Pachinko machine
The gaming machine enhances entertainment value by using selective media discharge and dynamic symbol displays to create varied gameplay experiences, increasing player engagement.
Patent Information
- Application Number
- JP2023209639
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-12-12
- Publication Date
- 2025-07-16
- Estimated Expiration
- 2041-11-26
AI Technical Summary
Conventional gaming machines lack enhancements to increase entertainment value.
The gaming machine includes mechanisms for selectively discharging gaming media into different winning regions with variable members that control the likelihood of winning prizes, along with dynamic symbol displays and game states to enhance player engagement.
This configuration improves the entertainment value by creating varied and engaging gameplay experiences, increasing player interest and motivation.
Smart Images

Figure 0007709223000001 
Figure 0007709223000002 
Figure 0007709223000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine that determines whether or not to execute a special game and executes an effect based on the result of the determination. [Background technology]
[0002] In conventional gaming machines, when a gaming ball enters a starting hole and it is determined whether or not a special game will be executed, the special symbol is displayed variably on the special symbol display device, and then the special symbol is displayed stationary in a manner that indicates the result of the determination. In the gaming machine described in Patent Document 1, a decorative symbol is displayed variably on a predetermined image display device as the display of the special symbol begins to vary, and as the special symbol is displayed stationary, the decorative symbol is displayed stationary in a manner that indicates the result of the determination. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2014-183903 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, conventional gaming machines have room for improvement in terms of increasing the entertainment value of the game.
[0005] Therefore, an object of the present invention is to provide a gaming machine that can improve the entertainment value of the game. [Means for solving the problem]
[0006] In order to solve the above problems, the present invention employs the following configuration. The gaming machine according to the present invention comprises: A gaming machine capable of selectively discharging gaming media into a first gaming region and a second gaming region by a gaming operation means, the gaming machine comprising: a first winning region; and a second winning region including a first variable member capable of being in an open state or a closed state, in which the gaming media is likely to win a prize when the first variable member is in the open state, and a second winning region in which the gaming media is unlikely to win a prize when the first variable member is in the closed state; Can be in an open or closed state Second A variable member and the Second When the variable member is in the open state, the game medium is likely to win a prize. SecondWhen the variable member is in the closed state, a special winning area where it is difficult for the game medium to win, and Based on the fact that a gaming medium has won in the first winning area or the second winning area, Variable pattern determining means for determining one variable pattern from a group of variable patterns that variably display symbols, symbol control means for variably displaying symbols in the variable pattern determined by the variable pattern determining means and then stopping the display of the symbols, and in response to the fact that a symbol indicating the execution of a special game is stopped and displayed by the symbol control means, the Second Special game execution means for operating the variable member to execute the special game, a first game state, and It is easier to get a game medium to win a prize in the winning area by dispensing a game medium in the first game area than by dispensing a game medium in the second game area, and it is easier to get a game medium to win a prize in the second winning area than in the first game state. A second game state, and a game state in which it is easier to win a game medium in the winning area by discharging a game medium into the second game area than by discharging a game medium into the first game area, and it is easier to win a game medium in the second winning area than in the second game state; A game state control means capable of controlling to any one of a plurality of game states including a third game state in which the variable pattern is relatively short compared to the first game state and the second game state, a storage means capable of holding the game state when the power supply is stopped, a recovery means capable of starting the game based on the stored content of the storage means when the power supply is started, an initialization means for initializing the stored content of the storage means, and a production execution means for executing a production, wherein the game state control means controls to the first game state when the stored content of the storage means is initialized by the initialization means, and when a symbol of a first aspect indicating that the special game is not executed is stopped and displayed while being controlled in the first game state, the second game state is set as the game state after the stop display of the symbol, and then the second game state is controlled as the subsequent game state. When a symbol of a second aspect indicating that the special game is not executed is stopped and displayed while being controlled in the first game state, the third game state is set as the game state after the stop display of the symbol, and then the third game state is controlled as the subsequent game state. When a symbol of a third aspect indicating that the special game is not executed is stopped and displayed while being controlled in the first game state, the first game state is maintained as the subsequent game state. When a symbol of a fourth aspect indicating the execution of the special game is stopped and displayed, the special game is executed without setting the third game state as the game state after the stop display of the symbol, and after the operation of the variable member in the special game ends, the third game state is set as the game state, and then the third game state is controlled as the subsequent game state. The production execution means Second A shot instruction instructing the shot of the game medium into the second game area, and a predetermined effect different from the shot instruction, the predetermined effect being displayed behind the shot instruction and larger than the shot instruction; Attention call to prompt the player and, is executable, and when controlled to the third gaming state after the special game triggered by the symbols of the fourth aspect stopping and being displayed The shot instruction, the predetermined performance, the above attention call and, is executed, When the game is controlled to the first gaming state and the game is controlled to the second gaming state in response to the stop display of the symbol of the first mode, the game is controlled to the second gaming state without executing the shot instruction and the predetermined performance. when controlled to the third gaming state triggered by the symbols of the second aspect stopping and being displayed while being controlled to the first gaming state While executing the shot instruction and the predetermined performance, the above attention call is not executed.
Effect of the Invention
[0007] According to this invention, it is possible to improve the interestingness of the gaming property.
Brief Explanation of Drawings
[0008] [Figure 1] Schematic front view of the gaming machine 1 [Diagram 2] Explanation diagram for explaining normal symbol determination [Diagram 3] Explanation diagram for explaining an example of the effect button 26 [Figure 4] Enlarged view of the display 4 in FIG. 1 [Diagram 5] Block diagram showing a configuration example of the control device provided in the gaming machine 1 [Figure 6] Explanation diagram for explaining the information displayed on the performance display 113 [Figure 7] Explanation diagram for explaining the setting change mode, setting confirmation mode, and RAM clear mode [Figure 8] Explanation diagram for explaining the display priority of the decorative symbol 55 [Figure 9] Explanation diagram for explaining a specific example of the display mode of the decorative symbol 55 [Figure 10] Block diagram showing a configuration example of the main RAM 100c and various information stored in the main RAM 100c [Figure 11] Explanation diagram for explaining the transition of the gaming state in the first embodiment [Figure 12] Explanatory drawing for explaining the result of special symbol determination in the first embodiment [Figure 13] Explanatory drawing for explaining the jackpot type and small win type in the first embodiment [Figure 14] Explanatory drawing for explaining the losing (time shortening) type in the first embodiment [Figure 15] Explanatory drawing for explaining a modification example of the result of the first special symbol determination [Figure 16] Explanatory drawing for explaining the variation pattern (variation time group) of the first special symbol in the first embodiment [Figure 17] Explanatory drawing for explaining the variation pattern (variation time group) of the second special symbol in the first embodiment [Figure 18] Flowchart showing an example of the main process executed on the game control board 100 [Figure 19] Flowchart showing an example of the timer interrupt process executed on the game control board 100 [Figure 20] Detailed flowchart of the switch process in step S2A of FIG. 19 [Figure 21] Detailed flowchart of the first start port switch process in step S21 of FIG. 20 [Figure 22] Detailed flowchart of the second start port switch process in step S22 of FIG. 20 [Figure 23] Detailed flowchart of the special symbol process in step S3A of FIG. 19 [Figure 24] Detailed flowchart of the normal symbol process in step S4A of FIG. 19 [Diagram 25] Detailed flowchart of the jackpot determination process in step S309 of FIG. 23 [Figure 26] Detailed flowchart of the variation pattern determination process in step S310 of FIG. 23 [Figure 27] Detailed flowchart of the process during stop in step S319 of FIG. 23 [Figure 28]Explanatory diagram for explaining an example of the effect in the low-probability non-time-short state in the first embodiment [Figure 29] Explanatory diagram for explaining an example of the effect in which the first special symbol determination is suspended when shifting from the low-probability non-time-short state to the low-probability time-short state in the first embodiment [Diagram 30] Explanatory diagram for explaining an example of the effect in which the first special symbol determination is not suspended when shifting from the low-probability non-time-short state to the low-probability time-short state in the first embodiment [Diagram 31] Explanatory diagram for explaining an example of the effect when shifting from the low-probability non-time-short state to the low-probability very-short state in the first embodiment [Diagram 32] Explanatory diagram for explaining an example of the effect when shifting from the low-probability very-short state to the low-probability non-time-short state in the first embodiment [Diagram 33] Explanatory diagram for explaining an example of the effect in which the normal reach effect is executed in the low-probability non-time-short state in the first embodiment [Diagram 34] Explanatory diagram for explaining an example of the effect in which the SP reach effect is executed in the low-probability non-time-short state in the first embodiment [Diagram 35] Explanatory diagram for explaining an example of the effect immediately after the loss notification is given by the SP reach effect in the low-probability non-time-short state in the first embodiment [Diagram 36] Explanatory diagram for explaining an example of the effect in the low-probability time-short state in the first embodiment [Figure 37] Detailed flowchart of the small winning opening release control process in step S5A of FIG. 19 [Figure 38] Detailed flowchart of the large winning opening release control process in step S6A of FIG. 19 [Figure 39] Flowchart showing an example of the timer interrupt process executed in the effect control board 130 [Diagram 40] Detailed flowchart of the command reception process in step S10 of FIG. 39 [Diagram 41] Detailed flowchart of the variation start command reception process in step S15 of FIG. 40 [Diagram 42]Explanatory drawing for explaining the transition of the game state in the second embodiment [Diagram 43] Explanatory drawing for explaining the result of the special symbol determination in the second embodiment [Diagram 44] Explanatory drawing for explaining the jackpot type and small win type in the second embodiment [Diagram 45] Explanatory drawing for explaining the losing (time shortening) type in the second embodiment [Figure 46] Explanatory drawing for explaining the variation pattern (variation time group) of the first special symbol in the second embodiment [Figure 47] Explanatory drawing for explaining the variation pattern (variation time group) of the second special symbol in the second embodiment [Figure 48] Explanatory drawing for explaining an example of an effect in which a normal reach effect is executed when in the low probability non-time shortening state in the second embodiment [Figure 49] Explanatory drawing for explaining an example of an effect in which an SP reach effect is executed when in the low probability non-time shortening state in the second embodiment [Figure 50] Explanatory drawing for explaining an example of an effect immediately after losing notification by the SP reach effect when in the low probability non-time shortening state in the second embodiment [Figure 51] Explanatory drawing for explaining an example of an effect of transitioning from low probability slight time shortening to low probability time shortening in the second embodiment [Figure 52] Explanatory drawing for explaining an example of an effect in the low probability time shortening state in the second embodiment [Mode for Carrying Out the Invention]
[0009] Hereinafter, the gaming machine 1 according to an embodiment of the present invention will be described with appropriate reference to the drawings.
[0010] [Schematic Configuration Example of Gaming Machine 1] First, while referring to FIGS. 1 to 4, the schematic configuration of the gaming machine 1 will be described. FIG. 1 is a schematic front view of the gaming machine 1. As illustrated in FIG. 1, the gaming machine 1 includes a game board 2 provided with devices related to winning and determination, etc., and a frame member 3 that supports and fixes the game board 2. The frame member 3 supports a transparent glass plate arranged in parallel with a predetermined interval from the game board 2, and a game area 10 in which game balls can flow down is formed by this glass plate and the game board 2.
[0011] When the player holds the handle 20 and rotates the lever 21 clockwise, the game balls stored in the upper plate 28 are guided to a launching device (not shown) and launched into the game area 10 with a hitting force corresponding to the rotation angle of the handle 20. In this game area 10, game pins, windmills, etc. (not shown) are provided, and the launched game balls are guided to the upper position in the game area 10 and fall along the game board 2 while changing their moving directions by contacting the game pins, windmills, etc. Note that the launch of the game balls is temporarily stopped when the player operates the stop button 22.
[0012] The upper plate 28 stores the game balls and bonus balls supplied to the launching device. Below this upper plate 28, a lower plate 29 for storing bonus balls is provided. When the player operates the take-out button 23 arranged close to this lower plate 29, a part of the lower surface of the lower plate 29 is opened, and the game balls stored in the lower plate 29 fall into a box (not shown) arranged below the lower plate 29.
[0013] When the player performs a so-called "left hit" in which the handle 20 is rotated with a small rotation angle and maintained, the game ball is hit with a relatively weak hitting force. In this case, the game ball flows down in the left area in the game area 10 as illustrated by the arrow 31. On the other hand, when the player performs a so-called "right hit" in which the handle 20 is rotated with a large rotation angle and maintained, the game ball is hit with a relatively strong hitting force. In this case, the game ball flows down in the right area in the game area 10 as illustrated by the arrow 32.
[0014] In the passing path of the left - hit game ball, as devices related to winning and judging, a first starting port 11 and three general winning ports 14 are provided. Also, in the passing path of the right - hit game ball, as devices related to winning and judging, a second starting port 12, a big winning port 13, general winning ports 14, a gate 16, an electric tulip 17, and a small winning port 19 are provided. When the player makes a left - hit, basically, the game ball does not win at the second starting port 12. When the player makes a right - hit, basically, the game ball does not win at the first starting port 11.
[0015] When the game ball enters and wins at any one of the first starting port 11, the second starting port 12, the big winning port 13, the general winning port 14, and the small winning port 19 during the process of flowing down along the game board 2, a predetermined number of prize balls corresponding to the winning position are paid out to the upper tray 28 or the lower tray 29. The game balls that do not win at any of the above - mentioned winning ports are discharged from the game area 10 through the discharge port 18.
[0016] In the gaming machine 1, when the game ball passes through and wins at the first starting port 11, or when the game ball passes through and wins at the second starting port 12, it is determined whether to execute a big win game (special game) advantageous to the player. In the big win game, the game ball can easily win at the big winning port 13, so the player can obtain a large number of game balls according to the winning of the game ball at the big winning port 13.
[0017] In the following description, a determination executed on the condition of a winning of a game ball in the first starting port 11 is referred to as "first special symbol determination", and a determination executed on the condition of a winning of a game ball in the second starting port 12 is referred to as "second special symbol determination". Also, these determinations are collectively referred to as "special symbol determination". When the first special symbol determination is made, the first special symbol is variably displayed on the first special symbol display 41 (see FIG. 4), and then the first special symbol indicating the determination result is stopped and displayed. When the second special symbol determination is made, the second special symbol is variably displayed on the second special symbol display 42 (see FIG. 4), and then the second special symbol indicating the determination result is stopped and displayed. The jackpot game executed on the condition of the second special symbol determination gives the player more prize balls in the jackpot game than the jackpot game executed on the condition of the first special symbol determination. Also, the possibility of executing the jackpot game as a result is higher in the second special symbol determination than in the first special symbol determination. Thereby, it becomes possible to enhance the player's feeling of wanting to win a game ball in the second starting port 12 rather than in the first starting port 11.
[0018] The first starting port 11 is a starting port that is always open. The second starting port 12 is a starting port that is opened only when the electric tulip 17 as a normal electric accessory is operating. The electric tulip 17 is disposed in the vicinity of the second starting port 12 and has a pair of blade members. This electric tulip 17 is configured to be capable of changing its posture between a closed posture (see the solid line in FIG. 1) in which the pair of blade members closes the second starting port 12 and an open posture (see the broken line in FIG. 1) in which the second starting port 12 is opened. The electric tulip 17 gathers the game balls hit to the right by changing to the open posture and brings them closer to the second starting port 12.
[0019] The second start port 12 is normally blocked by an electric tulip 17 in a closed position. When a game ball passes through the gate 16, although no prize ball is paid out, it is determined whether or not to open the second start port 12. In the following description, the determination of whether or not to open the second start port 12 is referred to as "normal symbol determination". When the normal symbol determination is made, after the normal symbol is variably displayed on the normal symbol display 45 (see FIG. 4), the normal symbol indicating the determination result of the normal symbol determination is stopped and displayed. The normal symbols indicating the determination results of the normal symbol determination include a winning symbol indicating that the second start port 12 is to be opened and a losing symbol indicating that the second start port 12 is not to be opened. The winning symbols include a short opening symbol and a long opening symbol. The short opening symbol is a symbol in which the total opening time of the electric tulip 17 is short and basically a game ball cannot win the second start port 12 (for example, the total opening time is 0.2 seconds). The long opening symbol is a symbol in which the total opening time of the electric tulip is long and a game ball can easily win the second start port 12 if the player makes a right strike (for example, the total opening time is 5 seconds). When any winning symbol is stopped and displayed, the pair of blade members of the electric tulip 17 perform an operation of returning to the closed position after maintaining the open position for a specified time in a specified manner according to the type of the normal symbol for a specified number of times. When the losing symbol is stopped and displayed, the electric tulip 17 does not assume the open position and remains in the closed position, so that a game ball cannot win the second start port 12.
[0020] FIG. 2 is an explanatory diagram for explaining the normal symbol determination. FIG. 2(A) is an explanatory diagram for explaining the probability of determining that the second start port 12 is to be opened in the normal symbol determination in the gaming machine 1. The probabilities of determining that the second start port 12 is to be opened in the normal symbol determination include a time-saving state (for example, 1 / 1), a very short time-saving state with a lower probability than the time-saving state (for example, 10 / 65536), and a non-time-saving state with a lower probability than the very short time-saving state (for example, 1 / 65536) (FIG. 2(A)). Note that the probability of determining that the second start port 12 is to be opened in the normal symbol determination may be the same regardless of whether it is in the very short time-saving state or the non-time-saving state (for example, 1 / 65536).
[0021] FIG. 2(B) is an explanatory diagram for explaining the opening time group of the second start port 12 in the gaming machine 1. The opening time of the second start port 12 (that is, the time during which the electric tulip 17 is controlled to the open position) is relatively longer in the time-shortened state than in the very-short time-shortened state and the non-time-shortened state (FIG. 2(B)). Specifically, in the time-shortened state, the long-opening symbol is stopped and displayed, while the short-opening symbol is not stopped and displayed. Further, in the non-time-shortened state and the very-short time-shortened state, the short-opening symbol is stopped and displayed, while the long-opening symbol is not stopped and displayed. In order to provide a gaming property that causes the player to aim at the first start port 11 with the aim of shifting to the time-shortened state in which it is easiest for the game ball to win the second start port 12 between the non-time-shortened state and the very-short time-shortened state, it is basically configured so that the game ball cannot win the second start port 12 in advance.
[0022] In the gaming machine 1, no gate 16 is provided in the passage of the game ball hit to the left. For this reason, in the gaming machine 1, when the game ball wins the general winning port 14 in the very-short time-shortened state, prize balls are paid out and a normal symbol determination is executed. Note that a gate 16 may be provided in the passage of the game ball hit to the left in the gaming machine 1.
[0023] FIG. 2(C) is an explanatory diagram for explaining the variation time group of the normal symbol in the gaming machine 1. The variation time of the normal symbol is relatively longer in the very-short time-shortened state than in the time-shortened state, and relatively longer in the non-time-shortened state than in the very-short time-shortened state (FIG. 2(C)). For example, the variation time of the normal symbol in the time-shortened state is 0.5 seconds, the variation time of the normal symbol in the very-short time-shortened state is 59 seconds, and the variation time of the normal symbol in the non-time-shortened state is 60 seconds. The variation time of the normal symbol in the non-time-shortened state is not much different from the variation time of the normal symbol in the very-short time-shortened state, and the normal symbol stopped and displayed and the opening time of the electric tulip 17 are the same between the non-time-shortened state and the very-short time-shortened state. Thereby, it becomes difficult to distinguish between the non-time-shortened state and the very-short time-shortened state. Note that the variation time of the normal symbol may be the same regardless of whether it is in the very-short time-shortened state or the non-time-shortened state (for example, 60 seconds).
[0024] In addition, a state corresponding to at least one of the following three may be defined as a short-time state. · The probability of determining that the second start port 12 is opened in the normal symbol determination is higher than that in the non-short-time state. · The probability that the long-open symbol stops is higher than that in the non-short-time state. · The variation time of the normal symbol is shorter than that in the non-short-time state.
[0025] [Configuration example of the effect means of the gaming machine 1] As illustrated in FIG. 1, the gaming machine 1 is provided with a liquid crystal display device 5, an effect device 7, a speaker 24, a board lighting device 74, an effect button 26, and a frame lighting device 10 as means for performing various effects.
[0026] The display screen of the liquid crystal display device 5 (which may be an EL display device or the like, hereinafter referred to as the "liquid crystal screen 5") is an image display device that displays various effect images. The liquid crystal display device 5 is provided on the back side (i.e., the rear side) of the gaming machine 1 with respect to the game board 2 and can be visually recognized through an opening formed in the game board 2. As shown in FIG. 1, the liquid crystal screen 5 is provided at a position where it is easily visible to the player. On the liquid crystal screen 5, a decorative symbol 55, a small symbol 56, fourth symbols 57 and 59, a CG or an anime character, etc. are displayed.
[0027] The decorative symbol 55, the small symbol 56, and the fourth symbols 57 and 59 are images that are variably displayed in synchronization with the variable display of the special symbol. The decorative symbol 55 is a symbol representing any number from 1 to 9. With the start of the variable display of the special symbol, three decorative symbols 55 (and three small symbols 56) start to be variably displayed side by side, and with the start of the stop display of the special symbol, three decorative symbols 55 (and three small symbols 56) stop being displayed side by side (referred to as "this stop"). The determination result of the special symbol determination is notified by the combination of the three numbers. The combination of the decorative symbols 55 that stop being displayed is the same as the combination of the small symbols 56.
[0028] The fourth symbols 57 and 59 are represented by colors. After varying and displaying in synchronization with the decorative symbol 55 (and the special symbol), they are stopped and displayed simultaneously with the decorative symbol 55 (and the special symbol). The fourth symbol 57 is synchronized with the first special symbol, and the fourth symbol 59 is synchronized with the second special symbol. The fourth symbols 57 and 59 vary and display by repeatedly displaying the fourth symbols of "red", "blue", "green", "yellow", and "white" in this order at the same position for a certain period of time (for example, 0.2 seconds) each. Note that the varying display of the fourth symbols 57 and 59 may be realized by switching the display and non-display of the fourth symbol of a predetermined color (for example, blue) every certain period of time (for example, every 0.2 seconds) to make it blink.
[0029] The combination of the decorative symbol 55 (and the small symbol 56) that is stopped and displayed and the color of the fourth symbol 57 that is stopped and displayed is predetermined to be different for each special symbol (see Fig. 13). By the combination of the decorative symbol 55 (and the small symbol 56) and the fourth symbol 57, it is possible to notify the same content as that indicated by the special symbol that has been stopped and displayed.
[0030] The fourth symbols 57 and 59 are images that are displayed small near the edge of the liquid crystal screen 5 and are less conspicuous than the decorative symbol 55 (and the small symbol 56). Therefore, even if the type of the special symbol is notified by the combination of the decorative symbol 55 and the fourth symbols 57 and 59, it is difficult for the player to notice. Note that the fourth symbols 57 and 59 may be realized by light-emitting elements (for example, full-color LEDs) provided near the right side of the liquid crystal screen 5. By lighting this light-emitting element in a predetermined color simultaneously with the stop display of the decorative symbol 55, it may be used as the fourth symbols 57 and 59 to uniquely notify the determination result of the special symbol determination.
[0031] The small handle 56, and the fourth symbols 57 and 59 are always displayed in front of other images at a position where they are not hidden by the effect device 7 except during the jackpot game. Therefore, they will not disappear from sight or have their visibility reduced. In contrast, the decorative symbol 55 may be superimposed and hidden behind other images or hidden by the effect device 7. Also, the decorative symbol 55 may be partially or entirely hidden regardless of whether the special symbol is being variably displayed.
[0032] The effect device 7 is provided between the front surface of the game board 2 and the glass plate, and is arranged at the upper center of the liquid crystal screen 5. When not operating, the effect device 7 is arranged at the initial position above the liquid crystal screen 5. When it is time to operate the effect device 7, the effect device 7 moves downward while rotating from the initial position toward the center of the liquid crystal screen 5 by the driving force of the effect device motor 71, and is arranged in front of the liquid crystal screen 5. The effect device 7 is used for various effects by operating between the initial position and the advanced position.
[0033] The effect device 7 is formed of a translucent synthetic resin material. The effect device 7 is used for various effects by causing a plurality of built-in light emitting elements (a type of the board lighting device 74) to emit light in multiple colors or a single color. For example, by causing each light emitting element built into the effect device 7 to emit light simultaneously in seven colors (specifically, red, orange, yellow, green, light blue, blue, and purple), the effect device 7 emits light as a rainbow color as a whole. The effect device 7 is visible to the player regardless of its position. Therefore, the decoration applied to the effect device 7 and the light emission of the effect device 7 can enhance the effect regardless of whether it is operating.
[0034] Note that the effect device 7 may be provided, for example, between the game board 2 and the liquid crystal screen 5, and may be difficult for the player to visually recognize at the initial position. Also, the effect device 7 may be movable up, down, left, or right or may be vibratable.
[0035] The speaker 24 outputs music, voices, sound effects, etc. to perform a sound effect either synchronously or asynchronously with the effect of displaying an image performed on the liquid crystal screen 5.
[0036] The board lighting device 74 is a general term for a plurality of light emitting elements (for example, full-color LEDs) provided on the game board 2. The frame lighting device 10 is a general term for a plurality of light emitting elements (for example, full-color LEDs) provided on the frame member 3. The frame lighting device 10 is composed of, for example, a left side lamp provided on the left side of the frame member 3, a right side lamp provided on the right side of the frame member 3, a center lamp provided between the two speakers 24, and a button lamp built in an effect button 26 (see FIG. 2) operable by a player.
[0037] FIG. 3 is an explanatory diagram for explaining an example of the effect button 26. The effect button 26 is provided on the frame member 3, and the player can input operation information by operating (for example, pressing) it. In the gaming machine 1, an effect corresponding to the operation of the effect button 26 may be performed. The effect button 26 is configured to be able to control its height between a normal state where its upper surface is substantially at the same height as the upper surface of the frame member 3 and a protruding state where its upper surface protrudes upward by a predetermined height (for example, 10 cm) with respect to the upper surface of the frame member 3. Note that the effect button 26 can be operated at any height between the normal state and the protruding state.
[0038] In addition, the frame member 3 is provided with effect keys 27 (see FIG. 3) for the player to perform selection operations or cursor movement. The effect keys 27 are so-called cross keys and are composed of an up key, a down key, a left key, and a right key. The effect keys 27 are used for adjusting the light amount of the liquid crystal display 5, the board lighting device 74, and the frame lighting device 10, or for adjusting the volume of the speaker 24.
[0039] [Configuration example of the display 4] Figure 4 is an enlarged view of the display 4 in FIG. 1. The display 4 mainly displays information related to special symbol determination and normal symbol determination. As illustrated in FIG. 4, it includes a first special symbol display 41, a second special symbol display 42, a first special symbol hold display 43, a second special symbol hold display 44, a normal symbol display 45, a normal symbol hold display 46, a game state display 47, a round display 48, and a right hit lamp 49 that prompts the player to hit the right side by lighting. The right hit lamp 49 continuously turns off in the low probability non-time-short state and the low probability slightly time-short state (i.e., in the non-notification mode), and continuously lights up during the big win game, during the small win game where the small winning port 19 is opened, and during the low probability time-short state (i.e., in the notification mode). Instead of (or in addition to) the right hit lamp 49, an image may be continuously displayed at the edge of the liquid crystal screen 5 such that it becomes a white circle in the low probability non-time-short state and the low probability slightly time-short state (i.e., in the non-notification mode), and continuously becomes a black circle during the big win game, during the small win game where the small winning port 19 is opened, and during the low probability time-short state (i.e., in the notification mode). Also, instead of (or in addition to) the right hit lamp 49, a movable accessory (e.g., a movable accessory imitating a flag) may be provided such that it lies down so that it is difficult for the player to visually recognize it in the low probability non-time-short state and the low probability slightly time-short state (i.e., in the non-notification mode), and stands continuously so that the player can visually recognize it during the big win game, during the small win game where the small winning port 19 is opened, and during the low probability time-short state (i.e., in the notification mode).
