gaming machines
The color change stop effect in gaming machines addresses the need for enhanced player engagement by dynamically changing and enlarging performance symbols during the stop process, improving overall gaming interest.
Patent Information
- Application Number
- JP2020087292
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-05-19
- Publication Date
- 2025-07-31
- Estimated Expiration
- 2040-05-19
AI Technical Summary
Existing gaming machines lack innovative features to enhance player interest and engagement.
Implementing a color change stop effect in gaming machines where performance symbols temporarily change color and size during the stop process, accompanied by an enlarged display, followed by a return to original size upon final stop.
Enhances player engagement and interest by providing a visually dynamic and interactive gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] Conventionally, there has been known a gaming machine capable of performing a display effect using a display device triggered by winning of a game ball into a start port (see, for example, Patent Document 1).
[0003] In such a gaming machine, a display effect using a character image, a pattern, or the like can be performed.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Patent Document 2
Patent Document 3
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, even with the above-described gaming machine, there is still room for improvement in the technology for improving the interest of the game.
[0006] The present invention has been made to solve the above-described problems, and an object thereof is to improve the interest of the game.
Means for Solving the Problems
[0007] The present invention has been made to solve at least a part of the above-described problems and can be realized as the following application examples. Note that the reference signs and supplementary explanations in parentheses in this column show the correspondence with the embodiments described later to assist in understanding the present invention and do not limit the present invention in any way.
[0008] [Application Example 1] A gaming machine, able to execute a color change stop effect in which, after stopping the performance symbols in a predetermined column among the performance symbols that vary in a plurality of columns, When performing the reach formation effect, for the first symbol that has already been temporarily stopped, which is the performance symbol, the second symbol that is the performance symbol to be temporarily stopped in order to form a reach changing the display color and then temporarily stopping the the second symbol ; in the color change stop effect, once changing the display color of the the second symbol and, in accordance with the temporary stop of the the second symbol returning the display color of the the second symbol to the original display color at the stop position of the the second symbol ; and along with the color change stop effect, performing an enlarged display of the and then, the second symbol characterized by the above. the second symbol When it is finally stopped, the size of the second symbol returns to the original size before the enlarged display. A gaming machine.
Advantages of the Invention
[0009] According to the present invention, the interest of the game can be improved.
Brief Description of the Drawings
[0010]
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Embodiments for Carrying Out the Invention
[0011] <First Embodiment> 1. Structure of the Gaming Machine FIG. 1 is a front view of a gaming machine 1 as an embodiment of the present invention. Hereinafter, the left-right direction of the gaming machine 1 will be described as being the same as the left-right direction as viewed from a player facing the gaming machine 1. Also, the front direction of the gaming machine 1 will be described as the direction from the gaming machine 1 toward the player, and the rear direction of the gaming machine 1 will be described as the direction from the player toward the gaming machine 1.
[0012] The gaming machine 1 is a pachinko gaming machine that fires a game ball based on the player's firing operation and pays out a predetermined number of game balls to the player when the game ball wins a prize in a specific prize device. The gaming machine 1 includes a gaming machine frame 50 and a game board 2, and the game board 2 is attached inside the gaming machine frame 50. The gaming machine frame 50 includes, in addition to the front frame (front frame portion) 53, an outer frame (base frame portion) that forms the outer portion of the gaming machine, and an inner frame to which the game board 2 is attached inside the outer frame. The front frame (front frame portion) 53 is a vertically rectangular unit disposed on the front side of the outer frame and the inner frame, and includes a handle 60, a ball supply tray (upper tray) 61, a surplus ball receiving tray (lower tray) 62, an effect button 63, a sub-display screen 64 (right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U), a sword member 65, a frame lamp 66, and a speaker 67. An opening is formed at the center of the front frame 53, and through the opening, the game area 3 of the game board 2 can be visually recognized.
[0013] The handle 60 is arranged at the lower right end of the front frame 53 and launches the game balls with a launch intensity corresponding to the rotation angle. The ball supply tray (upper tray) 61 is provided below the front frame 53 and stores the game balls. The surplus ball tray (lower tray) 62 is arranged below the ball supply tray (upper tray) 61 and stores the game balls that cannot be fully accommodated in the ball supply tray 61. The effect button 63 is an operation unit arranged near the ball supply tray (upper tray) 61 and is operated (pressed) by the player during effects executed as the game progresses. The sword member 65 is an operation unit imitating the shape of a sword, and the player can push it downward during effects executed as the game progresses. The sword member 65 is configured to be capable of performing a first operation of pushing the entire sword member 65 downward and a second operation of pushing the entire sword member 65 upward. The sub-display screen 64 is the screen of a liquid crystal display device and includes a right sub-display screen 64R, a left sub-display screen 64L, and an upper sub-display screen 64U. The right sub-display screen 64R is provided on the right side of the front frame 53, the left sub-display screen 64L is provided on the left side of the front frame 53, and the upper sub-display screen 64U is provided on the upper side of the front frame 53. The right sub-display screen 64R and the left sub-display screen 64L are arranged at positions that are paired via the game board 2. The upper sub-display screen 64U is arranged above the game board 2. The right sub-display screen 64R, the left sub-display screen 64L, and the upper sub-display screen 64U are arranged so as to surround the opening of the front frame 53. The sub-display screen 64 may be a liquid crystal display device, or may be other image display devices such as an organic EL display device, a plasma display, a projector, or a dot matrix. The frame lamp 66 includes a right frame lamp and a left frame lamp, is arranged above the front frame 53, and performs a light emission effect during the game or the like. The right frame lamp is a diagonal linear light emitting part arranged between the upper sub-display screen 64U and the right sub-display screen 64R. The left frame lamp is a diagonal linear light emitting part arranged between the upper sub-display screen 64U and the left sub-display screen 64L. The speakers 67 are arranged at the upper left and upper right of the front frame 53 and perform a sound effect during the game or the like.
[0014] The game board 2 includes a game area 3, a rail member 4, a board lamp 5, an image display device 7, a center decoration 10, a fixed winning device (umbilical cord) 19, a normal variable winning device (electric chew) 22, a gate (through chucker) 28, a first major winning device (first attacker) 31, a second major winning device (second attacker) 36, a major winning opening start port 17, a general winning opening 27 (normal winning opening 27), an out port 16, and display devices 40.
[0015] The game area 3 is an area where game balls launched by operating the handle 60 flow down, and a plurality of game pins for guiding the game balls are protruding. The rail member 4 is arranged at the left end of the game area 3 and guides the game balls launched by operating the handle 60 upward in the game area 3. The board lamp 5 is arranged on the back side of the game area 3 and irradiates light from the back side of the game area 3. Here, a part of the board lamp 5 is connected to the right frame lamp and the left frame lamp and is configured such that the form and light emission are continuous.
[0016] The image display device 7 is provided near the center of the game area 3 and includes a display screen 7a. The image display device 7 may be a liquid crystal display device, or may be other image display devices such as an organic EL display device, a plasma display, a projector, or a dot matrix. The display screen 7a of the image display device 7 has an effect symbol display area where effect symbols (decoration symbols) 8L, 8C, 8R are variably displayed (also referred to as variable display), a held image display area where held images 9A, 9B are displayed, and a held digestion image display area (the said held display area) where a held digestion image 9C is displayed. The held images 9A, 9B are images representing holding and are also referred to as held icons 9A, 9B. The held digestion image 9C is an image representing the said holding and is also referred to as the said held image 9C, the said held icon 9C, the said variable icon 9C, or variable icon 9C. The said held icon 9C may also be simply referred to as a held icon.
[0017] The performance symbol display area includes three symbol display areas: "left", "center", and "right". The left symbol display area displays the left performance symbol (left decorative symbol) 8L. The center symbol display area displays the center performance symbol (center decorative symbol) 8C. The right symbol display area displays the right performance symbol (right decorative symbol) 8R. The performance symbols 8L, 8C, and 8R are composed of a plurality of symbols representing numbers from, for example, "1" to "9". The variable display of the performance symbols 8L, 8C, and 8R is synchronized with the variable display of the first special symbol and the second special symbol described later. The image display device 7 can clearly display to the player the results (big win lottery results) of the variable display of the first special symbol and the second special symbol displayed by the first special symbol display 41a and the second special symbol display 41b described later according to the combination of the performance symbols displayed in the left, center, and right symbol display areas.
[0018] For example, when winning a big win, the performance symbol is stopped and displayed as a triple such as "777". When losing, the performance symbol is stopped and displayed as a non-triple such as "637". This makes it easy for the player to grasp the progress of the game. The player can grasp the big win lottery results not only from the first special symbol display 41a and the second special symbol display 41b but also from the image display device 7. Note that the position of the symbol display area does not have to be fixed. Also, as the mode of the variable display of the performance symbol, it may be a mode of scrolling in the vertical direction or other modes. What combination of performance symbols is stopped and displayed according to each lottery result is not limited to the above and can be arbitrarily set. Hereinafter, the performance of displaying the performance symbols 8L, 8C, and 8R is also referred to as "variable performance of performance symbols", "variable performance of decorative symbols", or simply "variable performance" or "variable display". Note that this variable performance of decorative symbols is counted as one variable performance (one cycle of variable performance) for the performance during the period from the start of the variable of the special symbol to the stop (also referred to as the special symbol variable period). Therefore, even if the decorative symbol is temporarily stopped during the period from the start of the variable of the special symbol to the stop, the performance of the temporary stop is included in the variable performance of the decorative symbol.
[0019] The image display device 7 can display, on the display screen 7a, in addition to the effect symbol variation effect, a jackpot effect that is carried out in parallel with a jackpot game (an example of a special game), a demo effect for waiting customers, and the like. In the effect symbol variation effect, in addition to the effect symbols, effect images such as background images and character images may also be displayed. Further, the image display device 7 may display, on the display screen 7a, an identification display (a fourth symbol, not shown) that can suggest that a special symbol is changing or suggest the lottery result of a special symbol, in addition to the effect symbols. Note that the identification display (the fourth symbol) may be displayed by a light emitter such as an LED provided in the game area 3.
[0020] The hold image display area includes a first hold display area that displays a hold image 9A according to the number of holds of the first special symbol hold described later, and a second hold display area that displays a hold image 9B according to the number of holds of the second special symbol hold described later. By displaying the hold images 9A and 9B, the number of holds of the first special symbol hold displayed on the first special symbol hold display 43a described later and the number of holds of the second special symbol hold displayed on the second special symbol hold display 43b can be clearly displayed to the player. The hold digestion image display area includes a hold digestion display area that displays a hold digestion image 9C. The hold digestion image 9C corresponds to the effect symbols (effect symbols 8L, 8C, 8R) that are currently changing on the display screen 7a or the display screen 7b, and by displaying the hold digestion image 9C, it is possible to clearly display to the player that the first special symbol hold or the second special symbol hold is digested (the "digestion of the special symbol hold" described later).
[0021] On the right and left sides of the image display device 7, a first board movable body 14 (also called a first movable accessory 14), which is a movable so-called gimmick, is provided. The first movable accessory 14 is configured such that two semi-circular members arranged on the left and right can move in the left-right direction. The first movable accessory 14 normally stands still at the retracted positions on the left and right sides of the image display device 7 (FIG. 1), and can move (advance) so as to approach each other from the retracted positions toward the center of the display screen 7a and stand still at the advanced position in front of the display screen 7a. When the left and right members are combined at the advanced position, the first movable accessory 14 forms an annular decorative portion and covers a part of the image display device 7.
[0022] Above the image display device 7, a second disk movable body 15 (also referred to as a second movable accessory 15), which is a movable so-called gimmick, is provided. The second movable accessory 15 is configured such that a rectangular member (decoration part) described as "OARO" can move vertically. The second movable accessory 15 normally stands still at a retracted position (Fig. 1) above the image display device 7, and can move downward (advance) from the retracted position toward the center of the display screen 7a and stand still at an advanced position in front of the display screen 7a. The second movable accessory 15 covers a part of the image display device 7 when it stops at the advanced position.
[0023] On the right and left sides of the image display device 7, a third disk movable body 13 (also referred to as a third movable accessory 13), which is a movable so-called gimmick, is provided. The third movable accessory 13 is configured such that two members arranged on the left and right respectively can move horizontally. An annular decoration part is formed on each of the two members, and a circular transmissive part having transmissivity is provided inside the annular shape. The third movable accessory 13 normally stands still at retracted positions (Fig. 1) on the left and right sides of the image display device 7, and can move (advance) from the retracted positions toward the center of the display screen 7a so as to approach each other and stand still at an advanced position in front of the display screen 7a. When the left and right members are combined at the advanced position, the two annular decoration parts of the third movable accessory 13 approach each other to form a glasses shape and cover a part of the image display device 7.
[0024] A stage part 11 is formed at the lower part of the center decoration body 10. The stage part 11 has a shape capable of guiding a game ball rolling on the upper surface of the stage part 11 to a first starting port 20 described later. A warp part 12 is provided at the lower left of the center decoration body 10. The warp part 12 includes an inlet part into which a game ball flows and an outlet part from which the game ball flows out, and causes the game ball flowing in from the inlet part to flow out from the outlet part to the stage part 11.
[0025] The fixed winning device (umbilical cord) 19 is disposed below the image display device 7 in the game area 3, and includes a first starting port (first starting winning port, first ball entry port, fixed starting port) 20 where the ease of entry of game balls never changes. The winning of game balls into the first starting port 20 triggers the lottery for the first special symbol (big win lottery). In other words, the winning of game balls into the first starting port 20 triggers the acquisition of big win random numbers and the like and the opportunity for big win determination and the like.
[0026] The normal variable winning device (electric chute) 22 is disposed below the first starting port 20 in the game area 3, and includes a second starting port (second starting winning port, second ball entry port, variable starting port) 21. The winning of game balls into the second starting port 21 triggers the lottery for the second special symbol (small win and big win lottery). The electric chute 22 is provided with a movable member 23 in front of the second starting port 21, and the second starting port 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (FIG. 3). The second starting port 21 allows game balls to enter when the movable member 23 is in the open state. Note that the electric chute 22 only needs to make it easier for game balls to enter the second starting port 21 when the movable member 23 is in the open state than when it is in the closed state, and it is also possible for game balls to enter the second starting port 21 when the movable member 23 is in the closed state.
[0027] The gate (through chucker) 28 is disposed above the first large winning device (first attacker) 31 in the game area 3 and is configured to allow game balls to pass through. The passing of game balls through the gate 28 triggers the normal symbol lottery for determining whether to open the electric chute 22. In other words, the passing of game balls through the gate 28 triggers the acquisition of normal symbol random numbers (winning random numbers) and the opportunity for winning determination and the like.
