
[0238] Figures 34 to 37 are diagrams for explaining the variation mode of the normal symbol and the operation mode of the normal electric accessory. The following explanation also assumes that, as explained in Figure 9, both normal symbols A and B correspond to short openings in the table of Figure 9(a-1) for the non-short-time game state and both correspond to long openings in the table of Figure 9(a-2) or (a-3) for the short-time game state, so that the normal electric accessory always short-opens during non-short-time games and always long-opens during short-time games.
[0239] When the game machine 1 starts to vary the normal symbol when a game ball passes through the right gate 15, as shown in Figures 34 to 37, the game state is determined at the start of the variation of the normal symbol, and the variation of the normal symbol is performed based on the determined game state. Also, the game machine 1 determines the game state when the normal electric accessory operates based on the variation result of the normal symbol, and operates the normal electric accessory based on the determined game state.
[0240] Figure 34 explains the state where the game state changes from the short-time game state to the non-short-time game state during the variation display of the normal symbol. In Figure 34, the game state at the start of the variation of the normal symbol is the short-time game state. Therefore, the variation time (shortened variation) of the normal symbol corresponding to the short-time game state defined in the variation pattern table of Figure 9(b) is determined. In the case of this embodiment, regardless of whether normal symbol A or B is determined, a variation time of 5.0 seconds (in the case of winning easy state 1) or 1.0 second (in the case of winning easy state 2) is set.
[0241] After that, before the variation of the normal symbol ended, the game state became a non-time-limited game state. This corresponds to the case where the game state changes to the non-time-limited game state when the variation of the second special symbol ends during the variation display of the normal symbol in the time-limited game state, or when the first special symbol becomes a big win during the time-limited game state and the condition device operates and the game state changes to the non-time-limited game state. And in the non-time-limited game state, the variation display of the normal symbol ends in a winning mode and the normal electric accessory is activated (short release). This is because, as described above, the gaming machine 1 determines the game state when the normal electric accessory is activated and activates the normal electric accessory based on the game state. The lottery results of the normal symbols (normal symbols A, B) (performed during the time-limited game state) correspond to the short release when referring to the table for the non-time-limited game state in Fig. 9(a-1) according to the game state (time-limited game state) when the normal electric accessory is activated. As a result of the short release of the normal electric accessory, it is difficult for the game ball to win in the second starting port 14.
[0242] By configuring as shown in Fig. 34, it is possible to prevent the game ball launched just before the end of the time-limited game state due to the end of the variation of the second special symbol from winning in the second starting port after the end of the time-limited game state, so that the number of winning game balls exceeding the effective number of winning times does not occur.
[0243] Consider the case where a long release is performed when the normal symbol C is selected in the non-time-limited game state and a short release is performed when the normal symbol C is selected in the time-limited game state. In this case, since the lottery result of the normal symbol (normal symbol C) corresponding to the short release performed during the time-limited game state corresponds to the long release in the table for the non-time-limited game state, the normal electric accessory is long released.
[0244] Fig. 35 illustrates the state where the game state changes from the time-limited game state to the non-time-limited game state during the operation of the normal electric accessory. In FIG. 35, the game state at the start of the variation of the normal symbol is the time-saving game state. Therefore, the variation time (shortened variation) of the normal symbol corresponding to the time-saving game state defined in the variation pattern table of FIG. 9(b) is determined. In the case of this embodiment, regardless of whether normal symbol A or B is determined, a variation time of 5.0 seconds (in the case of winning easy state 1) or 1.0 second (in the case of winning easy state 2) is set.
[0245] After that, with the normal symbol remaining in the time-saving game state, the variation ends in a winning mode, and the normal electric accessory is activated. The game state when activating the normal electric accessory is the time-saving game state, and the time-saving game state is a game state in which the normal electric accessory is long-opened. Then, during the long-opening of the normal electric accessory, the game state becomes a non-time-saving game state. This corresponds to the case where the game state changes when the variation of the second special symbol ends during the operation of the normal electric accessory in the time-saving game state, or the case where the game state changes when the first special symbol hits the jackpot and the condition device operates during the time-saving game state. And even after becoming the non-time-saving game state, the operation (long-opening) of the normal electric accessory is continued. This is because, as described above, the gaming machine 1 determines the game state when the normal electric accessory operates and activates the normal electric accessory based on the game state, and the lottery result (normal symbols A, B) of the normal symbol (performed during the time-saving game state) refers to the table for the time-saving game state in FIG. 9(a-2) or (a-3) based on the game state (time-saving game state) when the normal electric accessory operates, corresponding to the long-opening. As a result of continuing the operation (long-opening) of the normal electric accessory, the game ball is likely to win the second start port 14. During the continued long-opening, when a winning occurs at the second start port 14 a specified number of times (for example, once) occurs, the normal electric accessory is closed at that point.
[0246] By configuring as shown in FIG. 35, the game ball launched just before the end of the time-saving game state due to the end of the variation of the second special symbol is made to win the second start port 14 as much as possible before the end of the time-saving game state, and it is possible to more reliably generate a winning for the effective number of winning times.
[0247] Consider the case where, when the normal symbol C is selected in the non-time-reduced game state, a long release occurs, and when the normal symbol C is selected in the time-reduced game state, a short release occurs. In this case, the lottery result of the normal symbol (normal symbol C) corresponding to the long release performed during the time-reduced game state also naturally corresponds to the long release in the table for the time-reduced game state that is referred to again during activation, so the normal electric accessory is released in a long release.