[0040] When the first special symbol determination is made, the first special symbol display 41 notifies the determination result of the first special symbol determination by variably displaying the special symbol and then stopping to display the special symbol indicating the determination result of the first special symbol determination. When the second special symbol determination is made, the second special symbol display 42 notifies the determination result of the second special symbol determination by variably displaying the special symbol and then stopping to display the special symbol indicating the determination result of the second special symbol determination.
[0041] The first special symbol hold indicator 43 displays the number of holds for the first special symbol determination (hereinafter referred to as the "special 1 hold number"). The second special symbol hold indicator 44 displays the number of holds for the second special symbol determination (hereinafter referred to as the "special 2 hold number"). On the liquid crystal screen 5, hold icons 51 and hold numbers 52 that notify the same content as the display contents of the first special symbol hold indicator 43 and the second special symbol hold indicator 44 are displayed, making it easier for the player to understand the number of holds. The hold icons 51 are displayed in the order in which they are held, up to the number of holds (for example, a maximum of 4).
[0042] Here, blue, green, red, and rainbow colors are used as colors that suggest the level of probability (hereinafter referred to as "reliability") of a big win or a small win. Each color is more likely to be used in the case of a big win and less likely to be used in the case of a loss, in the order described above. The rainbow color has a reliability of 100% and is used only when there is a big win and not when there is a loss. In the case of a big win or a loss where the variation time of the special symbol is relatively long, the hold icon 51 is likely to be displayed in any of the colors that suggest the level of reliability. In the following explanation, the white hold icon 51 is referred to as the hold icon 51 in the normal mode, and the hold icon 51 in the above colors other than white is referred to as the hold icon 51 in the special mode.
[0043] The holding number 52 is a number from 0 to 4 that is displayed small at the left end of the liquid crystal screen 5 in the same manner regardless of whether it is a big win or not, synchronized with the holding number of the first special symbol determination and the holding number of the second special symbol determination. The holding number 52 includes a first holding number that indicates the holding number as a number from 0 to 4 in synchronization with the display of the first special symbol holding display 43, and a second holding number that indicates the holding number as a number from 0 to 4 in synchronization with the display of the second special symbol holding display 44. For example, when the holding of the first special symbol determination increases by one, the first holding number is displayed as a number increased by one, and when the holding of the second special symbol determination increases by one, the second holding number is displayed as a number increased by one. Here, the holding icon 51 is made invisible like the decorative symbol 55, or appears invisible with other images, or is not displayed. On the other hand, since the holding number 52 is always displayed in front of other images like the small symbol 56, it will not become invisible or have its visibility reduced by other images.
[0044] When a normal symbol determination is made, the normal symbol display 45 notifies the determination result of the normal symbol determination by variably displaying the normal symbol and then stopping the display of the normal symbol indicating the determination result of the normal symbol determination. The normal symbol holding display 46 displays the holding number of the normal symbol determination. The game state display 47 displays the game state at the time of power-on of the gaming machine 1. The round display 48 is basically turned off, and in response to the big win symbol being stopped and displayed on the first special symbol display 41 or the second special symbol display 42, it displays the number of rounds of the big win game. The round display 48 remains turned off without lighting up in response to the display of a losing symbol or a small win symbol being stopped.
[0045] [Configuration of the control device of the gaming machine 1 and outline of various determinations performed on the gaming machine 1] While referring to FIG. 5, a configuration example of the control device provided in the gaming machine 1 and an outline of various determinations performed on the gaming machine 1 will be described. FIG. 5 is a block diagram showing a configuration example of the control device provided in the gaming machine 1.
[0046] On the back side of the game board 2, in addition to the ball tank for storing game balls to be sent to the upper tray 28 or the lower tray 29, a control device for controlling the operation of the gaming machine 1 is provided. As illustrated in FIG. 5, the control device of the gaming machine 1 includes a game control board 100 for controlling the progress of the game such as various determinations and transmission of commands, a production control board 130 for comprehensively controlling the production based on the commands received from the game control board 100, an image and sound production control board 140 for controlling the production by images and sounds, a lamp control board 150 for controlling the production by various lamps and production accessories 7, and the like. Note that the configuration of the control device is not limited to this. For example, the production control board 130, the image and sound production control board 140, and the lamp control board 150 may be configured on one board.
[0047] Note that the communication between the game control board 100 and the payout control board 120 is configured to be able to transmit and receive commands bidirectionally, and the communication between the game control board 100 and the production control device 130A (production control board 130) is configured to be able to transmit commands only in one direction from the game control board 100 to the production control device 130A (production control board 130).
[0048] The game control board 100 includes a main CPU 100a that performs arithmetic processing, a main ROM 100b that stores a game control program and the like, a main RAM 100c that serves as a work area during arithmetic processing, and an input / output port.
[0049] To the input / output ports of the game control board 100, there are connected a general winning port detection switch 43a, a gate detection switch 44a, a first start port detection switch 45a, a second start port detection switch 47a, a second start port opening / closing solenoid 48b, a big winning port detection switch 50a, a big winning port opening / closing solenoid 51b, a small winning port detection switch 50c, a small winning port opening / closing solenoid 51c, a specific area detection switch 52a, a magnetic detection sensor 57a, a radio wave detection sensor 58a, an out ball detection switch 39a, a display 4, a performance display 113, an RWM clear switch 111a, and a setting key switch 112a. The specific area detection switch 52a inputs a signal when a game ball passes through a specific area provided inside the small winning port 19 (hereinafter referred to as "V winning"). The RWM clear switch 111a inputs a signal for initializing the control state of a game other than the set values stored in the main RAM 100c (that is, initializing the gaming machine 1 to the low probability non-time shortening state). The initialization by operating the RWM clear switch 111a is called "RWM clear".
[0050] The setting key switch 112a inputs a signal for shifting to a state where the set value can be changed or confirmed by an operation using the setting key. The performance display 113 displays performance information indicating the performance of the gaming machine 1 and set values. Also, to the input / output ports of the game control board 100, there are connected a game information output terminal board 90, a payout control board 120, and an effect control board 130.
[0051] The main CPU 100a reads out the game control program stored in the main ROM 100b and performs arithmetic processing related to the game while using the main RAM 100c as a work area. Thereby, control processing according to detection signals from various input devices (detection switches, detection sensors, etc.), control processing for controlling various output devices (solenoids, displays, etc.), control processing for transmitting and receiving various control commands, control processing for transmitting game information to the outside of the gaming machine (hall computer, etc.) via the game information output terminal board 90, etc. are performed.
[0052] "Game information" includes a start port winning signal output each time a game ball wins a prize at the first start port 11 or the second start port 12, a symbol determination signal output each time the variable display of the first special symbol or the second special symbol ends, a jackpot signal output during the jackpot game, a small win signal output during the small win game, an open signal output during the round game (opening of the big winning port), a signal output during the time shortening state, a security signal output when a situation (such as RWM clear or error) that poses a problem (threat) in terms of the security of the gaming machine 1 occurs, and the like.
[0053] In the memory area of the main ROM 100b, a game ROM area for storing programs and data related to the progress of the game and an information ROM area for storing programs and data related to the performance display of the gaming machine are arranged in order.
[0054] In the game ROM area, a game program area for storing programs related to the progress of the game and a game data area for storing data related to the progress of the game are arranged. In the information ROM area, an information program area for storing programs related to the performance display of the gaming machine and an information data area for storing data related to the performance display of the gaming machine are arranged.
[0055] In the memory area of the main RAM 100c, a game RWM area used as a work (working area) when executing the game program and an information RWM area used as a work (working area) when executing the information program are arranged. In the game RWM area, a game work area used by the game program as a work and a game stack area for temporarily storing data being processed by the game program are arranged.
[0056] In the game work area, a set value area for storing set values, a determination information area for storing determination information (checksum) for determining abnormalities in the RWM area, and a game data area for storing game data that changes according to the progress of the game are arranged.
[0057] In the information RWM area, there are arranged an information work area that an information program uses as a work, and an information stack area for temporarily storing data being processed by the information program.
[0058] In the information work area, there are arranged a performance information area for storing information related to the performance of the gaming machine 1, and an error information area for storing information related to various error determinations.
[0059] The payout control board 120 drives the payout device 95 to control the payout of game balls. Also, the payout control board 120 drives the launch device 26 to control the launch of game balls.
[0060] The payout control board 120 includes a payout CPU 121a that performs arithmetic processing, a payout ROM 121b in which a payout program and the like are stored, a payout RAM 121c that serves as a work area during arithmetic processing, and input / output ports and the like.
[0061] Connected to the input / output ports of the payout control board 120 are an open detection switch, a full detection switch, a payout ball detection switch for detecting game balls paid out from the payout device 95, and a payout motor for paying out game balls from the payout device 95.
[0062] The payout CPU 121a reads out the payout control program stored in the payout ROM 121b, and performs arithmetic processing related to the payout of game balls while utilizing the payout RAM 121c as a work area. Thereby, control processing for paying out game balls from the payout device 95 in response to a payout control command from the game control board 100, control processing for transmitting a command based on the result of the arithmetic processing to the game control board 100, and the like are performed.
[0063] The performance control device 130A includes a performance control board 130 that comprehensively controls the progress of a performance based on reception of performance control commands from the game control board 100, an image and audio control board 140 that performs control processing for image display and audio output based on reception of performance control commands from the performance control board 130, and a lamp control board 150 that performs control processing for various light-emitting members (such as LEDs) and various drive sources (such as motors) based on reception of performance control commands from the performance control board 130.
[0064] The performance control board 130 includes a sub-CPU 130a that performs arithmetic processing, a sub-ROM 130b that stores a performance control program, a sub-RAM 130c that serves as a work area during arithmetic processing, an RTC 130d that measures time, and an input / output port. An operation button detection switch 17a and a cross key detection switch 19a are connected to the input / output port of the performance control board 130.
[0065] The sub-CPU 130a reads out the performance control program stored in the sub-ROM 130b and performs arithmetic processing related to the performance while using the sub-RAM 130c as a work area. Thereby, control processing for determining the mode of the performance accompanying the variable display of the special symbol, control processing for transmitting a performance control command based on the determination result to the image and audio control board 140, control processing according to detection signals from various input devices (such as detection switches), control processing for controlling various output devices (such as lighting devices and motors), etc. are performed.
[0066] The image and audio control board 140 receives a command from the performance control board 130 and performs control to display a predetermined image on the liquid crystal screen 5 or control to output sound or a sound from the speaker 24.
[0067] The video and audio control board 140 includes a main CPU 141a that comprehensively controls image display and audio output based on reception of production control commands from the production control board 130, a main ROM 141b storing a main control program, a main RAM 141c serving as a work area during arithmetic processing, a VDP 145 that generates an image to be output to the liquid crystal screen 5 based on reception of a display control command (display list) from the main CPU 141a, a CGROM 146 storing image data and the like, an audio control unit 148 (audio LSI) that controls the speaker 24 based on reception of an audio control command from the main CPU 141a, and an audio ROM storing audio data and the like. Note that a configuration may be adopted in which the VDP 145 is responsible for both drawing management and sound management. In this case, it is not necessary to separately provide the audio control unit 148.
[0068] The main CPU 141a reads out the main control program stored in the main ROM 141b, and performs arithmetic processing related to production while utilizing the main RAM 141c as a work area. Thereby, control processing for generating a display control command (display list) instructing a production image to be displayed on the liquid crystal screen 5 and transmitting it to the VDP 145, control processing for generating an audio control command instructing production sound to be output from the speaker 24 and transmitting it to the audio control unit 148 (audio LSI), and the like are performed.
[0069] Also, the liquid crystal screen 5 and the speaker 24 are connected to the video and audio control board 140. The video and audio control board 140 (its VDP 145) generates an image at intervals of a predetermined frame time (for example, 1 / 30 second), and outputs the generated image to the liquid crystal screen 5. Thereby, an image including, for example, a decorative pattern 55 and the like is displayed on the liquid crystal screen 5. Also, when an audio signal generated by the video and audio control board 140 (its audio control unit 148) is output to the speaker 24, sound is output.
[0070] In addition, a changeover switch 22 is connected to the effect control device 130A. The changeover switch 22 is a switch for setting the volume value of the sound (effect sounds such as BGM and sound effects) output from the speaker 24. For example, according to the operation on the changeover switch 22, the volume value is set in five levels from "1" to "5". Further, the changeover switch 22 is also used as a switch for setting the light quantity value of the liquid crystal screen 5, the frame lighting device 10, and the board lighting device 74. According to the operation on the changeover switch 22, the light quantity value is set in five levels from "1" to "5".
[0071] In addition, an effect button detection switch 17a and a cross key detection switch 19a are connected to the effect control device 130A.
[0072] The lamp control board 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b in which a lamp control program is stored, a lamp RAM 150c that serves as a work area during arithmetic processing, and input / output ports.
[0073] Connected to the input / output ports of the lamp control board 150 are the frame lighting device 10 (such as the effect button light-emitting LED), the effect prop 7, the board lighting device 74, and the effect button drive device 17b (the effect button drive motor, the effect button vibration motor).
[0074] The lamp CPU 150a reads out the lamp control program stored in the lamp ROM 150b, and performs arithmetic processing related to effects while using the lamp RAM 150c as a work area. Thereby, control processing of the frame lighting device 10, the effect button drive device 17b, the effect prop 7, and the board lighting device 74 is performed.
[0075] The power supply board 160 generates the main power supply (operating power supply) necessary for the operation of the gaming machine from the power supply supplied from the outside of the gaming machine, and supplies the main power supply to the gaming machine 1 (the game control board 100, the payout control board 120, the effect control device 130A, and various electronic components) (corresponding to the power supply means).
[0076] In addition, the power supply board 160 is provided with a power switch that can be operated by a store clerk of the game parlor to switch between an ON state in which the main power supply to the gaming machine 1 (the game control board 100, the payout control board 120, the effect control device 130A, and various electronic components) is supplied and an OFF state in which the power supply stops. When the power switch is turned to the ON state, the supply of the main power supply starts and the operation of the gaming machine 1 starts. Note that when a power failure (blackout) occurs, the supply of the backup power supply to the game control board 100 is maintained. As a result, the stored content in the main RAM 100c is retained even when a power failure (blackout) occurs, and the control state of the game can be restored to the state before the power failure (blackout) after the recovery from the power failure (blackout).
[0077] The gaming machine 1 has a "low probability state" as the jackpot winning probability for the special symbol determination, and has a "non-time shortening state", a "slight time shortening state", and a "time shortening state" as the winning probability for the normal symbol determination. The gaming machine 1 is controlled in the following three game states when the game progresses. · "Low probability and non-time shortening state", i.e., "low probability non-time shortening state" · "Low probability and slight time shortening state", i.e., "low probability slight time shortening state" · "Low probability and time shortening state", i.e., "low probability time shortening state"
[0078] The gaming machine 1 is initially controlled in the low probability non-time shortening state. There are six types of setting values from "1" to "6". The jackpot winning probability for the special symbol determination is approximately 1 / 300 when the setting value is "1", approximately 1 / 280 when the setting value is "2", approximately 1 / 260 when the setting value is "3", approximately 1 / 240 when the setting value is "4", approximately 1 / 220 when the setting value is "5", and approximately 1 / 200 when the setting value is "6". The jackpot winning probability is the same for the non-time shortening state, the slight time shortening state, and the time shortening state.
[0079] In the gaming machine 1, the higher the setting value, the higher the jackpot winning probability for the special symbol determination (that is, it is more advantageous to the player). Note that in the gaming machine 1, even if the jackpot winning probability for the special symbol determination is higher when the setting value is smaller (that is, it may be more advantageous to the player when the setting value is smaller).
[0080] In addition to the "low probability state", the special symbol determination jackpot winning probability may also have a "high probability state". The "high probability state" is any predetermined probability where the special symbol determination jackpot winning probability is 10 times or less that of the low probability state. The transition from the low probability state to the high probability state occurs after the end of the jackpot game.
[0081] Although backup power is not supplied to the payout control board 120 and the effect control board 130, backup power may be supplied to the payout control board 120 and the effect control board 130 so that the stored contents of the payout RAM 121c and the sub-RAM 130c are retained even during a power failure (blackout). Also, backup power may be supplied to only one of the payout control board 120 and the effect control board 130.
[0082] Next, the information displayed on the performance indicator 113 will be described with reference to FIG. 6. FIG. 6 is an explanatory diagram for explaining the information displayed on the performance indicator 113. The performance indicator 113 is configured to include four segment indicators 113a to 113d (see FIG. 6(A)). The performance indicator 113 displays the "base value" in the low probability non-time shortening state. The "base value" is the value obtained by dividing the total number of payout counts paid out in a specific interval in the low probability non-time shortening state by the total number of game balls launched by the player (specifically, (value of the base calculation prize ball counter / value of the base calculation out counter) × 100).
[0083] For the control of the performance indicator 113, a base calculation prize ball counter, a base calculation out counter, and a total out counter are used. Each counter is provided, for example, in the main RAM 113. The base calculation prize ball counter counts (for example, adds or subtracts) the total number of payout counts paid out in response to the winning of a game ball in a specific section in the low probability non-time shortening state. For example, when a game ball wins in the first start port 11, "4" is added to the base calculation prize ball counter. Also, when a game ball wins in the second start port 12, "1" is added to the base calculation prize ball counter. Further, when a game ball wins in the big winning port 13, "15" is added to the base calculation prize ball counter.
[0084] The base calculation out counter counts (for example, adds or subtracts) the total number of game balls launched by the player in a specific section in the low probability non-time shortening state. In the gaming machine 1, when a game ball is detected by the out ball detection switch 39a, "1" is added to the base calculation out counter.
[0085] The base calculation out counter and the base calculation prize ball counter are counted in the low probability non-time shortening state, while they are not counted outside the low probability non-time shortening state. During the jackpot game, although the game state is the low probability non-time shortening state, the counting by the base calculation out counter and the base calculation prize ball counter is stopped (it may also continue to count). When it is a game state other than the low probability non-time shortening state (that is, when the counting by the base calculation out counter and the base calculation prize ball counter is stopped), the calculation of the base value may be stopped, or the base value may continue to be calculated periodically (for example, every time the process of step S9A in FIG. 19 is performed (for example, every 4 milliseconds)).
[0086] The total out counter counts (e.g., adds or subtracts) the total number of game balls launched by the player regardless of the game state (referred to as "total out"). The total out counter is counted regardless of whether it is in the low-probability non-time-shortening state. Therefore, for example, even when the counting in the base calculation out counter and the base calculation bonus ball counter stops due to the transition from the low-probability non-time-shortening state to the low-probability micro-time-shortening state (or the low-probability time-shortening state), the counting in the total out counter continues.
[0087] Before the total out reaches 60,000, the main CPU 100a calculates the real-time base value bL. Then, every time the total out reaches 60,000, the main CPU 100a calculates and saves the base value from the current values of the base calculation bonus ball counter and the base calculation out counter, and initializes the total out counter, the base calculation bonus ball counter, and the base calculation out counter.
[0088] When one interval ends due to the total out reaching 60,000, the final base value of this interval is saved as the final base value of the previous interval. The performance display 113 can switch and display up to four base values at regular intervals (e.g., every 5 seconds) (see Fig. 6(B)). Specifically, the performance display 113 displays the real-time base value bL (current interval D) before the total out reaches 60,000, the final base value b1 in the interval A three times ago, the final base value b2 in the interval B two times ago, and the final base value b3 in the interval C one time ago in this order.
[0089] Until the total out reaches a predetermined total number (e.g., 300), "--" is displayed as the real-time base value bL and the base values b1~3. This can prevent the situation where the real-time base value immediately after the power of the gaming machine 1 is turned on is significantly different from the actual base value.
[0090] If the total number is less than 60,000, which is more than the predetermined total number, only the real-time base value bL is displayed, and "--" is displayed as the base values b1 to b3. Also, if the number of the stored final base values is less than 3, "--" is displayed as the base values b1 to b3 in the section where the final base value is not stored. The cyclic display of the real-time base value bL and the base values b1 to b3 on the performance indicator 113 continues even when the counting in the base calculation out-counter and the base calculation prize ball counter stops due to the transition from the low-probability non-short-time to the low-probability very-short-time (or low-probability short-time). That is, the cyclic display of the real-time base value bL and the base values b1 to b3 on the performance indicator 113 continues regardless of the game state.
[0091] Next, with reference to FIG. 7, the setting change mode, the setting confirmation mode, and the RAM clear mode will be described. The gaming machine 1 shifts to the setting change mode, the setting confirmation mode, and the RAM clear mode according to the states of the setting key switch 112a and the RWM clear switch 111a at the time of power-on. The setting change mode is a mode in which the set value can be changed. The setting confirmation mode is a mode in which the current set value is lit and displayed on the performance indicator 113. The RAM clear mode is a mode that shifts when the control state of the game other than the set value stored in the main RAM 100c is initialized (that is, the gaming machine 1 is initialized to the low-probability non-short-time state).
[0092] Note that "ON" of the power supply in FIG. 7 means that the power switch is in the ON state. Also, "ON" of the setting key SW in FIG. 10 means that the rotating member of the setting key switch 112a is in the ON posture by the operation using the setting key by the store clerk of the game parlor. Also, "OFF" of the setting key SW in FIG. 10 means that the rotating member of the setting key switch 112a is in the OFF posture. Also, "ON" of the RWM clear SW in FIG. 10 means that the RWM clear switch 111a is in the operated state. Also, "OFF" of the RWM clear SW in FIG. 10 means that the RWM clear switch 111a is not in the operated state.
[0093] When the gaming machine 1 is in the power "OFF" state and is turned on with the setting key SW in the "ON" state and the RWM clear SW in the "ON" state, the gaming machine 1 shifts to the setting change mode immediately after startup (see Fig. 7(B)). When shifting to the setting change mode, the control state of the game other than the setting value stored in the main RAM 100c of the gaming machine 1 is initialized, and it is initialized to the low-probability non-time-short state (that is, RWM cleared).
[0094] When shifting to the setting change mode, the main CPU 100a causes the performance display 113 to light up and display the currently stored setting value, and outputs a voice saying "Changing settings" from the speaker 24. When the RWM clear switch 111a is operated during the setting change mode, the setting value is changed for each operation (the flow from Fig. 7(B) to (C)). Along with this, the changed setting value is lit and displayed on the performance display 113, and a voice (for example, "It's 3") notifying the setting value is output from the speaker 24. Note that it is not necessary to output the voice notifying the setting value from the speaker 24 in order to prevent information leakage.
[0095] The changed setting value is temporarily stored in the main RAM 100a, and after the setting key SW is set to the "OFF" state, when the power of the gaming machine 1 is re-supplied (specifically, turned on with the setting key SW in the "OFF" state and the RWM clear SW in the "OFF" state), it is re-stored in the main RAM 100a as the current setting value (the flow from Fig. 7(C) to (D)). Thus, when the power of the gaming machine 1 is re-supplied (specifically, turned on with the setting key SW in the "OFF" state and the RWM clear SW in the "OFF" state) after the setting value is changed, the gaming machine 1 shifts to a state where the store clerk of the game arcade can check the operations of various drive sources (such as motors) (see Fig. 7(D)). In this state, various drive sources (such as motors) operate or a voice saying "Please check the operation of the solenoid" is output from the speaker 24, and the performance display 113 is turned off. Subsequently, the display of the decorative pattern 55 is started on the liquid crystal screen 5, and after the performance display 113 blinks, the display of the base value is started (see Figs. 7(E) and (F)).
[0096] Note that the set value temporarily stored in the main RAM 100a as the changed set value during the setting change mode may be re-stored in the main RAM 100a as the current set value by setting the setting key SW to the "OFF" state during the setting change mode. Alternatively, the current set value itself may be updated each time the RWM clear switch 111a is operated during the setting change mode. In these configurations, in response to the setting key SW being set to the "OFF" state during the setting change mode, the gaming machine 1 shifts to a state in which a store clerk at a game parlor can check the operations of various drive sources (such as motors).
[0097] When the gaming machine 1 is in the power "OFF" state and is turned on with the setting key SW in the "ON" state and the RWM clear SW in the "OFF" state, the gaming machine 1 shifts to the setting confirmation mode immediately after startup (see FIG. 7(G)). When shifting to the setting confirmation mode, the control state of the game of the gaming machine 1 is not initialized, and the gaming machine 1 is controlled in the previous game state.
[0098] When shifting to the setting confirmation mode, the main CPU 100a causes the performance display 113 to light up and display the stored current set value, and outputs a voice saying "Confirming settings" from the speaker 24. When the setting key SW is set to the "OFF" state during the setting confirmation mode, the gaming machine 1 shifts to a state in which a store clerk at a game parlor can check the operations of various drive sources (such as motors) (see FIG. 7(D)). The subsequent flow is the same as the flow when the power is turned on with the setting key SW in the "OFF" state and the RWM clear SW in the "OFF" state.
[0099] When the gaming machine 1 is in the power "OFF" state and is turned on with the setting key SW in the "OFF" state and the RWM clear SW in the "ON" state, the gaming machine 1 shifts to the RAM clear mode immediately after startup (see FIG. 7(H)). When shifting to the RAM clear mode, the control state of the game other than the set value of the gaming machine 1 is initialized, and it is initialized to the low-probability non-time-short state.
[0100] When shifting to the RAM clear mode, the main CPU 100a turns off the performance indicator 113 and outputs a voice saying "RAM has been cleared" from the speaker 24. After that, when a predetermined time (for example, 3 seconds) has elapsed, the gaming machine 1 shifts to a state in which a store clerk at the game parlor can check the operations of various drive sources (such as motors) (see Fig. 7(D)). The subsequent flow is the same as the flow when the power is turned on in the state where the setting key SW is "OFF" and the RWM clear SW is "OFF".
[0101] Next, with reference to Fig. 8, the display priority of the decorative symbol 55 will be described. In the low-probability non-time-shortening state and the low-probability micro-time-shortening state, the decorative symbol 55 is composed of a numeric part 550 and a character part 551 (Figs. 8(A) and (B)). The decorative symbols in the left column (hereinafter referred to as the "left symbol"), the decorative symbols in the middle column (hereinafter referred to as the "middle symbol"), and the decorative symbols in the right column (hereinafter referred to as the "right symbol") have the display priority of the numeric part 550 and the character part 551 (specifically, the degree of being displayed closer to the front side) changing during the variable display. Note that the decorative symbol 55 may be composed of alphabets instead of the numeric part 550, or may be composed of an image representing an object instead of the character part 551.