[0028] Here, the "special symbol jackpot lottery" refers to a process of determining whether it is a jackpot by obtaining a jackpot random number for special symbol determination when a game ball wins in the first start port 20 or the second start port 21, and comparing the obtained jackpot random number with a value corresponding to a predetermined "jackpot". The lottery result of this "jackpot" is not immediately notified to the player. Instead, a variable display of the special symbol is performed on the first special symbol display 41a or the second special symbol display 41b described later. When a predetermined variable time has elapsed, the special symbol corresponding to the lottery result is stopped and displayed (confirmed display), and the lottery result is notified to the player. In the image display device 7, a symbol matching game is performed in which the effect symbols are variably displayed in synchronization with the variable display of the special symbol. Through this symbol matching game, the lottery result of the jackpot is more effectively notified to the player.
[0029] Also, the "special symbol minor jackpot lottery" refers to a process of determining whether it is a minor jackpot by obtaining a minor jackpot random number for special symbol determination when a game ball wins in the second start port 21, and comparing the obtained minor jackpot random number with a value corresponding to a predetermined "minor jackpot". The lottery result of this "minor jackpot" is not immediately notified to the player. Instead, a variable display of the special symbol is performed on the second special symbol display 41b described later. When a predetermined variable time has elapsed, the special symbol corresponding to the lottery result is stopped and displayed (confirmed display), and the lottery result is notified to the player. In the image display device 7, a symbol matching game is performed in which the effect symbols are variably displayed in synchronization with the variable display of the special symbol. Through this symbol matching game, the lottery result of the minor jackpot is more effectively notified to the player.
[0030] In addition, the "normal symbol lottery" refers to a process of obtaining a random number for normal symbol determination when a game ball passes through Gate 28, and determining whether it is a winning result by comparing the obtained random number with a value corresponding to a predetermined "win". Regarding the result of this normal symbol lottery, the lottery result is not immediately notified when the game ball passes through Gate 28. Instead, a variable display of the normal symbol is performed on the normal symbol display 42 described later. When a predetermined variable time has elapsed, the normal symbol corresponding to the lottery result is fixedly displayed (lit or extinguished), and the lottery result is notified to the player.
[0031] The first major winning device (the first attacker, the first special variable winning device) 31 is arranged in the upper right of the first starting port 20 in the game area 3, and includes a first major winning port (the first special winning port) 30, a V area 39, a non-V area 70, and a V opening / closing member 71. The first major winning port 30 is provided with an opening / closing member (the first special winning port opening / closing member) 32 that allows or inhibits the acceptance of game balls by means of a swinging opening / closing operation. The opening / closing member 32 is driven by a first major winning port solenoid 33 (Fig. 3). The first major winning port 30 allows game balls to enter when the opening / closing member 32 is in the open state.
[0032] The first major winning device 31 includes, inside thereof, a V region (specific region) 39, a V region sensor 39a (FIG. 3), a non-V region (non-specific region) 70, a non-V region sensor 70a (FIG. 3), a first major winning port sensor 30a (FIG. 3), a V opening / closing member 71, and a V opening / closing member solenoid 73 (FIG. 3). The V region (specific region) 39 and the non-V region (non-specific region) 70 are configured as regions through which game balls that have passed through the first major winning port 30 can pass inside the first major winning device 31. The first major winning port sensor 30a is disposed upstream of the V region 39 and the non-V region 70 and detects the winning of a game ball into the first major winning port 30. The V region sensor 39a is disposed in the V region 39 and detects the passage of a game ball into the V region 39. The non-V region sensor 70a is disposed in the non-V region 70 and detects the passage of a game ball into the non-V region 70. The V opening / closing member 71 distributes the game balls that have passed through the first major winning port 30 to either the V region 39 or the non-V region 70. The V opening / closing member solenoid 73 drives the V opening / closing member 71. The V opening / closing member 71 is configured to rotate (clockwise and counterclockwise with respect to the game board 2). When the V opening / closing member solenoid 73 is energized, it rotates counterclockwise from the origin position to enter a first state (rotating state) in which it distributes game balls to the V region 39. When the V opening / closing member solenoid 73 is de-energized, it is positioned at the origin and enters a second state (stopping state) in which it distributes game balls to the non-V region 70. Note that the V opening / closing member 71 is not limited to rotational movement, and it may have a function of distributing the game balls that have passed through the first major winning port 30 to either the V region 39 or the non-V region 70. For example, it may be configured to move in the left-right direction with respect to the game board 2. That is, when the V opening / closing member solenoid 73 is energized, it enters a retracted state (first state) in which it distributes game balls to the V region 39, and when the V opening / closing member solenoid 73 is de-energized, it may be configured to enter an extended state (second state) in which it distributes game balls to the non-V region 70. In the gaming machine 1, the passage of a game ball into the V region 39 triggers a transition to a high-probability state, which will be described later. That is, the V region 39 serves as a probability-variable operation port. On the other hand, the non-V region 70 does not serve as a probability-variable operation port. The first major winning device 31 of the present embodiment further includes a first major winning device discharge sensor (not shown) that counts the number of game balls discharged from the first major winning device 31.The first big prize device discharge sensor is provided at the point where the V area 39 and the non-V area 70 join downstream, and counts the number of game balls that have passed through the V area sensor 39a or the non-V area sensor 70a.
[0033] The second large prize device (second attacker, small prize attacker, second special variable prize device) 36 is located above and to the right of the first large prize opening 30 in the game area 3, and is equipped with a second large prize opening (second special prize opening) 35. The second large prize opening 35 is equipped with an opening / closing member (second special prize opening opening / closing member, movable member) 37 that blocks or allows the reception of game balls by swinging open and closed. The opening / closing member 37 is driven by a second large prize opening solenoid 38 (Figure 3). Game balls can enter the second large prize opening 35 when the opening / closing member 37 is in the open state. This second large prize device is a small prize attacker that is activated when a game ball enters the second starting opening 21 and wins the small prize lottery.
[0034] The large prize opening start port 17 is arranged above the first large prize opening 30 in the game area 3, and when a game ball passes through it, the first large prize opening 30 is opened.
[0035] The general winning opening 27 is located at the bottom of the game area 3. The outlet 16 is located at the bottom of the game area 3 and ejects game balls that do not win in any of the winning openings out of the game area 3. The indicators 40 are located near the center of the right side of the game board 2. Details of the indicators 40 will be described later. The general winning opening 29 is located at the bottom right of the game area 3, adjacent to the right side of the first large winning opening 30.
[0036] In the gaming area 3, there are a left gaming area 3A on the left side of the center in the left - right direction and a right gaming area 3B on the right side. The way of shooting the game balls so that the game balls flow down in the left gaming area 3A is called "left shooting". On the other hand, the way of shooting the game balls so that the game balls flow down in the right gaming area 3B is called "right shooting". In the gaming machine 1, it is possible to aim for winning at the first start port 20 by left shooting. On the other hand, it is configured so that passing through the gate 28, winning at the second start port 21, the first big winning port 30, and the second big winning port 35 can be aimed for by right shooting.
[0037] Figure 2 is an enlarged view of the display devices 40. The display devices 40 include a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol hold display 43a, a second special symbol hold display 43b, and a normal symbol hold display 44. The first special symbol display 41a variably displays the first special symbol. The second special symbol display 41b variably displays the second special symbol. The normal symbol display 42 variably displays the normal symbol. The first special symbol hold display 43a displays the stored number of the operation hold (first special symbol hold) of the first special symbol display 41a. The second special symbol hold display 43b displays the stored number of the operation hold (second special symbol hold) of the second special symbol display 41b. The normal symbol hold display 44 displays the stored number of the operation hold (normal symbol hold) of the normal symbol display 42. The variable display of the first special symbol is triggered by the winning of game balls at the first start port 20. The variable display of the second special symbol is triggered by the winning of game balls at the second start port 21. Hereinafter, the first special symbol and the second special symbol are collectively referred to as "special symbols". Also, the first special symbol display 41a and the second special symbol display 41b are collectively referred to as "special symbol display 41". Also, the first special symbol hold display 43a and the second special symbol hold display 43b are collectively referred to as "special symbol hold display 43".
[0038] The special symbol display 41 variably displays (fluctuates) a special symbol (identification information) and then stops the display to notify the result of a lottery (big win lottery) based on winning in the first start opening 20 or the second start opening 21. The special symbol to be stopped and displayed (stopped symbol, special symbol derived and displayed as the display result of variable display) is one special symbol selected from among a plurality of types of special symbols by a special symbol lottery. When the stopped symbol is a special symbol (big win symbol) in a predetermined big win stop mode, a special game (big win game) is conducted to open the first big winning opening 30 or the second big winning opening 35 in an opening pattern corresponding to the type of the stopped big win symbol (type of the won big win). Note that the opening pattern of the big winning openings (the first big winning opening 30 and the second big winning opening 35) in the big win game will be described later.
[0039] The special symbol display 41 variably displays (fluctuates) a special symbol (identification information) and then stops the display to notify the result of a lottery (small win lottery) based on winning in the second start opening 21. The special symbol to be stopped and displayed (stopped symbol, special symbol derived and displayed as the display result of variable display) is one special symbol selected from among a plurality of types of special symbols by a special symbol lottery. When the stopped symbol is a special symbol (small win symbol) in a predetermined small win stop mode, a special game (small win game) is conducted to open the second big winning opening 35 in a predetermined opening pattern. Note that the opening pattern of the second big winning opening 35 in the small win game will be described later.
[0040] The special symbol display 41 is composed of eight LEDs arranged side by side, and displays a special symbol according to the result of the lottery per special symbol based on its lighting state. For example, when winning a big hit (one of multiple types of big hits described later), it displays a big hit symbol in which the LEDs at the 1st, 2nd, 5th, and 6th positions from the left are lit, such as "○○●●○○●●" (○: lit, ●: extinguished). When winning a small hit, it displays a small hit symbol in which the LEDs at the 1st and 2nd positions from the left are lit, such as "○○●●●●●●" (○: lit, ●: extinguished). When losing, it displays a losing symbol in which only the LED at the far right is lit, such as "●●●●●●●○". A mode of extinguishing all the LEDs may be adopted as the losing symbol. Before the special symbol stops being displayed, a variable display (variable display) of the special symbol is performed over a predetermined variable time. The mode of the variable display may be, for example, that each LED lights up so that light repeatedly flows from left to right. The mode of the variable display is not limited to the above mode as long as each LED is not in a stop display (lighting display in a specific mode), and can be any lighting mode. For example, in the mode of the variable display, all the LEDs may blink simultaneously.
[0041] In the gaming machine 1, when a game ball wins a prize (enters) the first start port 20 or the second start port 21, the values (numerical information) of various random numbers such as the jackpot random number obtained for the prize are temporarily stored in the special figure retention memory area 85 (Fig. 5). Specifically, if it is a prize in the first start port 20, it is stored in the first special figure retention memory area 85a (Fig. 5) as the first special figure retention, and if it is a prize in the second start port 21, it is stored in the second special figure retention memory area 85b (Fig. 5) as the second special figure retention. There is an upper limit to the number of special figure retentions that can be stored in each special figure retention memory area 85. The upper limit value in this embodiment is 4 for both the first special figure retention memory area 85a and the second special figure retention memory area 85b. The special figure retention stored in the special figure retention memory area 85 is consumed when the variable display of the special symbol based on the special figure retention becomes possible. "Consumption of special figure retention" means determining the jackpot random number etc. corresponding to the special figure retention and executing the variable display of the special symbol to show the determination result. Therefore, in the gaming machine 1, when the variable display of the special symbol based on the winning of the game ball in the first start port 20 or the second start port 21 cannot be performed immediately after the winning, that is, even when there is a winning during the execution of the variable display of the special symbol or during the execution of the special game, the right to the jackpot lottery for the winning can be reserved with a predetermined number as the upper limit. The number of special figure retentions is displayed on the special figure retention display 43. The first special figure retention display 43a and the second special figure retention display 43b are each composed of, for example, 4 LEDs. Each special figure retention display 43 displays the number of special figure retentions by lighting the LEDs by the number of special figure retentions.
[0042] The variable display of the normal symbol is triggered by the passage of the game ball through gate 28. After variably displaying (fluctuating display) the normal symbol, the normal symbol display 42 notifies the result of the normal symbol lottery based on the passage of the game ball through gate 28 by stopping the display. The normal symbol to be stopped and displayed (the normal stop symbol, the normal symbol derived and displayed as the result of the variable display) is one normal symbol selected from among a plurality of types of normal symbols by the normal symbol lottery. When the normal stop symbol is a predetermined specific normal symbol (the normal symbol in a predetermined stop mode, that is, the normal winning symbol), an auxiliary game is performed to open the second start port 21 in an opening pattern corresponding to the current game state. The opening pattern of the second start port 21 will be described later.
[0043] The normal symbol display 42 is composed of two LEDs and displays a normal symbol corresponding to the result of the normal symbol lottery according to its lighting mode. For example, when the lottery result is a win, a normal winning symbol in which both LEDs are lit, such as "○○" (○: lit, ●: extinguished), is displayed. When the lottery result is a loss, a normal losing symbol in which only the right LED is lit, such as "●○", is displayed. A mode in which all LEDs are extinguished may be adopted as the normal losing symbol. Before the normal symbol is stopped and displayed, the normal symbol is variably displayed for a predetermined variable time. The mode of the variable display may be, for example, that both LEDs alternately light up. The mode of the variable display is not limited to the above mode as long as each LED is not stopped and displayed (lit in a specific mode), and any lighting mode can be adopted. For example, the mode of the variable display may be that all LEDs blink simultaneously.
[0044] In the gaming machine 1, when a game ball passes through the gate 28, the value of the normal symbol random number (winning random number) obtained for the passage is temporarily stored as a normal symbol hold in the normal symbol hold memory area 86 (Fig. 5). There is an upper limit to the number of normal symbol holds that can be stored in the normal symbol hold memory area 86, and the upper limit value in this embodiment is four. The normal symbol hold stored in the normal symbol hold memory area 86 is consumed when the variable display of the normal symbol based on the normal symbol hold becomes possible. The consumption of the normal symbol hold means determining the normal symbol random number (winning random number) corresponding to the normal symbol hold and executing the variable display of the normal symbol to show the determination result. Therefore, in the gaming machine 1, when the variable display of the normal symbol based on the passage of the game ball through the gate 28 cannot be performed immediately after the passage, that is, even when a winning occurs during the execution of the variable display of the normal symbol or during the execution of the auxiliary game, the right to the normal symbol lottery for the passage can be retained up to a predetermined number as the upper limit. The number of normal symbol holds is displayed on the normal symbol hold display 44. The normal symbol hold display 44 is composed of, for example, four LEDs, and the number of normal symbol holds is displayed by lighting the LEDs corresponding to the number of normal symbol holds.
[0045] 2. Electrical Configuration of the Gaming Machine Based on FIGS. 3 and 4, the electrical configuration of the gaming machine 1 will be described. FIG. 3 is a block diagram showing the electrical configuration on the main control board side of the gaming machine 1. FIG. 4 is a block diagram showing the electrical configuration on the sub-control board side of the gaming machine 1. The gaming machine 1 includes a main control board 80 (FIG. 3), a sub-control board 90 (FIG. 4), an image control board 100 (FIG. 4), a lamp control board 107 (FIG. 4), an audio control board 106 (FIG. 4), and a payout control board 110 (FIG. 3). The main control board 80 is a game control board that controls game benefits such as jackpot lottery and transition of game states, and constitutes the main control unit. The sub-control board 90 is an effect control board that controls effects executed as the game progresses, and constitutes the sub-control unit together with the image control board 100, the lamp control board 107, and the audio control board 106. Note that the sub-control unit can be configured as long as it includes at least the sub-control board 90.