[0248] Note that the same applies to the case of a one-type-one-type (probability-variable machine) that changes the jackpot probability to a high probability after a jackpot and can shift to the time-reduced game state. When the variable display of the normal symbol starts during probability variation (high-probability time reduction), and the condition device activates (jackpot) before the variable stop of the normal symbol, resulting in a high-probability non-time-reduced game state, the normal electric accessory is released normally (short release).
[0249] As a comparison with FIGS. 34 and 35, FIGS. 36 and 37 are used to explain the case where the normal symbol starts variable display in the non-time-reduced game state. FIG. 36 illustrates the state where the variable display of the normal symbol starts during the non-time-reduced game state and the normal electric accessory activates during the non-time-reduced game state. In FIG. 36, the game state at the start of the variable display of the normal symbol is the non-time-reduced game state. Therefore, the normal symbol starts to vary for the normal variable time (5.1 seconds). After that, with the game state remaining in the non-time-reduced game state, the variable display of the normal symbol ends in a winning pattern, and the normal electric accessory is activated (short release). This is because, as described above, the gaming machine 1 determines the game state when the normal electric accessory activates based on the variable result of the normal symbol, and activates the normal electric accessory based on that game state. The lottery result of the normal symbol (normal symbols A and B) (performed in the non-time-reduced game state) refers to the table for the non-time-reduced game state in FIG. 9(a-1) based on the game state (non-time-reduced game state) at the time of normal electric accessory activation, corresponding to a short release.
[0250] Consider a case where, when the normal symbol C is selected in the non-time-reduced game state, it is a long release, and when the normal symbol C is selected in the time-reduced game state, it is a short release. In this case, the lottery result of the normal symbol (normal symbol C) corresponding to the short release performed during the time-reduced game state naturally corresponds to the short release even in the table for the time-reduced game state that is referred to again during operation, so the normal electric accessory is short-released.
[0251] FIG. 37 illustrates a state where the variable display of the normal symbol starts during the non-time-reduced game state and the normal electric accessory operates during the time-reduced game state. In FIG. 37, the game state at the start of the variation of the normal symbol is the non-time-reduced game state. Therefore, the normal symbol starts to vary for the normal variation time (5.1 seconds). During the variable display of the normal symbol started during the non-time-reduced game state (when the time reduction function is not operating), the game state becomes the time-reduced game state, and the normal symbol ends the variation in the winning mode in that time-reduced game state, and the normal electric accessory is operated with a long release. This is because, as described above, the gaming machine 1 determines the game state when the normal electric accessory operates and operates the normal electric accessory based on that game state, and the lottery results of the normal symbol (normal symbols A, B) (performed in the non-time-reduced game state) refer to the table for the time-reduced game state in FIG. 9(a-2) or (a-3) based on the game state (time-reduced game state) when the normal electric accessory operates, and correspond to a long release. If a winning occurs once in the second start port 14 during this long release, the normal electric accessory is closed at that point.
[0252] By controlling as shown in FIG. 37, when shifting from the jackpot game performed by winning the first special symbol to the time-reduced game state, for the normal symbol that started to vary during the jackpot game, after the transition to the time-reduced game state, the normal electric accessory can be quickly shifted to a long release to allow winning in the second start port 14. By doing so, in the time-reduced game state that ends with one variation of the second special symbol, it is possible to easily achieve winning of the effective number of winning times.
[0253] Consider a case where, when the normal symbol C is selected in the non-time-reduced game state, it is a long release, and when the normal symbol C is selected in the time-reduced game state, it is a short release. In this case, the lottery result of the normal symbol (normal symbol C) corresponding to the long release performed during the non-time-reduced game state corresponds to a short release in the table for the time-reduced game state, so the normal electric accessory is short-released.
[0254] The same applies to the case of a one-by-one type (probability-variable machine) in which the jackpot probability is changed to a high probability after a jackpot and the time reduction function can operate (transition to the time-reduced game state). If the variable display of the normal symbol starts during the non-operation of the time reduction function and the probability-variable (high-probability time reduction) game state is entered before the variable stop of the normal symbol, the normal electric accessory is long-released after the variable stop of the normal symbol.
[0255] Hereinafter, with reference to FIGS. 38 to 46, the effects produced by the gaming machine of the present embodiment will be described. In FIGS. 38 to 46, a special symbol icon 37 indicating the presence or absence of the variation of the special symbol is displayed. The special symbol icon 37 includes a first special symbol icon 37A and a second special symbol icon 37B. When the first special symbol stops as a winning symbol, "○" is displayed on the special symbol icon 37A, when it stops as a losing symbol, "×" is displayed, and during the variation of the first special symbol A, the variation mode represented by "↓" is displayed on the special symbol icon 37A. When the second special symbol stops as a winning symbol, "○" is displayed on the special symbol icon 37B, when it stops as a losing symbol, "×" is displayed, and during the variation of the special symbol, the variation mode represented by "↓" is displayed on the special symbol icon 37B. The numbers added to the respective special symbol icons 37 are the numbers on hold. The effect symbol of the special symbol is displayed as the small symbol 38. The small symbol 38 may be displayed only during the variation and at the stop of the special symbol. At the stop of the variation, not only the small symbol 38 but also a large effect symbol (effect symbol 35) can be displayed. The special symbol icons 37 (37A, 37B) and the small symbol 38 may be displayed on a sub liquid crystal screen (not shown) arranged adjacent to the image display device 31 instead of the image display device 31.