[0102] There are five display patterns (HP1 to 5) for the display priority of the decorative design 55 in the low-probability short-time state and the low-probability very short-time state. For example, when the numerical part 550 of the middle design has a priority of "1", the character part 551 of the middle design has a priority of "2", the numerical parts 550 of the left and right designs have a priority of "3", and the character parts 551 of the left and right designs have a priority of "4" (HP1), as illustrated in Fig. 9(A), the middle design can be highlighted when the three decorative designs overlap. Also, for example, when the numerical part 550 of the middle design has a priority of "3", the character part 551 of the middle design has a priority of "4", the numerical parts 550 of the left and right designs have a priority of "1", and the character parts 551 of the left and right designs have a priority of "2" (HP2), as illustrated in Fig. 9(B), it is possible to weaken the impression of the middle design when the three decorative designs overlap. Also, for example, when the numerical part 550 of the middle design has a priority of "1", the character part 551 of the middle design has a priority of "3", the numerical parts 550 of the left and right designs have a priority of "1", and the character parts 551 of the left and right designs have a priority of "2" (HP3), as illustrated in Fig. 9(C), the numerical parts of each decorative design can be highlighted when the three decorative designs overlap. Also, for example, when the numerical part 550 of each decorative design has a priority of "1" and the character part 551 of each decorative design has a priority of "2" (HP4), as illustrated in Fig. 9(D), each decorative design can be displayed clearly by displaying the three decorative designs so that they do not overlap. Also, for example, when the numerical part 550 of the middle design has a priority of "3", the character part 551 of the middle design has a priority of "4", the numerical part 550 of the left design has a priority of "1", the character part 551 of the left design has a priority of "2", the numerical part 550 of the right design has a priority of "5", and the character part 551 of the right design has a priority of "6" (HP5), as illustrated in Fig. 9(E), it is possible to make the screen appear to have depth by overlapping the three decorative designs.
[0103] In the low-probability short state, the decorative symbol 55 has no character part 551 and is composed of only the numerical part 550. There are four display patterns for the display priority of the decorative symbol 55 in the low-probability short state (HP6 to 9). For example, when the numerical part 550 of the middle symbol has a priority of "1" and the numerical parts 550 of the left symbol and the right symbol have a priority of "2" (HP6), as illustrated in Fig. 9(F), the middle symbol can be highlighted when the three decorative symbols overlap. Also, for example, when the numerical part 550 of the middle symbol has a priority of "2" and the numerical parts 550 of the left symbol and the right symbol have a priority of "1" (HP7), as illustrated in Fig. 9(G), it is possible to weaken the impression of the middle symbol when the three decorative symbols overlap. Also, for example, when the numerical part 550 of the middle symbol has a priority of "2", the numerical part 550 of the left symbol has a priority of "1", and the numerical part 550 of the right symbol has a priority of "3" (HP8), as illustrated in Fig. 9(H), it is possible to make the screen appear to have depth by overlapping the three decorative symbols. Also, for example, when the numerical part 550 of each decorative symbol has a priority of "1" (HP9), as illustrated in Fig. 9(I), each decorative symbol can be clearly displayed by displaying the three decorative symbols so that they do not overlap.
[0104] In the gaming machine 1, when stopped and displayed, the display priority of the decorative symbol 55 may be displayed in any of the display patterns HP1 to 9. In the gaming machine 1, when the decorative symbol 55 is stopped and displayed, the numerical parts 550 are displayed so as not to overlap each other. Thereby, the combination of the decorative symbol 55 can be easily notified to the player. Note that since the combination can be notified to the player by the small symbol 56 that is stopped and displayed in the same combination as the decorative symbol 55, even when the display priority of the decorative symbol 55 is in any of the display patterns HP1 to 9, the numerical parts 550 may be displayed so as to overlap each other when stopped and displayed.
[0105] [Configuration Example of Main RAM 100c] FIG. 10 is an explanatory diagram for explaining a configuration example of the main RAM 100c in the game control board 100 and various information stored in the main RAM 100c. As illustrated in FIG. 10, the main RAM 100c is provided with a determination storage area 1030, a first reservation storage area 1031, a second reservation storage area 1032, a third reservation storage area 1033, a fourth reservation storage area 1034, a first reservation storage area 1035, a second reservation storage area 1036, a third reservation storage area 1037, and a fourth reservation storage area 1038.
[0106] The determination storage area 1030 is a storage area in which various information used for the special symbol determination is stored when the special symbol determination is actually executed. The various information used for the special symbol determination includes a jackpot random number, a symbol random number, a variation pattern random number, and a reach random number. The jackpot random number is a random number for determining whether it is a jackpot, a miss, or a minor win. The symbol random number is a random number for determining the type of jackpot symbol when it is determined to be a jackpot, the type of minor win symbol when it is determined to be a minor win, and the type of miss symbol when it is determined to be a miss.
[0107] In the gaming machine 1, the gaming state can be changed according to the gaming state and the miss symbol stopped and displayed. As a result, the gaming state can be changed without going through a jackpot or a minor win, and it is possible to make the player interested in the current gaming state and the miss symbol stopped and displayed. Further, in the gaming machine 1, the combination of the number of rounds of the jackpot game and the gaming state immediately after the end of the jackpot game is different for each jackpot symbol (and minor win symbol). For this reason, it can be said that the symbol random number is a random number for determining the gaming state and the type of jackpot game.
[0108] The variable pattern random number is a random number for determining the variable time (variable pattern) from when the special symbol starts variable display until it stops displaying in a manner indicating the determination result of the special symbol determination. The reach random number is a random number for selecting which of the losing variable pattern group exceeding a specific number of seconds (for example, 13.5 seconds) and the variable pattern group other than the said variable pattern group (that is, the losing variable pattern group of a specific number of seconds or less) to determine the variable pattern when determining the variable pattern in the case of being determined as a loss.
[0109] The first to fourth holding memory areas 1031 to 1034 are memory areas in which various types of information related to the first special symbol determination are sequentially stored in the first holding memory area 1031 every time a game ball wins the first start port 11. The first to fourth holding memory areas 1035 to 1038 are memory areas in which various types of information related to the second special symbol determination are sequentially stored in the first holding memory area 1035 every time a game ball wins the second start port 12.
[0110] For example, even if a game ball wins the first start port 11 or the second start port 12 while the special symbol is being variably displayed or during a big win game (or a small win game), the special symbol determination and the variable display of the special symbol cannot be immediately performed. In such a situation, the main CPU 100a stores various types of information related to the special symbol determination in the holding memory areas 1031 to 1038 as information indicating the suspension of the special symbol determination. On the other hand, when the special symbol is not being variably displayed, the special symbol determination is not suspended, and it is not during a big win game (or a small win game), the main CPU 100a immediately stores the acquired various random numbers, etc. in the first holding memory area (1031 or 1035) corresponding to the start port where the game ball won, and then shifts them to the determination storage area 1030.
[0111] For example, when a game ball wins a prize at the first start port 11 in a state where no information is stored in any of the first to fourth reserved memory areas 1031 to 1034, various information related to the first special symbol determination obtained by this prize winning is stored in the first reserved memory area 1031, which is the topmost of the empty entries. Also, for example, when a game ball wins a prize at the first start port 11 in a state where information is stored in the first reserved memory area 1031 and the second reserved memory area 1032, various information related to the first special symbol determination obtained by this prize winning is stored in the third reserved memory area 1033, which is the topmost of the empty entries.
[0112] Also, for example, "pre - determination information" is also stored in the reserved memory areas 1031 to 1038. When a game ball wins a prize at a start port, a pre - determination is made prior to the special symbol determination based on the jackpot random number, symbol random number, reach random number, and variation pattern random number to determine whether it is a jackpot or not. The pre - determination information is information obtained by the pre - determination and includes "prize - winning start port information", information indicating whether it is a jackpot or not, information indicating the type of jackpot symbol if it is a jackpot, information indicating the type of minor win symbol if it is a minor win, information indicating the type of losing symbol if it is a loss, information indicating the variation pattern of the special symbol, information indicating the game state, etc. The "prize - winning start port information" is information indicating whether the random numbers stored in the same reserved memory area were obtained when a prize was won at either the first start port 11 or the second start port 12. The pre - determination information including these information is stored in the same reserved memory area as the jackpot random number, etc. used in the pre - determination.
[0113] When the information stored in the first hold storage area 1031 is shifted to the determination storage area 1030 during the execution of the first special symbol determination, the information stored in the entries lower than the first hold storage area 1031 is shifted upward by one entry. For example, when the information stored in the first hold storage area 1031 is shifted to the determination storage area 1030 with information stored in each of the first hold storage area 1031 to the third hold storage area 1033, the information stored in the second hold storage area 1032 is shifted to the first hold storage area 1031, and the information stored in the third hold storage area 1033 is shifted to the second hold storage area 1032.
[0114] Such information shift processing is similarly performed in the first hold storage area 1035 to the fourth hold storage area 1038 where the information related to the second special symbol determination is stored. In the gaming machine 1, when both the first special symbol determination and the second special symbol determination are on hold, that is, when information is stored in both the first hold storage area 1031 and the first hold storage area 1035, prior to the shift processing in the first hold storage area 1031 to the fourth hold storage area 1034, the shift processing in the first hold storage area 1035 to the fourth hold storage area 1038 is preferentially performed. Therefore, when the second special symbol determination is on hold, various information stored in the first hold storage area 1035 is shifted to the determination storage area 1030. Also, when the second special symbol determination is not on hold, that is, when only the first special symbol determination is on hold, various information stored in the first hold storage area 1031 is shifted. Note that a configuration may be adopted in which the first special symbol and the second special symbol can be variably displayed simultaneously. In such a configuration, two determination storage areas 1030 for the first special symbol determination and the second special symbol determination may be provided. In this case, the shift processing in the first hold storage area 1031 to the fourth hold storage area 1034 may be performed independently of the shift processing in the first hold storage area 1035 to the fourth hold storage area 1038.
[0115] The following describes two embodiments with different configurations. The feature of the first embodiment is that the low-probability short-time state is the most disadvantageous state for the player, and the low-probability non-short-time state is more advantageous for the player than the low-probability short-time state. Specifically, in the first embodiment, it is possible to shift to the low-probability short-time state in response to the stop display of a specific losing symbol in the low-probability non-short-time state, while not shifting to the low-probability short-time state in response to the stop display of a specific losing symbol in the low-probability short-time state (and the low-probability short-time state). The feature of the second embodiment is that the low-probability non-short-time state is the most disadvantageous state for the player, and the low-probability short-time state is more advantageous for the player than the low-probability non-short-time state. Specifically, in the second embodiment, it is possible to shift to the low-probability short-time state in response to the stop display of a specific losing symbol in the low-probability short-time state, while not shifting to the low-probability short-time state in response to the stop display of a specific losing symbol in the low-probability non-short-time state (and the low-probability short-time state).
[0116] [First Embodiment] First, the first embodiment will be described. FIG. 11 is an explanatory diagram for explaining the transition of the game state in the first embodiment. Here, when RWM clear (specifically, RWM clear with setting change or RWM clear without setting change) is performed on the gaming machine 1, it is controlled to the low-probability non-short-time state. Therefore, in the gaming machine 1 of the first embodiment, when RWM clear is performed, the game can start in the low-probability non-short-time state, which is more advantageous than the low-probability short-time state. Thereby, the gaming machine 1 of the first embodiment can give the player a motivation to play immediately after the game store opens.
[0117] In the first embodiment, when a losing (time shortening A) symbol different from the "normal losing symbol" stops being displayed in the low probability non-time shortening state, it is controlled to the low probability time shortening state, and the number of time shortening times is set to 700 times (the flow of shifting from (a) to (b) via (a3) in FIG. 11). Specifically, the number of time shortening times J1 related to the first special symbol is set to 10 times, the number of time shortening times J2 related to the second special symbol is set to 700 times, and the number of time shortening times J3 related to the sum of the first special symbol and the second special symbol is set to 700 times. Note that the "normal losing symbol" is a losing symbol that does not change the game state in response to being stopped and displayed in any game state.
[0118] In the gaming machine 1, since the low probability time shortening state is a game state in which a jackpot (and a minor jackpot) can be aimed at the second starting port 12, it can be said that the low probability time shortening state is a more advantageous state for the player than the low probability non-time shortening (and low probability slight time shortening) aiming at the first starting port 11. In the first embodiment, the low probability time shortening state is also controlled in response to the end of the jackpot game that takes the stop display of the jackpot symbol indicating jackpot A or D as an execution condition. For example, when the jackpot game related to jackpot A or D is executed, the number of time shortening times is set to 700 times. Specifically, the number of time shortening times J1 related to the first special symbol is set to 10 times, the number of time shortening times J2 related to the second special symbol is set to 700 times, and the number of time shortening times J3 related to the sum of the first special symbol and the second special symbol is set to 700 times.
[0119] As described above, in the first embodiment, when a predetermined condition (specifically, when it becomes a loss or a jackpot) is satisfied in the low probability non-time shortening state, it shifts from the low probability non-time shortening state to the low probability time shortening state with the combined probability of the probability of becoming a losing (time shortening A) symbol and the probability of becoming jackpot A or D. In the first embodiment, when a predetermined condition (specifically, when it becomes a loss or a jackpot) is satisfied in the low probability slight time shortening state, it shifts from the low probability slight time shortening state to the low probability time shortening state with the probability of becoming jackpot A or D. Therefore, the transition probability to the low probability time shortening state is greater for the low probability non-time shortening state than for the low probability slight time shortening state by the probability of becoming a losing (time shortening A) symbol. Thus, the low probability slight time shortening state is a relatively disadvantageous game state for the player compared to the low probability non-time shortening state.
[0120] In addition, in the low-probability short-time state, regardless of the game state, it is controlled when there are 750 consecutive losses after the setting change, 750 consecutive losses after the RWM clear, or 750 consecutive losses since the end of the big win game, and the short-time count of 1000 times is set. Specifically, the short-time count J1 related to the first special symbol is set to 10 times, the short-time count J2 related to the second special symbol is set to 1000 times, and the short-time count J3 related to the sum of the first special symbol and the second special symbol is set to 1000 times. Since this short-time count is more than the short-time count set on the condition of a big win (or a small win), it can be said that it is a more advantageous state for the player.
[0121] In the following description, having 750 consecutive losses after the setting change, having 750 consecutive losses after the RWM clear, or having 750 consecutive losses since the end of the big win game is referred to as "750 consecutive losses". When the gaming machine 1 satisfies the condition of 750 consecutive losses, a short-time count that is more than the short-time count controlled to the low-probability short-time state by satisfying other conditions is set. Therefore, the low-probability short-time state controlled in response to satisfying the condition of 750 consecutive losses in the gaming machine 1 is a game state more advantageous to the player compared to the low-probability short-time state controlled in response to satisfying other conditions. Note that the short-time count set by satisfying the condition of 750 consecutive losses may be less than or the same as the short-time count set on the condition of a big win (or a small win). Also, the short-time count set by satisfying the condition of 750 consecutive losses may be less than or the same as the short-time count set on the condition that a specific losing symbol stops and is displayed.
[0122] After satisfying the condition of 750 consecutive losses once, if the condition of 750 consecutive losses is satisfied again without a big win game being played thereafter, the game state does not change. After satisfying the condition of 750 consecutive losses once, if the condition of 750 consecutive losses is satisfied again after a big win game is played, it is controlled to the low-probability short-time state in the same way as when the condition of 750 consecutive losses was satisfied for the first time.
[0123] The low-probability short-time state is controlled by the fact that a losing (short-time B) symbol different from the normal losing symbols is stopped and displayed in the low-probability non-short-time state. When the losing (short-time B) symbol is stopped and displayed, 500 times is set as the short-time count. Specifically, the short-time count J1 related to the first special symbol is set to 500 times, the short-time count J2 related to the second special symbol is set to 0 times, and the short-time count J3 related to the total of the first special symbol and the second special symbol is set to 500 times. Note that even if the losing (short-time B) symbol is stopped and displayed in the low-probability short-time state and the low-probability very short-time state, the short-time count is not added and the game state does not change.
[0124] In the following description, a losing symbol that is different from the normal losing symbols and that changes the game state in response to being stopped and displayed in at least one game state is called a "specific losing symbol". For example, the losing (short-time A) symbol and the losing (short-time B) symbol are specific losing symbols. The losing (short-time A) symbol is a losing symbol that is controlled for a low-probability short time, unlike the losing (short-time B) symbol, and thus is a losing symbol that is more advantageous to the player than the losing (short-time B) symbol.
[0125] Also, the low-probability very short-time state is controlled by the end of a jackpot game that has as an execution condition the stop display of a jackpot symbol indicating jackpot B or C. For example, when a jackpot game related to jackpot B is executed, 99 times is set as the short-time count. Also, for example, when a jackpot game related to jackpot C is executed, 500 times is set as the short-time count.
[0126] The low-probability non-short-time state is controlled by the end of the short-time count in the low-probability short-time state or the low-probability very short-time state, in addition to being the initial state (including startup after changing the setting value). Thus, when the low-probability short-time state ends, it transitions to the low-probability non-short-time state, which is not as advantageous to the player as the low-probability short-time state but is more advantageous to the player than the low-probability very short-time state. Also, when the low-probability very short-time state ends, it transitions to the relatively advantageous low-probability non-short-time state.
[0127] In addition, the low-probability non-short-time state is controlled by winning a jackpot a predetermined number of times (for example, twice) in the low-probability very-short-time state. Further, the low-probability non-short-time state is controlled by the end of the jackpot game related to Jackpot E (the game state is the low-probability non-short-time state). Also, in the low-probability non-short-time state, when a V-win occurs during the small-win game related to small win C, it is controlled by the end of the jackpot game executed following the small-win game. Further, in the low-probability non-short-time state, when a V-win does not occur during the small-win game related to small win C, it is controlled by the end of the small-win game. Also, in the low-probability non-short-time state, when a V-win does not occur during the small-win game related to small win B, it is controlled by the end of the small-win game.
[0128] Note that while it may have a losing (short-time A) symbol, it does not necessarily have to have a losing (short-time B) symbol.
[0129] In addition, for the losing (short-time B) symbols, there may be a first losing (short-time B) symbol with a small number of short-time counts given when it stops and is displayed in the low-probability non-short-time state, and a second losing (short-time B) symbol with a larger number of short-time counts given when it stops and is displayed in the low-probability non-short-time state than the first losing (short-time B) symbol. For example, when the first losing (short-time B) symbol stops and is displayed, it is set to 99 times as the short-time count (specifically, the short-time count J1 related to the first special symbol is set to 99 times, the short-time count J2 related to the second special symbol is set to 0 times, and the short-time count J3 related to the sum of the first special symbol and the second special symbol is set to 99 times). When the second losing (short-time B) symbol stops and is displayed, 500 times is set as the short-time count (specifically, the short-time count J1 related to the first special symbol is set to 500 times, the short-time count J2 related to the second special symbol is set to 0 times, and the short-time count J3 related to the sum of the first special symbol and the second special symbol is set to 500 times). The fourth symbol 57 has a symbol corresponding to the type of the losing (short-time B) symbol stop and display, while the decorative symbol 55 stops and is displayed in the combination of "459" regardless of the type of the losing (short-time B) symbol. Thus, depending on the combination of the decorative symbol 55, it is not possible to distinguish between the first losing (short-time B) symbol and the second losing (short-time B) symbol, so it is possible to let the player play while expecting the short-time count to be 99 times in the low-probability very short-time state.
[0130] FIG. 12 is an explanatory diagram for explaining the result of the special symbol determination in the first embodiment. Since the jackpot has been described above, the explanation is omitted. In the first embodiment, in the first special symbol determination, regardless of the set value, it wins a minor prize with a probability of about 1 / 200. Also, in the first special symbol determination, regardless of the set value, it becomes a losing (short-time A or B) that causes a very short-time state or a short-time state with a probability of about 1 / 10. And it becomes a normal losing where the game state does not change with a probability other than being determined as a jackpot, a minor prize, or a losing (short-time).
[0131] In the first embodiment, regardless of the set value in the second special symbol determination, a small win is won with a probability of about 1 / 7. Also, regardless of the set value in the second special symbol determination, it does not result in a loss (time shortening). It is an ordinary loss where the game state is not changed unless it is determined as a big win or a small win.
[0132] A feature regarding the result of the special symbol determination in the first embodiment is that the probability of being determined as a loss (time shortening) is different between the first special symbol determination and the second special symbol determination. Thus, a new gameplay can be provided where in the first special symbol determination, the aim is to change the game state by obtaining a big win or a loss (time shortening), and in the second special symbol determination, the aim is to change the game state by obtaining a big win or a small win.
[0133] FIG. 13 is an explanatory diagram for explaining the big win types and small win types in the first embodiment. As illustrated in FIG. 13(A), big win A is a big win that executes a round game that opens and closes the big winning opening 13 so that the game ball can easily pass through twice, and immediately after the end of the big win game, it shifts to a low probability time shortening state. Big wins B and C are big wins that execute a round game twice and immediately after the end of the big win game, shift to a low probability very short time shortening state. Big win D is a big win that executes a round game 10 times and immediately after the end of the big win game, shifts to a low probability time shortening state. Big win E is a big win that executes a round game twice and immediately after the end of the big win game, shifts to a low probability non-time shortening state.
[0134] Big wins B and C are big wins that set the small win upper limit number to "2", and big wins A, D, and E are big wins that do not set the small win upper limit number. When the small win upper limit number is set, if a small win is drawn until the small win upper limit number in the low probability very short time shortening state, it shifts to the low probability non-time shortening state. Note that the small win upper limit number may be other than "2" as long as it is a predetermined number, for example, 1 or 5 times.
[0135] In the case of a big win A, three identical decorative symbols 55 are stopped and displayed. On the other hand, in the case of big wins B and C, a special decorative symbol (time-shortening symbol) that notifies a transition to a low-probability short-time state is stopped and displayed. Although the stop display modes of the fourth symbol are different for big wins B and C, the player cannot distinguish which of big wins B and C it is from the stop display mode of the decorative symbol 55. Therefore, a player who is not familiar with the game can proceed with the game without knowing the number of times of time shortening set in the low-probability short-time state.
[0136] The degree of advantage of each big win game is such that the degree of advantage for the player is higher in the order of big win C < big win B < big win E < big win A < big win D.
[0137] Note that as a result of the first special symbol determination, there may be a big win that transitions to a low-probability non-time-shortening state immediately after the end of the big win game.
[0138] As illustrated in FIG. 13(B), small win A is a small win that executes a small win game in which the game ball is made difficult to open and close through the small winning opening 19 so as not to basically win a V prize. Since it basically does not win a V prize even when the small win game related to small win A is executed, a big win game is not executed immediately after the end of the small win game, and the game state does not change. Small win B is a small win that executes a small win game in which the small winning opening 19 is opened and closed easily for a V prize. When the small win game related to small win B is executed, it basically wins a V prize, and a big win game is executed immediately after the end of the small win game. In the big win game, 10 round games are executed, and it transitions to a low-probability time-shortening state immediately after the end of the big win game. Small win C is a small win that executes a small win game in which the small winning opening 19 is opened and closed easily for a V prize. When the small win game related to small win C is executed, it basically wins a V prize, and a big win game is executed immediately after the end of the small win game. In the big win game, 2 round games are executed, and it transitions to a low-probability non-time-shortening state immediately after the end of the big win game.
[0139] The degree of advantage of each small win game is such that the degree of advantage for the player is higher in the order of small win A < small win C < small win B.
[0140] FIG. 14 is an explanatory diagram for explaining the losing (short-time) type in the first embodiment. The losing (short-time A) is a losing that, when stopped and displayed when in a low-probability non-short-time state (i.e., the short-time game flag is OFF) at the start of variation, shifts to a low-probability short-time state without executing a jackpot game and a minor jackpot game. When the losing (short-time A) is stopped and displayed in the low-probability non-short-time state, although the counting by the total out-counter continues, the measurement by the base calculation out-counter and the base calculation prize ball counter stops, and the calculation of the real-time base value bL also stops. Along with this, the measurement of the number of variations of the special symbol continues while the measurement of the short-time number starts newly. That is, the main CPU 100a of the game control board 100 adds 1 to the number of variations of the current special symbol and subtracts 1 from the short-time number in response to having performed the special symbol determination next. Note that the number of variations of the special symbol is set to 0 in response to a setting change, an RWM clear, or the execution of a jackpot game, and is incremented by 1 each time the special symbol determination is performed.
[0141] When the losing (short-time A) is stopped and displayed in the non-short-time state, the notification of the remaining short-time number starts on the liquid crystal screen 5, and the right strike lamp 49 starts lighting.
[0142] With the stop display of the losing (short-time A), the decorative symbol 55 is stopped and displayed in the combination of "227". Since the combination of "227" is not stopped and displayed along with special symbols other than the losing (short-time A), the player can recognize that it is the losing (short-time A) by looking at the decorative symbol 55.
[0143] A losing outcome (time shortening B) is a losing outcome that, when stopped and displayed in a low-probability non-time-shortening state at the start of variation, shifts to a low-probability very-short-time state without executing a big win game or a small win game. The very-short-time count is set to 500 times. When a losing outcome (time shortening B) is stopped and displayed in the low-probability non-time-shortening state, although the counting in the total out counter continues, the measurement in the base calculation out counter and the base calculation prize ball counter stops, and the calculation of the real-time base value bL also stops. Along with this, while the measurement of the number of variations of the special symbol continues, the measurement of the time shortening count newly starts. That is, the main CPU 100a of the game control board 100 adds 1 to the number of variations of the current special symbol and subtracts 1 from the time shortening count in response to the next special symbol determination.
[0144] When a losing outcome (time shortening B) is stopped and displayed in the low-probability non-time-shortening state, unlike when a losing outcome (time shortening A) is stopped and displayed in the non-time-shortening state, the notification of the remaining time shortening count does not start on the liquid crystal screen 5 and the extinguishing of the right hit lamp 49 continues. Thereby, it becomes difficult to distinguish between the low-probability non-time-shortening state and the low-probability very-short-time state.
[0145] With the stop display of a losing outcome (time shortening B), the decorative symbol 55 stops and is displayed in the combination of "459". Since the combination of "459" is not stopped and displayed with special symbols other than a losing outcome (time shortening B), the player can recognize that it is a losing outcome (time shortening B) by looking at the decorative symbol 55.
[0146] When a losing outcome (time shortening A) is stopped and displayed in the low-probability non-time-shortening state, from the next variation display of the normal symbol, the normal symbol is variably displayed with the variation time for low-probability time shortening, and the electric tulip 17 is opened with the opening pattern for low-probability time shortening. The variation time of the normal symbol for low-probability time shortening is shorter than the variation time of the normal symbol for low-probability non-time-shortening (and for low-probability very-short-time). Also, when a losing outcome (time shortening A) is stopped and displayed in the low-probability non-time-shortening state, from the next variation display of the special symbol, the special symbol is variably displayed with the variation time for low-probability time shortening. The variation time of the special symbol for low-probability time shortening is shorter than the variation time of the special symbol for low-probability non-time-shortening (and for low-probability very-short-time).
[0147] When the losing (short time A) and the losing (short time B) are stopped and displayed when in the low-probability short-time state or the low-probability short-time state (i.e., the short-time game flag is ON) at the start of the variation, no big win game or small win game is executed, and the game state does not change, which is a losing state. That is, when in the low-probability short-time state, when the losing (short time A) and the losing (short time B) are stopped and displayed, only the short-time count is decreased by 1 and no new short-time count is added. And if the short-time count is not 0, the low-probability short-time state continues as it is. On the other hand, when the short-time count is 0, it shifts from the low-probability short-time state to the low-probability non-short-time state. Therefore, for example, when the losing (short time A) and the losing (short time B) are stopped and displayed in the final short-time variation in the low-probability short-time state, the measurement by the base calculation out counter and the base calculation prize ball counter resumes, and the calculation of the real-time base value bL also resumes.
[0148] Also, when in the low-probability short-time state, when the losing (short time A) and the losing (short time B) are stopped and displayed, only the short-time count is decreased by 1 and no new short-time count is added. And if the short-time count is not 0, the low-probability short-time state continues as it is. On the other hand, when the short-time count is 0, it shifts from the low-probability short-time state to the low-probability non-short-time state. Therefore, for example, when the losing (short time A) and the losing (short time B) are stopped and displayed in the final short-time variation in the low-probability short-time state, the measurement by the base calculation out counter and the base calculation prize ball counter resumes, and the calculation of the real-time base value bL also resumes.