[0046] The main control board 80 includes a game control microcomputer 81 and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80, and controls the progress of the game of the gaming machine 1 according to a program. The game control microcomputer 81 includes a main ROM 83 that stores programs and the like for controlling the progress of the game, a main RAM 84 used as a work memory, and a main CPU 82 that executes the programs stored in the main ROM 83. Details of the data stored in the main ROM 83 and details of the storage areas provided in the main RAM 84 will be described later. The main ROM 83 may be configured as an external ROM. The game control microcomputer 81 performs data transmission and reception with other boards and the like via the input / output circuit (I / O port section) 87. The input / output circuit 87 may be built in the game control microcomputer 81.
[0047] Various sensors and solenoids are connected to the main control board 80 via the input / output circuit 87 and the relay board 88. The main control board 80 receives signals output from each sensor and outputs signals to each solenoid. Examples of the sensors connected via the relay board 88 include the big winning opening start port sensor 17a, the first start port sensor 20a, the second start port sensor 21a, the gate sensor 28a, the first big winning opening sensor 30a, the second big winning opening sensor 35a, the V region sensor 39a, the non-V region sensor 70a, and the normal winning opening sensors 27a and 29a. Examples of the solenoids connected via the relay board 88 include the electric chute solenoid 24, the first big winning opening solenoid 33, the second big winning opening solenoid 38, and the V opening / closing member solenoid 73. The big winning opening start port sensor 17a is provided inside the big winning opening start port 17 and detects a game ball that has entered the big winning opening start port 17. The first start port sensor 20a is provided inside the first start port 20 and detects a game ball that has won at the first start port 20. The second start port sensor 21a is provided inside the second start port 21 and detects a game ball that has won at the second start port 21. The gate sensor 28a is provided inside the gate 28 and detects a game ball that has passed through the gate 28. The first big winning opening sensor 30a is provided inside the first big winning opening 30 and detects a game ball that has won at the first big winning opening 30. The second big winning opening sensor 35a is provided inside the second big winning opening 35 and detects a game ball that has won at the second big winning opening 35. The V region sensor 39a is provided in the V region 39 inside the first big winning opening 30 and detects a game ball that has passed through the V region 39. The non-V region sensor 70a is provided in the non-V region 70 inside the first big winning opening 30 and detects a game ball that has passed through the non-V region 70. The normal winning opening sensor 27a is provided inside the normal winning opening 27 and detects a game ball that has won at the normal winning opening 27. The normal winning opening sensor 29a detects a game ball that has passed through the normal winning opening 29. The electric chute solenoid 24 drives the movable member 23 of the electric chute 22. The first big winning opening solenoid 33 drives the opening / closing member 32 of the first big winning device 31. The second big winning opening solenoid 38 drives the opening / closing member 37 of the second big winning device 36. The V opening / closing member solenoid 73 drives the V opening / closing member 71 of the first big winning device 31.
[0048] The main control board 80 is connected to the display devices 40 via the input / output circuit 87. The game control microcomputer 81 performs display control for the first special symbol display 41a, the second special symbol display 41b, the normal symbol display 42, the first special symbol hold display 43a, the second special symbol hold display 43b, and the normal symbol hold display 44.
[0049] The main control board 80 is connected to the payout control board 110 via the input / output circuit 87. The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 for payout monitoring. The payout control board 110 is connected to a prize ball payout device 120, a loan ball payout device 130, and a card unit 135, and a firing device 112 is connected via a firing control circuit 111. The prize ball payout device 120 performs the payout of prize balls. The payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 based on a signal from the game control microcomputer 81 to perform the payout of prize balls. The payout prize balls are detected by the prize ball sensor 122 for counting. The loan ball payout device 130 performs the payout of loan balls. The payout control board 110 drives the loan ball motor 131 of the loan ball payout device 130 based on a signal from the card unit 135 connected to the gaming machine 1 to perform the payout of loan balls. The payout loan balls are detected by the loan ball sensor 132 for counting. The card unit 135 is arranged adjacent to the gaming machine 1 and outputs information related to ball lending based on information such as an inserted prepaid card. The firing device 112 includes a handle 60 (FIG. 1), a firing motor 113, a touch switch 114, and a firing volume 115. When the handle 60 is operated by the player, the firing device 112 detects the contact of the handle 60 by the touch switch 114 and detects the rotation amount of the handle 60 by the firing volume 115. Then, the firing motor 113 is driven so that the game ball is fired with a strength corresponding to the magnitude of the detection signal of the firing volume 115.
[0050] A sub-control board 90 (Fig. 4) is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only the transmission of signals from the main control board 80 to the sub-control board 90. That is, a unidirectional circuit (e.g., a circuit using a diode), not shown in the figure, serving as a communication direction regulating means is interposed between the main control board 80 and the sub-control board 90.
[0051] The sub-control board 90 includes a game effect control microcomputer 91 and an input / output circuit 95. The game effect control microcomputer 91 is a one-chip microcomputer mounted on the sub-control board 90 and controls the game effects of the gaming machine 1 according to a program. The game effect control microcomputer 91 includes a sub-ROM 93 that stores programs and the like for controlling effects as the game progresses, a sub-RAM 94 used as a work memory, and a sub-CPU 92 that executes the programs stored in the sub-ROM 93. Details of the data stored in the sub-ROM 93 and details of the storage areas provided in the sub-RAM 94 will be described later. The sub-ROM 93 may be configured as an external ROM. The game effect control microcomputer 91 performs data transmission and reception with other boards and the like via the input / output circuit (I / O port section) 95. The input / output circuit 95 may be built into the game effect control microcomputer 91. An image control board 100, an audio control board 106, a lamp control board 107, and a relay board 108 are connected to the sub-control board 90 via the input / output circuit 95.
[0052] The image control board 100 includes an image control microcomputer 101, an input circuit 105a, and an output circuit 105b. The image control microcomputer 101 is a one-chip microcomputer mounted on the image control board 100, and performs display control of the image display device 7 and the sub-display screen 64 according to a program. The image control microcomputer 101 includes a CPU 102, a ROM 103, and a RAM 104. In the ROM 103, in addition to the program for performing display control, still image data, moving image data to be displayed on the image display device 7 and the sub-display screen 64, specifically, image data such as characters, items, graphics, characters, numbers, and symbols (including production designs) and background images are stored. The RAM 104 is used as a memory for expanding the image data. The CPU 102 executes the program stored in the ROM 103. The production control microcomputer 91 causes the image control microcomputer 101 to perform display control of the image display device 7 and the sub-display screen 64 based on the command received from the main control board 80. The image control microcomputer 101 reads out the image data from the ROM 103 based on the command from the production control microcomputer 91, and performs display control based on the read image data.
[0053] A speaker 67 is connected to the audio control board 106. The production control microcomputer 91 causes the speaker 67 to output voices, music, sound effects, etc. via the audio control board 106 based on the command received from the main control board 80. The acoustic data such as voices output from the speaker 67 is stored in the sub-ROM 93 of the sub-control board 90. Note that the audio control board 106 may mount a CPU, and the CPU may execute audio control based on a command. Further, the audio control board 106 may mount a ROM, and the ROM may store acoustic data. Also, the speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may execute audio control. Further, the acoustic data may be stored in the ROM 103 of the image control board 100.
[0054] The frame lamp 66, the panel lamp 5, the first movable member 14, the second movable member 15, and the third movable member 13 are connected to the lamp control board 107 and are controlled thereby. The effect control microcomputer 91 performs lighting control of lamps such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107 based on the command received from the main control board 80. That is, the effect control microcomputer 91 creates light emission pattern data (data that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5, also referred to as lamp data), which determines the lighting / extinguishing and light emission color, etc., and controls the light emission of lamps such as the frame lamp 66 and the panel lamp 5 according to the light emission pattern data. The data stored in the sub-ROM 93 of the sub-control board 90 is used for creating the light emission pattern data. The effect control microcomputer 91 operates the first movable member 14, the second movable member 15, and the third movable member 13 based on the command received from the main control board 80. The effect control microcomputer 91 creates operation pattern data (drive data) that determines the respective operation modes of the first movable member 14, the second movable member 15, and the third movable member 13, and controls the operations of the first movable member 14, the second movable member 15, and the third movable member 13 according to the operation pattern data. The data stored in the sub-ROM 93 is used for creating the operation pattern data. Note that the lamp control board 107 may be equipped with a CPU, and the CPU may execute lamp lighting control based on a command and operation control of the movable members 14 and 15. In this case, the lamp control board 107 may be equipped with a ROM, and data related to the light emission pattern and the operation pattern may be stored in the ROM.
[0055] The relay board 108 is connected with a performance button detection switch 63a and a select button detection switch 68a. The performance button detection switch 63a detects that the performance button 63 (Fig. 1) has been pressed. When the performance button 63 is pressed, a switch signal is output from the performance button detection switch 63a to the sub-control board 90 via the relay board 108. The select button detection switch 68a detects that the select button 68 has been pressed. In addition, the relay board 108 is also connected with a sword member detection switch that detects that the sword member 65 has been inspected.
[0056] 3. Data Configuration of the Gaming Machine Based on Figs. 5 and 6, the data configuration of the gaming machine 1 will be described. Fig. 5(A) is a diagram for explaining the table stored in the main ROM 83. Fig. 5(B) is a diagram for explaining the storage area provided in the main RAM 84. Fig. 6(A) is a diagram for explaining the table stored in the sub-ROM 93. Fig. 6(B) is a diagram for explaining the storage area provided in the sub-RAM 94.
[0057] The main ROM 83 (Fig. 5(A)) stores a jackpot determination table T1, a reach determination table T2, a normal symbol hit determination table T3, a normal symbol variation pattern determination table T4, a jackpot type determination table T5, a variation pattern determination table T6, an electric cheat release pattern determination table T7, a big winning opening pattern determination table T8, a V opening / closing member opening pattern determination table T9, and a small hit determination table T10. These determination tables are referred to by the game control microcomputer 81 in the main control main process (described later) executed by the game control microcomputer 81. The specific content of each determination table will be described later.
[0058] In the main RAM 84 (Fig. 5(B)), there are provided a command set area 84a, a flag set area 84b, a counter set area 84c, a special operation status set area 84d, a special drawing reserved memory area 85, and a general drawing reserved memory area 86. The command set area 84a is an area (output buffer) where commands output from the main control unit side to the sub-control unit side in the main control main process (described later) are set. A pre-determination command, a reserved ball number command, a variation start command, a variation stop command, an opening command, a round designation command, an ending command, a game state designation command, a V-pass command, a customer waiting standby command, etc. are set. The flag set area 84b is an area where flags indicating the state of the gaming machine and the game state are set in the main control main process (described later). A big win flag, a big win end flag, a first winning flag, a second winning flag, a small win flag, a V flag, a probability variation flag, a time shortening flag, etc. are set. The counter set area 84c is an area where counters used in the main control main process (described later) are set. A random number counter, a round counter, a probability variation counter, a time shortening counter, etc. are set. The special operation status set area 84d is an area where statuses in the special operation process described later are set. The special drawing reserved memory area 85 includes a first special drawing reserved memory area 85a where the first special drawing reservation is stored and a second special drawing reserved memory area 85b where the second special drawing reservation is stored. In the first special drawing reserved memory area 85a, a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number value groups (reservation information) such as random numbers for each special symbol hit corresponding to the first, second, third, and fourth of the first special drawing reservation are provided. In the second special drawing reserved memory area 85b, a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number value groups (reservation information) such as random numbers for each special symbol hit corresponding to the first, second, third, and fourth of the second special drawing reservation are provided. The general drawing reserved memory area 86 is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number value groups (reservation information) such as normal symbol random numbers (hit random numbers) corresponding to the first, second, third, and fourth of the general drawing reservation respectively.In addition to the above regions, the main RAM 84 is provided with a winning type set buffer in which special figure stop symbol data is set, a drive data buffer in which drive data for driving the movable accessory members 14 and 15 and the frame movable body 600 is set, and the like.
[0059] The sub-ROM 93 (Fig. 6(A)) stores a pre-reading effect pattern determination table T51, a main effect pattern determination table T52, a chance-up effect pattern determination table T53, and a stop symbol pattern determination table T54. These determination tables are referred to by the effect control microcomputer 91 in a sub-control main process (described later) executed by the effect control microcomputer 91. The specific contents of each determination table will be described later.
[0060] In the sub-RAM 94 (Fig. 6(B)), a command storage area 94a, a production command set area 94b, a pre-determination information storage area 94c, and a counter set area 94d are provided. The command storage area 94a is an area (input buffer) where commands input from the main control unit side are stored in the sub-control main process (described later), and pre-determination commands, held ball number commands, variation start commands, variation stop commands, opening commands, round designation commands, ending commands, game state designation commands, V-pass commands, customer waiting commands, etc. are stored. The production command set area 94b is an area (output buffer) where commands output from the sub-control board 90 to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108 are set in the sub-control main process (described later), and a variation production start command, a command before variation end, a variation production end command, an opening production start command, a round production start command, an ending production start command, etc. are set. The pre-determination information storage area 94c stores pre-determination information in the sub-control main process (described later). The counter set area 94d is an area where counters used in the sub-control main process (described later) are set, and a random number counter, a first special figure held production counter, a second special figure held production counter, a general figure held production counter, a sure change production counter, a time shortening production counter, etc. are set.
[0061] FIG. 7 is a diagram for explaining various random numbers used in the gaming machine 1. FIG. 7(A) shows the random numbers acquired by the game control microcomputer 81 on the main control unit side, and FIG. 7(B) shows the random numbers acquired by the effect control microcomputer 91 on the sub-control unit side. The game control microcomputer 81 is configured to acquire a "big win random number", a "big win type random number", a "reach random number", a "variation pattern random number", a "normal symbol random number (winning random number)", and a "small win random number" at the timings described later. The "big win random number" is a random number used for the lottery (big win determination) of whether or not a big win occurs, and takes a value in the range of 0 to 65535. The "big win type random number" is a random number used for the lottery (big win type determination) of the type of the selected big win, and takes a value in the range of 0 to 127. The "reach random number" is a random number used to determine whether or not to generate a reach in the effect symbol variation effect indicating the result when the big win determination fails, and takes a value in the range of 0 to 127. A reach is a state in which among a plurality of effect symbols (decoration symbols), the effect symbol that is variably displayed remains as one, and depending on which symbol the variably displayed effect symbol stops and is displayed as, it becomes a combination of effect symbols indicating a big win (for example, the state of "7↓7"). Note that the effect symbol that is stopped and displayed in the reach state may be displayed as swaying within the display screen 7a. The "variation pattern random number" is a random number used to determine a variation pattern including the variation time, and takes a value in the range of 0 to 127. The "normal symbol random number (winning random number)" is used for the lottery (normal symbol lottery) of whether or not to perform an auxiliary game for releasing the electric chew 22. The normal symbol random number takes a value in the range of 0 to 255. The "small win random number" is a random number used for the lottery (small win determination) of whether or not a small win occurs, and takes a value in the range of 0 to 127. The "big win random number", the "big win type random number", the "reach random number", and the "variation pattern random number" are acquired based on the ball entry into the first start port 20 or the second start port 21. The "small win random number" is acquired based on the ball entry into the second start port 21.The group of random number values obtained based on the entry into the first start port 20 is stored in the first special figure reserved memory area 85a, and the group of random number values obtained based on the entry into the second start port 21 is stored in the second special figure reserved memory area 85b. The "normal symbol random number (winning random number)" is obtained based on the passage through the gate 28. The obtained normal symbol random number value is stored in the normal figure reserved memory area 86.