[0256] As described above, in the gaming machine of the present embodiment, a fourth symbol can be displayed separately from the small symbol 38. By displaying this fourth symbol, different variation results can be shown while displaying the small symbol 38 with the same aligned symbols. For example, in the following description, after a small win is won by aligning the same symbols and then a big win occurs, the game shifts to a time-saving game state (the time-saving function activates) or does not. This is because the shift to the time-saving game state (activation of the time-saving function) is indicated by a fourth symbol (not shown). If the time-saving function activation (shift to the time-saving game state) is displayed only by the small symbol 38, the success / failure of the (reverse) confession performance conducted during the big win game described below will be known to the player at the stop point of the second special symbol. Therefore, the display of the small symbol 38 is only for indicating a small win, and the activation of the time-saving function (shift to the time-saving game state) is displayed by the fourth symbol.
[0257] FIG. 38 is a diagram for explaining the screen transition during the non-time-saving game state in the present embodiment. For the sake of explanation, only the case of a big win is shown in FIG. 38. When a winning of a game ball occurs in the first start port 13 in the state where the effect symbol 35 is stopped and displayed in FIG. 38(a), the variable display of the effect symbol 35 related to the first special symbol starts in FIG. 38(b). Also, along with the variable display of the effect symbol 35, the variable display of the small symbol 38 starts. When winning the first special symbol A in the lottery of the first special symbol, in FIG. 38(c), the effect symbol 35 reaches a "7" symbol ( "7", "↓", "7"), and in FIG. 38(d), it stops and is displayed as a big win symbol with "7" aligned. The small symbol 38 also ends the variable display with the big win symbol. When the effect symbol 35 reaches a reach, the small symbol 38 may or may not reach a reach. After the display of "Aim at the right!" prompting the player to shoot or pass the game ball into the right gate 15 as a sequence-connected gate, when the game ball actually enters the right gate 15, an 8R jackpot occurs in Fig. 38(e). Then, in the final round of Fig. 38(f) or during the ending, in the subsequent time-saving game state, a display (MAX CHRGE) indicating that the game ball can be awarded to the second start port 14 up to a maximum of 5 times is made.
[0258] When winning any of the first special symbols B - F, in Fig. 38(g), the effect symbol 35 becomes a reach with a symbol other than "7", for example, "5" ( "5", "↓", "5"), and in Fig. 38(h), it stops and is displayed as a jackpot symbol with "5" aligned. The small symbol 38 also ends the variable display as a jackpot symbol. When the effect symbol 35 reaches a reach, the small symbol 38 may or may not reach a reach. Not limited to the "5" symbol, there are cases where a jackpot is achieved with other symbols than "7". After the display of "Aim at the right!" prompting the player to shoot the game ball into the right gate 15 as a sequence-connected gate, when the game ball actually enters the right gate 15, an 8R or 3R jackpot occurs in Fig. 38(i). In the final round of Fig. 38(j) or during the ending, based on the first special symbols B - F, in the subsequent time-saving game state, a scroll display is made to encourage the player whether the game ball can be awarded to the second start port 14 a certain number of times (5 times, 4 times, 3 times, 2 times) or the time-saving function does not operate and the game ball cannot be awarded to the second start port 14. In the scroll display in Fig. 38(j), it is displayed as 5 stocks, 4 stocks, 3 stocks... etc., which indicates the number of times the game ball can be awarded to the second start port 14.
[0259] The scroll display ends when triggered by the player's button operation or the passage of time. When transitioning to the time-saving game state after a jackpot (when the time-saving function operates) (in the case of the first special symbols B - E), in Fig. 38(k), the number of times of awarding is displayed. Even when not transitioning to the short-time game state (when the time reduction function does not operate) (in the case of the first special symbol F), in FIGS. 38(g) to (i), similar to the case of transitioning to the short-time game state, for example, a win is achieved with a "5" symbol and a big win occurs. After a 3R big win, in (l) after the effect in (j), a display indicating that the transition to the short-time game state (the time reduction function does not operate) is performed, and the non-short-time game state is entered, and the player performs a right strike again. As described above, since the gaming machine 1 of the first embodiment can display the presence or absence of the transition to the short-time game state (the operation of the time reduction function) by the fourth symbol, a big win can be notified by the small symbols 38 (or the effect symbols 35) in the same manner.
[0260] FIGS. 39 to 46 are diagrams for explaining the screen transition during the right strike game. The "right strike" game is performed while increasing or decreasing the number of holds based on the number of winning times to the second start port 14 explained in FIG. 39, that is, the number of variable times of the second special symbol, during the short-time game state (when the time reduction function is operating) after a big win with the first special symbol selected by the variation as explained in FIG. 38. As described above, the number of variable times of the second special symbol can also be said to be the number of chances of winning a small win, and the number of variable times is represented by the number of chance icons 36 displayed on the image display device 31. The number of chance icons 36 is the sum of the number of holds of the second special symbol and the number of the second special symbols (1) during the variable display.
[0261] FIG. 39 is a diagram for explaining an effect mode for holding the second special symbol during the short-time game state after a big win of the first special symbol. FIG. 39 shows the case where the first special symbol E is determined by the lottery of the first special symbol. When the player makes a right hit and the game ball enters or passes through the right gate, and the lottery result for the normal symbol is a winning result and the normal electric accessory operates, the game state at that time is the time-saving game state. Therefore, the normal electric accessory is opened long according to the tables in FIGS. 9(a-2) and (a-3) (FIGS. 9 and 33). During the long opening of the normal electric accessory, a winning is likely to occur at the second start port 14. Then, one winning closes the normal electric accessory, and when the next normal symbol is a winning, the normal electric accessory is operated.