[0149] In the low-probability non-time-shortening state, the player can aim to transition to the low-probability time-shortening state by hitting the jackpot or losing (time shortening A). In contrast, in the low-probability very-short-time-shortening state, the player basically aims to transition to the low-probability time-shortening state by hitting the jackpot. The probability of transitioning to the low-probability time-shortening state in the low-probability non-time-shortening state is the sum of the jackpot winning probability and the probability of losing (time shortening A), while the probability of transitioning to the low-probability time-shortening state in the low-probability very-short-time-shortening state is only the jackpot winning probability. Therefore, the probability of transitioning to the low-probability time-shortening state in the low-probability non-time-shortening state is higher than that in the low-probability very-short-time-shortening state. For this reason, the low-probability non-time-shortening state is more likely to transition to the low-probability time-shortening state than the low-probability very-short-time-shortening state and is advantageous for the player. Thereby, in the first embodiment, it is possible to provide a game property that allows the game to start in a relatively advantageous game state in the initial state (for example, after setting change or after RWM clear).
[0150] When transitioning to the low-probability very-short-time-shortening state, when the very-short-time-shortening count ends, it transitions to the low-probability non-time-shortening state, which is more advantageous for the player. In addition to the loss (time shortening B) that sets the very-short-time-shortening count to 500 times, a loss that sets the very-short-time-shortening count to 99 times may be provided. When there are 99 consecutive losses after transitioning to the low-probability very-short-time-shortening state, if there are consecutive losses until the very-short-time-shortening count becomes 0 times thereafter, it will definitely transition to the low-probability non-time-shortening state. Since it is possible to transition to the low-probability non-time-shortening state even with consecutive losses, it is possible to give the player a motivation to continue the game while looking forward to the low-probability non-time-shortening state.
[0151] Note that, as illustrated in FIG. 15, in the first embodiment, the probability of losing (time shortening) in the time-saving non-game state may be relatively very high. In the example of FIG. 15, the probability of losing (time shortening) is about 1 / 1. That is, in the configuration illustrated in FIG. 15, when the first special symbol determination is performed in the low-probability non-time-saving state, it basically shifts to the low-probability time-saving state or the low-probability very-short-time-saving state. Thereby, for example, it is possible to shift to the low-probability time-saving state with a relatively high probability by the first special symbol determination immediately after shifting from the low-probability time-saving state to the low-probability non-time-saving state (for example, the first time). Therefore, although passing through the low-probability non-time-saving state once, the low-probability time-saving states seem to be connected, and as a result, it is possible to provide a game property in which the jackpot in the low-probability time-saving state seems to be connected even if passing through the low-probability non-time-saving state once.
[0152] FIG. 16 is an explanatory diagram for explaining the variation pattern (variation time group) of the first special symbol in the first embodiment. A characteristic point in the variation pattern of the first special symbol is that in the low-probability non-time-saving state (and the low-probability very-short-time-saving state), it is easier to select a losing (time shortening A or B) variation time that is longer than the variation time of a normal loss. Note that the time when a loss (time shortening A or B) is stopped and displayed is the same as the time when a normal loss is stopped and displayed, but the time when a loss (time shortening A or B) is stopped and displayed may be longer or shorter than that of a normal loss.
[0153] In the low-probability non-time-saving state (and the low-probability very-short-time-saving state), the variation time of the loss (time shortening A) and the loss (time shortening B) of the first special symbol hardly changes, and the effects executed along with the variation display of the first special symbol are similar. Thereby, it can be made difficult to recognize whether it is a loss (time shortening A) or a loss (time shortening B) based on the variation time of the first special symbol and the executed effect. Note that there may be those in which the variation time of the first special symbol is determined as a loss (time shortening A), and those in which the variation time of the first special symbol is determined as a loss (time shortening B). Also, among the effects executed along with the variation display of the first special symbol, there may be those in which the variation time of the first special symbol is determined as a loss (time shortening A), and those in which the variation time of the first special symbol is determined as a loss (time shortening B). Also, the variation time of the loss (time shortening B) may be shorter or longer than that of the loss (time shortening A).
[0154] In the low-probability short-time state (and the low-probability very short-time state), the effects executed along with the variation display of losing (short-time A and B) are the same as the effects executed along with the variation display of jackpot and normal losing, except for the combination of the decorative design 55. Thereby, it can be made difficult to recognize whether it is a jackpot, a normal losing, or a losing (short-time A and B) by the effects executed along with the variation display of the first special symbol.
[0155] In the low-probability short-time state, a characteristic point in the variation pattern of the first special symbol is that the variation time of losing (short-time A or B) is the same as the variation time of normal losing. The effects executed along with the variation display of losing (short-time A and B) in the low-probability short-time state are simply the effects of notifying losing, similar to the effects executed along with the variation display of normal losing in the low-probability short-time state. Here, the variation pattern H113 of the first special symbol in the low-probability short-time state has the same variation time as the variation pattern H201 of the second special symbol in the low-probability short-time state. The effects executed along with the variation display of the variation pattern H113 are the same as the effects executed along with the variation display of the variation pattern H201 (specifically, the effects of simply notifying losing).
[0156] The decorative pattern 55 that is stopped from being displayed by the variation display of a loss (short-time A and B) in the low-probability short-time state and the low-probability very short-time state is the same as the combination of the decorative pattern 55 that is stopped from being displayed by the variation display of a loss (short-time A and B) in the low-probability non-short-time state. That is, the decorative pattern 55 that is stopped from being displayed by the variation display of a loss (short-time A and B) in the low-probability short-time state and the low-probability very short-time state is a combination that indicates a loss and is advantageous to the player. However, even if a loss (short-time A and B) is stopped from being displayed in the low-probability short-time state and the low-probability very short-time state, the gaming state does not change. For this reason, the decorative pattern 55 that is stopped from being displayed by the variation display of a loss (short-time A and B) in the low-probability short-time state and the low-probability very short-time state may be a combination that simply indicates a loss, similar to the decorative pattern 55 that is stopped from being displayed by the variation display of a normal loss, and does not suggest an advantage to the player. That is, the decorative pattern 55 that is stopped from being displayed by the variation display of a loss (short-time A and B) in the low-probability short-time state and the low-probability very short-time state may be different from the combination of the decorative pattern 55 that is stopped from being displayed by the variation display of a loss (short-time A and B) in the low-probability non-short-time state.
[0157] FIG. 17 is an explanatory diagram for explaining the variation pattern (variation time group) of the second special symbol in the first embodiment. A characteristic point in the variation pattern of the second special symbol is that it is relatively shorter than the variation time of the first special symbol in the low-probability non-short-time state (and the low-probability very short-time state).
[0158] [Main Processing by Gaming Control Board 100] FIG. 18 is a flowchart showing an example of the main process executed in the game control board 100. As illustrated in FIG. 18, in the main process, first, initial settings are made (step MS1). In the initial settings, for example, the interrupt time is set, the main CPU 100a is set, and various flags and counters are reset. The initial value of the flag is "OFF", and the initial value of the counter is "0". Also, in the initial settings, processes according to setting changes, processes according to setting confirmations, and processes according to RWM clear are executed. The initial settings are executed only once after the power is turned on and are not executed thereafter.
[0159] Following the initial settings (step MS2), interrupts are prohibited (step MS2), and a random number update process (step MS3) for updating various random numbers used for normal symbol determination and special symbol determination is executed. In this random number update process, various random numbers are updated by adding 1. When the upper limit value is reached, the various random numbers return to "1" and are added again. Note that the initial value of the cycle of the various random numbers may be other than "1" or may be randomly changed.
[0160] Following the random number update process (step MS3), interrupts are permitted (step MS4). While interrupts are permitted, the game control board 100 can execute a timer interrupt process (step MS5). The timer interrupt process will be described in detail later with reference to FIG. 19.
[0161] [Timer Interrupt Process by Game Control Board 100] Next, with reference to FIG. 19, the timer interrupt process executed in the game control board 100 will be described. Here, FIG. 19 is a flowchart showing an example of the timer interrupt process executed in the game control board 100. The game control board 100 is set to receive a timer interrupt regularly every certain period (for example, 4 milliseconds) during normal operation except for special cases such as when the power is turned on or off. When a timer interrupt occurs, the game control board 100 executes a series of processes illustrated in FIG. 19. Note that the processes shown in FIGS. 19 to 27 are performed according to instructions issued by the main CPU 100a based on a program stored in the main ROM 100b.
[0162] First, the main CPU 100a of the game control board 100 executes a random number update process for updating the symbol random number, the reach random number, the variation pattern random number, and the normal symbol random number by software (step S1A).
[0163] For example, each random number is incremented by "1" every time the process of step S1A is performed. Note that a loop counter is used as a counter for performing the process of step S1A, and each random number is reset to "1" and updated after reaching a preset maximum value. Note that it may be preset to update the jackpot random number by software or to generate each random number by an operation between a value generated using the random number circuit 104 and a value generated by software.
[0164] Subsequent to the process of step S1A, the main CPU 100a executes a switch process for determining the state of detection signals input from each switch such as the first start port detection switch 45a for detecting that a game ball has won a prize at the first start port 11 and the second start port detection switch 47a for detecting that a game ball has won a prize at the second start port 12 (step S2A). This switch process will be described in detail later with reference to FIG. 20.
[0165] Subsequent to the process of step S2A, the main CPU 100a executes a special symbol process including a process of performing a special symbol determination, variably displaying a special symbol on the first special symbol display 41 or the second special symbol display 42, and then stopping and displaying a special symbol indicating the determination result of the special symbol determination (step S3A). In the special symbol process, it is determined whether it is a jackpot, the jackpot type, the minor win type, the loss type, the variation pattern of the special symbol, and the like. This special symbol process will be described in detail later with reference to FIG. 23.
[0166] Subsequent to the process of step S3A, the main CPU 100a executes normal symbol determination, and performs normal symbol processing including a process of variably displaying a normal symbol on the normal symbol display 45 and then stopping and displaying a normal symbol indicating the result of the normal symbol determination (step S4A). This normal symbol processing will be described in detail later with reference to FIG. 24.
[0167] Subsequent to the process of step S4A, when it is determined in the process of step S3A that there is a minor hit, the main CPU 100a executes a small winning opening release control process of controlling the small winning opening solenoid 51c to open the small winning opening 19 (step S5A). The small winning opening release control process is a process for controlling a minor hit game, and is performed when a special symbol (minor hit symbol) indicating that it is determined that a minor hit game is to be executed is stopped and displayed. This small winning opening release control process will be described in detail later with reference to FIG. 37.
[0168] Subsequent to the process of step S5A, when it is determined in the process of step S3A that there is a major hit, the main CPU 100a executes a large winning opening release control process of controlling the large winning opening solenoid 51b to open the large winning opening 13 (step S6A). This large winning opening release control process will be described in detail later with reference to FIG. 38.
[0169] Subsequent to the process of step S6A, the main CPU 100a executes a prize ball process of controlling the payout of prize balls according to the winning of game balls (step S7A). Subsequent to step S7A, the main CPU 100a executes a game ball counting process (step S8A). Specifically, measurement is performed with a base calculation prize ball counter, which is the number of prize balls paid out based on the winning of game balls at various winning openings (specifically, a general winning opening, a large winning opening, a small winning opening, and a start opening) during the low probability non-time shortening state; measurement is performed with a base calculation out counter, which is the number of game balls detected by the out ball detection switch 39a during the low probability non-time shortening state; and measurement is performed with a total out counter, which is the number of game balls detected by the out ball detection switch 39a regardless of the game state.
[0170] Note that the value of the total out counter, the value of the out counter for base calculation, and the value of the prize ball counter for base calculation are game information independent of the set value and are not affected even if the set value is changed. Thus, it is possible to perform performance display (base value display) while excluding the influence of the set value.
[0171] Following the process of step S8A, the main CPU 100a executes performance information calculation / setting processing (step S9A). Specifically, it calculates and stores the base value bL in the current section delimited by the total out. Also, the main CPU 110a causes the performance display device 113 to display the base value bL and the base values b1 to b3.
[0172] Following the process of step S9A, the main CPU 100a executes transmission processing to transmit to the effect control board 130 information necessary for determining the content of various commands set (stored) in the main RAM 100c and the effects associated with the variable display of special symbols in the processing steps before step S7A (step S10A).
[0173] [Switch Processing by Game Control Board 100] FIG. 20 is a detailed flowchart of the switch processing in step S2A of FIG. 19. Following the process of step S1A, the main CPU 100a determines whether there is a detection signal from the gate detection switch 44a (step S2A1). If there is no detection signal from the gate detection switch 44a (step S2A1: NO), it determines whether it is in a very short state (step S2A2). If it is in a very short state (step S2A2: YES), it determines whether there is a detection signal from the general winning opening detection switch 43a (step S2A3).
[0174] When step S2A3 is YES, or when step S2A1 is YES, it is determined whether the variable display of the normal symbol is being awaited (step S2A4). The state of awaiting the variable display of the normal symbol means that it is not in the middle of executing the variable display of the normal symbol, not in the middle of being powered on, and not in the open state of 17. If it is awaiting the variable display of the normal symbol (step S2A4: YES), a normal symbol random number is acquired and stored in the main main RAM 100ca (step S2A5).
[0175] When step S2A2 is NO, step S2A3 is NO, or step S2A4 is NO, the presence or absence of the detection signal input from the first start port detection switch 45a is monitored, and the first start port switch process including the process of acquiring the random numbers for special symbol determination (big win random number, symbol random number, reach random number, and variation pattern random number) at the time when the detection signal from the first start port detection switch 45a is input is executed (step S2A6). This first start port switch process will be described in detail later with reference to FIG. 21.
[0176] Next, the main CPU 100a monitors the presence or absence of the detection signal input from the second start port detection switch 47a, and executes the second start port switch process including the process of acquiring the random numbers for special symbol determination at the time when the detection signal from the second start port detection switch 47a is input (step S2A7). This second start port switch process will be described in detail later with reference to FIG. 22.
[0177] [First Start Port Switch Process by the Game Control Board 100] FIG. 21 is a detailed flowchart of the first start port switch process in step S2A6 of FIG. 20. As illustrated in FIG. 21, the main CPU 100a determines whether the first start port detection switch 45a has turned “ON” based on whether the detection signal from the first start port detection switch 45a has been input (step S2101). For example, when an ON signal indicating that the first start port detection switch 45a has turned “ON” is input, it is determined that the first start port detection switch 45a has turned “ON”.
[0178] When the main CPU 100a determines that the first startup port detection switch 45a has turned "ON" (step S2101: YES), it acquires a jackpot random number, a symbol random number, a reach random number, and a variation pattern random number as acquisition information used for the first special symbol determination (steps S2102 to 2105).
[0179] Next, the main CPU 100a determines whether the number of suspended processes U1 for the first special symbol determination stored in the main RAM 100c is less than the maximum number of suspended processes Umax1 (for example, "4") for the first special symbol determination stored in the main ROM 100b (step S2106).
[0180] When the main CPU 100a determines that the number of suspended processes U1 is less than the maximum number of suspended processes Umax1 (step S2106: YES), it updates the value of the number of suspended processes U1 to the value obtained by adding "1" (step S2107).
[0181] Subsequent to the process of step S2107, the main CPU 100a determines whether it is in the low-probability short state (step S2108). When the main CPU 100a determines that it is not in the low-probability short state (step S2108: NO), it executes a preliminary determination process (step S2109). Specifically, prior to the jackpot determination process (see FIG. 25) and the variation pattern determination process (see FIG. 26) described later, the main CPU 100a preliminarily determines whether it will be determined as a jackpot and what type of variation pattern will be determined based on the acquisition information obtained by the processes of steps S2102 to 2105.
[0182] Subsequent to the process of step S2109, the main CPU 100a stores the preliminary determination information obtained by the preliminary determination process of step S2109 and the various random numbers acquired in the processes of steps S2102 to 2105 in the suspended storage area in the main RAM 100c (step S2110).
[0183] When the main CPU 100a determines that it is in the low-priority short state (step S2108: YES), it stores various random numbers obtained in the processes of steps S2102 to S2105 in the hold storage area in the main RAM 100c (step S2111).
[0184] When the main CPU 100a executes the process of step S2110 or step S2111, it sets a hold command related to the first special symbol determination in the main RAM 100c (step S2112). This hold command is a command notifying that the first special symbol determination is on hold, and includes the preliminary determination information obtained in the process of step S2109. The hold command is transmitted to the effect control board 130 by the transmission process of step S10A.
[0185] When the process of step S2112 is executed, if it is determined that the first start port detection switch 45a is not "ON" (step S2101: NO), or if it is determined that the hold count U1 is not less than the maximum hold count Umax1 (step S2106: NO), the main CPU 100a ends the process shown in FIG. 21.
[0186] [Second start port switch process by the game control board 100] FIG. 22 is a detailed flowchart of the second start port switch process in step S2A7 of FIG. 20. As illustrated in FIG. 22, following the first start port switch process in step S21, the main CPU 100a determines whether the second start port detection switch 47a has turned "ON" based on whether a detection signal from the second start port detection switch 47a has been input (step S2201). For example, when an ON signal indicating that the second start port detection switch 47a has turned "ON" is input, it is determined that the second start port detection switch 47a has turned "ON".
[0187] When the main CPU 100a determines that the second start port detection switch 47a has turned "ON" (step S2201: YES), as acquisition information to be used for the second special symbol determination, it acquires a jackpot random number, a symbol random number, a reach random number, and a variation pattern random number (steps S2202 to 2205).
[0188] Next, the main CPU 100a determines whether or not the suspension count U2 of the second special symbol determination stored in the main RAM 100c is less than the maximum suspension count Umax2 (for example, "4") of the second special symbol determination stored in the main ROM 100b (step S2206).
[0189] When the main CPU 100a determines that the suspension count U2 is less than the maximum suspension count Umax2 (step S2206: YES), it updates the value of the suspension count U2 to a value obtained by adding "1" (step S2207).
[0190] Subsequent to the process of step S2207, the main CPU 100a executes a preliminary determination process (step S2208). Note that the second start port 12 does not win in the low-probability short-time state (that is, when the short-time game flag is "ON"), but the preliminary determination process may be executed only when the short-time game flag is "ON".
[0191] Subsequent to the process of step S2208, the main CPU 100a stores the preliminary determination information obtained by the preliminary determination process of step S2208 and the various random numbers acquired in the processes of steps S2202 to 2205 in a suspension storage area in the main RAM 100c (step S2209).
[0192] Subsequent to the process of step S2209, the main CPU 100a sets a suspension command related to the second special symbol determination in the main RAM 100c (step S2110). This suspension command is a command notifying that the second special symbol determination has been suspended, and includes the preliminary determination information obtained in the process of step S2209. The suspension command is transmitted to the effect control board 130 by the transmission process of step S10A.
[0193] When the process of step S2210 is executed, if it is determined that the second start port detection switch 47a is not "ON" (step S2201: NO), or if it is determined that the hold count U2 is not less than the maximum hold count Umax2 (step S2206: NO), the main CPU 100a ends the process shown in FIG. 22.
[0194] [Special symbol processing by the game control board 100] Next, with reference to FIG. 23, the details of the special symbol processing executed by the game control board 100 will be described. Here, FIG. 23 is a detailed flowchart of the special symbol processing in step S3A of FIG. 19.
[0195] As illustrated in FIG. 23, the main CPU 100a determines whether it is during a big win game or a small win game (step S301). The main CPU 100a determines whether it is during a big win game, for example, based on whether the big win game flag stored in the main RAM 100c is set to "ON". This big win game flag is a flag indicating whether a big win game is being executed, and is set to "ON" at the start of the big win game and set to "OFF" at the end of the big win game. Also, the main CPU 100a determines whether it is during a small win game, for example, based on whether the small win game flag is set to "ON". This small win game flag is a flag indicating whether a small win game stored in the main RAM 100c is being executed, and is set to "ON" at the start of the small win game and set to "OFF" at the end of the small win game. Here, if it is determined that it is during a big win game or a small win game (step S301: YES), the process proceeds to the normal symbol processing in step S4A.
[0196] When the main CPU 100a determines that it is not during a jackpot game (step S301: NO), it determines whether the special symbol is in the middle of a variable display (step S302). Here, when it is determined that the special symbol is not in the middle of a variable display (step S302: NO), it determines whether the pending number U2 of the second special symbol determination stored in the main RAM 100c is 1 or more (step S303). Here, when it is determined that the pending number U2 is 1 or more (step S303: YES), it updates the value by subtracting 1 from the pending number U2 (step S304).
[0197] When the main CPU 100a determines that the pending number U2 is not 1 or more (step S303: NO), it determines whether the pending number U1 of the first special symbol determination stored in the main RAM 100c is 1 or more (step S305). Here, when it is determined that the pending number U1 is not 1 or more (step S305: NO), the process proceeds to the normal symbol process of step S4.
[0198] When the main CPU 100a determines that the pending number U1 is 1 or more (step S305: YES), it updates the value by subtracting 1 from the pending number U1 (step S306).
[0199] Following the process of step S304 or step S306, the main CPU 100a executes a shift process on the pending storage area of the main RAM 100c (step S308). Specifically, when the main CPU 100a executes the shift process following the process of step S304, it shifts the earliest acquired information stored in the pending storage area for the second special symbol determination to the determination storage area, and shifts the remaining acquired information one entry up each. The determination storage area is a storage area where various information used for the special symbol determination is stored when the special symbol determination is actually executed. Also, when the main CPU 100a executes the shift process following the process of step S306, it shifts the earliest acquired information stored in the pending storage area for the first special symbol determination to the determination storage area, and shifts the remaining acquired information one entry up each.
[0200] Following the process of step S308, the main CPU 100a executes a jackpot determination process based on the random number stored in the determination storage area (step S309). This jackpot determination process will be described in detail later with reference to FIG. 25.
[0201] Following the process of step S309, the main CPU 100a executes a variation pattern determination process for selecting a variation pattern of the special symbol (step S310). This variation pattern determination process will be described in detail later with reference to FIG. 26.
[0202] Following the process of step S310, the main CPU 100a sets in the main RAM 100c a variation start command including the setting information of the special symbol determined in the process of step S309, information indicating whether this special symbol setting information pertains to the first special symbol determination or the second special symbol determination, the setting information of the variation pattern determined in the process of step S310, information regarding the game state of the gaming machine 1, and the like (step S311).
[0203] This variation start command is a command for instructing the start of an effect accompanying the variable display of the special symbol, and is transmitted to the effect control board 130 by the transmission process of step S10A. As a result, the variable display of the decorative symbol 55 on the liquid crystal screen 5 and the like will start.
[0204] Following the process of step S311, the main CPU 100a starts the variable display of the special symbol based on the setting information of the variation pattern included in the variation start command set in the process of step S311 (step S312). At that time, if the processes of steps S309 to S311 are performed with the acquisition information (random number) related to the first special symbol determination stored in the determination storage area, the variable display of the special symbol is started on the first special symbol display 41. On the other hand, if the processes of steps S309 to S311 are performed with the acquisition information (random number) related to the second special symbol determination stored, the variable display of the special symbol is started on the second special symbol display 42.
[0205] Next, the main CPU 100a starts measuring the variation time, which is the elapsed time since the start of the variation display in step S312 (step S313). Then, the main CPU 100a clears the customer waiting state flag (step S314).
[0206] When the main CPU 100a executes the process of step S314 or determines that the special symbol is in the process of variation display (step S302: YES), it determines whether the variation time corresponding to the variation pattern selected by the process of step S310 has elapsed since the start of measuring the variation time in step S313 (step S315). Here, if it is determined that the variation time has not elapsed (step S315: NO), the process proceeds to the normal symbol process of step S4.
[0207] When the main CPU 100a determines that the variation time has elapsed (step S315: YES), it sets a symbol determination command in the main RAM 100c to notify that a special symbol indicating the determination result of the special symbol determination is to be stopped and displayed on the first special symbol display 41 or the second special symbol display 42 (step S316). This symbol determination command is transmitted to the effect control board 130 by the transmission process in step S9. As a result, processes such as stopping and displaying the decorative symbol 55 that has been variably displayed on the liquid crystal screen 5 in a manner indicating the determination result of the special symbol determination will be performed.
[0208] Following the process of step S316, the main CPU 100a ends the variation display of the special symbol started in the process of step S312 (step S317). Specifically, the special symbol (big win symbol or losing symbol) determined in the process of step S309 is stopped and displayed on the special symbol display that has been variably displayed. Note that this stop display of the special symbol continues until at least a predetermined symbol determination time (for example, 1 second) has elapsed.
[0209] In this way, the main CPU 100a causes the first special symbol display 41 or the second special symbol display 42 to variably display a special symbol, and then causes the special symbol indicating the determination result of the jackpot determination process to be stopped and displayed on the first special symbol display 41 or the second special symbol display 42.
[0210] Subsequent to the process of step S317, the main CPU 100a resets the variation time for which measurement was started in the process of step S313 (step S318), and executes a stop process including a process of setting an opening command for starting a jackpot game when it is a jackpot and starting a minor win game when it is a minor win (step S319). When this opening command is transmitted to the effect control board 130 by the transmission process of step S9A (see FIG. 19), the sub-CPU 130a of the effect control board 130 sets an OP effect start command for instructing the start of an OP effect corresponding to the type of jackpot (or minor win), for example, in the sub-RAM 130c. In response to this OP effect start command being transmitted to the image and sound control board 140 and the lamp control board 150 by the transmission process of step S30 (see FIG. 39), the OP effect is started. The stop process will be described in detail later with reference to FIG. 27.
[0211] If it is determined NO in step S305, it is determined whether there is a customer waiting state flag indicating a customer waiting state (step S320). If there is no customer waiting state flag, the customer waiting state flag is set (step S321). When the customer waiting state flag is set, a customer waiting state designation command is transmitted from the game control board 100 to the effect control board 130 by the transmission process of step S10A. In response to receiving the customer waiting state designation command, the effect control board 130 starts an effect indicating a customer waiting state (for example, display of an image indicating that volume operation is possible).
[0212] [Normal Symbol Determination Process by Game Control Board 100] Figure 24 is a detailed flowchart of the normal symbol process in step S4A of FIG. 19. The main CPU 100a determines whether or not the electric tulip 17 is operating (step S4A1). If the electric tulip 17 is not operating (step S4A1: NO), it is determined whether or not the normal symbol is in the stop display state (from the start to the end of the normal symbol stop time) (step S4A2). If the normal symbol is not in the stop display state (step S4A2: NO), it is determined whether or not the normal symbol is in the variable display state (step S4A3). If the normal symbol is not in the variable display state (step S4A3: NO), it is determined whether or not there is storage of the normal symbol random number (step S4A4). If there is no storage of the normal symbol random number (step S4A4: NO), the normal symbol determination process ends.
[0213] If YES in step S4A4, the winning / losing normal symbol and the variable time are determined according to the game state (step S4A5), and the variable display of the normal symbol is started (step S4A6). Along with this, a normal symbol variable start command is set to notify the effect control board 130 of the start of the normal symbol variation.
[0214] If the normal symbol is in the variable display state (step S4A3: YES), it is determined whether or not the variable time of the normal symbol has elapsed (step S4A7). If not, the process ends. On the other hand, if NO in step S4A7, the normal symbol is stopped with the display result according to the result of the normal symbol determination (step S4A8). Along with this, a normal symbol variable stop command is set to notify the effect control board 130 of the stop of the normal symbol variation. Then, the main CPU 100a sets the stop time of the normal symbol (for example, 0.5 seconds) (step S4A9).