[0062] The effect control microcomputer 91 is configured to obtain the "preview effect random number" and the "chance-up random number" at the timings described later. The "preview effect random number" is a random number used to determine the preview effect during the variable effect, and takes a value in the range from 0 to 127. The "chance-up random number" is a random number used to determine the chance-up effect during the variable effect, and takes a value in the range from 0 to 127. The "preview effect random number" is obtained based on the output of a pre-determination command from the main control unit side to the sub-control unit side. The obtained group of random number values is stored in the sub-RAM 94. The "chance-up random number" is obtained based on the output of a variable start command from the main control unit side to the sub-control unit side. The obtained random number value is stored in the sub-RAM 94.
[0063] FIG. 8 is a diagram for explaining the determination tables T1 to T4, T10. In FIG. 8(A), a diagram for explaining the big win determination table T1 is shown, in FIG. 8(B), a diagram for explaining the reach determination table T2 is shown, in FIG. 8(C), a diagram for explaining the normal symbol win determination table T3 is shown, in FIG. 8(D), a diagram for explaining the normal symbol variation pattern determination table T4 is shown, and in FIG. 8(E), a diagram for explaining the small win determination table T10 is shown.
[0064] The big win determination table T1 is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine whether the obtained big win random number value (any value from 0 to 65535) corresponds to a "big win" or a "loss". In FIG. 8(A), in the "normal probability state", when the big win random number value is in the range of "0 to 164", it is determined as a "big win" (approximate probability 1 / 397), and when the big win random number value is a number other than "0 to 164 (165 to 65535)", it is shown that it is determined as a "loss". Also, in the "high probability state", when the big win random number value is in the range of "0 to 649", it is determined as a "big win" (approximate probability 1 / 101), and when the big win random number value is a number other than "0 to 649 (650 to 65535)", it is shown that it is determined as a "loss". The contents of the "normal probability state" and the "high probability state" will be described later.
[0065] The reach determination table T2 is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine whether the obtained reach random number value (any value from 0 to 127) corresponds to "with reach" or "without reach". Note that this reach determination table T2 is not referred to when the above-obtained big win random number value corresponds to a "big win". In FIG. 8(B), in the "non-time shortening state", when the reach random number value is in the range of "0 to 13", it is determined as "with reach", and when the reach random number value is a number other than "0 to 13 (14 to 127)", it is shown that it is determined as "without reach". Also, in the "time shortening state", when the reach random number value is in the range of "0 to 5", it is determined as "with reach", and when the reach random number value is a number other than "0 to 5 (6 to 127)", it is shown that it is determined as "without reach". The contents of the "time shortening state" and the "non-time shortening state" will be described later. In the reach determination table T2, it is less likely to get a reach when losing in the time shortening state than in the non-time shortening state. This is to speed up the digestion speed of the special figure retention by selecting more reachless losses with short variable times in the time shortening state.
[0066] The normal symbol hit determination table T3 is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired normal symbol random number value (any of 0 to 255) corresponds to a "hit" or a "miss". In Fig. 8(C), in the "non-time shortening state", when the normal symbol random number value is in the range of "0 to 2", it is determined as a "hit", and when the normal symbol random number value is a number other than "0 to 2" (3 to 255), it is determined as a "miss". Also, in the "time shortening state", when the normal symbol random number value is in the range of "0 to 254", it is determined as a "hit", and when the normal symbol random number value is a number other than "0 to 254" (255), it is determined as a "miss".
[0067] The normal symbol variation pattern determination table T4 is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine how many seconds the variation time of the normal symbol is according to the game state (non-time shortening state or time shortening state). In Fig. 8(D), when in the "non-time shortening state", the variation time of the normal symbol is determined to be "30 seconds", and when in the "time shortening state", the variation time of the normal symbol is determined to be "1 second".
[0068] The small hit determination table T10 is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired small hit random number value (any of 0 to 127) corresponds to a "small hit" or a "miss". Note that this small hit determination table T10 is not referred to when the above-acquired big hit random number value corresponds to a "big hit". In Fig. 8(E), in all states (regardless of the game state), when the small hit random number value is in the range of "0 to 63", it is determined as a "small hit" (probability 1 / 2), and when the small hit random number value is a number other than "0 to 63" (64 to 127), it is determined as a "miss". Note that the small hit determination table T10 is a table that is referred to when a game ball wins a prize at the second start port 21 (not referred to when a game ball wins a prize at the first start port 20). Also, the small hit determination table T10 is a table that is not referred to when a "big hit" is determined.
[0069] FIG. 9 is a diagram for explaining the jackpot type determination table T5. The jackpot type determination table T5 is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine the "jackpot type" and the "type of special symbol" according to the acquired jackpot type random number value (any of 0 to 127). In FIG. 9, when winning in the lottery of the first special symbol (special figure 1), if the jackpot type random number value is "0 to 24", the jackpot type is determined to be "16RV passing scheduled jackpot", and the stop symbol of the special figure 1 (special figure stop symbol) is determined to be "jackpot symbol 1". If the jackpot type random number value is "25 to 49", the jackpot type is determined to be "16RV passing scheduled jackpot", and the special figure stop symbol is determined to be "jackpot symbol 2". If the jackpot type random number value is "50 to 55", the jackpot type is determined to be "16R (substantially 15R) V passing scheduled jackpot", and the special figure stop symbol is determined to be "jackpot symbol 3". If the jackpot type random number value is "56 to 67", the jackpot type is determined to be "16R (substantially 13R) V passing scheduled jackpot", and the special figure stop symbol is determined to be "jackpot symbol 4". If the jackpot type random number value is "68 to 127", the jackpot type is determined to be "16R (substantially 13R) V non-passing scheduled jackpot", and the special figure stop symbol is determined to be "jackpot symbol 5". On the other hand, when winning in the lottery of the second special symbol (special figure 2), if the jackpot type random number value is "0 to 40", the jackpot type is determined to be "16RV passing scheduled jackpot", and the stop symbol of the special figure 2 (special figure stop symbol) is determined to be "jackpot symbol 1". If the jackpot type random number value is "41 to 82", the jackpot type is determined to be "16RV passing scheduled jackpot", and the special figure stop symbol is determined to be "jackpot symbol 2". If the jackpot type random number value is "83 to 127", the jackpot type is determined to be "16R (substantially 13R) V non-passing scheduled jackpot", and the special figure stop symbol is determined to be "jackpot symbol 5". By referring to the jackpot type determination table T5, it is also possible to specify the "special figure stop symbol data" corresponding to the special figure stop symbol, the "opening (OP) command", the "round designation command", and the "ending (ED) command" of the special game.The specific details of "16RV scheduled jackpot hit", "16R (substantially 15R)V scheduled jackpot hit", "16R (substantially 13R)V scheduled jackpot hit", and "16R (substantially 13R)V non - scheduled jackpot hit" will be described later.
[0070] FIG. 10 is a diagram for explaining the variation pattern determination table T6 in the non - time - shortening state. FIG. 11 is a diagram for explaining the variation pattern determination table T6 in the time - shortening state. The variation pattern determination table T6 is a table referred to by the game control microcomputer 81 to determine the variation pattern according to the acquired variation pattern random number value (0 - 127) in the main control main process (described later). In FIG. 10, for example, when winning at the first start port 20 in the non - time - shortening state, being determined as "miss" in the jackpot determination table T1, being determined as "reach exists" in the reach determination table T2, the number of reserved balls being "1 - 2", and the variation pattern random number value being "0 - 60", it is shown that the variation pattern is determined as "P7". Also, when the hold at the second start port 21 is cleared in the non - time - shortening state (since it is difficult to win at the second start port 21 in the non - time - shortening state, when the time - shortening state (high - probability high - base state) ends and the normal state (non - time - shortening state, low - probability low - base state) is entered, the hold at the second start port 21 is cleared), being determined as "jackpot" in the jackpot determination table T1, being determined as "16RV scheduled jackpot hit", "jackpot symbol 2 (21H)" in the jackpot type determination table T5, and the variation pattern random number value being "0 - 127", it is shown that the variation pattern is determined as "P22". Also, when the hold at the second start port 21 is cleared in the non - time - shortening state and being determined as "small win" in the small win determination table T10, and the variation pattern random number value being "0 - 127", it is shown that the variation pattern is determined as "P34".
[0071] In FIG. 11, for example, when winning at the first start port 20 in the time-saving state, being determined as "a loss" in the jackpot determination table T1, being determined as "no reach" in the reach determination table T2, the number of held balls being "3 to 4", and the variable pattern random number value being "0 to 127", it is shown that the variable pattern is determined as "P56". Also, when winning at the second start port 21 in the time-saving state, being determined as "jackpot" in the jackpot determination table T1, being determined as "16RV scheduled jackpot", "jackpot symbol 2 (21H)" in the jackpot type determination table T5, and the variable pattern random number value being "0 to 127", it is shown that the variable pattern is determined as "P62". Further, when winning at the second start port 21 in the time-saving state, being determined as "small win" in the small win determination table T10, and the variable pattern random number value being "0 to 127", it is shown that the variable pattern is determined as "P74".
[0072] As shown in FIGS. 10 and 11, once the variation pattern is determined, the variation time is also determined. For example, when the hold of the second start port 21 is cleared in the non-time-saving state and a small win is determined, the variation pattern is determined as "P34" and the variation time is determined to be 15000 msec. Also, when winning at the second start port 21 in the time-saving state and a small win is determined, the variation pattern is determined as "P74" and the variation time is determined to be 3000 msec. Note that during the time-saving state (high probability high base state), it is also during the small win rush period described later until the next big win. That is, during the small win rush period, when winning at the second start port 21, the variation time is 3000 msec and the small win probability is 1 / 2, so small wins occur frequently in a short time. And during the small win rush period, it is possible to aim for a big win while increasing the number of held game balls. Also, when a reach occurs, it is determined whether the reach is a normal reach or a super reach (SP reach). A super reach is a reach effect where the variation time after the reach is longer than that of a normal reach. Here, five types of super reaches (SP1, SP2, SP3, SP4, SP5) with different variation times are set. SP1 to SP3 are executed developmentally through a normal reach. The difference between SP1 to SP5 may be, for example, the presence or absence of pseudo-consecutives. In particular, SP5 is the variation pattern ("P62") of a dedicated reach in which a pseudo-big win suggestion effect is performed when winning at the second start port 21 during the small win rush (RUSH) period that occurs during the time-saving state (high probability high base state) described later. Note that SP5 may also occur during the clearance of the hold of the second start port 21 when the time-saving state (high probability high base state) ends and the normal state (non-time-saving state, low probability low base state) is entered, and in this case, a pseudo-big win suggestion effect may also be performed (variation pattern "P22").
[0073] FIG. 12 is a diagram for explaining an electric chute opening pattern determination table T7. The electric chute opening pattern determination table T7 is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine the opening pattern of the electric chute 22 according to the game state (non-time-limited state or time-limited state). In FIG. 12(A), when in the "non-time-limited state", the opening pattern of the electric chute 22 is determined to be "opening pattern 11", and when in the "time-limited state", the opening pattern is determined to be "opening pattern 12". FIG. 12(B) shows the contents of opening pattern 11 and opening pattern 12. In opening pattern 11, the electric chute 22 is opened once for 0.2 seconds. In opening pattern 12, the electric chute 22 is opened three times, with an opening time of 2.0 seconds per time and an interval (opening interval) of 1.0 second. However, the opening of this electric chute 22 is closed even if there is remaining opening time when there is a winning of a predetermined number of game balls (the specified winning number, up to 10).
[0074] FIG. 13 is a diagram for explaining a big winning opening pattern determination table T8. The big winning opening pattern determination table T8 is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine the opening patterns of the first big winning opening 30 and the second big winning opening 35 according to the special figure stop symbol data (FIG. 9). In FIG. 13(A), as the big winning opening pattern in the big win game, when the special figure stop symbol data is "11H", "12H", "20H", or "21H", the opening patterns of the first big winning opening 30 and the second big winning opening 35 are determined to be "opening pattern 21", and when the special figure stop symbol data is "14H", "15H", "22H", the opening patterns of the first big winning opening 30 and the second big winning opening 35 are determined to be "opening pattern 22", and when the special figure stop symbol data is "13H", it is shown that the opening patterns of the first big winning opening 30 and the second big winning opening 35 are determined to be "opening pattern 23". Also, in FIG. 13(A), as the big winning opening pattern in the small win game, when the special figure stop symbol data is "20H", the opening pattern of the second big winning opening 35 is determined to be "opening pattern 25", and when the special figure stop symbol data is "21H", it is shown that the opening pattern of the second big winning opening 35 is determined to be "opening pattern 26". FIG. 13(B) shows the contents of opening patterns 21, 22, and 23 as the big winning opening patterns in the big hit game. In opening pattern 21, at positions 1 to 13 and 15R, the first big winning opening 30 is opened (long opening) once for an opening time of 29.5 seconds, and at positions 14 and 16R, the second big winning opening 35 is opened (long opening) once for an opening time of 29.5 seconds. In opening pattern 22, at positions 1 to 13R, the first big winning opening 30 is opened (long opening) once for an opening time of 29.5 seconds, at positions 14 and 16R, the second big winning opening 35 is opened (short opening) once for an opening time of 0.1 second, and at position 15R, the first big winning opening 30 is opened (short opening) once for an opening time of 0.1 second. In opening pattern 23, at positions 1 to 13 and 15R, the first big winning opening 30 is opened (long opening) once for an opening time of 29.5 seconds, at position 14R, the second big winning opening 35 is opened (short opening) once for an opening time of 0.1 second, and at position 16R, the second big winning opening 35 is opened (long opening) once for an opening time of 29.5 seconds. However, the openings of the first big winning opening 30 and the second big winning opening 35 are closed even if there is remaining opening time when there are winnings of a predetermined number of game balls (specified winning number, maximum 9). Figure 13(C) shows the details of winning opening pattern 25 and winning opening pattern 26 as the big winning opening patterns in the minor winning game. In winning opening pattern 25, the second big winning opening 35 is opened once for 1.0 second. In winning opening pattern 26, the second big winning opening 35 is opened five times for 0.3 second each. That is, in the minor winning game, the first big winning opening 30 is not opened, and only the second big winning opening 35 is opened. Note that winning opening pattern 25 is performed during the minor winning rush period after the big winning game when getting a "16RV expected big win" by the big winning symbol 1 (20H) in Figure 2 of the special drawings, and during the digestion of the hold of the second start opening 21 after the end of the minor winning rush. Winning opening pattern 26 is performed during the minor winning rush period after the big winning game when getting a "16RV expected big win" by the big winning symbol 2 (21H) in Figure 2 of the special drawings, and during the digestion of the hold of the second start opening 21 after the end of the minor winning rush. That is, winning opening pattern 26 is the opening pattern of the minor winning game after the big winning game when getting a big win via the variation pattern ("P62") of the dedicated reach (SP5) where the pseudo big win suggestion performance described later is performed. In other words, the big winning opening patterns in the minor winning game are different between when getting a big win via the pseudo big win suggestion performance and when getting a big win without going through the pseudo big win suggestion performance.