[0262] In the case of FIG. 39, the effective number of winning times, which is the time-saving end condition, is 2 times. When the game ball wins at the second start port 14 twice, the time-saving game state ends. In the subsequent non-time-saving game state, when the player makes a right hit and the game ball enters or passes through the right gate, and the lottery result for the normal symbol is a winning result and the normal electric accessory operates, the game state at that time is the non-time-saving game state. Therefore, the normal electric accessory is opened short according to the table in FIG. 9(a-1). When the normal electric accessory is opened short, it becomes difficult for the game ball to win at the second start port 14. With such control, in the case of FIG. 39, the game ball can win a maximum of 2 times during the time-saving game state (FIG. 33). With the first winning at the second start port 14, the variable display of the second special symbol starts, and with another winning, one hold of the second special symbol increases.
[0263] Note that the holds of the first special symbol that occurred in the non-time-saving game state described in FIG. 38 are all cleared by the high-speed variation (shortened variation) of the first special symbol before the start of the variable display of the second special symbol in FIG. 39(b) after transitioning to the time-saving game state in FIG. 39. As also described in FIG. 18, there may be remaining holds of the first special symbol during the time-saving game state after a big win. This is because the variation of the first special symbol during the time-saving game state would interfere with the variation of the second special symbol.
[0264] As shown in FIG. 39(a), a display of "Doki Doki Charge" indicating that an effect for winning at the second start port (causing the holding of the second special symbol) starts and the phrase "Aim for the right!" instructing a right hit are displayed on the image display device 31. At this point, the holding of the second special symbol is 0. When the player makes a right hit and the lottery result for the normal symbol is a winning result when the game ball enters or passes through the right gate and the normal electric accessory operates, since the game state is a time-saving game state, the normal electric accessory is opened long according to the tables in FIGS. 9(a-2) and (a-3). When the first winning occurs (the first game ball wins) at the second start port 14 while the normal electric accessory is operating (opened long), a winning effect is executed in which, together with the phrase "GET!", for example, a heart-shaped accessory 100 moves forward and backward from the lower side to the front side of the image display device 31. Then, as shown in FIG. 39(b), the variable display of the second special symbol starts.
[0265] During the variable display of the second special symbol whose variation started in FIG. 39(b), the following effects up to FIGS. 39(c) to (h) are performed. As shown in FIG. 39(c), due to this first winning, the phrase "Doki Doki RUSH!" indicating that a minor win is achieved in this variation is displayed. At this point, the holding of the second special symbol is still 0. In the case of FIG. 39, the number of valid winning times is set to "2" as described above, and since further winning is possible, as shown in FIG. 39(d), the phrase "Not yet!" indicating that winning is still possible is displayed, and in FIG. 39(e), the same display of "Doki Doki Charge" and the phrase "Aim for the right!" as in FIG. 39(a) are displayed.
[0266] In FIG. 39(f), when the player makes a further right strike and the game ball enters or passes through the right gate, resulting in a winning lottery result for the normal symbol and activation of the normal electric accessory, the gaming state at this time is the time-saving gaming state. Therefore, the normal electric accessory is released in a long-open state according to the tables in FIGS. 9(a-2) and (a-3). While the normal electric accessory is activated (long-open), if a second winning occurs at the second starting port 14 (the second game ball wins), a winning performance is executed in which the accessory 100 moves forward and backward on the front side of the image display device 31 along with the words "GET!". The hold of the second special symbol at this point becomes 1.
[0267] Then, as shown in FIG. 39(g), due to the winning of the second game ball, the words "Doki Doki RUSH! ×2 GET" indicating that a total of two minor wins will occur in the subsequent variations are displayed. Then, as shown in FIG. 39(h), the words "Ultra Doki Doki RUSH!" following FIG. 40 are displayed, and two chance icons 36 are shown. Among them, one is a special chance icon 36A in which the character "ultra" corresponding to the Ultra Doki Doki RUSH is depicted.
[0268] As explained with reference to FIG. 33, when the effective number of winning times (two times in this case) is satisfied, the time-saving gaming state ends, and game balls no longer win at the second starting port 14. As described above, when the gaming state in which the player makes a right strike and the game ball enters or passes through the right gate, resulting in a winning lottery result for the normal symbol and activation of the normal electric accessory, is a non-time-saving gaming state, the normal electric accessory is released in a short-open state according to the table in FIG. 9(a-1). Since the second special symbol wins a minor win or a major win with a probability of 1 / 1 (almost always wins a minor win), it also wins a minor win in the case of FIG. 39. By the control described with reference to FIG. 37, the normal winning combination starts to vary with a right hit during the big win, and by the long release of the normal electric accessory due to the variation of the normal symbol, the player can quickly win the second start port 14 after the start of the time-saving game state, and can also win the second start port 14 even near the end of the variation of the second special symbol by the control described with reference to FIG. 35. The same applies to FIGS. 42, 43, 45, and 46 below. Whether the number of effective winning times is 4 or 5, the number of repetitions of the effects in FIGS. 39(b) to 39(d) is different, and the final number of holds and the number of chance icons 36 displayed in FIG. 39(h) are different, but basically the same, so the description is omitted.
[0269] FIG. 40 is a diagram for explaining the flow of the effect after winning a small win with a hold of the second special symbol. The explanation is basically based on the case where a 3R big win is achieved by winning a V prize during the small win game after winning a small win. In FIG. 40(a), the small symbol 38 stops and the player wins a small win. At this stage, the number of holds of the second special symbol is 1 (the number of chance icons 36 is 2). Subsequently, "Ultra Heart-Pounding RUSH!" is displayed following FIGS. 39(h) and FIGS. 42, 43, and 46 described later. When winning a small win that leads to a 3R big win, as shown in FIG. 40(b), a display prompting a V prize is made, and when actually winning a V prize, a big win is achieved as shown in FIG. 40(c).