[0215] If the normal symbol is in the stop display state (step S4A2: YES), it is determined whether or not the stop time of the normal symbol has elapsed (step S4A11). If not, the process ends. On the other hand, if it has elapsed (step S4A11: YES), it is determined whether or not it is a win (step S4A12). If not a win (step S4A12: NO), this process ends.
[0216] If it is a hit (step S4A12: NO), set the opening pattern of the electric tulip 17 (step S4A13), and operate the electric tulip 17 according to the set opening pattern (step S4A14).
[0217] If the electric tulip 17 is operating (step S4A15), determine whether the operation time of the electric tulip 17 has elapsed (step S4A15). If it has not elapsed, end the process (step S4A15: NO). On the other hand, if it has elapsed (step S4A15: YES), end the operation of the electric tulip 17 (step S4A16).
[0218] [Jackpot determination process by game control board 100] FIG. 25 is a detailed flowchart of the jackpot determination process in step S309 of FIG. 23. The main CPU 100a executes a jackpot determination based on the jackpot random number stored in the determination storage area (step S3091). For example, in the jackpot determination table, determination values to be compared with the jackpot random number are pre-assigned to jackpot, minor hit, or miss. The main CPU 100a determines whether it is a jackpot based on which of the determination values defined in the jackpot determination table set in the main RAM 100c the value of the jackpot random number obtained in the process of step S2102 of FIG. 21 (or the process of step S2202 of FIG. 22) matches.
[0219] Following the process of step S3091, the main CPU 100a determines whether the determination result of the jackpot determination is a jackpot (step S3092). Here, if it is determined that it is a jackpot (step S3092: YES), the main CPU 100a refers to the symbol determination table stored in advance in the main ROM 100b, and based on the jackpot random number used in the jackpot determination in step S3091 and the symbol random number stored in the determination storage area, determines the type of jackpot symbol, and sets the setting information in the main RAM 100c (step S3093). By determining the type of jackpot symbol, the type of jackpot is determined. Specifically, for example, when the symbol random number relates to the first special symbol determination, the main CPU 100a determines the jackpot symbol based on which determination value defined in the first start port symbol determination table (not shown) the symbol random number matches. Also, when the symbol random number relates to the second special symbol determination, the main CPU 100a determines the jackpot symbol based on which determination value defined in the second start port symbol determination table (not shown) the symbol random number matches.
[0220] On the other hand, when the main CPU 100a determines that it is not a jackpot (step S3092: NO), the main CPU 100a determines whether it is a minor win (step S3094). Here, if it is determined that it is a minor win (step S3094: YES), the main CPU 100a refers to the symbol determination table stored in advance in the main ROM 100b, determines the type of minor win symbol based on the symbol random number, and sets the setting information in the main RAM 100c (step S3095).
[0221] On the other hand, when the main CPU 100a determines that it is not a near miss (step S3094: NO), it determines whether it is a specific losing (time shortening) that causes a very short time state or a time shortening state without executing a big win game (step S3096). If the result in step S3096 is NO, the main CPU 100a sets the normal symbol setting information in the main RAM 100c (step S3097). As a result, in the process of step S317, a normal losing symbol is stopped and displayed on the first special symbol display 41 or the second special symbol display 42. In this case, the big win game is not performed, and the very short time state and the time shortening state are not generated.
[0222] If the result in step S3096 is YES, the main CPU 100a determines the type of losing symbol based on the symbol random number, and sets the setting information in the main RAM 100c (step S3098). As a result, in the process of step S317, a specific losing symbol is stopped and displayed on the first special symbol display 41 or the second special symbol display 42. In this case, the big win game is not performed, and a very short time state or a time shortening state may be generated according to the game state.
[0223] [Variation Pattern Determination Process by Game Control Board 100] FIG. 26 is a detailed flowchart of the variation pattern determination process in step S310 of FIG. 23. The main CPU 100a determines whether the time shortening game flag is "ON" (step S3101).
[0224] If the result in the process of step S3101 is determined to be NO, the main CPU 100a reads out the time shortening game flag OFF variation pattern table corresponding to the type of special symbol from the main ROM 100b and sets it in the main RAM 100c (step S3102). The variation pattern table is a table in which the type of special symbol, the variation pattern of the special symbol, the determination value for comparing with the variation pattern random number, and (in the case of a loss, the number of special symbol determination holds) are associated with each other, and is a table stored in advance in the main ROM 100b for each game state.
[0225] The main CPU 100a determines a variation pattern by referring to the table set in the process of step S3102 (step S3103). Then, it adds "1" to the number of variations of the special symbol (step S3104).
[0226] If it is determined as YES in the process of step S3101, the main CPU 100a reads out a variation pattern table for turning on the time shortening game flag according to the type of the special symbol from the main ROM 100b and sets it in the main RAM 100c (step S3105). Then, the main CPU 100a determines a variation pattern by referring to the table set in the process of step S3105 (step S3106). The setting information of the variation pattern is included in the variation start command together with the setting information of the special symbol set in the main RAM 100c by the jackpot determination process of step S3091 described above, and is transmitted to the effect control board 130 by the transmission process of step S10A. Thus, the main CPU 100a ends the process shown in FIG. 26.
[0227] [Processing during Stop by Game Control Board 100] FIG. 27 is a detailed flowchart of the processing during stop in step S319 in FIG. 23. As illustrated in FIG. 27, the main CPU 100a determines whether or not the result of the special symbol determination is a jackpot based on the result of the jackpot determination process of step S3091 (step S3191A). Then, when the main CPU 100a determines that it is a jackpot (step S3191A: YES), it sets the jackpot game flag stored in the main RAM 100c to "ON" (step S3192A).
[0228] Following the process in step S3192A, main CPU 100a sets the probability-variable game flag stored in main RAM 100c to "OFF" and clears various short-time counts (step S3193A). Then, main CPU 100a sets a jackpot opening command in main RAM 100c (step S3194A). This opening command is for causing the effect control board 130 to perform an opening effect indicating the start of a jackpot game, and this command is transmitted to the effect control board 130 when the output process in step S10A of FIG. 10 is executed.
[0229] On the other hand, when main CPU 100a determines that it is not a jackpot (step S3191A: NO), it determines whether the short-time game flag is "ON" (step S3195A). When it is determined that the short-time game flag is set to "ON" (step S3195A: YES), it determines whether the first special symbol has stopped being displayed (step S3196A). If YES in step S3196A, the short-time count J1 related to the first special symbol is decremented by "1", and the short-time count J3 related to the total of the first special symbol and the second special symbol is decremented by "1" (step S3197A). These short-time counts are stored in main RAM 100c.
[0230] If NO in step S3196A, main CPU 100a decrements the short-time count J2 related to the second special symbol by "1" and also decrements the short-time count J3 related to the total of the first special symbol and the second special symbol by "1" (step S3198A). The short-time count J2 is stored in main RAM 100c.
[0231] When it is determined as NO in step S3195A, when the process in step S3197A is executed, and when the process in step S3198A is executed, main CPU 100a determines whether the result of the special symbol determination is a minor win (step S3199A). If it is a minor win (step S3199A: YES), main CPU 100a determines whether there is a setting of the minor win upper limit count in main RAM 100c (step S3191B).
[0232] If YES in step S3191B, the main CPU 100a subtracts 1 from the remaining number of small wins (step S3192B). Then, the main CPU 100a determines whether the remaining number of small wins is 0 (step S3193B). If YES in step S3193B, the probability-variable game flag is set to "OFF" and various short-time counts are cleared (step S3194B).
[0233] When the process of step S3194B is executed, when NO in step S3191B, or when NO in step S3193B, the main CPU 100a sets an opening command for small wins in the main RAM 100c (step S3195B). This opening command is a command for causing the effect control board 130 to perform an opening effect indicating the start of a small win game, and this command is transmitted to the effect control board 130 when the output process of step S10A in FIG. 10 is executed.
[0234] If NO in step S3199A, the main CPU 100a determines whether the result of the special symbol determination is a loss (short time) (step S3197B). If YES in step S3197B, the main CPU 100a sets the short-time count according to the short-time game flag and the type of special symbol (step S3198B).
[0235] When the process of step S3198B is executed, or when NO in step S3197B, it is determined whether the number of fluctuations of the special symbol has reached 750 (step S3199B). The number of fluctuations of the special symbol reaches 750 when it has lost 750 times continuously after the setting change, when it has lost 750 times continuously after the RWM clear, or when it has lost 750 times continuously since the end of the big win game. If YES in step S3199B, the main CPU 100a sets the short-time counts (J1 = 10, J2 = 1000, J3 = 1000) in the main RAM 103a (step S3191C).
[0236] When the process of step S3191C is executed, when the process of step S3196B is executed, or when the answer is NO in step S3199B, the main CPU 100a determines whether any of the time-saving counts J1 to J3 is 0 (step S3192C). If the answer is YES in step S3192C, the main CPU 100a sets the time-saving game flag to OFF (step S3193C). When the time-saving game flag is set to OFF, a normal symbol variation pattern for low-probability non-time-saving is selected from the next normal symbol variation display. And if this normal symbol determination is a win, the electric tulip 17 is released with an opening pattern for low-probability non-time-saving. Also, when the time-saving game flag is set to OFF, a special symbol variation pattern for low-probability non-time-saving is selected from the next special symbol variation display. The variation pattern of the second special symbol for the low-probability non-time-saving state when shifting from the low-probability time-saving state to the low-probability non-time-saving state is relatively shorter than the variation pattern of the second special symbol for the low-probability time-saving state (FIG. 17). Note that the variation pattern of the second special symbol for the low-probability non-time-saving state when shifting from the low-probability time-saving state to the low-probability non-time-saving state may be relatively longer than the variation pattern of the second special symbol for the low-probability time-saving state (or may be of the same length).
[0237] When the process of step S3193C is executed, or when the answer is NO in step S3192C, the main CPU 100a sets a game state designation command corresponding to the current game state specified from the state of the time-saving game flag in the main RAM 103a. This game state designation command is a command for updating the game state on the effect control board 130, and this command is transmitted to the effect control board 130 when the output process of step S10A in FIG. 10 is executed.
[0238] Next, with reference to FIG. 28, an example of the effect in the low-probability non-time-short state in the first embodiment will be described. FIG. 28 shows the movement of the decorative symbol 55 when a normal losing symbol is stopped and displayed and the variation pattern H107 is selected. In the gaming machine 1, when a normal losing symbol is stopped and displayed, the decorative symbol 55 stops and is displayed in a combination other than the combination of "227" and other than the combination of "459". Note that if the combination of the decorative symbol 55 and the fourth symbol 57 that are stopped and displayed is different between the normal losing symbol and other special symbols in the gaming machine 1, the decorative symbol 55 may stop and be displayed in the combination of "227" or the combination of "459" when the normal losing symbol is stopped and displayed.
[0239] As illustrated in FIG. 28, when it is in the low-probability non-time-short state and the special symbol can be variably displayed, in the first embodiment, the effect is controlled in the heaven mode. In the heaven mode, a background image for the heaven mode is displayed, and the characters "Heaven Mode" representing the effect mode name are always displayed at the lower left of the liquid crystal screen 5. FIG. 28(A) illustrates the state when a normal losing symbol is stopped and displayed as the first special symbol in a state where there is a hold on the first special symbol in the low-probability non-time-short state. At this time, the three decorative symbols 55 stop in the losing mode, and the small symbols 56 in the same combination as the decorative symbol 55 stop. Along with this, the fourth symbol 57 indicating a loss stops and is displayed. In the gaming machine 1, the display priority of the decorative symbol 55 when a normal losing symbol is stopped and displayed is the display pattern HP3. Note that the display priority of the decorative symbol 55 when a normal losing symbol is stopped and displayed in the gaming machine 1 may be any of the display patterns HP1 to HP5.
[0240] In the example of FIG. 28(A), it is shown that the number of holds for the first special symbol determination is 3 due to the hold number 52, and the number of holds for the second special symbol determination is 0. Note that it is assumed that the number of holds for the special symbol determination does not increase midway in the example of FIG. 28. When a predetermined confirmation stop period (for example, 1 second) elapses after the first special symbol stops being displayed, the next first special symbol starts variable display. Along with this, the numerical part 550 and the character part 551 move, or the size of the decorative symbol 55 increases (see FIG. 28(B)). In the gaming machine 1, when the decorative symbol 55 starts variable display in the low-probability non-short-time state and the low-probability short-time state, the display priority of the decorative symbol 55 changes from the display pattern HP3 to HP2 as illustrated in FIG. 28(B). Note that in the gaming machine 1, when the decorative symbol 55 starts variable display in the low-probability non-short-time state and the low-probability short-time state, the display priority of the decorative symbol 55 may change to other than the display pattern H2, or the display priority of the decorative symbol 55 may not change.
[0241] When the decorative symbol 55 starts variable display, the small symbol 56 starts high-speed variation accordingly. Along with this, an animation is displayed in which the hold icon 51 moves to the right so that the earliest hold icon 51 is displayed as the in-variation icon 53. Also, the value of the number hold 52 indicating the number of holds for the first special symbol determination decreases by 1. As illustrated in FIGS. 28(C) to (H), the decorative symbol 55 that has started variable display stops finally via "temporary stop display" after high-speed variation. The temporary stop display is a display mode in which the display position of the decorative symbol 55 (or the small symbol 56) is slightly moved to swing in the vertical direction with almost no change, or repeated slight enlargement and reduction. In the gaming machine 1, the display priority of the decorative symbol 55 from when the decorative symbol 55 is in high-speed variation until immediately before stop display in the low-probability non-short-time state and the low-probability short-time state is the display pattern HP2. Note that in the gaming machine 1, the display priority of the decorative symbol 55 from when the decorative symbol 55 is in high-speed variation until immediately before stop display in the low-probability non-short-time state and the low-probability short-time state may be any of the display patterns HP1 to 5.
[0242] In the example of FIG. 28, since the normal losing symbol is stopped and displayed, the decorative symbol 55 is temporarily stopped and displayed in a combination other than "227" and other than the combination of "459", and then stops as it is. The gaming state does not change in response to this final stop. Therefore, the next first special symbol starts variable display while remaining in the low-probability non-time-limit state (see FIG. 28(I)).
[0243] Next, referring to FIG. 29, an example of an effect in which the first special symbol determination is suspended when shifting from the low-probability non-time-limit to the low-probability time-limit in the first embodiment will be described. FIGS. 29(A) to (D) show the movement when shifting from the low-probability non-time-limit to the low-probability time-limit in the case of not satisfying the condition of 750 consecutive losses and when a specific losing symbol (specifically, the losing (time-limit A) symbol) is stopped and displayed. FIG. 29(A) exemplifies the state when the losing (time-limit A) symbol is stopped and displayed as the first special symbol in a state where only the suspension of the first special symbol exists in the low-probability non-time-limit state. In the example of FIG. 29(A), it is shown that the number of suspensions of the first special symbol determination is 3 by the suspension number 52, and the number of suspensions of the second special symbol determination is 0.
[0244] When the losing (time-limit A) symbol is stopped and displayed, the three decorative symbols 55 stop and are finally displayed in a losing mode, and the small symbols 56 having the same combination as the decorative symbols 55 also stop and are finally displayed. In addition, accordingly, the fourth symbol 57 indicating a loss stops and is displayed. In the gaming machine 1, when the losing (time-limit A) symbol is stopped and displayed, the decorative symbol 55 is stopped and displayed in the combination of "227". In the gaming machine 1, if the combination of the decorative symbol 55 stopped and displayed and the fourth symbol 57 stopped and displayed is different between the losing (time-limit A) symbol and other special symbols, the decorative symbol 55 may be stopped and displayed in a combination other than "227" when the losing (time-limit A) symbol is stopped and displayed.
[0245] In the gaming machine 1, when a losing (time shortening A) symbol stops and is displayed in the low-probability non-time shortening state, the display priority of the decorative symbol 55 is the display pattern HP3. Note that in the gaming machine 1, when a losing (time shortening A) symbol stops and is displayed in the low-probability non-time shortening state, the display priority of the decorative symbol 55 may be any one of the display patterns HP1 to HP5.
[0246] When a predetermined confirmation stop period (for example, 1 second) elapses after a losing (time shortening A) symbol stops and is displayed in the low-probability non-time shortening state, the state shifts from the low-probability non-time shortening state to the low-probability time shortening state. In FIG. 29(A), since the condition of 750 consecutive losses is not satisfied, the number of time shortening times is set to 700 times. In the example of FIG. 29(B), there is a hold for the first special symbol determination while there is no hold for the second special symbol determination. Therefore, the first special symbol starts the variation display as the first variation display after the transition to the low-probability time shortening state (see FIG. 29(B)). When a hold for the second special symbol determination occurs during the variation display, as illustrated in FIGS. 29(B) to (D), the next variation starts with the second special symbol starting the variation display.
[0247] As illustrated in FIG. 29(B), in response to the start of the first special symbol variation display after the transition to the low-probability short state, a door image that emphasizes the resumption of the game is started to be displayed. As the door image, a moving image in which the door closes to cover the entire screen and then opens is displayed (see FIGS. 29(B) and (C)). The display of the door image ends in response to the elapse of a predetermined time (for example, 2.5 seconds) after it is displayed. As illustrated in FIG. 29(C), if the determination result of the first first special symbol determination after the transition to the low-probability short state is a specific losing symbol, the display of the door image ends during the stop display of the losing symbol. Even if a specific losing symbol is stopped and displayed in the low-probability short state, the short-time count is not incremented and the game state does not change. Here, in the gaming machine 1, the decorative symbol 55, the icon 53, and the held icon 51 have a lower display priority than the door image. Therefore, the decorative symbol 55, the icon 53, and the held icon 51 are temporarily hidden when the door image is displayed in the foreground. On the other hand, in the gaming machine 1, the small symbol 56 and the fourth symbols 57 and 59 have a higher display priority than the door image. For this reason, during the display of the door image, the player can know the determination result of the first first special symbol determination after the transition to the low-probability short state by viewing the small symbol 56 and the fourth symbol 57 that are stopped and displayed after the high-speed variation.
[0248] Even if the determination result of the first first special symbol determination after the transition to the low-probability short state is a jackpot symbol, the time when the door image becomes non-displayed is before making the player expect a jackpot or notifying a jackpot. For this reason, during the display of the door image after the transition to the low-probability short state, an effect that makes the player expect a jackpot cannot be executed, and an effect for jackpot notification that operates the effect device 7 cannot be executed either.
[0249] Note that the mode when the door image is displayed may be a mode in which a black image overlaps the entire screen, or a mode in which the entire screen is covered by a door image that appears in a mosaic pattern. Also, the mode of ending the display of the door image may be a mode in which the transparency of the door image covering the entire screen increases and finally the door image becomes non-displayed, or a mode in which the door image is missing in a mosaic pattern and finally the door image becomes non-displayed.
[0250] During the display of the door image, the lighting device 74 for the board and the lighting device 10 for the frame emit light in a light emission pattern for displaying the door image (for example, a light emission pattern that blinks in yellow). Note that it may be provided with a light emitting means (for example, the right side lamp) that can emit light when in the low probability short state but does not emit light when not in the low probability short state. During the display of the door image after the transition to the low probability short state, the above light emitting means may be made to emit light in the light emission pattern for displaying the door image.
[0251] In the gaming machine 1, characters prompting the player to hit the right side are displayed in response to the start of the first special symbol variation display after the transition to the low probability short state. The characters prompting the player to hit the right side include capital letters "RIGHT HIT →" and lowercase letters "right hit" (for example, FIGS. 29(B) and (C) and FIGS. 51(B) and (C)). The capital letters "RIGHT HIT →" are displayed until the end of the first variation display after the change in the gaming state. On the other hand, the lowercase letters "right hit" are displayed until the transition from the low probability short state to another gaming state. The characters prompting the player to hit the right side are images indicating that they are advantageous to the player, similar to the door image. In the gaming machine 1, the door image has a lower display priority than the characters prompting the player to hit the right side. Therefore, since the door image is displayed behind the characters prompting the player to hit the right side, the characters prompting the player to hit the right side are not obscured by the door image. Note that the capital letters "RIGHT HIT →" may be displayed until the end during the first variation display after the change in the gaming state, or may be displayed over a plurality of (for example, two) variation displays starting from the first variation display after the change in the gaming state.
[0252] In the gaming machine 1, a voice of "RUSH mode start" is output from the speaker 24 to notify the player that the player has shifted to the RUSH mode in response to the start of the first special symbol variation display after the transition to the low-probability short state. Here, in the gaming machine 1, when shifting to the low-probability short state through a big win game, a first attention call to prompt the player to be careful not to get overly involved in the game during the big win game and a second attention call to prompt the player to be careful not to forget the prepaid card are simultaneously displayed. On the other hand, in the gaming machine 1, when shifting to the low-probability short state through the stop display of a specific losing symbol, the gaming machine shifts to the low-probability short state without displaying the above attention call. Note that when shifting to the low-probability short state through the stop display of a specific losing symbol, the first attention call may be displayed for a predetermined time (for example, 2.5 seconds) in response to the start of the first special symbol variation display after the transition to the low-probability short state.
[0253] As illustrated in FIG. 29(D), in the low-probability short state, the performance is controlled in the RUSH mode. In the RUSH mode, a background image for the RUSH mode is displayed, and the characters "RUSH mode", which represent the performance mode name, are always displayed at the lower left of the liquid crystal screen 5. Also, in the RUSH mode, basically, the "remaining number of short-time counts", which indicates the remaining number of short-time counts, is displayed at the upper right of the liquid crystal screen 5. In the gaming machine 1, the background image, the performance mode name, and the remaining number of short-time counts have a lower display priority than the door image. For this reason, to the player, it seems that the screen configuration of the heaven mode has changed to the screen configuration of the RUSH mode through the display of the door image.
[0254] When in the heaven mode, a hold icon 51 indicating the number of holds for the first special symbol determination and an icon 53 indicating that the first special symbol is being variably displayed are displayed. In contrast, when in the RUSH mode, a hold icon 51 indicating the number of holds for the second special symbol determination and an icon 53 indicating that the second special symbol is being variably displayed are displayed. When in the RUSH mode, the hold icon 51 indicating the number of holds for the first special symbol determination and the icon 53 indicating that the first special symbol is being variably displayed are not displayed. The RUSH mode is different from the heaven mode in the form (for example, shape and display position) of the hold icon 51 and the icon 53.
[0255] When shifting to the low-probability short state, when the screen configuration is in the heaven mode, the display priority of the decorative pattern 55, which was the display pattern HP3, changes to the display pattern HP9 through the display of the door image. In the gaming machine 1, the display priority of the decorative pattern 55 may be the same when in the heaven mode immediately before shifting to the low-probability short state and when changing to the RUSH mode through the display of the door image.
[0256] The aspects of the left symbol, the middle symbol, and the right symbol may be different or the same when in the heaven mode immediately before the display of the door image and when in the RUSH mode immediately after the display of the door image. Also, the display areas of the left symbol, the middle symbol, and the right symbol may be different or the same when in the heaven mode immediately before the display of the door image and when in the RUSH mode immediately after the display of the door image. Further, the aspect and the display area of the small symbol 56 may be the same or different when in the heaven mode immediately before the display of the door image and when in the RUSH mode immediately after the display of the door image.
[0257] The flows from Figure 29(E) to Figure 29(B) and from Figure 29(F) to Figure 29(B) represent the movements when shifting from the low-probability non-short state to the low-probability short state due to having lost 750 times continuously after a setting change, having lost 750 times continuously after an RWM clear, or having lost 750 times continuously since the end of a big win game. When the condition of 750 consecutive losses is satisfied in the state where there is only a hold of the first special symbol in the low-probability non-short state, a shift from the low-probability non-short state to the low-probability short state occurs whether a specific losing symbol or a normal losing symbol stops and is displayed. When a losing symbol that satisfies the condition of 750 consecutive losses stops and is displayed, the time-shortening count is set to 1000 times.
[0258] FIG. 29(E) is an example where the losing symbol that satisfies the condition of 750 consecutive losses is a specific losing symbol. FIG. 29(E) shows an example where the losing (time shortening B) symbol is stopped and displayed as the specific losing symbol. However, the losing (time shortening A) symbol may be stopped and displayed as the losing symbol that satisfies the condition of 750 consecutive losses. When the losing (time shortening B) symbol is stopped and displayed, the decorative symbol 55 is stopped and displayed in the combination of "459". Note that if the combination of the decorative symbol 55 and the fourth symbol 57 that are stopped and displayed between the losing (time shortening B) symbol and other special symbols in the gaming machine 1 is different, the decorative symbol 55 may be stopped and displayed in a combination other than "459" when the losing (time shortening B) symbol is stopped and displayed.
[0259] FIG. 29(F) is an example where the losing symbol that satisfies the condition of 750 consecutive losses is a normal losing symbol. In the gaming machine 1, when a normal losing symbol is stopped and displayed, the decorative symbol 55 is stopped and displayed other than in the combination of "227" and other than in the combination of "459".
[0260] In the gaming machine 1, the display priority of the decorative symbol 55 when the losing (time shortening B) symbol and the normal losing symbol are stopped and displayed is the display pattern HP3. Note that the display priority of the decorative symbol 55 when the losing (time shortening B) symbol and the normal losing symbol are stopped and displayed in the gaming machine 1 may be any of the display patterns HP1 to HP5.
[0261] When a predetermined fixed stop period (for example, 1 second) has elapsed since the stop display of the losing symbol that satisfies the condition of 750 consecutive losses, it shifts from a low probability non-time shortening state to a low probability time shortening state. The flow after FIG. 29(B) is basically the same as when the losing (time shortening A) symbol is stopped and displayed in the low probability non-time shortening state when the condition of 750 consecutive losses is not satisfied. The difference is that when the condition of 750 consecutive losses is not satisfied, the initial value of the remaining number of times of time shortening is 699 times, whereas when the condition of 750 consecutive losses is satisfied, the initial value of the remaining number of times of time shortening is 999 times.
[0262] After satisfying the condition of 750 consecutive losses, if no setting change, RWM clear, or jackpot game is executed and 750 consecutive losses are then achieved, the game state does not change according to the stop display of the losing symbol. On the other hand, if a jackpot game is executed after satisfying the condition of 750 consecutive losses and the condition of 750 consecutive losses is satisfied after the jackpot game, the game shifts to low-probability short time with 1000 short-time counts set according to the stop display of the losing symbol. If a jackpot game is executed after satisfying the condition of 750 consecutive losses and the condition of 750 consecutive losses is satisfied during the RUSH mode thereafter, the short-time count is overwritten to 1000 while remaining in the RUSH mode (i.e., in the low-probability short-time state) (see Fig. 29(G)). Similarly, if the condition of 750 consecutive losses has not been satisfied until now and the condition of 750 consecutive losses is satisfied during the RUSH mode, the short-time count is overwritten to 1000 while remaining in the RUSH mode (i.e., in the low-probability short-time state).
[0263] In addition, when shifting from low-probability non-short time to low-probability short time, the following configuration may also be used. · The size of the entire middle symbol in the RUSH mode immediately after the door image display may be larger, smaller, or the same as that in the Heaven mode immediately before the door image display. · The size of the numerical part 550 of the middle symbol in the RUSH mode immediately after the door image display may be larger, smaller, or the same as that in the Heaven mode immediately before the door image display. · When shifting from low-probability non-short time to low-probability short time, the size of the entire left symbol (and right symbol) in the RUSH mode immediately after the door image display may be larger, smaller, or the same as that in the Heaven mode immediately before the door image display. · When shifting from low-probability non-short time to low-probability short time, the size of the numerical part 550 of the left symbol (and right symbol) in the RUSH mode immediately after the door image display may be larger, smaller, or the same as that in the Heaven mode immediately before the door image display. · When in the Heaven mode just before the door image is displayed, the middle symbol is larger than the left symbol (and the right symbol). When in the RUSH mode just after the door image is displayed, the sizes of the left symbol, the middle symbol, and the right symbol may be the same as each other. · The ratio of the sizes among the left symbol, the middle symbol, and the right symbol may be the same when in the Heaven mode just before the door image is displayed and when in the RUSH mode just after the door image is displayed. · It emits light in the light emission pattern for the Heaven mode just before the door image is displayed, and emits light in the light emission pattern for the RUSH mode immediately after the display of the door image ends.