[0075] FIG. 14 is a diagram for explaining a V-opening / closing member opening pattern determination table T9. The V-opening / closing member opening pattern determination table T9 is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine the opening pattern of the V-opening / closing member 71 according to the special figure stop symbol data (FIG. 9). In FIG. 14(A), when the special figure stop symbol data is "11H", "12H", "20H", or "21H", the opening pattern of the V-opening / closing member 71 is determined to be "opening pattern 31". When the special figure stop symbol data is "13H", the opening pattern is determined to be "opening pattern 32". When the special figure stop symbol data is "14H", the opening pattern is determined to be "opening pattern 33". When the special figure stop symbol data is "15H" or "22H", it is shown that the opening pattern is determined to be "opening pattern 34". FIG. 14(B) shows the contents of opening pattern 31, opening pattern 32, opening pattern 33, and opening pattern 34. In opening pattern 31, at the 2nd, 4th, 6th, and 8th R positions, when the first winning occurs at the first large winning opening 30, a short opening of the V-opening / closing member 71 with an opening time of 0.1 second is performed. At the 10th and 12th R positions, when the first winning occurs at the first large winning opening 30, a short opening of the V-opening / closing member 71 with an opening time of 0.1 second is performed, and when the second winning occurs, a long opening of the V-opening / closing member 71 with a maximum opening time of 31.5 seconds is performed. In opening pattern 32, at the 2nd, 4th, 6th, and 12th R positions, when the first winning occurs at the first large winning opening 30, a short opening of the V-opening / closing member 71 with an opening time of 0.1 second is performed. At the 8th and 10th R positions, when the first winning occurs at the first large winning opening 30, a short opening of the V-opening / closing member 71 with an opening time of 0.1 second is performed, and when the second winning occurs, a long opening of the V-opening / closing member 71 with a maximum opening time of 31.5 seconds is performed. In opening pattern 33, at the 2nd and 6th R positions, when the first winning occurs at the first large winning opening 30, a short opening of the V-opening / closing member 71 with an opening time of 0.1 second is performed, and when the second winning occurs, a long opening of the V-opening / closing member 71 with a maximum opening time of 31.5 seconds is performed. At the 4th, 8th, 10th, and 12th R positions, when the first winning occurs at the first large winning opening 30, a short opening of the V-opening / closing member 71 with an opening time of 0.1 second is performed.In the open pattern 34, when there is a first winning at the first big winning opening 30 at the 2nd, 4th, 6th, 8th, 10th, and 12th reels, a short opening of the V opening / closing member 71 with an opening time of 0.1 second is performed.
[0076] 4. Explanation of big wins, etc. In the gaming machine 1, there are "big wins", "small wins", and "loses" as the results of big win lotteries (special symbol lotteries). In the case of a "big win", a "big win symbol" is stopped and displayed on the special symbol display 41. In the case of a "small win", a "small win symbol" is stopped and displayed on the special symbol display 41. When it is a "lose", a "losing symbol" is stopped and displayed on the special symbol display 41. When winning a big win, a "big win game" is executed to open the big winning openings (the first big winning opening 30 and the second big winning opening 35) in an opening pattern corresponding to the type of the stopped special symbol (the type of big win). The big win game is an example of a special game. The big win game includes a plurality of rounds of game (unit opening game), an opening (OP) before the first round of game starts, and an ending (ED) after the last round of game ends. Each round of game starts when the opening ends or the previous round of game ends, and ends when the next round of game starts. The closing time (interval time) of the big winning openings between rounds of game is included in the opening round of game before the closing. When winning a small win, a "small win game" is executed to open the big winning opening (the second big winning opening 35) in an opening pattern corresponding to the type of big win that is the trigger for the occurrence of the small win rush described later.
[0077] There are multiple types of big wins. The types of big wins are as shown in FIG. 9. Here, the types of big wins are roughly divided into two types: "big win with V passing expected" and "big win with V non-passing expected". The "V-pass scheduled jackpot (probability-variable jackpot)" is a jackpot that operates the opening / closing member 32, the opening / closing member 37, and the V opening / closing member 71 in an opening pattern (V-pass scheduled opening pattern) that allows the game ball to pass through to the V area 39 during the jackpot game. Also, in the "V-pass scheduled jackpot (probability-variable jackpot)", from the end of the jackpot game until the next jackpot game starts, the game state becomes a high-probability high-base state, and during that period, it is a small-win rush period where winning frequently occurs at the second start port 21 and small wins are generated. Here, the jackpots with special figure stop symbol data of 11H to 14H, 20H, and 21H correspond to the "V-pass scheduled jackpot (probability-variable jackpot)". When the combination of the opening pattern of the opening / closing member 32 and the opening / closing member 37 shown in Fig. 13 and the opening pattern of the V opening / closing member 71 shown in Fig. 14 is (opening pattern 21: opening pattern 31), (opening pattern 22: opening pattern 33), or (opening pattern 23: opening pattern 32), the game ball can pass through to the V area 39 during the jackpot game. The "V-non-pass scheduled jackpot (normal jackpot)" is a jackpot that operates the opening / closing member 32, the opening / closing member 37, and the V opening / closing member 71 in an opening pattern (V-non-pass scheduled opening pattern) that does not allow the game ball to pass through to the V area 39 during the jackpot game. Note that in the "V-non-pass scheduled jackpot (normal jackpot)", after the end of the jackpot game, the game state becomes a low-probability low-base state, and it becomes difficult to win at the second start port 21 during that period. Therefore, the small-win rush period does not occur after the end of the jackpot game. Here, the jackpots with special figure stop symbol data of 15H and 22H correspond to the "V-non-pass scheduled jackpot". When the combination of the opening pattern of the opening / closing member 32 and the opening / closing member 37 shown in Fig. 13 and the opening pattern of the V opening / closing member 71 shown in Fig. 14 is (opening pattern 22: opening pattern 34), the game ball cannot pass through to the V area 39 during the jackpot game. As described above, the opening pattern 22 of the opening / closing member 32 and the opening / closing member 37 serves both as the V-pass scheduled opening pattern and the V-non-pass scheduled opening pattern.
[0078] "V-pass scheduled jackpot" includes "16R V-pass scheduled jackpot", "16R (substantially 13R) V-pass scheduled jackpot", and "16R (substantially 15R) V-pass scheduled jackpot". In the "16R V-pass scheduled jackpot", the substantial total number of rounds is 16R. From 1R to 13R and 15R, the first major winning opening 30 is opened for up to 29.5 seconds per round. 14R and 16R open the second major winning opening 35 for up to 29.5 seconds per round (Figure 13: Opening pattern 21). In 10R and 12R, the V opening / closing member 71 is long-opened (Figure 14: Opening pattern 31), and it is easy to pass through to the V area 39 in the first major winning opening 30.
[0079] In the "16R (substantially 13R) V-pass scheduled jackpot", although the total number of rounds is 16R, the substantial total number of rounds is 13R. That is, from 1R to 13R, the first major winning opening 30 is opened for up to 29.5 seconds per round, but in 15R, the first major winning opening 30 is only opened for 0.1 seconds per round, and in 14R and 16R, the second major winning opening 35 is also only opened for 0.1 seconds per round (Figure 13: Opening pattern 22). Therefore, in this "16R (substantially 13R) V-pass scheduled jackpot", from 14R to 16R, the opening time of the major winning opening is extremely short, and these rounds are rounds where winning balls are unlikely. That is, the "16R (substantially 13R) V-pass scheduled jackpot" is a jackpot equivalent to a substantial 13R. In 2R and 6R, the V opening / closing member 71 is long-opened (Figure 14: Opening pattern 33), and it is easy to pass through to the V area 39 in the first major winning opening 30.
[0080] "16R (substantially 15R) V-pass expected jackpot" means that although the total number of rounds is 16R, the actual total number of rounds is 15R. That is, from 1R to 13R and 15R, the first big winning opening 30 is opened for a maximum of 29.5 seconds per round, and in 16R, the second big winning opening 35 is opened for a maximum of 29.5 seconds per round. However, in 14R, the second big winning opening 35 is only opened for 0.1 second per round (Figure 13: opening pattern 23). Therefore, in this "16R (substantially 15R) V-pass expected jackpot", 14R has a very short opening time of the big winning opening and is a round where winning balls are not expected. That is, "16R (substantially 15R) V-pass expected jackpot" is a jackpot of substantially 15R. In 8R and 10R, the V opening / closing member 71 is opened for a long time (Figure 14: opening pattern 32), and it is easy for the ball to pass through to the V area 39 in the first big winning opening 30.
[0081] "V-non-pass expected jackpot" means that although the total number of rounds is 16R, it is the "16R (substantially 13R) V-non-pass expected jackpot" with an opening pattern 22 where the actual total number of rounds is 13. That is, from 1R to 13R, the first big winning opening 30 is opened for a maximum of 29.5 seconds per round. However, in 15R, the first big winning opening 30 is only opened for 0.1 second per round. Also, in 14R and 16R, the second big winning opening 35 is only opened for 0.1 second per round (Figure 13: opening pattern 22). Therefore, in this "16R (substantially 13R) V-non-pass expected jackpot", from 14R to 16R, the opening time of the big winning opening is very short and it is a round where winning balls are not expected. That is, "16R (substantially 13R) V-non-pass expected jackpot" is a jackpot of substantially 13R. In 2R, 4R, 6R, 8R, 10R, and 12R, although the V opening / closing member 71 is opened, the opening is a short opening (Figure 14: opening pattern 34), and it is almost impossible for the game balls to pass through to the V area 39 in the first big winning opening 30.
[0082] Also, as shown in FIG. 9, in the lottery for the first special symbol (Special Symbol 1), the payout rate for a big win is 68 / 128 (about 53%) for the V-pass scheduled big win (big win with small win rush), and 60 / 128 (about 47%) for the V-non-pass scheduled big win. On the other hand, in the lottery for the second special symbol (Special Symbol 2), the payout rate for a big win is 83 / 128 (about 64.8%) for the V-pass scheduled big win (big win with small win rush), and 45 / 128 (about 35.2%) for the V-non-pass scheduled big win. Thus, in the gaming machine 1, the big win lottery (lottery for the second special symbol) in which the game ball wins in the second start port 21 is set to be more advantageous for the player than the big win lottery (lottery for the first special symbol) in which the game ball wins in the first start port 20.
[0083] 5. Explanation of Gaming States The gaming states of the gaming machine 1 will be described. The game control microcomputer 81 can execute "probability variation control" and "variation time shortening control" for the special symbol displayed on the special symbol display 41 and the normal symbol displayed on the normal symbol display 42, respectively. Here, the state in which the game control microcomputer 81 performs probability variation control on the special symbol of the special symbol display 41 is called the "high probability state (high prob state, probability variation state, prob var state)", and the state in which probability variation control is not performed is simply called the "normal probability state (non-high probability state, low probability state, normal state)". The game control microcomputer 81 realizes the high probability state by performing a big win determination using a big win determination table (FIG. 8(A)) in which the number of big win random values determined as a big win is larger in the high probability state than in the normal probability state as the probability variation control of the special symbol. Therefore, the high probability state has a higher probability of a big win than the normal probability state. That is, when the game control microcomputer 81 performs probability variation control on the special symbol of the special symbol display 41, the probability that the display result (stopped symbol) of the variable display of the special symbol by the special symbol display 41 becomes a big win symbol is higher than when probability variation control is not performed.
[0084] In addition, the state in which the game control microcomputer 81 performs variable time shortening control on the special symbol of the special symbol display 41 is referred to as the "time shortening state", and the state in which the variable time shortening control is not performed is simply referred to as the "non-time shortening state". In the time shortening state, the variable time of the special symbol (the time from the start of variable display to the derived display of the display result) is shorter than that in the non-time shortening state. The game control microcomputer 81 determines the variable pattern using the variable pattern determination table T6 (Figs. 10 and 11) defined such that a variable pattern with a shorter variable time is selected more frequently in the time shortening state than in the non-time shortening state. That is, when the game control microcomputer 81 performs variable time shortening control on the special symbol of the special symbol display 41, a shorter variable time is more likely to be selected as the variable time of the variable display of the special symbol compared to the case where the variable time shortening control is not performed. As a result, in the time shortening state, the pace of digestion of the special symbol reservation speeds up, and a valid winning (a winning that can be stored as a special symbol reservation) at the start port is likely to occur. Thereby, it is possible to aim for a big win under smooth progress of the game. Note that the game control microcomputer 81 may perform probability variation control and variable time shortening control on the special symbol of the special symbol display 41 simultaneously, or may perform only one of them. However, in this example, as will be described later, an embodiment in which probability variation control and variable time shortening control are performed simultaneously is shown.