[0270] In the case of FIG. 40, even if the time-saving game state does not shift (the time-saving function does not operate) after this big win, since there is a hold of the second special symbol at the time of FIG. 41 after this big win, the variation of the second special symbol and the winning of the small win itself in the next round are certain. Therefore, regardless of whether the time-saving game state shifts after the end of the big win game after this small win, the next small win will definitely be carried out, which is an advantageous state for the player. Therefore, the effect performed in FIG. 40 is "Ultra Heart-Pounding RUSH". "Ultra Heart-Pounding RUSH" gives the player more anticipation than "Heart-Pounding RUSH" described later.
[0271] When there is one or more holds of the second special symbol, during the jackpot game after a minor win, the "confession performance" shown in FIG. 40(d) is carried out. The "confession performance" is a performance that includes the content of a "confession" from the characters appearing in the performance to the player. When winning a jackpot or a minor win (the second special symbol L, minor win symbol C) that causes a winning in the second start port 14 at most once during the time-saving game state after a jackpot, in FIG. 40(e), after performing the "success performance" where the "confession" is successful, in FIG. 40(f), the accessory 100 operates, and in FIG. 40(g), the displays of "Doki Doki RUSH Continued" and "Aim Right!" are made, and the performance of FIG. 42 is entered. In addition, when winning a jackpot or a minor win (the second special symbol J, K, minor win symbols A, B) that causes a winning in the second start port 14 two or three times at most during the time-saving game state after a jackpot, after FIG. 40(g), the performance of FIG. 43 is entered.
[0272] Even when winning a minor win or a jackpot that transitions to the time-saving game state after a jackpot, in FIG. 40(h), a "failure performance" where the "confession" fails once is carried out, and in FIG. 40(i), the button image 101 is displayed. By the player operating the performance button 8, a "success performance (revival performance)" is carried out in FIG. 40(e), and then, the performances of FIG. 40(f) and FIG. 40(g) may be carried out. In that case, in FIG. 40(h), the "super" chance icon 36A becomes non-displayed once, and after the button operation in FIG. 40(i), together with the revival performance in FIG. 40(e), the "super" chance icon 36 is re-displayed.
[0273] FIG. 41 is a diagram for explaining the performance after a jackpot without time-saving. In FIG. 40(h), there is one hold of the second special symbol, and one chance icon 36 is displayed. In FIG. 41(a), "Doki Doki RUSH!" is displayed, and the chance icon 36 becomes non-displayed once. In FIG. 41(b), the chance icon 36 is displayed again. One hold of the second special symbol is resolved and the number of holds of the second special symbol decreases by one, and the second special symbol starts fluctuating. Although the number of holds of the second special symbol has decreased to "0", the displayed chance icon 36 remains one, just as in FIG. 40(h).
[0274] The game state in FIG. 41 is a non-time-shortening game state. When the player makes a right strike and the lottery result hits the normal symbol when the game ball enters or passes through the right gate and the normal electric accessory activates, the game state at that time is a non-time-shortening game state. Therefore, the normal electric accessory is short-opened according to the table in FIG. 9(a-1). This is as explained in FIG. 36. As a result, as shown in FIG. 41(c), when the normal electric accessory is short-opened, no game ball wins the second start port 14 and a small win is selected as in FIG. 40. Since no hold of the second special symbol is added, there is no hold, and the game proceeds to the effect after a small win without holding the second special symbol, as shown in FIG. 44. Since there is no hold, the second special symbol cannot be fluctuated because it does not shift to the time-shortening game state (the time shortening function does not activate) after the big win after the small win selected this time shown in FIG. 44. Therefore, since the small win for the next and subsequent times is not determined at the time of FIG. 41(a), the effect performed during the fluctuating display of the second special symbol shown in FIGS. 41(b) and 41(c) is "Doki Doki RUSH".
[0275] If there are two holds of the second special symbol in FIG. 40(d) and three chance icons 36 are displayed, and if one chance icon 36 decreases by one and two are displayed at the time when there is one chance icon 36 in FIG. 40(h), "Ultra Doki Doki RUSH!" is displayed in FIG. 41(a'), and the chance icon 36 is once hidden. In FIG. 41(b’), the chance icon 36 is displayed again. One of the holds of the second special symbol is cleared, reducing the number of holds of the second special symbol by one, and the second special symbol starts its variable display. Although the number of holds of the second special symbol decreases to one, the number of chance icons 36 displayed remains the same as that in FIG. 40(h), i.e., two if two were displayed in FIG. 40(h). One of them is the “super” chance icon 36A.
[0276] During the variable display in FIG. 41(c’), the game state is a non-time-limit game state. When the player makes a right hit and the lottery result for the normal symbol is a win when the game ball enters or passes through the right gate and the normal electric accessory activates, the game state is a non-time-limit game state. Therefore, the normal electric accessory is short-opened according to the table in FIG. 9(a-1). This is as explained in FIG. 36. As a result, the game ball does not win any prize in the second start port 14 and wins a minor hit as shown in FIG. 40. Although no additional hold of the second special symbol is added, since one hold of the second special symbol remains, the game returns to the effect after winning a minor hit with the hold of the second special symbol as shown in FIG. 40. Since one hold of the second special symbol remains and the winning of minor hits in subsequent times is determined, the effect performed during the variable display in FIGS. 41(b’) and 41(c’) is “Ultra Heart-Pounding RUSH”.