[0264] Next, with reference to FIG. 30, an effect example in which the first special symbol determination is not held when shifting from a low-probability non-time-short to a low-probability time-short in the first embodiment will be described. FIGS. 30(A) to (D) show the movement when shifting from a low-probability non-time-short to a low-probability time-short in response to the stop display of a specific losing symbol (specifically, a losing (time-short A) symbol) when the condition of 750 consecutive losses is not satisfied. FIG. 30(A) illustrates a state where a losing (time-short A) symbol is stopped and displayed as the first special symbol without holding the first special symbol in the low-probability non-time-short state. In the example of FIG. 30(A), it is shown that the holding number of the first special symbol determination is 0 and the holding number of the second special symbol determination is 0 by the holding number 52.
[0265] When the losing (short-time A) symbol stops being displayed in the low-probability non-short-time state and a predetermined fixed stop period (for example, 1 second) elapses, the state shifts from low-probability non-short-time to low-probability short-time. In FIG. 30(A), since the condition of 750 consecutive losses is not satisfied, the short-time count is set to 700 times. In the example of FIG. 30(B), both the suspension of the first special symbol determination and the suspension of the second special symbol determination are 0. For this reason, a waiting command for notifying that the waiting state for customers has occurred in response to the elapse of the fixed stop period is transmitted from the game control board 100 to the effect control board 130. Then, a setting image for setting the volume value and the light quantity value is started to be displayed in response to the elapse of a predetermined time (for example, 10 seconds) without the variable display of the special symbol. Then, a waiting effect is started in response to the elapse of a further predetermined time (for example, 20 seconds) without the variable display of the special symbol. In the waiting effect, the display of a demo video for promoting the gaming machine 1, the display of the company name that manufactures the gaming machine 1, etc. are repeatedly displayed while being switched.
[0266] When a game ball passes through the gate 16 while the gaming machine 1 is in the waiting state for customers, a normal symbol determination is performed. In the gaming machine 1, when a normal symbol determination is performed in the low-probability short-time state, the second start port 12 is opened wide for a long time with a 100% probability (see FIG. 2(A)). When the game ball wins the second start port 12, the second special symbol starts variable display as the first variable display after the shift to the low-probability short-time state (see FIG. 30(B)). In addition, as illustrated in FIGS. 30(B) to (D), if one occurrence each of the suspension of the first special symbol determination and the suspension of the second special symbol determination occurs during the variable display, the second special symbol starts variable display in the next variable.
[0267] As illustrated in FIG. 30(B), after the transition to the low-probability short state, the door image and the text prompting a right hit are started to be displayed in response to the start of the first second special symbol variation display. As illustrated in FIGS. 29 and 30, the door image and the text prompting a right hit are the same regardless of the type of the special symbol that variably displays for the first time after the transition to the low-probability short state. In FIG. 30(B), since the second special symbol is variably displayed, different from FIG. 29(B), the icon 53 indicating that the second special symbol is variably displayed is displayed while the door image is being displayed. Further, in FIG. 30(C), since the second special symbol determination is on hold, different from FIG. 29(C), the hold icon 51 indicating the number of holds of the second special symbol determination is displayed while the door image is being displayed.
[0268] As illustrated in FIG. 30(C), if the determination result of the first second special symbol determination after the transition to the low-probability short state is a normal losing symbol, the display of the door image ends while the losing symbol is being stopped and displayed. During the display of the door image, the player can know the determination result of the first second special symbol determination after the transition to the low-probability short state by looking at the small symbol 56 and the fourth symbol 57 that are stopped and displayed after the high-speed variation.
[0269] Even if the determination result of the first second special symbol determination after the transition to the low-probability short state is a jackpot symbol, the time when the door image becomes non-displayed is before making the player expect a jackpot or notifying a jackpot. For this reason, during the display of the door image after the transition to the low-probability short state, it is impossible to execute an effect that makes the player expect a jackpot, and it is also impossible to execute an effect for notifying a jackpot that operates the effect device 7.
[0270] The flows from FIG. 30(E) to FIG. 30(B) and from FIG. 30(F) to FIG. 30(B) are shown when shifting from a low-probability non-time-shortening state to a low-probability time-shortening state due to the fact that there were 750 consecutive losses after the setting change, 750 consecutive losses after RWM clearing, or 750 consecutive losses since the end of the jackpot game. When the condition of 750 consecutive losses is met in a state where there is no hold of the special symbol in the low-probability non-time-shortening state, a shift from the low-probability non-time-shortening state to the low-probability time-shortening state occurs whether a specific losing symbol or a normal losing symbol stops and is displayed. When a losing symbol that meets the condition of 750 consecutive losses stops and is displayed, the number of time-shortening times is set to 1000.
[0271] FIG. 30(E) is an example when the losing symbol that meets the condition of 750 consecutive losses is a specific losing symbol. FIG. 30(E) shows an example when a losing (time-shortening B) symbol stops and is displayed as the specific losing symbol, but a losing (time-shortening A) symbol may stop and be displayed as the losing symbol that meets the condition of 750 consecutive losses. FIG. 30(F) is an example when the losing symbol that meets the condition of 750 consecutive losses is a normal losing symbol.
[0272] When a predetermined confirmation stop period (for example, 1 second) elapses from the stop display of the losing symbol that meets the condition of 750 consecutive losses, a shift occurs from the low-probability non-time-shortening state to the low-probability time-shortening state. In the examples of FIGS. 30(E) and (F), the hold of the first special symbol determination and the hold of the second special symbol determination are both 0. For this reason, according to the elapse of the confirmation stop period, a customer waiting command is transmitted from the game control board 100 to the effect control board 130. Then, a setting image for setting the volume value and the light quantity value is started to be displayed according to the elapse of a predetermined time (for example, 10 seconds) without the variable display of the special symbol. Then, a customer waiting effect is started according to the elapse of a further predetermined time (for example, 20 seconds) without the variable display of the special symbol.
[0273] When a game ball passes through gate 16 while the gaming machine 1 is in the customer waiting state, a normal symbol determination is performed. As a result of the normal symbol determination, when a game ball wins in the second start port 12 that has been in long release, the second special symbol starts variable display as the first variable display after the transition to the low-probability short-time state (see Fig. 30(B)). The flow after Fig. 30(B) is basically the same as when a losing (short-time A) symbol stops and is displayed in the low-probability non-short-time state when the condition of 750 consecutive losses is not met. The difference is that when the condition of 750 consecutive losses is not met, the initial value of the remaining short-time count is 699 times, whereas when the condition of 750 consecutive losses is met, the initial value of the remaining short-time count is 999 times.
[0274] Next, with reference to Fig. 31, an example of the effect of transitioning from the low-probability non-short-time state to the low-probability very short-time state in the first embodiment will be described. Fig. 31 shows the movement when transitioning from the low-probability non-short-time state to the low-probability very short-time state in response to the stop display of a specific losing symbol (specifically, a losing (short-time B) symbol) when the condition of 750 consecutive losses is not met. Fig. 31(A) exemplifies the state when a losing (short-time B) symbol stops and is displayed as the first special symbol with only the hold of the first special symbol in the low-probability non-short-time state. In the example of Fig. 31(A), it is shown that the hold count of the first special symbol determination is 3 by the hold number 52, and the hold count of the second special symbol determination is 0.
[0275] When a predetermined confirmation stop period (for example, 1 second) elapses after the losing (short-time B) symbol stops and is displayed in the low-probability non-short-time state, the state transitions from the low-probability non-short-time state to the low-probability very short-time state. In Fig. 31(A), since the condition of 750 consecutive losses is not met, the short-time count is set to 500 times. Also, the small win upper limit count is set to 2 times.
[0276] After the transition to the low-probability short-time state, the first special symbol starts the variable display as the first variable display (see Fig. 31(B)). The display priority of the decorative symbol 55, which was the display pattern HP3 during the stop display, changes to the display pattern HP2 at the start of the variable display as illustrated in Fig. 31(B). In the example of Fig. 31(B), it is shown that the number of reserved counts for the first special symbol determination is 2 by the reserved number 52, and the number of reserved counts for the second special symbol determination is 0.
[0277] As illustrated in Fig. 31(B), in the first embodiment, during the low-probability short-time, the effect is controlled in the hell mode. In the hell mode, a background image for the hell mode is displayed, and the characters "Hell Mode" representing the effect mode name are always displayed at the lower left of the liquid crystal screen 5. In the hell mode, the remaining number of short-time is not displayed. When transitioning from the heaven mode to the hell mode, no door image and characters prompting a right strike are displayed. For this reason, to the player, it seems that the screen configuration of the heaven mode has changed to the screen configuration of the hell mode in response to the start of the next variation. Note that a door image may be displayed in response to the start of the variable display of the first special symbol for the first time after the transition to the low-probability short-time state. Note that the decorative symbol 55 in the hell mode may be the same as or different from the decorative symbol 55 in the heaven mode.
[0278] Thereafter, as illustrated in Figs. 31(C) and (E), when a specific losing symbol stops being displayed in the low-probability short-time state, the short-time count is not added and the game state does not change.
[0279] As illustrated in Fig. 31(F), when a small win A stops being displayed in the low-probability short-time state, a heart image indicating that a small win has occurred is displayed at the upper right corner of the liquid crystal screen 5 in response to the stop display. In the low-probability short-time state, one heart image increases each time a small win occurs (see Fig. 31(H)). When the number of heart images reaches the upper limit number of small wins, the transition is made from the low-probability short-time to the low-probability non-short-time (see Fig. 31(I)).
[0280] When the determination result of the 99th first special symbol determination in the low-probability short-time state is a normal losing symbol or a specific losing symbol, it changes to a special background image for the hell mode in response to the start of the next variation as illustrated in FIG. 31(G). The above special background image is an image that is displayed until the transition from the low-probability short-time state to another gaming state, and is an image indicating that it will definitely transition to the heaven mode (i.e., low-probability non-short-time) after 400 consecutive losses. In the first embodiment, since the low-probability non-short-time is more advantageous to the player than the low-probability short-time, the player can continue the game with the mental support that if they continue to lose while seeing the above special background image, they will definitely transition to the low-probability non-short-time state.
[0281] Next, with reference to FIG. 32, an example of the effect of transitioning from the low-probability short-time state to the low-probability non-short-time state in the first embodiment will be described. FIG. 32 shows the movement when the final variation of the low-probability short-time state is performed, which is a variation display that does not satisfy the condition of 750 consecutive losses. In the example of FIG. 32(A), it is shown that the hold number of the first special symbol determination is 2 by the hold number 52, and the hold number of the second special symbol determination is 0. As illustrated in FIG. 32(A), it changes to a background image for the final variation of the hell mode in response to the start of the final variation of the low-probability short-time state. Note that the same background image may be displayed regardless of the remaining number of short-time in the low-probability short-time state. Also, the background image for the final variation of the hell mode may be the same image as the special background image for the hell mode illustrated in FIG. 31(G), which indicates that it will definitely transition to the heaven mode (i.e., low-probability non-short-time) after 400 consecutive losses.
[0282] When a normal losing symbol is stopped and displayed during the final variation of the short low-probability winning time as illustrated in FIG. 32(B), it shifts from the short low-probability winning time to the short non-low-probability winning time in response to the elapse of a predetermined fixed stop period (e.g., 1 second). Here, in the gaming machine 1, when the final variation of the short low-probability winning time is stopped and displayed, the short-time winning count is set according to the type of the losing symbol while the short-time gaming flag remains ON. Therefore, when a specific losing symbol (the losing (short-time A) symbol in the example of FIG. 32(D)) is stopped and displayed during the final variation of the short low-probability winning time as illustrated in FIG. 32(D), it shifts from the short low-probability winning time to the short non-low-probability winning time in the same manner as when a normal losing symbol is stopped and displayed, in response to the elapse of a predetermined fixed stop period (e.g., 1 second). In the example of FIG. 32(D), regardless of the remaining short-time count, when a specific losing symbol is stopped and displayed during the short low-probability winning time, the character prompting a right hit, the door image, and the background image for the short low-probability winning state are not displayed. In the examples of FIGS. 32(B) and (D), since the condition of 750 consecutive losses is not satisfied, the short-time count is cleared. Also, the upper limit count of small wins is cleared. When shifting to the short non-low-probability winning time, the counting by the base calculation out-counter and the base calculation prize ball counter is restarted.
[0283] After shifting to the short non-low-probability winning state, the first special symbol starts the variation display as the first variation display (see FIG. 32(C)). Along with this, the screen configuration for the final variation of the hell mode changes to the screen configuration of the heaven mode. Note that, from the variation display a predetermined number of variations before (e.g., 10 variations before) the final variation of the short low-probability winning time to the final variation of the short low-probability winning time, a countdown for notifying the remaining short-time count may be performed each time the first special symbol starts the variation display. The above countdown may be performed on the condition that a special background image for the hell mode, which indicates that when there are 400 consecutive losses thereafter, it will surely shift to the heaven mode (i.e., the short non-low-probability winning time), is displayed as illustrated in FIG. 31(G). Note that instead of (or in addition to) the countdown, from the variation display a predetermined number of variations before (e.g., 10 variations before) the final variation of the short low-probability winning time to the final variation of the short low-probability winning time, a production image that changes each time the first special symbol starts the variation display (e.g., a production image such that a gauge accumulates) may be displayed.
[0284] In addition, when the final variation of the low-probability short-time play has stopped being displayed, the short-time play count may be set according to the type of losing symbol after the short-time play flag is turned off. In such a case, as illustrated in FIG. 32(E), when a losing (short-time A) symbol is stopped and displayed in the final variation of the low-probability short-time play, it shifts from the low-probability short-time play to the low-probability regular-time play according to the elapse of a predetermined fixed stop period (for example, 1 second). When it shifts to the low-probability regular-time play, the counting by the base calculation output counter and the base calculation bonus ball counter stops. In the example of FIG. 32(E), since the condition of 750 consecutive losses is not satisfied, the short-time play count is set to 700 times. Also, the small win upper limit count is cleared. FIG. 32(F) following FIG. 32(E) illustrates a state where the first special symbol starts a variation display as the first variation display after the shift to the low-probability regular-time play state, and accordingly, a door image and characters prompting a right hit are displayed. Thus, in the example of FIG. 32(E), in the final variation of the low-probability short-time play, characters prompting a right hit, a door image, and a background image for the low-probability regular-time play state are started to be displayed according to the stop and display of a specific losing symbol. On the other hand, in any of the examples of FIGS. 32(D) and (E), in the variation display before the final variation of the low-probability short-time play, characters prompting a right hit, a door image, and a background image for the low-probability regular-time play state are not displayed according to the stop and display of a specific losing symbol.
[0285] Next, with reference to FIGS. 33 to 35, an effect example in which a reach effect is executed in the low-probability non-short-time play will be described. FIG. 33 is an explanatory diagram for explaining an effect example in which a normal reach effect is executed in the low-probability non-short-time play state in the first embodiment. In the example of FIG. 33, a special-mode icon 53 is displayed, which is different from the examples of FIGS. 28 and 31 where the white icon 53 is displayed. FIG. 34 is an explanatory diagram for explaining an effect example in which an SP reach effect is executed in the low-probability non-short-time play state in the first embodiment. FIG. 35 is an explanatory diagram for explaining an effect example immediately after a losing notification in the SP reach effect in the low-probability non-short-time play state in the first embodiment. Note that in the examples of FIGS. 33 to 35, it is assumed that the condition of 750 consecutive losses is not satisfied.
[0286] As illustrated in FIGS. 33(A) and (B), in this example, a reach is achieved with the symbol "2". As illustrated in FIG. 33(C), when a predetermined time (e.g., 0.5 seconds) has elapsed since the reach was achieved, a reach line that emphasizes the left and right decorative symbols 55 (hereinafter referred to as "reach symbols") in the reach-achieved state is displayed, or a voice of "reach" that emphasizes the achievement of the reach is output from the speaker 24. The reach line is an effect image that extends from the left end of the screen (or the left end of the left symbol) to the right end of the screen (or the right end of the right symbol), and is an image that is displayed for a predetermined time (e.g., 2 seconds) in front of the decorative symbol 55. In the gaming machine 1, in order to emphasize the achievement of the reach, the character portion 550 (or the entire decorative symbol 55) is caused to emit light along with the display of the reach line. Note that it is not necessary to cause the character portion 550 (or the entire decorative symbol 55) to emit light along with the display of the reach line. In the example of FIG. 33(C), the small symbol 56 continues to vary at high speed. Note that along with the achievement of the reach, the small symbol 56 may be displayed in the same reach mode as the decorative symbol 55.
[0287] In the gaming machine 1, from the start of the variable display until the reach line becomes non-displayed, the display priority of the decorative symbol 55 is the display pattern HP2. The middle symbol varies at high speed from the start of the variable display until the reach is achieved, and varies at low speed during the "normal reach effect" that is started in response to the achievement of the reach. During the display of the reach line, the middle symbol is displayed darkly. The "normal reach effect" is an effect mode in which the reach symbol is largely displayed in the center of the liquid crystal screen 5 and the middle symbol is scrolled at a relatively slow speed. The normal reach effect is more likely to be executed when the result is a miss rather than a big win. Therefore, it can be said that the normal reach effect is a reach effect with a relatively low reliability (e.g., reliability 0.01%).
[0288] In the gaming machine 1, during the normal reach effect, the display priority of the decorative symbol 55 is the display pattern HP1. That is, the display priority of the middle symbol becomes high before and after the reach is achieved. Note that during the normal reach effect, the display priority of the decorative symbol 55 may be the display pattern HP2.
[0289] In the gaming machine 1, the left symbol (and the right symbol) other than the decorative symbol temporarily stopped as the reach symbol is made non-displayed. The non-displayed decorative symbol 55 is not re-displayed until the variable display ends. Note that the non-displayed decorative symbol 55 may be re-displayed immediately before the end of the variable display.
[0290] In the gaming machine 1, the interval between the left symbol and the right symbol becomes wider during the normal reach effect than when the reach is established. Also, the middle symbol is displayed larger during the normal reach effect than when the reach is established. For this reason, the display area of the decorative symbol 55 changes between when the reach is established and during the normal reach effect. On the other hand, the appearance of the decorative symbol 55 is the same between when the reach is established and during the normal reach effect.
[0291] Following FIG. 33(D), in the case of a variable pattern in which a losing (time shortening A) symbol stops and is displayed during the normal reach effect (that is, in the case corresponding to the variable pattern H102), it temporarily stops and is displayed at the losing reach position "272" as a result of the normal reach effect, and then stops as it is (see FIGS. 33(E) and (F)). At the start of the temporary stop display of the losing reach position, the interval between the left symbol and the right symbol becomes narrower, or the middle symbol becomes smaller to the same size as at the start of the variation. For this reason, the display area of the decorative symbol 55 changes before and after the middle symbol temporarily stops and is displayed during the normal reach effect. Also, during the temporary stop display of the losing reach position, the display priority of the decorative symbol 55 changes from the display pattern HP1 to HP3. Note that in the gaming machine 1, the display priority of the decorative symbol 55 when a losing symbol stops and is displayed during the normal reach effect may be any of the display patterns HP1 to 5. The small symbol 56 fluctuates at high speed until immediately before the losing reach position finally stops, and stops and is displayed in the same combination as the decorative symbol 55 in response to the stop display of the decorative symbol 55. As illustrated in FIG. 33(F), when the losing (time shortening A) symbol stops and is displayed, it shifts from a low probability non-time shortening state to a low probability time shortening state.
[0292] Following FIG. 33(D), in the case of a variation pattern in which a normal losing symbol stops and is displayed during a normal reach effect (that is, in the case corresponding to variation pattern H108), it temporarily stops and is displayed at a losing stop other than "272" as a result of the normal reach effect, and then directly stops (see FIG. 33(I)). When the normal losing symbol stops and is displayed, the next variation starts with a low probability and short non-time limit.
[0293] Following FIG. 33(D), in the case of a variation pattern in which a jackpot A stops and is displayed during a normal reach effect (that is, in the case corresponding to variation pattern O101), it temporarily stops and is displayed with a symbol alignment of "222" as a result of the normal reach effect, and then directly stops (see FIG. 33(G)). When the temporary stop display of the symbol alignment starts, the interval between the left symbol and the right symbol becomes narrower, or the middle symbol becomes smaller to the same size as at the start of the variation. For this reason, in the normal reach effect, the display area of the decorative symbol 55 changes before and after the middle symbol temporarily stops and is displayed. Also, during the temporary stop display of the symbol alignment, the display priority of the decorative symbol 55 changes from display pattern HP1 to HP4. In the gaming machine 1, the display priority of the decorative symbol 55 when the jackpot symbol stops and is displayed during the normal reach effect may be any of display patterns HP1 to 5. The small symbol 56 fluctuates at high speed until immediately before the jackpot symbol directly stops, and stops and is displayed in the same combination as the decorative symbol 55 in response to the stop display of the jackpot symbol. As illustrated in FIG. 33(G), when the jackpot A stops and is displayed, a jackpot game (with a low probability and short non-time limit as the gaming state) is executed. At the end of the jackpot game, a first attention call to prompt the player not to get too involved in the game and a second attention call to prompt the player not to forget the prepaid card are simultaneously displayed. After the jackpot game ends, it shifts to a low probability and short time limit.
[0294] Following FIG. 33(D), in the case of the variation pattern where the big win B stops displaying in the normal reach effect (that is, in the case corresponding to variation pattern O108), a special decorative symbol (time-saving symbol) temporarily stops displaying as a result of the normal reach effect and then stops permanently (see FIG. 33(H)). The time-saving symbol is, for example, a decorative symbol including the character "hell" suggesting a transition to low-probability micro time-saving. Note that if the combination of the decorative symbol 55 that stops and is displayed between the big win B and other special symbols and the fourth symbol 57 that stops and is displayed in the gaming machine 1 is different, the decorative symbol 55 may stop and be displayed in a symbol alignment when the big win B stops and is displayed.
[0295] At the start of the temporary stop display of the time-saving symbol, the interval between the left symbol and the right symbol becomes narrower, or the middle symbol becomes smaller to the same size as at the start of the variation. For this reason, the display area of the decorative symbol 55 changes before and after the middle symbol temporarily stops displaying in the normal reach effect. Also, during the temporary stop display of the time-saving symbol, the display priority of the decorative symbol 55 changes from display patterns HP1 to HP3. The small symbol 56 fluctuates at high speed until just before the symbol alignment stops permanently, and stops and is displayed in the same combination as the decorative symbol 55 in response to the stop display of the decorative symbol 55. As illustrated in FIG. 33(H), when the big win B stops and is displayed, the big win game is executed. At the end of the big win game, the first attention call and the second attention call are displayed simultaneously. After the big win game ends, it transitions to low-probability micro time-saving.
[0296] Following FIG. 33(D), there may be a case where it develops from the normal reach effect to the "SP reach effect". The SP reach effect is an effect where any one of characters A to D battles an enemy. During the SP reach effect, while the light-emitting element (not shown) representing the character corresponding to the SP reach effect continues to light, the light-emitting element (not shown) representing the character not corresponding to the SP reach effect continues to turn off. A new character may appear during the SP reach effect. From when the new character appears, the light-emitting element (not shown) representing the character continues to light.
[0297] In the case of a variation pattern that develops from a normal reach effect to a special reach effect, the middle symbol starts high-speed variation at the end of the normal reach effect (see Fig. 34(A)). After that, the middle symbol is made non-displayed and the special reach effect is started. Along with this, the reach symbol composed of the numeric part 550 and the character part 551 changes to a reach symbol composed of only the numeric part 550. Before and after the start of the special reach effect, the display priority of the decorative symbol 55 changes from the display pattern HP2 to HP7. In response to the start of the special reach effect, the icon 53 and the held icon 51 are made non-displayed. During the special reach effect, the small symbol 56 continues high-speed variation. Note that during the special reach effect, the small symbol 56 may be temporarily stopped and displayed in the same combination as the reach symbol.
[0298] In the case of a variation pattern in which the big win A stops and is displayed without the near miss of the special reach effect being temporarily stopped (that is, in the case corresponding to the variation pattern O105), following Fig. 34(C), at the end of the special reach effect, the enemy loses and the symbol alignment is temporarily stopped and displayed, and then stops for real. When the big win A stops and is displayed, the big win game is executed. At the end of the big win game, the first attention call and the second attention call are displayed simultaneously. After the big win game ends, it shifts to a low-probability short time. In the case of a variation pattern in which the big win B stops and is displayed in the special reach effect (that is, in the case corresponding to the variation pattern O115), at the end of the special reach effect, the enemy loses and the time-saving symbol is temporarily stopped and displayed, and then stops for real. During the temporary stop display of the symbol alignment or the time-saving symbol, while it is possible to execute a big win notification effect that operates the effect device 7, it is impossible to execute a challenge effect that suggests that the variation display continues.
[0299] During the alignment of symbols or the temporary stop display of the shortened-time symbols, the display priority of the decorative symbol 55 changes from display pattern HP7 to HP4. That is, the decorative symbol 55 consisting only of the numerical part 550 changes to the decorative symbol 55 consisting of the numerical part 550 and the character part 551. In the gaming machine 1, the display priority of the decorative symbol 55 when the jackpot symbol is stopped and displayed in the SP reach effect may be any of display patterns HP1 to HP5. The small symbol 56 fluctuates at high speed until immediately before the jackpot symbol comes to a complete stop, and stops and is displayed in the same combination as the decorative symbol 55 in response to the stop display of the jackpot symbol. During the jackpot notification, the small symbol 56 may be temporarily stopped and displayed in the same combination as the decorative symbol 55.
[0300] As illustrated in FIG. 34(D), there is a variation pattern in which, after the enemy wins at the end of the SP reach effect, the reach loss symbol is temporarily stopped and displayed (that is, when corresponding to variation patterns O106, O107, H103, H106, H111, or H112). As illustrated in FIGS. 34(E) and (F), during the temporary stop display of the reach loss symbol, a restart effect that emphasizes the resumption of the game is executed. That is, the restart effect is executed after a losing notification in a state where the effect device 7 is in the initial position and no jackpot notification effect for operating the effect device 7 is performed. As the restart effect, a black image with a pattern that covers the entire screen from the right end of the screen toward the left end and overlaps is displayed. The restart effect ends in response to the elapse of a predetermined time (for example, 2.5 seconds) from the start. During the restart effect, the display priority of the decorative symbol 55 changes from display pattern HP7 to HP2. In the gaming machine 1, the display priority of the decorative symbol 55 when the first special symbol is stopped and displayed after the restart effect may be any of display patterns HP1 to HP5.