[0085] The game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols of the normal symbol display 42 in synchronization with the variation time shortening control for the special symbols of the special symbol display 41. That is, the game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols in the time shortening state, and does not execute them in the non-time shortening state. As the probability variation control for the normal symbols, the game control microcomputer 81 uses a normal symbol winning determination table T3 (Fig. 8(C)) in which the number of normal symbol random values (winning random values) determined to be winning is larger in the time shortening state than in the non-time shortening state to perform a winning determination (determination of normal symbols). Therefore, in the time shortening state, the winning probability becomes higher than that in the normal symbol normal probability state. That is, when the game control microcomputer 81 executes the probability variation control for the normal symbols of the normal symbol display 42, the probability that the display result (stopped symbol) of the variable display of the normal symbols by the normal symbol display 42 becomes a winning symbol is higher than when the probability variation control is not executed. In the time shortening state, the variation time of the normal symbols is shorter than that in the non-time shortening state. Here, the variation time of the normal symbols is 30 seconds in the non-time shortening state, but is 1 second in the time shortening state (Fig. 8(D)). Further, in the time shortening state, the opening time of the electric chute 22 in the auxiliary game is longer than that in the non-time shortening state (Fig. 12). That is, the game control microcomputer 81 executes an opening time extension control for the electric chute 22. In addition, in the time shortening state, the number of opening times of the electric chute 22 in the auxiliary game is larger than that in the non-time shortening state (Fig. 12). That is, the game control microcomputer 81 executes an opening number increase control for the electric chute 22. In a situation where the game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols of the normal symbol display 42, and the opening time extension control and the opening number increase control for the electric chute 22, compared with the case where these controls are not executed, the electric chute 22 is frequently opened, and the game balls frequently win the second start port 21. As a result, the base, which is the ratio of the number of prize balls to the number of launched balls, becomes higher. Therefore, the state in which these controls are executed is called a "high base state", and the state in which they are not executed is called a "low base state". In the high base state, it is possible to aim for a big win without significantly reducing the number of game balls in hand.Note that the high-base state is a state in which so-called electric support control (control for supporting winning at the second start port 21 by the electric chute 22) is being executed. The high-base state (electric support control state) does not necessarily need to execute all of the above controls. That is, by executing one or more of the probability variation control for the normal symbol of the normal symbol display 42, the variation time shortening control for the normal symbol of the normal symbol display 42, the opening time extension control for the electric chute 22, and the opening times increase control for the electric chute 22, it is sufficient that the electric chute 22 is more likely to be opened than when that control is not being executed. Further, the high-base state (electric support control state) may be controlled independently without being accompanied by the time shortening state.
[0086] In the gaming machine 1, if the player wins a jackpot that is scheduled to pass through the V area during the jackpot game, the gaming state after the jackpot game is a high-probability state, a time-saving state, and a high-base state. This gaming state is particularly referred to as the "high-probability high-base state" or the "high-probability time-saving state". The high-probability high-base state ends when 10,000 variable displays of special symbols are executed. That is, the high-probability high-base state ends substantially when the player wins the next jackpot and the jackpot game is executed. Also, if the player wins a jackpot that is not scheduled to pass through the V area during the jackpot game (which is almost never the case), the gaming state after the jackpot game is a normal-probability state (a non-high-probability state, i.e., a low-probability state), a non-time-saving state, and a low-base state (a non-electric support control state). This gaming state is particularly referred to as the "low-probability low-base state". The low-probability low-base state may also be referred to as the "normal gaming state" or the "low-probability non-time-saving state (simply referred to as the non-time-saving state)". When the gaming machine 1 is played for the first time, the gaming state after power-on is this low-probability low-base state. Also, although not implemented in this example, there is also a gaming state of a normal-probability state (a non-high-probability state, i.e., a low-probability state), a time-saving state, and a high-base state (an electric support control state). This gaming state is particularly referred to as the "low-probability high-base state" and the "low-probability time-saving state" (a state controlled to be at least one of the high-probability state and the high-base state is referred to as the "specific gaming state"). Also, the state during the execution of a special game (jackpot game) may be referred to as the "special game state (jackpot game state)".
[0087] In the high-base state such as the high-accuracy high-base state or the low-accuracy high-base state, it is advantageous to advance the game ball into the right game area 3B (Fig. 1) by a right hit to advance the game more favorably. This is because, under the electric assist control, the electric chute 22 is more easily opened compared to the low-base state, and it is easier to win at the second starting port 21 than to win at the first starting port 20. Therefore, in the high-base state, while passing the game ball through the gate 28 that triggers the normal symbol lottery, a right hit is performed to win the game ball at the second starting port 21. This enables obtaining a larger number of starting wins (winning at the second starting port 21) and generating frequent small wins compared to making a left hit. In addition, in the gaming machine 1, the game is also played with a right hit even during the jackpot game. On the other hand, in the low-base state, it is advantageous to advance the game ball into the left game area 3A (Fig. 1) by a left hit to advance the game more favorably. This is because in the low-base state, since the electric assist control is not executed, the electric chute 22 is less easily opened compared to the high-base state, and it is difficult to win at the second starting port 21, that is, it is easier to win at the first starting port 20 than to win at the second starting port 21. Therefore, in the low-base state, a left hit is performed to win the game ball at the first starting port 20. This enables obtaining a larger number of starting wins (winning at the first starting port 20) compared to making a right hit.
[0088] 6. Operation of the game control microcomputer 81 Based on Figs. 15 to 34, the operation of the game control microcomputer 81 provided on the main control board 80 (Fig. 3) will be described. The counters, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the main RAM 84. The game control microcomputer 81 corresponds to the success / failure determination means (Fig. 23) and the success / failure pre-determination means (Figs. 18 and 19).
[0089] [Main control main process] FIG. 15 is a flowchart of the main control main process. When the power of the gaming machine 1 is turned on, the game control microcomputer 81 reads out a program for executing the main control main process from the main ROM 83. In the main control main process, the game control microcomputer 81 first performs initial settings (step S001). In the initial settings, for example, settings of the main CPU 82, reset of various flags, statuses, counters, etc. are performed. The initial value of the flag is "0", that is, "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the initial settings are executed only once after the power is turned on and are not executed thereafter.
[0090] After the initial settings, the game control microcomputer 81 prohibits interrupts of the interrupt process (step S002) and performs the normal symbol / special symbol main random number update process (step S003). In this normal symbol / special symbol main random number update process, the game control microcomputer 81 adds 1 to and updates various random number counter values (jackpot random number value, jackpot type random number value, reach random number value, variation pattern random number value, normal symbol random number value, small win random number value) shown in FIG. 7(A). Each random number counter value returns to "0" and is added again when it reaches the set upper limit value. Note that the initial value of each random number counter may be a value other than "0" or may be randomly changed. Also, each random number may be a so-called hardware random number generated using a known random number generation circuit composed of a counter IC or the like.
[0091] After the normal symbol and special symbol main random number update process, the game control microcomputer 81 permits interrupts for interrupt processing (step S004). While interrupts are permitted, execution of the main side timer interrupt process (step S005) becomes possible. The main side timer interrupt process is executed based on interrupt pulses that are repeatedly input to the main CPU 82 at a predetermined period (for example, a 4 msec period). That is, the main side timer interrupt process is executed every predetermined period (for example, a 4 msec period). And, after the main side timer interrupt process ends and before the next main side timer interrupt process starts, the update process of various counter values by the normal symbol and special symbol main random number update process is repeatedly executed. Note that when an interrupt pulse is input to the main CPU 82 while in the interrupt prohibited state, the main side timer interrupt process is not started immediately and is started after interrupts are permitted.
[0092] [Main Side Timer Interrupt Process] FIG. 16 is a flowchart of the main side timer interrupt process (FIG. 15: step S005). In the main side timer interrupt process, the game control microcomputer 81 first performs a random number update process (step S101). Specifically, the game control microcomputer 81 updates the various random number counter values shown in FIG. 7(A). This random number update process is the same as the normal symbol and special symbol main random number update process performed in the above-described main control main process (FIG. 15). That is, the update process of various random number counter values is performed in both the execution period of the main side timer interrupt process and the other period (the period from after the main side timer interrupt process ends until the next main side timer interrupt process starts).
[0093] After the random number update process, the game control microcomputer 81 performs input processing (step S102). In the input processing, the game control microcomputer 81 reads the detection signals detected by various sensors attached to the gaming machine 1, and sets payout data for paying out prize balls according to the type of the winning port in the output buffer of the main RAM 84. The various sensors are, for example, the first start port sensor 20a, the second start port sensor 21a, the first big winning port sensor 30a, the second big winning port sensor 35a, the normal winning port sensor 27a, and the normal winning port sensor 29a (Figure 3).
[0094] After the input processing, the game control microcomputer 81 sequentially executes a start port sensor detection process (step S103), a normal operation process (step S104), a special operation process (step S105), a V area sensor detection process (step S106), and a reserved ball number process (step S107). Details of these processes will be described later. After the reserved ball number process, the game control microcomputer 81 performs output processing (step S108). In the output processing, the game control microcomputer 81 outputs commands and the like set in the command set area 84a of the main RAM 84 in the above-mentioned respective processes to the sub-control board 90. After the output processing, the game control microcomputer 81 performs other processes (step S109). In the other processes, for example, based on the number of reserved balls in the second special figure described later, the second special figure reserved indicator 43b is controlled to a display mode indicating the number, and based on the number of reserved balls in the first special figure, the first special figure reserved indicator 43a is controlled to a display mode indicating the number.
[0095] [Start Port Sensor Detection Process] FIG. 17 is a flowchart of the start port sensor detection process (FIG. 16: step S103). The game control microcomputer 81 first determines whether a game ball has passed through the gate 28 (step S201). This determination is made based on whether the game ball is detected by the gate sensor 28a. If the game ball has not passed through the gate 28 (step S201: NO), the process skips to step S205. If the game ball has passed through the gate 28 (step S201: YES), the game control microcomputer 81 determines whether the number of ordinary symbol holding balls is "4 (upper limit value)" (step S202). The number of ordinary symbol holding balls is the number of ordinary symbol holds. More specifically, it is the value of a counter that counts the number of ordinary symbol holds provided in the main RAM 84. If the number of ordinary symbol holding balls is "4" (step S202: YES), the process skips to step S205. If the number of ordinary symbol holding balls is "3" or less (step S202: NO), after adding "1" to the number of ordinary symbol holding balls (step S203), an ordinary symbol random number acquisition process is performed (step S204). Here, the game control microcomputer 81 acquires the value of the ordinary symbol random number counter (FIG. 7: value of label - TRND - H) and stores the acquired random number value in the memory area corresponding to the current number of ordinary symbol holding balls among the first to fourth memory areas of the ordinary symbol holding memory area 86 of the main RAM 84.
[0096] In step S205, the game control microcomputer 81 determines whether a game ball has won a prize in the second start port 21. This determination is made based on whether a game ball is detected by the second start port sensor 21a. If no game ball has won a prize in the second start port 21 (step S205: NO), the process skips to step S210. If a game ball has won a prize (step S205: YES), the game control microcomputer 81 determines whether the number of reserved balls in special figure 2 is "4 (upper limit value)" (step S206). The number of reserved balls in special figure 2 is the number of reserved balls in the second special figure. More specifically, it is the value of a counter that counts the number of reserved balls in the second special figure provided in the main RAM 84. If the number of reserved balls in special figure 2 is "4" (step S206: YES), the process skips to step S210. If the number of reserved balls in special figure 2 is "3" or less (step S206: NO), after adding "1" to the number of reserved balls in special figure 2 (step S207), a random number acquisition process related to special figure 2 is performed (step S208). Here, the value of the jackpot random number counter (Figure 7: value of label - TRND - A), the value of the jackpot type random number counter (Figure 7: value of label - TRND - AS), the value of the reach random number counter (Figure 7: value of label - TRND - RC), the value of the variation pattern random number counter (Figure 7: value of label - TRND - T1), and the value of the small win random number counter (Figure 7: value of label - TRND - K) are acquired. The game control microcomputer 81 stores the acquired group of random number values in the memory area corresponding to the current number of reserved balls in special figure 2 among the first to fourth memory areas of the second special figure reserved memory area 85b. The game control microcomputer 81 also temporarily stores (holds) the acquired group of random number values in a buffer (pre - determination buffer) different from the second special figure reserved memory area 85b for the subsequent special figure 2 pre - determination process (Figure 18). After the random number acquisition process related to special figure 2, the game control microcomputer 81 performs the special figure 2 pre - determination process (step S209). Details of the special figure 2 pre - determination process will be described later.
[0097] In step S210, the game control microcomputer 81 determines whether a game ball has won a prize at the first start port 20. This determination is made based on whether a game ball is detected by the first start port sensor 20a. If no game ball has won a prize at the first start port 20 (step S210: NO), this process ends. If a game ball has won a prize at the first start port 20 (step S210: YES), the game control microcomputer 81 determines whether the number of reserved balls in Special Figure 1 is "4 (upper limit value)" (step S211). The number of reserved balls in Special Figure 1 is the number of reserved balls in the first special figure. More specifically, it is the value of a counter that counts the number of reserved balls in the first special figure provided in the main RAM 84. If the number of reserved balls in Special Figure 1 is "4" (step S211: YES), this process ends. If the number of reserved balls in Special Figure 1 is "3" or less (step S211: NO), after adding "1" to the number of reserved balls in Special Figure 1 (step S212), a random number acquisition process related to Special Figure 1 is performed (step S213). Here, in accordance with the above-described random number acquisition process related to Special Figure 2 (step S208), the values of the jackpot random number counter, the jackpot type random number counter, the reach random number counter, and the variation pattern random number counter are acquired. The game control microcomputer 81 stores the acquired group of random number values in the storage area corresponding to the current number of reserved balls in Special Figure 1 among the first to fourth storage areas of the first special figure reserved storage area 85a. The game control microcomputer 81 also temporarily stores (holds) the acquired group of random number values in a buffer (preliminary determination buffer) different from the first special figure reserved storage area 85a for the subsequent Special Figure 1 preliminary determination process (Fig. 19). After the random number acquisition process related to Special Figure 1, the game control microcomputer 81 performs the Special Figure 1 preliminary determination process (step S214). Details of the Special Figure 1 preliminary determination process will be described later.
[0098] [Special Figure 2 Preliminary Determination Process] FIG. 18 is a flowchart of the special figure 2 pre-determination process (FIG. 17: step S209). The game control microcomputer 81 first determines whether the probability variation flag is ON (step S301). If the probability variation flag is OFF (step S301: NO), this process ends. That is, when the probability variation flag is OFF, the pre-determination is not performed. On the other hand, when the probability variation flag is ON, the game control microcomputer 81 performs a jackpot pre-determination by referring to the high-probability state table in the jackpot determination table T1 (FIG. 8) (step S302). Specifically, the game control microcomputer 81 first obtains the jackpot random number value as the determination value temporarily stored in the pre-determination buffer by the special figure 2 related random number acquisition process (FIG. 17: step S208). Next, the game control microcomputer 81 performs a pre-determination of whether it is a jackpot using the reference jackpot determination table T1 (FIG. 8) and the jackpot random number value. Here, since it is in the high-probability state (probability variation flag is ON), the game control microcomputer 81 refers to the high-probability state table (jackpot determination value is "0" to "649") in the jackpot determination table T1 to pre-determine whether it is a jackpot. That is, when the jackpot random number value is "0" to "649", it is pre-determined as "jackpot", and when it is other values, it is pre-determined as "miss". In this embodiment, the pre-determination is performed using the jackpot determination table T1 used in the jackpot determination process (FIG. 23) described later. However, as another embodiment, the pre-determination may be performed using a jackpot determination table for pre-determination different from the jackpot determination table T1.