[0277] In the effects during the non-time-limit game state shown in FIGS. 41(a) to (c) and FIGS. 41(a’) to (c’), the arrow display indicating a right hit, which was displayed up to FIG. 40(h), is made non-displayed. The arrow display indicating a right hit is performed to indicate a favorable way of hitting for the player. A right hit during the non-time-limit game state is not a favorable way of hitting (even if the game ball passes through the right gate and the normal symbol is a win during the non-time-limit game state, the normal electric accessory does not open long and it is difficult for the game ball to win a prize in the second start port 14), so the arrow display cannot be performed. After Fig. 41(c), after a minor winning selection in Fig. 44(a), the arrow display is resumed from the start of the minor winning game in Fig. 44(b), and during the jackpot game and the subsequent time-saving game state, the arrow display is continued. Also, after Fig. 41(c’), after a minor winning selection in Fig. 40(a), the arrow display is resumed from the start of the minor winning game in Fig. 40(b), and during the jackpot game and the subsequent time-saving game state, the arrow display is continued.
[0278] Fig. 42 is a diagram for explaining the effect after a jackpot that causes a winning in the second start port at most once. At the time of Fig. 40(f) and (g), there is one hold of the second special symbol, and two chance icons 36 are displayed. In Fig. 42(a), “Ultra Heart-Pounding RUSH!” is started, and the display of “Aim for the right!” is made. Due to the hold of the second special symbol, even if the time-saving game state does not shift after this jackpot, the variation of the second special symbol and the minor winning selection itself for the next time are determined. Therefore, the effect performed during the variation display shown in Fig. 42 is “Ultra Heart-Pounding RUSH”. In Fig. 42(b), the hold of the second special symbol is cleared and the number of holds decreases by one, and the variation of the second special symbol starts. In Fig. 42(c), when the player makes a right hit and the lottery result hits the normal symbol when the game ball enters or passes through the right gate and the normal electric accessory operates, since the game state at this time is the time-saving game state, the normal electric accessory is opened long according to the tables in Figs. 9(a-2) and (a-3).
[0279] When a winning occurs once in the second start port 14 while the normal electric accessory is operating (opened long), in the case of Fig. 42, since the effective number of winning times is set to “1”, as explained in Fig. 33, the time-saving game state ends at this point. As a result, when the player makes a right hit and the lottery result hits the normal symbol when the game ball enters or passes through the right gate and the normal electric accessory operates, since the game state at this time is the non-time-saving game state, the normal electric accessory is opened short according to the table in Fig. 9(a-1). Therefore, no more winning occurs in the second start port 14. At this point, a display of “Preparation Complete” indicating that a winning of the effective number of winning times has occurred is made. The second special symbol that started to vary in FIG. 42(b) will win a minor prize and return to the effect after winning a minor prize with the second special symbol on hold as shown in FIG. 40. As a result of consuming one hold and one winning of the second special symbol, the number of chance icons 36 remains two and does not change throughout as shown in FIG. 42.
[0280] FIG. 43 is a diagram for explaining a special effect performed after FIG. 40(g). FIG. 43 shows a case where a winning of a game ball into the second start port 14 occurs twice during the time-saving game state (while the time-saving function is operating). After "Ultra Thrilling RUSH!" in 40(g), an effect is performed in FIG. 43(a) where the screen suddenly switches with a "Punchun" sound. In FIG. 43(b), a special character labeled LEGEND appears. At the end of the jackpot game, in FIG. 43(c), the words "LEGEND Charge" are displayed and the display "Aim for the right!" is made. At this point, the number of holds of the second special symbol is one. In FIG. 43(d), the hold of the second special symbol is consumed and the number of holds becomes zero, and the second special symbol starts a variable display.
[0281] In FIG. 43(e), when the player makes a right shot and the lottery result wins for the normal symbol performed by the game ball entering or passing through the right gate, and since the game state when the normal electric accessory operates is the time-saving game state, the normal electric accessory is opened long according to the tables in FIGS. 9(a-2) and (a-3). When a winning occurs at the second start port 14 while the normal electric accessory is operating (opened long), the words "GET!" are displayed and the accessory 100 operates. Since a minor prize is given by the first winning at the second start port 14 (the entry of the first game ball), a minor prize is given once after the next variation, so the words "Thrilling RUSH!" are displayed in FIG. 43(f). In the case of Fig. 43, the number of valid winning times is set to "2", and since the player has not won yet, the message "Not yet!" is displayed in Fig. 43(g). In Fig. 43(h), the message "LEGEND Charge" is displayed and the message "Aim right!" is also displayed. In Fig. 43(i), when the player makes a right shot and the game ball enters or passes through the right gate, the lottery result for the normal symbol becomes a winning result, and since the game state when the normal electric accessory operates is the time-saving game state, the normal electric accessory is long-opened according to the tables in Figs. 9(a-2) and (a-3). When a winning occurs at the second start port 14 while the normal electric accessory is operating (long-opened), the message "GET!" is displayed and the accessory 100 operates. In the case of Fig. 43, since the number of valid winning times is set to "2", the time-saving game state ends at this point when the second winning occurs. As a result, when the player makes a right shot and the game ball enters or passes through the right gate, the lottery result for the normal symbol becomes a winning result and the game state when the normal electric accessory operates is the non-time-saving game state, so the normal electric accessory is short-opened according to the table in Fig. 9(a-1). Therefore, there will be no more winning at the second start port 14. This is as explained in Fig. 33. Since two small wins are performed in total after the next variation due to the occurrence of the second winning, the message "Doki Doki RUSH! ×2 GET" is displayed in Fig. 43(j). The second special symbol that started to vary in Fig. 43 wins a small win and returns to the production after winning a small win with a hold for the second special symbol in Fig. 40. In Fig. 43(k), the display "Ultra Doki Doki RUSH" is made and the chance icon 36 is displayed. One of them is the "Ultra" chance icon 36A. Since one hold is cleared and the game ball wins twice, the number of holds for the second special symbol increases by one and the number of chance icons 36 becomes three.