[0301] As illustrated in FIG. 34(G), if the determination result of the first special symbol determination is an ordinary losing symbol, the losing symbol stops being displayed after the restart effect ends. As illustrated in FIG. 34(I), if the determination result of the first special symbol determination is a big win A, the symbol alignment is temporarily stopped being displayed after the restart effect ends and then stops completely. As illustrated in FIGS. 34(H) and (I), if the determination result of the first special symbol determination is a specific losing symbol, the losing symbol stops being displayed after the restart effect ends. As illustrated in FIG. 34(H), when the determination result of the first special symbol determination is a loss (short time A), the decorative symbol 55, which was a combination of "212", changes to a combination of "272" through the restart effect. As a result, players who have been refreshed by the restart effect can resume the game with a low probability and short time limit. Also, as illustrated in FIG. 34(I), when the determination result of the first special symbol determination is a loss (short time B), the decorative symbol 55, which was a combination of "212", changes to a combination of "459" through the restart effect. As a result, players who have been refreshed by the restart effect will resume the game with a low probability and very short time limit. Note that when the determination result of the first special symbol determination is a specific loss, the combination of the decorative symbol 55 may not change before and after the restart effect. Note that in the case of a loss (short time A), the decorative symbol 55 changes to a combination of "272" through the restart effect, while in the case of a loss (short time B), the combination of the decorative symbol 55 may not change before and after the restart effect.
[0302] When the determination result of the first special symbol determination is a specific losing symbol, the same background image of the heaven mode as at the start of the variation is displayed after the restart effect ends. Note that after the restart effect ends and until the variation ends, the background image may change to the background image of the heaven mode for confirming the change in the game state, or the background image for the game state to which it changes may be displayed.
[0303] Here, the icon 53 and the hold icon 51 that were made invisible in response to the start of the SP reach effect are redisplayed during the resumption effect with the same appearance as just before the start of the SP reach effect. The redisplayed icon 53 is erased in response to the stop display of the first special symbol. In the gaming machine 1, the decorative symbol 55, the icon 53, and the hold icon 51 have a lower display priority than the resumption effect. Therefore, during the resumption effect, the decorative symbol 55, the icon 53, and the hold icon 51 cannot be seen because the resumption effect is displayed on the front side. On the other hand, in the gaming machine 1, the small symbol 56 and the fourth symbols 57 and 59 have a higher display priority than the resumption effect. For this reason, the player can see the small symbol 56 and the fourth symbol 57 even while the resumption effect is being displayed. The states of the small symbol 56 and the fourth symbol 57 are the same state (specifically, high-speed variation) before and after the resumption effect. Note that the small symbol 56 may be temporarily stopped and displayed in the same combination as the decorative symbol 55 during the resumption effect.
[0304] The board lighting device 74 and the frame lighting device 10 emit light in a light emission pattern for the heaven mode immediately before the resumption effect, emit light in a light emission pattern for the resumption effect (for example, a light emission pattern that blinks white) during the resumption effect, and emit light in a light emission pattern for the heaven mode immediately after the resumption effect ends. After the resumption effect ends, it shifts to the same heaven mode as when the variable display started. That is, during the resumption effect, it emits light in a light emission pattern different from the light emission pattern corresponding to the SP reach effect.
[0305] Here, even if the determination result of the first special symbol determination is a big win symbol, the time when the resumption effect becomes invisible is before the big win notification. For this reason, during the resumption effect, a big win notification effect that operates the effect device 7 cannot be executed, and the big win notification effect can be executed after the resumption effect. Note that it does not have to be a big win after the resumption effect is executed. In this case, in addition to during the resumption effect, a big win notification effect that operates the effect device 7 cannot be executed even after the resumption effect.
[0306] The challenge effect cannot be executed during and after the resumption effect. Note that the challenge effect may be executable after the resumption effect.
[0307] In addition, when the restart effect is displayed, the mode may be such that a black image overlaps the entire screen, or the entire screen may be covered by an image that appears in a mosaic pattern. Also, the end mode of the display of the restart effect may be such that the transparency of the image covering the entire screen increases and finally the image becomes invisible, or the image covering the entire screen may be missing in a mosaic pattern and finally the door image becomes invisible.
[0308] As illustrated in FIG. 34(D), there is a variation pattern in which after the enemy wins at the end of the SP reach effect and the reach miss is temporarily stopped and then the challenge effect is executed (that is, when corresponding to variation pattern O107 or H112). As illustrated in FIGS. 35(A) and (B), during the challenge effect, the reach symbol is made invisible and an operation promotion effect is executed. The operation promotion effect is an effect that prompts the player to operate the effect button 26 by displaying the button image 90 and the gauge image 91 for a predetermined effective period (for example, 3 seconds). During the challenge effect, candidates for the decorative symbol that stops as the middle symbol are displayed, and the middle symbol is temporarily stopped according to the operation during the effective period. If there is no operation during the effective period, the middle symbol is temporarily stopped at the timing of the end of the predetermined effective period (for example, when 3 seconds have elapsed since the start of the operation promotion effect).
[0309] When the challenge effect is successful, the same middle symbol as the reach symbol is temporarily stopped and a big win A is notified. During the big win notification, the display priority of the decorative symbol 55 changes in the order of display patterns HP6, HP9, and HP4. As illustrated in FIG. 35(G), when the big win A stops being displayed, the big win game is executed. At the end of the big win game, the first warning and the second warning are displayed simultaneously. After the big win game ends, it shifts to the low probability short time.
[0310] On the other hand, if the challenge effect fails, it is suggested that an intermediate symbol different from the reach symbol is temporarily stopped and a normal losing symbol is stopped. After the restart effect is executed following the failure of the challenge effect, the normal losing symbol is stopped. The reach symbol remains hidden from the time of the challenge effect failure until the end of the restart effect, and is redisplayed from the end of the restart effect. The display priority of the decorative symbol 55 is display pattern HP7 before the start of the restart effect, changes to display pattern HP2 during the restart effect, and changes to display pattern HP3 at the subsequent stop display. Note that the display priority of the decorative symbol 55 may not change before and after the restart effect.
[0311] In addition, the following configuration may also be used when executing the restart effect. · The size of the entire intermediate symbol may be larger, smaller, or the same at the time immediately after the end of the restart effect than immediately before the restart effect. · The size of the numerical part 550 of the intermediate symbol may be larger, smaller, or the same at the time immediately after the end of the restart effect than immediately before the restart effect. · The size of the entire left symbol (and right symbol) may be larger, smaller, or the same at the time immediately after the end of the restart effect than immediately before the restart effect. · The size of the numerical part 550 of the left symbol (and right symbol) may be larger, smaller, or the same at the time immediately after the end of the restart effect than immediately before the restart effect. · Before the restart effect, the intermediate symbol is larger than the left symbol (and right symbol), and immediately after the end of the restart effect, the sizes of the left symbol, intermediate symbol, and right symbol may be the same as each other. · The ratio of the sizes between the left symbol, intermediate symbol, and right symbol may be the same before and immediately after the restart effect. · The appearance of the decorative symbol 55 may be the same before and immediately after the restart effect. · The icons 53 and the pending icon 51 are continuously displayed during the SP reach effect, and the display priority of the icons 53 and the pending icon 51 may be higher than that of the restart effect. ·The icon 53 may be erased at the start of the variable display or at the start of the SP reach effect, and may not be redisplayed thereafter. ·Regardless of the type of special symbol that is stopped from being displayed, after the resumption effect ends, it may shift to a special heaven mode that is an effect mode corresponding to the SP reach effect and looks different from when the variable display starts. ·After executing an effect that makes the player expect that the challenge effect will be executed, the resumption effect may be executed without executing the challenge effect. ·The resumption effect may be executed in response to the losing notification after the challenge effect is executed.
[0312] Next, with reference to FIG. 36, an example of the effect in the low-probability short state in the first embodiment will be described. As illustrated in FIGS. 36(A) and (B), the variable pattern O201 that results in a big win D is an immediate-win variable pattern in which the symbols align without executing the reach effect. As illustrated in FIG. 36(B), when the big win D stops being displayed, the big win game is executed. In the big win game, the first attention call and the second attention call are not displayed. After the big win game ends, it shifts to the low-probability short state. Note that the first attention call and the second attention call may be displayed in the big win game. In the gaming machine 1, when it is the variable pattern K201 that results in a small win B, the same effect as the variable pattern O201 is executed.
[0313] As illustrated in FIGS. 36(A), (C), and (B), the variation pattern O202 that results in a big win D is a variation pattern that becomes an immediate win after suggesting a transition (fall) from a low-probability short time to a low-probability non-short time. From the start of suggesting the fall, the display of the door image is started and an operation promotion effect is executed. The door image is the same as the door image displayed in response to the start of the first special symbol variation display after the transition to the low-probability short time state. Note that the door image displayed from the start of suggesting the fall may be different from the door image displayed in response to the start of the first special symbol variation display after the transition to the low-probability short time state. When a big win D occurs, regardless of whether there is an operation during the effective period, the door image is opened at a predetermined effective period end timing (for example, when 3 seconds have elapsed since the start of the operation promotion effect) and it becomes an immediate win. Note that when a big win D occurs, the door image may be opened in response to an operation during the effective period and it may become an immediate win.
[0314] As illustrated in FIGS. 36(A), (C), and (D), the variation pattern H202 in which the normal losing symbol stops being displayed is a variation pattern in which a losing notification is given after suggesting a fall. The door image that started being displayed from the start of suggesting the fall is, regardless of whether there is an operation during the effective period, opened at a predetermined effective period end timing (for example, when 3 seconds have elapsed since the start of the operation promotion effect) and a losing notification is given. Note that when a loss occurs, the door image may be opened in response to an operation during the effective period and a losing notification may be given.
[0315] As illustrated in FIGS. 36(A), (C), and (E), the variation pattern K203 that results in a minor hit C is a variation pattern in which the minor hit C is notified by the small symbol 56 after suggesting a fall. The door image whose display is started from the start of the fall suggestion closes at a predetermined end-of-validity period timing (for example, when 3 seconds have elapsed since the start of the operation promotion effect) regardless of the operation during the validity period. When the minor hit C stops being displayed as illustrated in FIG. 36(E), a jackpot game is executed on the condition of a V win during the minor hit game. In the said jackpot game, the first warning and the second warning are not displayed. After the said jackpot game ends (the game state is low-probability non-short-time), it is controlled to low-probability non-short-time. Also, when a V win does not occur during the minor hit game, it is controlled to low-probability non-short-time without executing a jackpot game. When shifting to low-probability non-short-time, counting is performed by the base calculation out-counter and the base calculation prize ball counter.
[0316] Figure 36(F) is an example of an effect when the suspension of the second special symbol determination is resolved while being controlled in the low-probability non-time-shortening state. From the start of the variable display of the second special symbol for the first time in the low-probability non-time-shortening state until immediately before the end of the variable display related to the suspension of the earliest second special symbol determination, a result suggesting the number of prize balls obtained by the player through a big win game is displayed. Also, the display of the door image starts from the start of the result. The door image is the same as the door image displayed in response to the start of the first special symbol variable display after the transition to the low-probability time-shortening state and the door image displayed from the start of the fall suggestion. Note that the door image displayed from the start of the result may be different from the door image displayed in response to the start of the first special symbol variable display after the transition to the low-probability time-shortening state and the door image displayed from the start of the fall suggestion. Note that the result and the door image displayed from the start of the result are also displayed when the number of time-shortening times in the low-probability time-shortening ends (for example, the flow from Figure 36(D) to (F)). When the variable display in which the number of time-shortening times in the low-probability time-shortening ends does not satisfy the condition of 750 consecutive losses, when the variable display ends, it shifts to the low-probability non-time-shortening state, so counting by the base calculation out counter and the base calculation prize ball counter is performed. On the other hand, when the variable display in which the number of time-shortening times in the low-probability time-shortening ends satisfies the condition of 750 consecutive losses, when the variable display ends, it shifts to the low-probability time-shortening state, so the counting by the base calculation out counter and the base calculation prize ball counter remains stopped.
[0317] Note that a countdown for notifying the remaining number of time-shortening times may be performed each time the special symbol starts a variable display from the variable display a predetermined number of times before (for example, 10 variations before) the final variation in the low-probability time-shortening to the final variation in the low-probability time-shortening. In the gaming machine 1, as illustrated in Figure 36(D), the icon 53 and the suspension icon 51 are made non-displayed from the variable display a predetermined number of times before (for example, 3 variations before) the final variation in the low-probability time-shortening. Note that the icon 53 and the suspension icon 51 may be displayed until the end of the final variation in the low-probability time-shortening.
[0318] If all the holds of the second special symbol determination are lost, immediately before the variable display related to the earliest hold of the second special symbol determination ends, the result becomes non-displayed and the door image opens (see Fig. 36(G)). Along with this, the display priority of the decorative symbol 55 changes from the display pattern HP9 to HP3 during the result display.
[0319] In addition, the following configuration may be used when displaying the door image associated with the result display. · The size of the entire middle symbol in the Heavenly Mode immediately after the door image is displayed may be larger, smaller, or the same as that in the RUSH Mode before the door image is displayed. · The size of the numerical part 550 of the middle symbol in the Heavenly Mode immediately after the door image is displayed may be larger, smaller, or the same as that in the RUSH Mode before the door image is displayed. · The size of the entire left symbol (and right symbol) in the Heavenly Mode immediately after the door image is displayed may be larger, smaller, or the same as that in the RUSH Mode before the door image is displayed. · The size of the numerical part 550 of the left symbol (and right symbol) in the Heavenly Mode immediately after the door image is displayed may be larger, smaller, or the same as that in the RUSH Mode before the door image is displayed. · The middle symbol is larger than the left symbol (and right symbol) in the RUSH Mode before the door image is displayed, and the sizes of the left symbol, middle symbol, and right symbol may be the same as each other in the Heavenly Mode immediately after the door image is displayed. · The ratio of the sizes among the left symbol, middle symbol, and right symbol may be the same between the RUSH Mode before the door image is displayed and the Heavenly Mode immediately after the door image is displayed. · It emits light in the light emission pattern for the door image during the door image display, and emits light in the light emission pattern for the Heavenly Mode immediately after the door image display ends.
[0320] As illustrated in FIG. 36(H), when the hold of the second special symbol determination digested during the low-probability non-time shortening is a big win D, the result is erased and the door image displayed since the start of the result is opened to become an instant win. As illustrated in FIG. 36(I), when the hold of the second special symbol determination digested during the low-probability non-time shortening is a small win C, the result is erased and the door image displayed since the start of the result is opened and the small win C is notified by the small symbol 56.
[0321] [Small winning opening control process by the game control board 100] Hereinafter, with reference to FIG. 37, the small winning opening control process executed by the game control board 100 will be described. This small winning opening control process is a process of executing a small winning game selected based on the symbol determination table at the time of a small win stored in the main ROM 100b. Here, FIG. 37 is a detailed flowchart of the small winning opening control process in step S5A of FIG. 19. The main CPU 100a determines whether or not the small winning game flag is set to "ON" (step S641). Here, when it is determined that the small winning game flag is not set to "ON" (step S641: NO), the process proceeds to the big winning opening control process in step S7.
[0322] When the main CPU 100a determines that the big winning game flag is set to "ON" (step S641: YES), based on whether or not the elapsed time since setting the opening command related to the small winning game by the stop process has reached the predetermined opening time, it is determined whether or not it is during the opening period of the small winning game (step S642). Here, when it is determined that it is during the opening period (step S642: YES), based on whether or not the elapsed time has reached the predetermined opening time, it is determined whether or not the opening time has elapsed (step S643). Here, when it is determined that the opening time has not elapsed (step S643: NO), the process proceeds to the big winning opening control process in step S7.
[0323] When the main CPU 100a determines that the opening time has elapsed (step S643: YES), it sets the operation pattern of the small winning opening solenoid 51c and stores the setting information in the main RAM 100c (step S644). By executing the process of step S644, various times related to the small hit game such as the ending time after the round is also set.
[0324] Subsequent to the process of step S644, the main CPU 100a resets the number of winning game balls X to the small winning opening 19 stored in the main RAM 100c (step S645).
[0325] Subsequent to the process of step S645, the main CPU 100a starts the opening control of the small winning opening (step S646). Next, the main CPU 100a starts measuring the opening time, which is the elapsed time since the start of this opening control (step S647).
[0326] When the main CPU 100a determines that it is not during the opening in the small hit game (step S642: NO), it determines whether it is during the ending period based on information indicating at which point in the small hit game the current state stored in the main RAM 100c is (step S648). Here, when it is determined that it is during the ending period (step S648: YES), the process proceeds to step S659 described later.
[0327] When the main CPU 100a determines that it is not during the ending in the small hit game (step S648: NO), it determines whether the small winning opening switch has turned "ON" (step S649). Specifically, based on the presence or absence of the detection signal from the small winning opening switch 116a, it determines whether the small winning opening switch 116a has turned "ON".
[0328] Here, when the main CPU 100a determines that the small winning opening switch 116a has turned "ON" (step S649: YES), it determines that one game ball has won in the small winning opening 19, and updates the winning count X of the game ball to the value obtained by adding "1" (step S650).
[0329] Subsequent to the process of step S650, the main CPU 100a determines whether the V winning opening switch 116b has turned "ON". When it is determined that the V winning opening switch 116b has turned "ON" (step S651: YES), a V winning command is set (step S652), and the big win game flag is turned "ON" (step S653).
[0330] When the main CPU 100a executes the process of step S653, when it executes the process of step S647, or when it is determined that the small winning opening switch 116a is not "ON" (step S649: NO), it determines whether the specified opening time has elapsed since the start of the opening of the small winning opening 19 (step S654). Specifically, it determines whether the opening time measured by the process of step S647 has reached the specified opening time stored in the main ROM 100b.
[0331] When the main CPU 100a determines that the specified opening time has not elapsed (step S654: NO), it determines whether the winning count X of the game ball in the current round game stored in the main RAM 100c matches the number of game balls Xmax (for example, "9") that defines the closing timing of the big winning opening 13 stored in the main ROM 100b (step S655). Here, when it is determined that the winning count X does not match the number of game balls Xmax (step S655: NO), the process proceeds to the big winning opening control process of step S7.
[0332] On the other hand, when the main CPU 100a determines that the winning count X matches the number of game balls Xmax (step S655: YES), it terminates the opening control of the small winning opening 19 started in the process of step S646 for the small winning opening opening / closing solenoid 51c (step S656).
[0333] Following the process of step S656, main CPU 100a starts measuring the ending time (step S657) and sets an ending command in main RAM 100c (step S658). This ending command is a command for notifying that the round game of the small win game has ended, and is transmitted to effect control board 130 by the transmission process of step S9.
[0334] When main CPU 100a executes the process of step S658, it determines whether the ending time has elapsed (step S659). If it is determined that the ending time has not elapsed (step S659: NO), the process proceeds to the big winning opening control process of step S7.
[0335] When main CPU 100a determines that the ending time has elapsed (step S659: YES), in order to end the small win game, it sets the small win game flag to "OFF" (step S660).
[0336] [Big Winning Opening Release Control Process by Game Control Board 100] Hereinafter, with reference to FIG. 38, the big winning opening release control process executed by game control board 100 will be described. This big winning opening control process is a process for executing a big win game selected based on the symbol determination table at the time of big win stored in main ROM 100b. Here, FIG. 38 is a detailed flowchart of the big winning opening release control process in step S6A of FIG. 19. Main CPU 100a determines whether the big win game flag is set to "ON" following the small winning opening release control process of step S5A (step S601). Here, if it is determined that the big win game flag is not set to "ON" (step S601: NO), the process proceeds to the prize ball process of step S8.
[0337] When the main CPU 100a determines that the jackpot game flag is set to "ON" (step S601: YES), it determines whether it is during the opening of the jackpot game based on whether the elapsed time since setting the opening command related to the jackpot game by the stop process has reached a predetermined opening time (step S602). Here, when it is determined that it is during the opening (step S602: YES), it determines whether the opening time has elapsed based on whether the elapsed time has reached the predetermined opening time (step S603). Here, when it is determined that the opening time has not elapsed (step S603: NO), the process proceeds to the bonus ball process in step S8.
[0338] When the main CPU 100a determines that the opening time has elapsed (step S603: YES), it sets the number of rounds Rmax of the jackpot game, the operation pattern of the big winning opening solenoid 51b, etc., and stores the setting information in the main RAM 100c (step S604). By executing the process of step S604, various times related to the jackpot game such as the interval time between rounds and the ending time after the end of the final round are also set.
[0339] Subsequent to the process of step S604, the main CPU 100a resets the number of winning game balls Y in the big winning opening 13 stored in the main RAM 100c (step S605), and also updates the number of rounds R during the jackpot to the value obtained by adding "1" (step S606). This number of rounds R is set to "0" before the start of the jackpot, and is incremented by "1" each time the process of step S606 is performed.
[0340] Subsequent to the process of step S606, the main CPU 100a starts the opening control of the big winning opening (step S607). Next, the main CPU 100a starts measuring the opening time, which is the elapsed time since the start of this opening control (step S608). Then, a round start command notifying that a round game for opening the big winning opening 13 has started is set in the main RAM 100c (step S609).
[0341] When the main CPU 100a determines that it is not during the opening in the big win game (step S602: NO), for example, based on the information indicating which point in the big win game the current state stored in the main RAM 100c is, it determines whether it is during the ending immediately after the end of the final round (step S611). Here, when it is determined that it is during the ending (step S611: YES), the process proceeds to step S625 described later.
[0342] When the main CPU 100a determines that it is not during the ending in the big win game (step S611: NO), for example, based on the information indicating which point in the big win game the current state stored in the main RAM 100c is, it determines whether it is during the interval (between rounds) (step S612). Here, when it is determined that it is during the interval (step S612: YES), it determines whether the interval time set by the process of step S604 has elapsed since the big winning opening 13 was closed at the end of the previous round game (step S613). Here, when it is determined that the interval time has elapsed (step S613: YES), since it is the timing to start the next round game, the process proceeds to step S605 above. Conversely, when it is determined that the interval time has not elapsed (step S613: NO), the process proceeds to the bonus ball process of step S8.
[0343] On the other hand, when the main CPU 100a determines that it is not during the interval (step S612: NO), it determines that it is during a round game and determines whether the big winning opening switch has turned "ON" (step S614). Specifically, based on the presence or absence of a detection signal from the big winning opening detection switch 50a, it is determined whether the big winning opening detection switch 50a has turned "ON".
[0344] Here, when the main CPU 100a determines that the big winning opening detection switch 50a has turned "ON" (step S614: YES), it determines that one game ball has won in the big winning opening 13 and updates the winning count Y of the game ball to the value obtained by adding "1" (step S615).
[0345] When the main CPU 100a executes the process of step S615, when it executes the process of step S609, or when it determines that the big winning opening detection switch 50a is not "ON" (step S614: NO), it determines whether the specified opening time has elapsed since the start of the opening of the big winning opening 13 (step S616). Specifically, it is determined whether the opening time measured by the process of step S608 has reached the specified opening time stored in the main ROM 100b.
[0346] When the main CPU 100a determines that the specified opening time has not elapsed (step S616: NO), it determines whether the winning count Y of the game ball in the current round game stored in the main RAM 100c matches the number of game balls Ymax (for example, "9") that defines the closing timing of the big winning opening 13 stored in the main ROM 100b (step S617). Here, when it is determined that the winning count Y does not match the number of game balls Ymax (step S617: NO), the process proceeds to the bonus ball process of step S8.
[0347] On the other hand, when the main CPU 100a determines that the number of winning balls Y matches the maximum number of game balls Ymax (step S617: YES), or when it determines that the specified opening time has elapsed (step S616: YES), the main CPU 100a ends the opening control of the big winning opening 13 that started in the process of step S607 for the big winning opening closing solenoid 51b (step S618).
[0348] Subsequent to the process of step S618, the main CPU 100a determines whether the current round number R of the jackpot game stored in the main RAM 100c matches the round number Rmax set by the process of step S604 (step S619). Here, when it is determined that the round number R does not match the round number Rmax (step S619: NO), in order to control the start timing of the next round game, measurement of the interval time, which is the elapsed time since the big winning opening 13 was closed, is started (step S620). The interval time whose measurement was started by the process of this step S620 is used in the process of step S613.
[0349] On the other hand, when the main CPU 100a determines that the round number R matches the round number Rmax (step S619: YES), it starts measuring the ending time (step S622), resets the round number R stored in the main RAM 100c (step S623), and sets an ending command in the main RAM 100c (step S624). This ending command is a command for notifying that the last round game has ended, and is transmitted to the effect control board 130 by the transmission process of step S8. Note that this ending command includes information (game information) regarding the game state after the jackpot game ends.
[0350] When the main CPU 100a executes the process of step S624 or determines that it is during ending (step S611: YES), it determines whether the set ending time has elapsed (step S625). Specifically, it determines whether the ending time measured by the process of step S622 has reached the set ending time set by the process of step S604. Here, when it is determined that the ending time has not elapsed (step S625: NO), the process proceeds to the bonus ball process of step S8.
[0351] When the main CPU 100a determines that the set ending time has elapsed (step S625: YES), it sets the short-time count and the game state designation command according to the type of special symbol (step S626).
[0352] After the process of step S626, the main CPU 100a sets the jackpot game flag to "OFF" in order to end the jackpot game (step S627).
[0353] [Timer Interrupt Process by the Effect Control Board 130] Hereinafter, with reference to FIG. 39, the timer interrupt process executed in the effect control board 130 will be described. Here, FIG. 39 is a flowchart showing an example of the timer interrupt process executed in the effect control board 130. In the following, the processes shown in FIGS. 39 to 41 will be described as being performed by the effect control board 130, but some or all of these processes may be executed in any of the effect control board 130, the image and sound control board 140, and the lamp control board 150.
[0354] The sub-CPU 130a in the effect control board 130 repeatedly executes a series of processes exemplified in FIG. 39 at regular intervals (for example, every 4 milliseconds), similar to the timer interrupt process performed by the game control board 100. Note that the processes shown in FIGS. 39 to 41 are performed according to the instructions issued by the sub-CPU 130a based on the program stored in the sub-ROM 130b.
[0355] First, after executing command reception processing for performing processing according to commands from the game control board 100 (step S10), the sub-CPU 130a executes transmission processing (step S30). In the command reception processing, processing corresponding to receiving various commands from the game control board 100 and the lamp control board 150 is performed. Specifically, for example, the sub-CPU 130a receives a command as game information from the game control board 100 and sets the production content according to the received command. For example, the sub-CPU 130a determines a variable production pattern corresponding to the variation pattern of the special symbol, and determines the presence or absence and content of the execution of a pre-announcement production that can be executed in the determined variable production pattern. Then, for example, the sub-CPU 130a generates a command instructing the execution of the determined production and transmits it to the image and sound control board 140 and the lamp control board 150. As a result, the production of the content determined in the production control board 130 is executed by the image and sound control board 140 and the lamp control board 150. The command reception processing will be described in detail later with reference to FIG. 40.
[0356] Subsequent to the processing of step S30, the sub-CPU 130a performs data transfer processing (step S50). For example, the sub-CPU 130a transfers the data transmitted from the image and sound control board 140 to the lamp control board 150 in order to control the light emission of the frame lighting device 10 or the like or control (for example, operate) the production accessory 7 or the like in accordance with the start of each production. By performing this data transfer processing, for example, light emission control for causing the board lighting device 74 and the frame lighting device 10 to emit light in conjunction with the production image displayed on the liquid crystal screen 5 or the production sound output by the speaker 24 is performed, or the production accessory 7 is operated. Thus, the sub-CPU 130a ends the processing shown in FIG. 39.
[0357] [Command Reception Processing by Production Control Board 130] Figure 40 is a detailed flowchart of the command reception process in step S10 of FIG. 39. As illustrated in FIG. 40, the sub-CPU 130a first determines whether it has received a command transmitted from the game control board 100 or the lamp control board (step S11). Here, if it is determined that no command has been received (step S11: NO), the process proceeds to step S30.