[0099] When the result of the jackpot pre-determination is "loss" (step S304: NO), the process skips to step S306. On the other hand, when the result of the jackpot pre-determination is "jackpot" (step S304: YES), the game control microcomputer 81 performs a jackpot type pre-determination (step S305). In the jackpot type pre-determination, the game control microcomputer 81 first obtains a jackpot type random number value as a determination value temporarily stored in the pre-determination buffer by the special figure 2 related random number acquisition process (FIG. 17: step S208). Next, the game control microcomputer 81 performs a pre-determination of the jackpot type based on the obtained jackpot type random number value and the jackpot type determination table T5 (FIG. 9). Here, regardless of whether the jackpot type random number value is any of "0" to "127", it is pre-determined as a "16RV passing scheduled jackpot". In this embodiment, the pre-determination is performed using the jackpot type determination table T5 used in the jackpot determination process (FIG. 23) described later. However, as another embodiment, the pre-determination may be performed using a jackpot type determination table for pre-determination different from the jackpot type determination table T5.
[0100] In step S306, the game control microcomputer 81 performs a variation pattern pre-determination. Specifically, the game control microcomputer 81 first obtains a variation pattern random number value and a reach random number value as determination values temporarily stored in a pre-determination buffer by the special figure 2 related random number acquisition process (FIG. 17: step S208). Next, here, since it is in the time shortening state (the time shortening flag is ON), the game control microcomputer 81 refers to the variation pattern determination table T6 for the time shortening state (FIG. 11), and determines the presence or absence of a reach obtained from the jackpot pre-determination result in step S304, the reach random number value, and the variation pattern from the variation pattern random number value. Note that in the variation pattern determination table T6 of FIG. 11, the variation patterns selected may be different depending on the difference in the number of hold balls. Here, it is assumed that all the variation patterns that may be selected depending on the difference in the number of hold balls are selected. For example, if a non-reach with a reach is pre-determined from the jackpot pre-determination result and the reach presence / absence pre-determination result, and the variation pattern random number value is "60", the game control microcomputer 81 selects two variation patterns, "P64" selected when the number of hold balls is "1 to 2" and "P68" selected when the number of hold balls is "3 to 4". Note that in the present embodiment, the pre-determination is performed using the variation pattern determination table T6 used in the variation pattern selection process (FIGS. 24 and 25) described later. However, as another embodiment, the pre-determination may be performed using a variation pattern determination table for pre-determination different from the variation pattern determination table T6.
[0101] In step S307, the game control microcomputer 81 creates a pre-determination command. The pre-determination command includes the jackpot pre-determination result, (in the case of a jackpot, the jackpot type pre-determination result), and the variation pattern pre-determination result. The game control microcomputer 81 sets the created pre-determination command in the command set area 84a of the main RAM 84 (step S308) and ends this process.
[0102] [Special figure 1 pre-determination process] FIG. 19 is a flowchart of the special figure 1 pre-determination process (FIG. 17: step S214). The game control microcomputer 81 first determines whether or not the probability change flag is ON (step S401). Contrary to the above-described special figure 2 pre-determination process, if the probability change flag is ON (step S401: YES), this process ends. That is, when the probability change flag is ON, the pre-determination is not performed. On the other hand, if the probability change flag is OFF (step S401: NO), the game control microcomputer 81 refers to the table for the normal probability state in the jackpot determination table T1 (FIG. 8) and performs a jackpot pre-determination (step S402). Specifically, the game control microcomputer 81 first acquires the jackpot random number value as the determination value temporarily stored in the pre-determination buffer by the special figure 1 related random number acquisition process (FIG. 17: step S213). Next, here, since it is in the normal probability state (probability change flag is OFF), the game control microcomputer 81 pre-determines whether or not it is a jackpot based on the table for the normal probability state (jackpot determination value is "0" to "164") in the jackpot determination table T1. That is, when the jackpot random number value is "0" to "164", it is pre-determined as "jackpot", and when it is other values, it is pre-determined as "loss". Note that the jackpot pre-determination may use a jackpot determination table for pre-determination different from the jackpot determination table T1. Hereinafter, the processes of steps S404 to S408 are the same as those of steps S304 to S308 in the above-described special figure 2 pre-determination process (FIG. 18), and thus the description is omitted.
[0103] [Normal operation process] Figure 20 is a flowchart of normal operation processing (Figure 16: Step S104). The game control microcomputer 81 first determines whether the electric chewing gum 22 is operating (Step S501). If the electric chewing gum 22 is operating (Step S501: YES), the process proceeds to Step S520. If the electric chewing gum 22 is not operating (Step S501: NO), the game control microcomputer 81 determines whether the normal symbol is changing (Step S502). If the normal symbol is changing (Step S502: YES), the process skips to Step S508. If the normal symbol is not changing (Step S502: NO), the game control microcomputer 81 determines whether the number of hold balls for the normal symbol is "0" (Step S503). If the number of hold balls is "0" (Step S503: YES), this process ends. If the number of hold balls is 1 or more (Step S503: NO), the number of hold balls for the normal symbol is decremented by 1 (Step S504). Therefore, when a game ball passes through the gate 28 with the number of hold balls for the normal symbol being "0", in Step S203 of the start port sensor detection process (Figure 17), once the number of hold balls for the normal symbol becomes "1", and then in this Step S504, the hold is consumed and immediately the number of hold balls for the normal symbol becomes "0". This is the same for the number of hold balls for the special symbol. That is, in Step S207 and Step S212 of the start port sensor detection process (Figure 17), once the number of holds for the special symbol becomes "1", and then in Step S1404 and Step S1410 in the special symbol standby process (Figure 22) described later, the hold is consumed and the number of hold balls for the special symbol becomes "0". Next, the game control microcomputer 81 performs a hit determination by referring to the normal symbol hit determination table T3 (Figure 8(C)) (Step S505). Specifically, the game control microcomputer 81 first reads out the normal symbol random number value (hit random number value) as the determination value stored in the first storage area of the normal symbol hold memory area 86 (corresponding to the first of the normal symbol holds). Then, it determines whether it is a hit or not using the normal symbol random number value, the game state (whether it is a time-limited state or not), and the normal symbol hit determination table T3.For example, in the non-time-shortening state, when the normal symbol random value is from "0" to "2", it is determined as a "win", and when the normal symbol random value is other than that, it is determined as a "loss" (see Fig. 8(C)).
[0104] Next, the game control microcomputer 81 selects a variation pattern by referring to the normal symbol variation pattern determination table T4 (Fig. 8(D)) (step S506). Specifically, the game control microcomputer 81 first determines the game state (whether it is the time-shortening state or not), and uses the determination result of the game state and the normal symbol variation pattern determination table T4 to select the variation time of the normal symbol as the normal symbol variation pattern. Here, in the non-time-shortening state, the variation time of the normal symbol is determined to be "30 seconds", and in the time-shortening state, the variation time of the normal symbol is determined to be "1 second" (see Fig. 8(D)). The game control microcomputer 81 starts the variation display of the normal symbol by setting the selected normal symbol variation pattern (step S507).
[0105] In step S508, the game control microcomputer 81 determines whether or not the variation time of the normal symbol has elapsed and ended. The variation time of the normal symbol is the variation time selected in step S506 (see FIG. 8(D)). If the variation time has not ended (step S508: NO), the game control microcomputer 81 ends this process. That is, the variation display of the normal symbol continues. On the other hand, if the variation time has ended (step S508: YES), the game control microcomputer 81 stops the variation display (step S509). If it is a "miss" in the above-mentioned winning determination (step S505) (step S510: NO), this process ends. On the other hand, if it is a "win" in the above-mentioned winning determination (step S510: YES), the game control microcomputer 81 sets the release pattern of the electric chew (step S511). The release pattern of the electric chew 22 is selected with reference to the electric chew release pattern determination table T7 (FIG. 12(A)). Specifically, the game control microcomputer 81 determines the game state (whether it is a time-saving state or not), and uses the determination result of the game state and the electric chew release pattern determination table T7 to select the release pattern of the electric chew 22. Here, when it is not in the time-saving state, "release pattern 11" is selected, and when it is in the time-saving state, "release pattern 12" is selected. After selecting the release pattern, the game control microcomputer 81 starts the electric chew operation according to the selected release pattern (step S512) and ends this process.
[0106] In the above step S501, when the electric chewing gum 22 is in operation (step S501: YES), the game control microcomputer 81 determines whether the closing condition of the electric chewing gum 22 is satisfied (step S520). The closing condition here is that either the number of winning times for the electric chewing gum 22 has reached the specified maximum number of winning times (for example, 6 times), or the operating time of the electric chewing gum 22 has elapsed and it has reached the time to close the electric chewing gum 22. The operating time of the electric chewing gum 22 is the operating time corresponding to the opening pattern selected in step S511. When the closing condition of the electric chewing gum 22 is not satisfied (step S520: NO), the game control microcomputer 81 ends this process. On the other hand, when the closing condition of the electric chewing gum 22 is satisfied (step S520: YES), the game control microcomputer 81 closes (blocks) the electric chewing gum 22 to stop its operation (step S521) and ends this process.
[0107] [Special operation process] FIG. 21 is a flowchart of a special operation process (FIG. 16: step S105). Here, the processing related to the special symbol display 41 and the big winning devices (the first big winning device 31 and the second big winning device 36) is divided into four stages, and each stage is called "1", "2", "3", and "4" of the "special operation status", respectively. When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs a special symbol standby process (step S1302). In the special symbol standby process, jackpot determination, minor win determination, variable pattern selection, etc. are executed. When the "special operation status" is "2" (step S1301: NO, step S1303: YES), the special symbol variation process is performed (step S1304). In the special symbol variation process, after the elapse of the variation time, output of a variation stop command, etc. are executed. When the "special operation status" is "3" (step S1301, S1303: NO, step S1305: YES), the special symbol determination process is performed (step S1306). In the special symbol determination process, output of an opening command, etc. is executed when a jackpot occurs. When the "special operation status" is "4" (step S1301, S1303, S1305: NO), the special electric accessory process is performed (step S1308). In the special electric accessory process, jackpot games and minor win games are executed. Details of each of the above processes will be described later. Note that the special operation status is "1" in the initial setting.
[0108] Note that in the special operation process, the process related to the first special symbol display 41a and the process related to the second special symbol display 41b may be configured such that the first special symbol lottery and the second special symbol lottery are executed in parallel with independent and simultaneous fluctuations. In this case, the process related to the first special symbol display 41a and the big winning device (the first big winning device 31 and the second big winning device 36) is divided into four stages, and each stage is respectively called "1", "2", "3", and "4" of the "Special Symbol 1 Operation Status". Also, the process related to the second special symbol display 41b and the big winning device is divided into four stages, and each stage is respectively called "1", "2", "3", and "4" of the "Special Symbol 2 Operation Status". The initial settings of the "Special Symbol 1 Operation Status" and the "Special Symbol 2 Operation Status" are "1". The game control microcomputer 81 first determines whether either the "Special Symbol 1 Operation Status" or the "Special Symbol 2 Operation Status" is "4". When either the "Special Symbol 1 Operation Status" or the "Special Symbol 2 Operation Status" is "4", the special electric accessory process is performed. In the special electric accessory process, a big win game or a small win game is executed. Specifically, when the Special Symbol 1 Operation Status is "4", a big win game due to a big win of Special Symbol 1 is executed. When the Special Symbol 2 Operation Status is "4", a big win game or a small win game due to a big win of Special Symbol 2 is executed. When neither the "Special Symbol 1 Operation Status" nor the "Special Symbol 2 Operation Status" is "4", the game control microcomputer 81 determines whether the "Special Symbol 1 Operation Status" is "1", "2", or "3". When the "Special Symbol 1 Operation Status" is "1", the Special Symbol 1 standby process is performed. In the Special Symbol 1 standby process, the hit determination of Special Symbol 1, the selection of the variation pattern, etc. are executed. When the "Special Symbol 1 Operation Status" is "2", the Special Symbol 1 in-variation process is performed. In the Special Symbol 1 in-variation process, after the elapse of the variation time of Special Symbol 1, the output of a variation stop command, etc. are executed. When the "Special Symbol 1 Operation Status" is "3", the Special Symbol 1 confirmation process is performed. In the Special Symbol 1 confirmation process, when there is a big win or a small win in the Special Symbol 1 lottery, the output of an opening command, etc. are executed. After determining whether the "Special Symbol 1 Operation Status" is "1", "2", or "3", the game control microcomputer 81 determines whether the "Special Symbol 2 Operation Status" is "1", "2", or "3".When the "Special Drawing 2 Operation Status" is "1", perform the Special Drawing 2 standby process. In the Special Drawing 2 standby process, hit determination of Special Drawing 2, selection of variation patterns, etc. are executed. When the "Special Drawing 2 Operation Status" is "2", perform the Special Drawing 2 in-variation process. In the Special Drawing 2 in-variation process, output of a variation stop command after the elapse of the variation time of Special Drawing 2, etc. are executed. When the "Special Drawing 2 Operation Status" is "3", perform the Special Drawing 2 confirmation process. In the Special Drawing 2 confirmation process, output of an opening command at the time of a big win or a small win in the Special Drawing 2 lottery, etc. are executed. As described above, according to the special operation process of the present embodiment, the standby process, in-variation process, and confirmation process of Special Drawing 1 and the standby process, variation process, and confirmation process of Special Drawing 2 are executed in parallel. On the other hand, big win games and small win games are executed with priority over the standby process, variation process, and confirmation process of Special Drawing 1 and Special Drawing 2.
[0109] [Special Symbol Standby Process] FIG. 22 is a flowchart of a special symbol standby process (FIG. 21: step S1302). In the special symbol standby process, the game control microcomputer 81 first determines whether or not the number of reserved balls for special figure 2 is "0" (step S1400). If the number of reserved balls for special figure 2 is "0" (step S1400: YES), that is, if there is no memory of the random number value group acquired due to winning at the second start port 21 in the second special figure reserved memory area 85b, the process proceeds to step S1407. If the number of reserved balls for special figure 2 is "1" or more (step S1400: NO), the game control microcomputer 81 executes a small win determination process (step S1401). In the small win determination process, the game control microcomputer 81 makes a small win determination with reference to the small win determination table T10 (FIG. 8). Specifically, the game control microcomputer 81 first reads out the small win random number value stored in the first memory area (corresponding to the first of the second special figure reservations) of the second special figure reserved memory area 85b, and determines whether or not it is a small win using this read small win random number value and the small win determination table T10. Next, if the result of the small win determination is "small win", the game control microcomputer 81 turns on the small win flag, sets the special figure stop symbol data corresponding to the small win symbol in the buffer of the main RAM 84, and ends this process. Next, the game control microcomputer 81 executes a big win determination process (step S1402) and a variation pattern selection process (step S1403). Details of these processes will be described later.