[0282] Fig. 44 is a diagram for explaining the flow of the production after winning a small win without a hold for the second special symbol. The explanation is based on the case of a 3R big win. In Fig. 44(a), the small symbol 38 stops and wins a minor prize. At this stage, the number of hold symbols for the second special symbol is 0 (there is 1 chance icon 36). When winning a minor prize that leads to a 3R jackpot, as shown in Fig. 44(b), a display prompting a V win is made, and by actually achieving a V win, it becomes a jackpot as shown in Fig. 44(c).
[0283] When there are no holds for the second special symbol, unless it transitions to a time-saving game state after this jackpot (the time-saving function does not activate), the second special symbol cannot be varied and the next minor prize draw cannot be conducted. This is a state where a minor prize win is not promised. Therefore, the effect performed during the variable display shown in Fig. 40 is "Doki Doki RUSH". In Fig. 44(d), a "Reverse Confession Effect" having the content of a setting where a "reverse confession" is made from the player to the characters appearing in the effect is performed. When winning a jackpot or minor prize (second special symbol L, minor prize symbol C) that causes a win at the second start port 14 up to once during the time-saving game state after a jackpot, in Fig. 44(e), after performing a "Success Effect" where the "confession" is successful, in Fig. 44(f), the accessory 100 operates, and in Fig. 44(g), displays of "Doki Doki RUSH Continued" and "Aim Right!" are made, transitioning to the effect shown in Fig. 45. Note that when winning a jackpot or minor prize (second special symbol J, K, minor prize symbols A, B) that causes a win at the second start port 14 up to twice or three times (activating the time-saving function) during the time-saving game state after a jackpot, it transitions to the effect shown in Fig. 46 of Fig. 44(g).
[0284] When winning a jackpot or minor prize (second special symbol M, minor prize symbol D) that does not transition to a time-saving game state after a jackpot and does not cause any win at the second start port 14, in Fig. 44(h), a "Failure Effect" is performed, and after displaying a RESULT screen showing the above total acquired holds (the total number of holds acquired since initially obtaining a hold in Fig. 39, for example, if the total number of holds is 11, then 11 doki doki), it transitions to a non-time-saving game state. Even when winning a small jackpot or a big jackpot that transitions to a time-saving game state (activates the variable time reduction function) after winning, a "failure effect" where the "confession" fails in FIG. 44(h) is performed, the button image 101 is displayed in FIG. 44(i), and when the player operates the effect button 8, a "success effect" is performed in FIG. 44(e), and then, the effects of FIGS. 44(f) and 44(g) may be performed.
[0285] Note that in FIG. 44(j), a non-time-saving game state is entered. At that time, as the small symbol 38, the display switches from the second special symbol to the display of the first special symbol. What is displayed in FIG. 44(j) is the losing symbol at the time of the previous variation of the first special symbol. As also described in FIG. 18, after winning a time-saving big jackpot in the lottery of the first special symbol described in FIG. 38, before the variation of the second special symbol after entering the time-saving game state in FIG. 39, the hold of the first special symbol is quickly cleared. In most cases, the variation of the held first special symbol results in a loss, and the losing symbol of the first special symbol at that time is displayed as the small symbol 38. When the hold of the first special symbol wins the big jackpot, the big jackpot game is performed again in FIGS. 38(e) and 38(i).
[0286] Even when winning a small jackpot or a big jackpot that transitions to a time-saving game state (activates the variable time reduction function) after winning, a "failure effect" where the "confession" fails once in FIG. 44(h) is performed, and after displaying the RESULT screen in FIG. 44(i), the button image 101 is displayed in FIG. 44(k), and when the player operates the effect button 8, a "success effect" is performed in FIG. 44(e), and then, the effects of FIGS. 44(f) and 44(g) may be performed.
[0287] FIG. 45 is a diagram for explaining the effect after winning a big jackpot that causes the winning of the second start port 14 to occur at most once. At the point of FIG. 44(f), the hold of the second special symbol is 0, and one chance icon 36 is displayed. In FIG. 45(a), the display of "Doki Doki RUSH!" and the display of "Aim at the right!" are made. Since the next small win is not determined, the effect performed during the variable display shown in FIG. 45 is "Doki Doki RUSH". In a state where there is no hold, when the player makes a right strike and the game ball enters or passes through the right gate, and the lottery result hits the normal symbol and the normal electric accessory operates, the game state at that time is the time-saving game state. Therefore, the normal electric accessory is long-opened according to the tables in FIGS. 9(a-2) and (a-3). When a winning occurs in the second start port 14 while the normal electric accessory is operating (long-opened), the variation of the second special symbol starts in FIG. 45(b). In the case of FIG. 45, since the effective number of winning times is set to "1", as explained in FIG. 33, the time-saving game state ends at this point. The normal electric accessory is short-opened and no more winning occurs in the second start port 14. At this point, a display of "Preparation Complete" indicating that the game ball of the effective number of winning times has won is made. The special symbol whose variation started in FIG. 45(b) wins a small hit and returns to the effect after the small hit win without hold of the second special symbol in FIG. 44. Since one winning of the game ball has occurred and has been consumed, the number of holds of the second special symbol remains 0, and the number of chance icons 36 remains 1 throughout FIG. 45 without changing.