[0358] If the sub-CPU 130a determines that it has received a command (step S11: YES), it determines whether the command is a game state designation command transmitted from the game control board 100 in response to the process of step S3194C (FIG. 27) or step S627 (see FIG. 38) (step S12). Here, if it is determined that the received command is not a game state designation command (step S12: NO), the process proceeds to step S14 described later.
[0359] If the sub-CPU 130a determines that the received command is a game state designation command (step S12: YES), it executes a game state update process for updating the game state (step S13).
[0360] If the sub-CPU 130a determines that the received command is not a pending command (step S12: NO), it determines whether the command is a variation start command transmitted from the game control board 100 in response to the process of step S311 (see FIG. 23) (step S14). Here, if it is determined that the received command is not a variation start command (step S14: NO), the process proceeds to step S16 described later.
[0361] If the sub-CPU 130a determines that the received command is a variation start command (step S14: YES), it executes a variation start command reception process (step S15). In the variation start command reception process, the sub-CPU 130a determines, for example, a variation effect pattern corresponding to the variation pattern of the special symbol included in the variation start command. This variation start command reception process will be described in detail later with reference to FIG. 41.
[0362] When the sub-CPU 130a determines that the received command is not a variation start command (step S14: NO), it determines whether the command is a symbol determination command transmitted from the game control board 100 in accordance with the process of step S316 (see FIG. 23) (step S16). When the sub-CPU 130a determines that it is a symbol determination command (step S16: YES), it sets a variation effect end command in the sub-RAM 130c (step S17). By this variation effect end command being transmitted to the image and sound control board 140 and the lamp control board 150 by the transmission process of step S30, the decorative symbol 55 and the small symbol 56 will be stopped and displayed on the liquid crystal screen 5 along with the stop display of the special symbol.
[0363] When the sub-CPU 130a determines that the received command is not a symbol determination command (step S16: NO), it determines whether the command is an operation command transmitted from the lamp control board 150 (step S18). This operation command is a command transmitted from the lamp control board 150 to notify the information when the lamp CPU 151 of the lamp control board 150 detects an operation of the effect button 26 or the effect key 27. The operation command includes information indicating which of the effect button 26 and the effect key 27 was operated, and information indicating which key was operated when the effect key 27 was operated.
[0364] When the sub-CPU 130a determines that it has received an operation command (step S18: YES), it sets an operation effect start command in the sub-RAM 130c (step S19). This command is transmitted to the image and sound control board 140 and the lamp control board 150 by the transmission process of step S30. By receiving this command, the image and sound control board 140 can execute effects using images and sounds using the liquid crystal screen 5 and the speaker 24, for example, in response to an operation during the valid period. Also, by receiving this command, the lamp control board 150 can execute an effect of lighting various lamps in response to an operation during the valid period.
[0365] On the other hand, when it is determined that the received command is not an operation command (step S18: NO), the process corresponding to the command is executed (step S20). As an example, when the sub-CPU 130a determines that it has received an opening command transmitted from the game control board 100, it sets an opening command for instructing the start of the production of a big win (or a small win) game corresponding to the type of big win (or small win).
[0366] [Variable start command reception process by the production control board 130] Hereinafter, with reference to FIG. 41, the variable start command reception process executed in the production control board 130 in response to receiving a variable start command transmitted from the game control board 100 will be described. Here, FIG. 41 is a detailed flowchart of the variable start command reception process in step S15 of FIG. 40.
[0367] As illustrated in FIG. 40, when the sub-CPU 130a determines that the command received from the game control board 100 is a variable start command (step S14: YES), it acquires a variable production pattern random number and stores it in the sub-RAM 130c (step S1511). The sub-CPU 130a, such as the variable production pattern random number, acquires the value at the time of receiving the variable start command as the variable production pattern random number.
[0368] Subsequent to the process of step S1511, the sub-CPU 130a analyzes the variable start command received from the game control board 100 (step S1512). As described above, the variable start command includes information on whether it is a big win indicating the determination result of the big win determination (see FIG. 25), the type of special symbol, the setting information of the variable pattern of the special symbol, the information indicating the game state of the gaming machine 1, and the like. By performing this process, the sub-CPU 130a obtains the information necessary to determine the variable production pattern.
[0369] Subsequent to the process of step S1512, the sub-CPU 130a determines whether it is the first rotation of the special symbol variation display after the time-saving game flag is turned on (step S1513). If it is determined to be YES in the process of step S1513, the sub-CPU 130a determines whether it is a variation pattern for low-probability time-saving (step S1514). If it is determined to be YES in the process of step S1514, the sub-CPU 130a determines a variation effect pattern of a right-hit notification mode accompanied by the display of a character prompting a right-hit and a door image (step S1515).
[0370] If it is determined to be NO in the process of step S1513 or step S1514, the sub-CPU 130a determines a variation effect pattern that is not a right-hit notification mode (step S1516).
[0371] When the process of step S1515 is executed, or when the process of step S1516 is executed, the sub-CPU 130a sets a variation effect start command including the setting content determined in these processes (step S1517). The variation effect start command is transmitted to the image and sound control board 140 and the lamp control board 150 by the transmission process of step S30 (see FIG. 39). As a result, the effect of the mode determined in the effect control board 130 is realized by the image and sound control board 140 and the lamp control board 150.
[0372] Subsequent to the process of step S1517, the sub-CPU 130a subtracts "1" from the value of the number of holds stored in the sub-RAM 130c (step S1518). Thus, the sub-CPU 130a ends the process shown in FIG. 41.
[0373] [Effect of the First Embodiment] The gaming machine 1 of the first embodiment controls the game in a low-probability non-time-shortening state, a low-probability slight-time-shortening state, and a low-probability time-shortening state. The low-probability non-time-shortening state is a gaming state more advantageous to the player than the low-probability slight-time-shortening state. When the gaming machine 1 is in the power "OFF" state and is turned on with the setting key SW in the "OFF" state and the RWM clear SW in the "ON" state, the gaming machine 1 shifts to the RAM clear mode immediately after startup. When shifting to the RAM clear mode, the information regarding the gaming state is initialized and the gaming machine 1 starts the game in the low-probability non-time-shortening state, which is more advantageous to the player than the slight-time-shortening state. Thereby, the gaming machine 1 of the first embodiment can give the player a motivation to play immediately after the game store opens.
[0374] Also, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-shortening state, a low-probability slight-time-shortening state, and a low-probability time-shortening state. The low-probability non-time-shortening state is a gaming state more advantageous to the player than the low-probability slight-time-shortening state. When the gaming machine 1 is in the power "OFF" state and is turned on with the setting key SW in the "ON" state and the RWM clear SW in the "ON" state, the gaming machine 1 shifts to the setting change mode immediately after startup. When shifting to the setting change mode, the information regarding the gaming state is initialized and the gaming machine 1 starts the game in the low-probability non-time-shortening state, which is more advantageous to the player than the slight-time-shortening state. Thereby, the gaming machine 1 of the first embodiment can give the player a motivation to play immediately after the setting is changed (that is, immediately after the game store opens).
[0375] Also, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-shortening state, a low-probability slight-time-shortening state, and a low-probability time-shortening state. When a big win A occurs in the low-probability non-time-shortening state or the low-probability slight-time-shortening state, it shifts to the low-probability time-shortening state in response to the end of the big win game. When a specific losing symbol stops and is displayed in the low-probability non-time-shortening state, it is possible to shift from the low-probability non-time-shortening state to the low-probability time-shortening state. On the other hand, when a specific losing symbol stops and is displayed in the low-probability slight-time-shortening state, the gaming state does not change. For this reason, the probability of shifting to the low-probability time-shortening state is higher by the probability of a specific losing symbol in the case of the low-probability non-time-shortening state than in the case of the low-probability slight-time-shortening state. Thereby, the low-probability non-time-shortening state can be made a gaming state more advantageous to the player than the low-probability slight-time-shortening state.
[0376] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-shortening state, a low-probability slight-time-shortening state, and a low-probability time-shortening state. The probability of determining that a big win game is to be executed is the same in the low-probability non-time-shortening state, the low-probability slight-time-shortening state, and the low-probability time-shortening state. When a big win A occurs in the low-probability non-time-shortening state or the low-probability slight-time-shortening state, the state shifts to the low-probability time-shortening state in response to the end of the big win game. When a specific losing symbol stops and is displayed in the low-probability non-time-shortening state, it is possible to shift from the low-probability non-time-shortening state to the low-probability time-shortening state. On the other hand, when a specific losing symbol stops and is displayed in the low-probability slight-time-shortening state, the game state does not change. Therefore, the probability of shifting to the low-probability time-shortening state is higher by the probability of a specific losing symbol in the low-probability non-time-shortening state than in the low-probability slight-time-shortening state. Thereby, in a situation where the probability of determining that a big win game is to be executed is the same, the low-probability non-time-shortening state can be made a game state more advantageous to the player than the low-probability slight-time-shortening state.
[0377] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-shortening state, a low-probability slight-time-shortening state (the number of times of time shortening is 99 times or 500 times), and a low-probability time-shortening state. In the low-probability slight-time-shortening state, the low-probability slight-time-shortening state ends when the number of times of notification of the determination result of the special symbol determination becomes 99 times or 500 times. When a big win A occurs in the low-probability non-time-shortening state or the low-probability slight-time-shortening state, it shifts to the low-probability time-shortening state (the number of times of time shortening is 700 times) in response to the end of the big win game. Also, when a specific losing symbol stops and is displayed in the low-probability non-time-shortening state, it is possible to shift from the low-probability non-time-shortening state to the low-probability time-shortening state (the number of times of time shortening is 700 times). On the other hand, when a specific losing symbol stops and is displayed in the low-probability slight-time-shortening state, the game state does not change from the low-probability slight-time-shortening state. The probability of shifting to the low-probability time-shortening state is higher in the case of the low-probability non-time-shortening state than in the case of the low-probability slight-time-shortening state. When the condition of 750 consecutive losses is satisfied in the low-probability non-time-shortening state or the low-probability slight-time-shortening state, it shifts to the low-probability time-shortening state (the number of times of time shortening is 1000 times). Therefore, in the gaming machine 1 of the first embodiment, in the low-probability time-shortening state, there are a state in which the low-probability time-shortening state ends when the number of times of notification of the determination result of the special symbol determination becomes 700 times, and a state in which the low-probability time-shortening state ends when the number of times of notification of the determination result of the special symbol determination becomes 1000 times. The low-probability slight-time-shortening state, the low-probability time-shortening state (the number of times of time shortening is 700 times), and the low-probability time-shortening state (the number of times of time shortening is 1000 times) have different degrees of advantage for the player. Thereby, it is possible to make the player interested in the number of times of notification of the determination result of the special symbol determination.
[0378] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-shortening state, a low-probability slight-time-shortening state (the number of times of time shortening is 99 times or 500 times), and a low-probability time-shortening state. When a big win A occurs in the low-probability non-time-shortening state or the low-probability slight-time-shortening state, it shifts to the low-probability time-shortening state (the number of times of time shortening is 700 times) in response to the end of the big win game. When a specific losing symbol stops displaying in the low-probability non-time-shortening state, it is possible to shift from the low-probability non-time-shortening state to the low-probability time-shortening state. On the other hand, when a specific losing symbol stops displaying in the low-probability slight-time-shortening state, the game state does not change from the low-probability slight-time-shortening state. Therefore, the low-probability slight-time-shortening state is a game state disadvantageous to the player compared to the low-probability non-time-shortening state. When the remaining number of times of time shortening becomes 0 in the low-probability slight-time-shortening state, it shifts to the low-probability non-time-shortening state. Thereby, it is possible to make the player play the game aiming to shift to the low-probability non-time-shortening state when in the low-probability slight-time-shortening state.
[0379] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-shortening state, a low-probability slight-time-shortening state, and a low-probability time-shortening state. The low-probability time-shortening state is more advantageous to the player than the low-probability non-time-shortening state and the low-probability slight-time-shortening state. When it is determined that the big win game is not executed, a specific losing symbol or a normal losing symbol stops displaying. When a specific losing symbol stops displaying in the low-probability non-time-shortening state, it is possible to shift from the low-probability non-time-shortening state to the low-probability time-shortening state. Thereby, in the low-probability non-time-shortening state, since the player can aim to shift to the low-probability time-shortening state by the specific losing symbol, the player can be happy even when losing.
[0380] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-shortening state, a low-probability slight-time-shortening state, and a low-probability time-shortening state. The low-probability time-shortening state is more advantageous to the player than the low-probability non-time-shortening state and the low-probability slight-time-shortening state. When it is determined that the jackpot game is not executed, a specific losing symbol or a normal losing symbol is stopped and displayed. When a specific losing symbol is stopped and displayed in the low-probability non-time-shortening state, it is possible to shift from the low-probability non-time-shortening state to the low-probability time-shortening state. In the low-probability time-shortening state, when a specific losing symbol is stopped and displayed in a variation before the final time-shortening variation, the game state does not change. The low-probability time-shortening state ends when the remaining number of time-shortening times becomes 0. Thereby, when in the low-probability non-time-shortening state, the player can be made to expect that a specific losing symbol will appear rather than when in the low-probability time-shortening state.
[0381] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-shortening state, a low-probability slight-time-shortening state, and a low-probability time-shortening state. The low-probability time-shortening state is more advantageous to the player than the low-probability non-time-shortening state and the low-probability slight-time-shortening state. When it is determined that the jackpot game is not executed, a specific losing symbol or a normal losing symbol is stopped and displayed. When the losing (time-shortening A) symbol, as a specific losing symbol, is stopped and displayed in the low-probability non-time-shortening state, it is possible to shift from the low-probability non-time-shortening state to the low-probability time-shortening state. When the losing (time-shortening B) symbol, as a specific losing symbol, is stopped and displayed in the low-probability non-time-shortening state, it is possible to shift from the low-probability non-time-shortening state to the low-probability slight-time-shortening state. In the low-probability time-shortening state, when a specific losing symbol is stopped and displayed in a variation before the final time-shortening variation, the game state does not change. The low-probability time-shortening state ends when the number of time-shortening times becomes 0. Thereby, when in the low-probability non-time-shortening state, the player can be given a sense of excitement as to whether to shift to the low-probability time-shortening state or the low-probability slight-time-shortening state by becoming a specific losing symbol.
[0382] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-shortening state, a low-probability slight-time-shortening state, and a low-probability time-shortening state. The low-probability time-shortening state is more advantageous to the player than the low-probability non-time-shortening state and the low-probability slight-time-shortening state. When it is determined not to execute the jackpot game, a specific losing symbol or a normal losing symbol is stopped and displayed. When the losing (time-shortening A) symbol is stopped and displayed as a specific losing symbol in the low-probability non-time-shortening state, it is possible to shift from the low-probability non-time-shortening state to the low-probability time-shortening state. The normal symbol is variably displayed in a variation pattern for the low-probability non-time-shortening state in the low-probability non-time-shortening state, and is variably displayed in a variation pattern for the low-probability time-shortening state in the low-probability time-shortening state. The variation pattern of the normal symbol for the low-probability time-shortening state is shorter than the variation pattern of the normal symbol for the low-probability non-time-shortening state. Thereby, the low-probability time-shortening state can make the normal symbol enter a variable state more frequently than the low-probability non-time-shortening state.
[0383] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-shortening state, a low-probability slight-time-shortening state, and a low-probability time-shortening state. The low-probability time-shortening state is more advantageous to the player than the low-probability non-time-shortening state and the low-probability slight-time-shortening state. When it is determined not to execute the jackpot game, a specific losing symbol or a normal losing symbol is stopped and displayed. When the losing (time-shortening A) symbol is stopped and displayed as a specific losing symbol in the low-probability non-time-shortening state, it is possible to shift from the low-probability non-time-shortening state to the low-probability time-shortening state. The electric tulip 17 is opened in an opening pattern for the low-probability non-time-shortening state in the low-probability non-time-shortening state, and is opened in an opening pattern for the low-probability time-shortening state in the low-probability time-shortening state. The opening time of the electric tulip 17 is longer in the low-probability time-shortening state than in the low-probability non-time-shortening state. Thereby, the low-probability time-shortening state can make it easier for the game ball to win the second starting port 12 than the low-probability non-time-shortening state.
[0384] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-shortening state, a low-probability slight-time-shortening state, and a low-probability time-shortening state. The low-probability time-shortening state is more advantageous to the player than the low-probability non-time-shortening state and the low-probability slight-time-shortening state. When it is determined that the jackpot game is not executed, a specific losing symbol or a normal losing symbol is stopped and displayed. When the losing (time shortening A) symbol is stopped and displayed as a specific losing symbol in the low-probability non-time-shortening state, it is possible to shift from the low-probability non-time-shortening state to the low-probability time-shortening state. The special symbol is variably displayed in a variation pattern for the low-probability non-time-shortening state in the low-probability non-time-shortening state, and is variably displayed in a variation pattern for the low-probability time-shortening state in the low-probability time-shortening state. The variation pattern of the special symbol for the low-probability time-shortening state is shorter than the variation pattern of the special symbol for the low-probability non-time-shortening state. Thereby, the low-probability time-shortening state can be made into a state where the special symbol can be varied more frequently than the low-probability non-time-shortening state.
[0385] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-shortening state, a low-probability slight-time-shortening state, and a low-probability time-shortening state. When it is in the low-probability time-shortening state, the right-hit lamp 49 that prompts the player to make a right hit by lighting up lights up. When it is in the low-probability non-time-shortening state or the low-probability slight-time-shortening state, the right-hit lamp 49 goes out. When it is determined that the jackpot game is not executed, a specific losing symbol or a normal losing symbol is stopped and displayed. When the losing (time shortening A) symbol is stopped and displayed as a specific losing symbol in the low-probability non-time-shortening state, it is possible to shift from the low-probability non-time-shortening state to the low-probability time-shortening state. In response to the losing (time shortening A) symbol being stopped and displayed in the low-probability non-time-shortening state, the right-hit lamp 49 lights up. When the losing (time shortening B) symbol is stopped and displayed as a specific losing symbol in the low-probability non-time-shortening state, it is possible to shift from the low-probability non-time-shortening state to the low-probability slight-time-shortening state. In response to the losing (time shortening B) symbol being stopped and displayed in the low-probability non-time-shortening state, the right-hit lamp 49 remains off. Thereby, it is possible to suggest to the player whether the state of the right-hit lamp 49 makes it easy for the game ball to win the second starting port 12.
[0386] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-shortening state, a low-probability slight-time-shortening state, and a low-probability time-shortening state. The low-probability non-time-shortening state is advantageous to the player because the transition probability to the low-probability time-shortening state is higher than that of the low-probability slight-time-shortening state. When the number of time-shortening times becomes 0 in the low-probability slight-time-shortening state, the state transitions to the low-probability non-time-shortening state. When the small winning symbol stops displaying for a predetermined upper limit number of times (for example, 2 times) while the number of time-shortening times has not become 0 in the low-probability slight-time-shortening state, it is possible to transition from the low-probability slight-time-shortening state to the low-probability non-time-shortening state. Thus, since it is possible to transition from the low-probability slight-time-shortening state to the low-probability non-time-shortening state by achieving a small win before the number of time-shortening times becomes 0, it is possible to provide a game with variations to the player.
[0387] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-shortening state, a low-probability slight-time-shortening state, and a low-probability time-shortening state. When it is determined not to execute the big win game, a specific losing symbol or a normal losing symbol stops displaying. When a specific losing symbol stops displaying in the low-probability non-time-shortening state, it is possible to transition from the low-probability non-time-shortening state to the low-probability time-shortening state. In response to the specific losing symbol stopping displaying in the low-probability non-time-shortening state, a character prompting a right strike, a door image, and a background image for the low-probability time-shortening state are displayed. In the low-probability slight-time-shortening state, the character prompting a right strike, the door image, and the background image for the low-probability time-shortening state are not displayed. Thus, it is possible to easily suggest to the player that a specific losing symbol for transitioning the game state has stopped displaying.
[0388] In addition, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-shortening state, a low-probability slight-time-shortening state, and a low-probability time-shortening state. When it is determined that the jackpot game is not executed, a specific losing symbol or a normal losing symbol is stopped and displayed. When a specific losing symbol is stopped and displayed in the low-probability non-time-shortening state, it is possible to shift from the low-probability non-time-shortening state to the low-probability time-shortening state. In response to the specific losing symbol being stopped and displayed in the low-probability non-time-shortening state, a character prompting a right strike, a door image, and a background image for the low-probability time-shortening state are displayed. When a specific losing symbol is stopped and displayed in the low-probability slight-time-shortening state, an effect indicating that it is just a loss is executed. Thereby, it is possible to easily suggest to the player whether a specific losing symbol that causes a shift in the game state is stopped and displayed, or a normal losing symbol that does not cause a shift in the game state is stopped and displayed.
[0389] [Second Embodiment] Next, the second embodiment will be described with reference to FIGS. 42 to 52. The gaming machine 1 of the second embodiment is mainly different from the gaming machine 1 of the first embodiment in that, while it is possible to shift to the low-probability time-shortening state in response to a specific losing symbol being stopped and displayed in the low-probability slight-time-shortening state, it does not shift to the low-probability time-shortening state in response to a specific losing symbol being stopped and displayed in the low-probability non-time-shortening state.
[0390] Regarding the second embodiment, the parts different from the first embodiment will be described, and the parts not described will be assumed to be the same as those of the first embodiment.
[0391] FIG. 42 is an explanatory diagram for explaining the transition of the gaming state in the second embodiment. In the initial state where RWM clearing has been performed, the gaming machine 1 is controlled to be in the low-probability non-shortening state. When specific losing symbols (specifically, the losing (shortening A) symbol and the losing (shortening I) symbol) stop being displayed in the low-probability non-shortening state, it is controlled to be in the low-probability slight shortening state, and the shortening count is set to 20 times or 500 times (the flow of transitioning from FIG. 42(a) via (a6) to (c)). Specifically, when the losing (shortening A) symbol stops being displayed, the shortening count J1 related to the first special symbol is set to 20 times, the shortening count J2 related to the second special symbol is set to 0 times, and the shortening count J3 related to the total of the first special symbol and the second special symbol is set to 20 times. When the losing (shortening I) symbol stops being displayed, the shortening count J1 related to the first special symbol is set to 500 times, the shortening count J2 related to the second special symbol is set to 0 times, and the shortening count J3 related to the total of the first special symbol and the second special symbol is set to 500 times. The losing (shortening I) is a losing symbol that is more advantageous to the player than the losing (shortening A) symbol because it is controlled to have a greater shortening count in the low-probability slight shortening state.
[0392] When specific losing symbols (specifically, the losing (shortening A) symbol and the losing (shortening I) symbol) stop being displayed in the low-probability slight shortening state, it is controlled to be in the low-probability shortening state, and the shortening count is set to 700 times (the flow of transitioning from FIG. 42(c) via (c3) to (b)). Specifically, when the losing (shortening A) symbol or the losing (shortening I) symbol stops being displayed, the shortening count J1 related to the first special symbol is set to 10 times, the shortening count J2 related to the second special symbol is set to 700 times, and the shortening count J3 related to the total of the first special symbol and the second special symbol is set to 700 times. When transitioning to the low-probability slight shortening state, when the slight shortening count ends, it transitions to the low-probability non-shortening state, which is disadvantageous to the player.
[0393] Since the low-probability short-time state aims at the second start port 12 and can aim for a big win (and a small win), it can be said that it is a more advantageous state for the player than the low-probability non-short-time (and low-probability very short-time) aiming at the first start port 11. The low-probability very short-time state can shift to the low-probability short-time state in response to the stop of a specific losing symbol, so it can be said that it is a more advantageous state for the player than the low-probability non-short-time. Note that the short-time count is not added and the gaming state does not change from the low-probability short-time state on the condition that the losing (short-time A) symbol and the losing (short-time B) symbol are stopped and displayed.
[0394] Also, the low-probability short-time state is controlled by the end of a big win game with the stop display of a big win symbol indicating big win A as an execution condition. For example, when a big win game related to big win A is executed, 700 times is set as the short-time count. Specifically, the short-time count J1 related to the first special symbol is set to 10 times, the short-time count J2 related to the second special symbol is set to 700 times, and the short-time count J3 related to the sum of the first special symbol and the second special symbol is set to 700 times.
[0395] Thus, in the second embodiment, when a predetermined condition (specifically, when it becomes a loss or a big win) is satisfied in the low-probability very short-time state, it shifts from the low-probability very short-time state to the low-probability short-time state with the combined probability of the probability of becoming a speci...
Claims
A gaming machine capable of distributing game media to a first game area and a second game area by game operation means, a winning area including a first winning area and a second winning area where a game medium can easily win when a first variable member that can be in an open state and a closed state is in the open state, while the game medium has difficulty winning when the first variable member is in the closed state, a second variable member that can be in an open state and a closed state, a special winning area where a game medium can easily win when the second variable member is in the open state, while the game medium has difficulty winning when the second variable member is in the closed state, variable pattern determining means for determining one variable pattern from a group of variable patterns that variably display symbols based on the fact that a game medium has won in the first winning area or the second winning area, symbol control means for variably displaying symbols in the variable pattern determined by the variable pattern determining means and then stopping the display of the symbols, special game execution means for operating the second variable member in response to the fact that a symbol indicating the execution of a special game is stopped and displayed by the symbol control means, a game state control means capable of controlling to any one of a plurality of game states including a first game state, a second game state in which it is easier for a game medium to win in the winning area by hitting the game medium in the first game area than by hitting the game medium in the second game area, and in which the game medium is more likely to win in the second winning area than in the first game state, and a third game state in which it is easier for a game medium to win in the winning area by hitting the game medium in the second game area than by hitting the game medium in the first game area, and in which the game medium is more likely to win in the second winning area than in the second game state, and in which the variable pattern is relatively short compared to the first game state and the second game state, storage means capable of holding the game state when the power supply is stopped, recovery means capable of starting the game based on the stored content of the storage means when the power supply is started, initialization means for initializing the stored content of the storage means, and production execution means for executing production, wherein the game state control means, controls to the first game state when the stored content of the storage means is initialized by the initialization means, When a symbol of the first mode indicating that the special game is not executed while being controlled in the first game state stops and is displayed, after the stop display of the symbol, the second game state is set as the game state, and the game state is controlled to the second game state thereafter. When a symbol of the second mode indicating that the special game is not executed while being controlled in the first game state stops and is displayed, after the stop display of the symbol, the third game state is set as the game state, and the game state is controlled to the third game state thereafter. When a symbol of the third mode indicating that the special game is not executed while being controlled in the first game state stops and is displayed, the first game state is maintained as the subsequent game state. When a symbol of the fourth mode indicating that the special game is executed stops and is displayed, the special game is executed without setting the third game state as the game state after the stop display of the symbol. After the operation of the second variable member in the special game ends, the third game state is set as the game state, and the game state is controlled to the third game state thereafter. The effect execution means A launch instruction for instructing the launch of the game medium into the second game area; An effect different from the launch instruction, and a predetermined effect for displaying a predetermined image larger than the launch instruction on the rear side of the launch instruction; An attention call for prompting the player's attention, and is capable of being executed. When being controlled to the third game state after the special game triggered by the stop display of the symbol of the fourth mode, the launch instruction, the predetermined effect, and the attention call are executed. When being controlled to the second game state triggered by the stop display of the symbol of the first mode while being controlled in the first game state, the launch instruction and the predetermined effect are not executed. A gaming machine that, when being controlled to the third game state triggered by the stop display of the symbol of the second mode while being controlled in the first game state, executes the launch instruction and the predetermined effect while not executing the attention call.
Citation Information
Patent Citations
Game machine
JP2014183903A
Pinball game machine
JP2021101962A
Game machine
JP2021166629A
Game machine
JP2022000081A