[0288] FIG. 46 is a diagram for explaining the special effect performed after FIG. 44(g). After "Doki Doki RUSH Continues!" in FIG. 44(g), an effect is performed in FIG. 46(a) where the screen suddenly switches with a "Puchun" sound. In FIG. 46(b), a special character marked as LEGEND appears. At the end of the big hit game, in FIG. 46(c), the words "LEGEND Charge" are displayed and the display of "Aim at the right!" is made. At this point, the number of holds is 0. In FIG. 46(d), when the player makes a right strike and the game ball enters or passes through the right gate, and the lottery result for the normal symbol becomes a winning result and the normal electric accessory operates, the game state at this time is the time-saving game state. Therefore, the normal electric accessory is opened for a long time according to the tables in FIGS. 9(a-2) and (a-3). When a winning occurs at the second start port 14 while the normal electric accessory is operating (opened for a long time), since there is no hold for the second special symbol, the second special symbol immediately starts the variable display. The effective winning count is set to "2", and it is still possible to achieve a winning.
[0289] In FIG. 46(e), the text "GET!" is displayed and the accessory 100 operates, and in FIG. 46(f), the text "Doki Doki RUSH!" is displayed. In FIG. 46(f), when the player makes a right strike and the game ball enters or passes through the right gate, and the lottery result for the normal symbol becomes a winning result and the normal electric accessory operates, the game state at this time is the time-saving game state. Therefore, the normal electric accessory is opened for a long time according to the tables in FIGS. 9(a-2) and (a-3). When a winning occurs at the second start port 14 while the normal electric accessory is operating (opened for a long time), the text "GET!" is displayed and the accessory 100 operates, and in FIG. 46(g), the text "Doki Doki RUSH! ×1 GET" is displayed. In the case of FIG. 46, since the effective winning count is set to "2", as explained in FIG. 33, the time-saving game state ends at this point. In the subsequent non-time-saving game state, when the player makes a right strike and the game ball enters or passes through the right gate, and the lottery result for the normal symbol becomes a winning result and the normal electric accessory operates, the game state at this time is the non-time-saving game state. Therefore, the normal electric accessory is opened for a short time according to the table in FIG. 9(a-1). No more winning occurs at the second start port 14.
[0290] In FIG. 46(h), the display of "Ultra Doki Doki RUSH" continues from FIG. 40, and the chance icon 36 is displayed. One of them is the "Ultra" icon. The winning of the second start port 14 occurs twice. Along with the first winning of the second start port 14, the variable display of the second special symbol starts, and with the other winning, the reservation of the second special symbol increases by one. As a result, the number of chance icons 36 is two. The second special symbol that started to vary in Fig. 46(d) wins a minor prize and returns to the production after winning a minor prize with the reservation of the second special symbol in Fig. 40.
[0291] In the production shown above, when the same RUSH production (Super Heart-Pounding RUSH, Heart-Pounding RUSH) continues, it may be controlled so as not to output the same BGM. Also, in the "Confession Production" in Fig. 40(d) and the "Reverse Confession Production" in Fig. 44(d), when the BGM is changed from before, it may be made so that one (unit) winning in Figs. 42 and 45, or two to three (units) winning in Figs. 43 and 46 are determined. That is, only when one (unit) winning or two to three (units) winning is performed (when shifting to the time-saving game state in the next variation (operating the variation time shortening function)), the changed BGM can be output in the "Confession Production" and the "Reverse Confession Production", and when not shifting to the time-saving game state in the next variation, the changed BGM is not output in the "Confession Production" and the "Reverse Confession Production".
[0292] Note that as the image display device of the gaming machine 1, a liquid crystal display device, a rear projector, or any other display device can be adopted. Also, the display mode of the image display device of the present invention can be applied not only to pachinko machines but also to slot machines, other gaming machines having a display device, and general game machines.
Explanation of Signs
[0293] 1 Gaming machine, 10 Game board, 13 First start port, 14 Second start port, 31 Image display device, 35 Performance symbol, 110 Main control board, 111 Main CPU, 112 Main ROM, 113 Main RAM, 120 Performance control board, 121 Sub CPU, 122 Sub ROM, 123 Sub RAM, 140 Lamp control board, 150 Image control board, 151 Host CPU, 152 Host RAM, 152 Host ROM
Claims
Claim 1 a device; a winning opening through which a game ball can win as the device operates; a normal symbol lottery means for conducting a lottery of normal symbols; a normal symbol display control means for variably displaying the normal symbol based on the lottery result of the normal symbol lottery means and then stopping and displaying the normal symbol in a stop mode indicating the lottery result; a device control means for operating the device based on the stopped and displayed normal symbol; a special symbol lottery means for determining whether to execute a predetermined special game upon winning at the winning opening; a special symbol display control means for variably displaying a special symbol based on the lottery result of the special symbol lottery means and then stopping and displaying the special symbol in a mode indicating the lottery result; a game state control means capable of controlling the game state between a non-specific game state and a specific game state where winning at the winning opening is easier than in the non-specific game state; and comprising the device is capable of operating multiple times during the variation of the special symbol, and when one game ball wins at the winning opening while it is operating, the operation ends; the game state control means in the specific game state, the game state can be controlled to the non-specific game state by variably displaying the special symbol a specific number of times; there are a first specific game state in which the game state is controlled to the non-specific game state when a first number of game balls win at the winning opening, and a second specific game state in which the game state is controlled to the non-specific game state when a second number of game balls more than the first number win at the winning opening; in the first specific game state, when a game ball wins the first number at the winning opening during the variation of the special symbol, the game state is controlled from the first specific game state to the non-specific game state during the variation of the special symbol; in the second specific game state, when a game ball wins the second number at the winning opening during the variation of the special symbol, the game state is controlled from the second specific game state to the non-specific game state during the variation of the special symbol. A gaming machine characterized by the above.
Citation Information
Patent Citations
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