[0110] After the variable pattern selection process, the number of reserved balls in the second special figure is decremented by one (step S1404). Next, the game control microcomputer 81 shifts the storage location of the reservation information (various random values) stored in the first to fourth storage areas of the second special figure reservation storage area 85b by one position to the side from which it is read out from the current position, and clears the reservation information stored in the location farthest from the side from which it is read out in the second special figure reservation storage area 85b (step S1405). For example, when reservation information is stored in the first to third storage areas, the reservation information stored in the third storage area is cleared, and when reservation information is stored in the first to fourth storage areas, the reservation information stored in the fourth storage area is cleared. By the above steps, the second special figure reservations are consumed in the order in which they are reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9B corresponding to the first storage area of the second special figure reservation storage area 85b (the leftmost reserved image 9B among the four reserved images 9B) shifts to the reserved consumption image display area side and is displayed as the reserved consumption image 9C. Also, the reserved images 9B corresponding to the second to fourth storage areas of the second special figure reservation storage area 85b (the second, third, and fourth reserved images 9B from the left among the four reserved images 9B) each shift one position to the left (Fig. 1). Thereby, the player can recognize that one second special figure reservation has been consumed. Next, the game control microcomputer 81 performs the second special figure variation start process (step S1406). In the second special figure variation start process, a variation start command is set in the command set area 84a of the main RAM 84, the variation display of the second special symbol is started, and the variation time timer is set. The variation time timer is set with a variation time determined according to the variation pattern selected in the variation pattern selection process. Also, the game control microcomputer 81 sets the special operation status to "2". Note that the variation start command (second special figure variation start command) set in the second special figure variation start process includes information regarding the special figure stop symbol data set in the small hit determination process (step S1401), information regarding the special figure stop symbol data set in the big hit determination process (step S1402), and information regarding the variation pattern set in the variation pattern selection process (including information regarding the variation time).
[0111] In step S1401, when the number of reserved balls in Special Figure 2 is "0" (step S1401: YES), the game control microcomputer 81 determines whether the number of reserved balls in Special Figure 1 is "0" (step S1407). When the number of reserved balls in Special Figure 1 is "0" (step S1407: YES), that is, when there is no storage of the random number value group acquired due to winning in the first start port 20 in the first special figure reserved memory area 85a, the process proceeds to step S1413. When the number of reserved balls in Special Figure 1 is 1 or more (step S1407: NO), the game control microcomputer 81 executes a big win determination process (step S1408) and a variation pattern selection process (step S1409). Details of these processes will be described later. After the variation pattern selection process, the number of reserved balls in Special Figure 1 is decremented by one (step S1410). Next, the game control microcomputer 81 shifts the storage location of each random number value stored in the first to fourth storage areas of the first special figure reserved memory area 85a by one to the side to be read from the current position, and clears the reserved information stored in the location farthest from the side to be read in the first special figure reserved memory area 85a (step S1411). By the above steps, the first special figure reservations are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A corresponding to the first storage area of the first special figure reserved memory area 85a (the reserved image 9A at the far right among the four reserved images 9A) shifts to the reserved consumption image display area side and is displayed as the reserved consumption image 9C. Also, the reserved images 9A corresponding to the second to fourth storage areas of the first special figure reserved memory area 85a (the second, third, and fourth reserved images 9A from the left among the four reserved images 9A) each shift one position to the right (Figure 1). Thereby, the player can recognize that one first special figure reservation has been consumed. Next, the game control microcomputer 81 performs a first special figure variation start process (step S1412). In the first special figure variation start process, a variation start command is set in the command set area 84a of the main RAM 84, the variation display of the first special symbol is started, and a variation time timer is set. The variation time timer is set with a variation time determined according to the variation pattern selected in the variation pattern selection process.Further, the game control microcomputer 81 sets the special operation status to "2" (step S1406). Note that the variation start command (special figure 1 variation start command) set in the special figure 1 variation start process includes information regarding the special figure stop symbol data set in the jackpot determination process (step S1408) and information regarding the variation pattern set in the variation pattern selection process (step S1409) (including information regarding the variation time).
[0112] In step S1407, when the number of special figure 1 hold balls is "0" (step S1407: YES), the game control microcomputer 81 determines whether the display screen 7a of the image display device 7 is a standby screen (step S1413). The standby screen is a demo screen for customer waiting. The game control microcomputer 81 may make the determination based on, for example, the ON / OFF of the customer waiting demo screen display flag. If it is a standby screen (step S1413: YES), this process ends. If it is not a standby screen (step S1413: NO), the game control microcomputer 81 waits for the elapse of a predetermined standby time and sets a customer waiting standby command for displaying a waiting scene in the command set area 84a of the main RAM 84 (step S1414), and ends this process. As described above, according to the special symbol waiting process of this embodiment, the variable display of the special symbol based on the first special figure hold is executed only when the second special figure hold is "0". That is, the consumption of the second special figure hold is executed with priority over the consumption of the first special figure hold. Also, according to the jackpot type determination table T5 of this embodiment, the lottery based on the second special figure hold is more likely to win a jackpot (V passing scheduled jackpot) that is more profitable for the player than the lottery based on the first special figure hold.
[0113] [Jackpot Determination Process] FIG. 23 is a flowchart of the jackpot determination process (FIG. 22: Steps S1402, S1408). Since the jackpot determination processes in FIGS. 2 (Step S1402) and 1 (Step S1408) have the same processing flow, they will be described together. In the jackpot determination process, first, the game control microcomputer 81 determines whether the probability variation flag is ON (Step S1501). If the probability variation flag is ON (Step S1501: YES), a jackpot determination is made by referring to the high-probability state table in the jackpot determination table T1 (FIG. 8) (Step S1502). Specifically, the game control microcomputer 81 first reads out the jackpot random number value as the determination value. For example, in the jackpot determination process of FIG. 2, the jackpot random number value stored in the first storage area of the second special figure reservation storage area 85b (corresponding to the first of the second special figure reservations) is read out. In the jackpot determination process of FIG. 1, the jackpot random number value stored in the first storage area of the first special figure reservation storage area 85a (corresponding to the first of the first special figure reservations) is read out. Next, the game control microcomputer 81 determines whether it is a jackpot using the reference jackpot determination table T1 and the jackpot random number value. Here, since it is in the high-probability state (probability variation flag is ON), a determination of whether it is a jackpot is made based on the high-probability state table (jackpot determination value is "0" to "649") in the jackpot determination table T1.
[0114] In Step S1501, if the probability variation flag is OFF (Step S1501: NO), the game control microcomputer 81 makes a jackpot determination by referring to the normal-probability state table in the jackpot determination table T1 (FIG. 8) (Step S1504). Specifically, the game control microcomputer 81 first reads out the jackpot random number value in the same manner as in Step S1502. Next, here, since it is in the normal-probability state (probability variation flag is OFF), a determination of whether it is a jackpot is made based on the normal-probability state table (jackpot determination value is "0" to "164") in the jackpot determination table T1.
[0115] When the jackpot determination result is "jackpot" (Steps S1503, S1505: YES), the game control microcomputer 81 turns on the jackpot flag (Step S1506) and determines the jackpot type (Step S1507). Specifically, the game control microcomputer 81 first reads out the jackpot type random number value as the determination value. For example, in the jackpot determination process of FIG. 2, the jackpot type random number value stored in the first storage area of the second FIG. reserved storage area 85b is read out. In the jackpot determination process of FIG. 1, the jackpot type random number value stored in the first storage area of the first FIG. reserved storage area 85a is read out. Next, the game control microcomputer 81 determines the jackpot type based on the read jackpot type random number value and the jackpot type determination table T5 (FIG. 9). After the determination of the jackpot type, the special figure stop symbol data (FIG. 9) corresponding to the specified jackpot type is set in the jackpot type buffer provided in the main RAM 84 (Step S1520), and this process ends. On the other hand, in Step S1503 or Step S1505, when the jackpot determination result is "miss" (the small win determination result is also "miss"), the special figure stop symbol data (01H) corresponding to the losing symbol is set in the jackpot type buffer provided in the main RAM 84 (Step S1520), and this process ends.
[0116] [Variable Pattern Selection Process] Figs. 24 and 25 are flowcharts of the variable pattern selection process (Figs. 22: Steps S1403, S1409). Since the flow of the variable pattern selection process in Fig. 2 (Step S1403) and the variable pattern selection process in Fig. 1 (Step S1409) are the same, they will be described together. In the variable pattern selection process, first, the game control microcomputer 81 determines whether the game state is a time-limited state (Step S1600). The determination of whether it is a time-limited state is made based on whether the time-limited flag is ON. If it is a time-limited state (Step S1600: YES), the process proceeds to Step S1612. If it is not a time-limited state (Step S1600: NO), the game control microcomputer 81 determines whether the jackpot flag is ON (Step S1602). If the jackpot flag is OFF (Step S1602: NO), the game control microcomputer 81 determines whether the minor jackpot flag is ON (Step S1610). If the minor jackpot flag is OFF (Step S1610: NO), the process proceeds to Step S1607. If the minor jackpot flag is ON (Step S1610: YES), the game control microcomputer 81 selects a variable pattern by referring to the table for non-time-limited state minor jackpots in the variable pattern determination table T6 (Fig. 10) (Step S1611). Specifically, the game control microcomputer 81 first reads out the variable pattern random number value stored in the first storage area of the second special figure reservation storage area 85b (corresponding to the first of the second special figure reservations). Next, the game control microcomputer 81 selects a variable pattern using the variable pattern determination table T6 and the variable pattern random number value. Here, as the table for non-time-limited state minor jackpots, the portion corresponding to the minor jackpot (the portion where the variable pattern is "P34") in the variable pattern determination table T6 for non-time-limited states shown in Fig. 10 is referred to (the address is set). From the read variable pattern random number value, "P34" is selected as the variable pattern.
[0117] When the jackpot flag is ON (step S1602: YES), the game control microcomputer 81 determines whether the jackpot type is a V-pass scheduled jackpot (step S1604). The determination of the jackpot type is made based on the special figure stop symbol data set in the main RAM 84.
[0118] When the jackpot type is a V-pass scheduled jackpot (step S1604: YES), the game control microcomputer 81 selects a variation pattern by referring to the table for non-time-short state V-pass scheduled jackpots in the variation pattern determination table T6 (Fig. 10) (step S1605). Specifically, the game control microcomputer 81 first reads out the variation pattern random number value as the determination value. For example, in the variation pattern selection process of special figure 2, the variation pattern random number value stored in the first storage area of the second special figure hold storage area 85b (corresponding to the first of the second special figure holds) is read out. In the variation pattern selection process of special figure 1, the variation pattern random number value stored in the first storage area of the first special figure hold storage area 85a (corresponding to the first of the first special figure holds) is read out. Next, the game control microcomputer 81 selects a variation pattern using the variation pattern determination table T6 and the variation pattern random number value. Here, as the table for non-time-short state V-pass scheduled jackpots, the address corresponding to the part applicable to the V-pass scheduled jackpot in the non-time-short state variation pattern determination table T6 shown in Fig. 10 (in special figure 1, the part where the variation pattern is "P1" to "P3", and in special figure 2, the part where the variation pattern is "P21", "P22") is set). From the read variation pattern random number value, either "P1" to "P3" as the variation pattern in special figure 1 or "P21" or "P22" in special figure 2 is selected.
[0119] When the jackpot type is a non-time-limit non-winning jackpot (step S1604: NO), the game control microcomputer 81 selects a variation pattern by referring to the table for non-time-limit non-winning jackpots in the variation pattern determination table T6 (FIG. 10) (step S1606). Here, as the table for non-time-limit non-winning jackpots, the address corresponding to the portion of the non-time-limit variation pattern determination table T6 shown in FIG. 10 that corresponds to the non-winning jackpot (in the first special figure, the portion where the variation pattern is "P4" to "P6", and in the second special figure, the portion where the variation pattern is "P23") is set. From the read variation pattern random number value, in the first special figure, either "P4" to "P6" is selected as the variation pattern, and in the second special figure, "P23" is selected.
[0120] In step S1610, when the small win flag is OFF (step S1610: NO), the game control microcomputer 81 determines whether the reach random number value is a reach establishment random number value (step S1607). Specifically, the game control microcomputer 81 first reads the reach random number value as the determination value. In the variation pattern selection process of the second special figure, the reach random number value stored in the first storage area of the second special figure reserved storage area 85b (corresponding to the first of the second special figure reservations) is read. In the variation pattern selection process of the first special figure, the reach random number value stored in the first storage area of the first special figure reserved storage area 85a (corresponding to the first of the first special figure reservations) is read. Next, the game control microcomputer 81 determines the presence or absence of a reach using the reach determination table T2 (FIG. 8(B)) and the reach random number value. Here, since it is a non-time-limit state, the presence or absence of a reach is determined based on the table for non-time-limit states in the reach determination table T2 (the portion where the reach establishment random number value (reach establishment random number value) is "0" to "13").
[0121] When the reach random value is the reach establishment random value (step S1607: YES), that is, in the case of a losing reach with a win, the game control microcomputer 81 refers to the table for losing reaches with a win in the non-time-short state in the variation pattern determination table T6 (FIG. 10) to select a variation pattern (step S1608). Here, as the table for losing reaches with a win in the non-time-short state, the portion corresponding to losing reaches with a win in the variation pattern determination table T6 for the non-time-short state shown in FIG. 10 (in the special figure 1, the portion where the variation pattern is "P7" to "P14", and in the special figure 2, the portion where the variation pattern is "P24" to "P31") is referred to. In the special figure 1, any one of "P7" to "P14" is selected as the variation pattern from the read variation pattern random value and the current number of held balls in the special figure 1 (1 to 4). In the special figure 2, any one of "P24" to "P31" is selected as the variation pattern from the read variation pattern random value and the current number of held balls in the special figure 2 (1 to 4). Since the variation pattern selected depends on the number of held balls, a function of shortened variation according to the number of held balls works. That is, in both the special figure 1 and the special figure 2, when the number of held balls is "3" to "4", more variation patterns with shorter variation times are selected compared to when the number of held balls is "1" to "2". Thereby, when the number of held balls is large, the digestion speed of the special figure hold can be increased.
[0122] When the reach random value is not the reach establishment random value (step S1607: NO), that is, in the case of a non-reach losing outcome, the game control microcomputer 81 selects a variation pattern by referring to the table for non-time-short non-reach losing outcomes in the variation pattern determination table T6 (FIG. 10) (step S1609). Here, as the table for non-time-short non-reach losing outcomes, the portion corresponding to non-reach losing outcomes in the variation pattern determination table T6 for non-time-short states shown in FIG. 10 (in the special figure 1, the portion where the variation pattern is "P15" to "P16", and in the special figure 2, the portion where the variation pattern is "P32" to "P33") is referred to. In the special figure 1, either "P15" or "P16" is selected as the variation pattern based on the read variation pattern random value and the current number of hold balls in the special figure 1 (1 to 4). In the special figure 2, either "P32" or "P33" is selected as the variation pattern based on the read variation pattern random value and the current number of hold balls in the special figure 2 (1 to 4). Also here, since the variation pattern selected depends on the number of hold balls, the function of shortened variation according to the number of hold balls is in operation.
[0123] In step S1600, when it is determined that the game state is the time-limited state, the game control microcomputer 81 determines whether the jackpot flag is ON (Fig. 25: step S1612). Hereinafter, the processes of steps S1614 to S1621 are the same as the processes of steps S1604 to S1611 described above except for the following points, and thus the description is omitted. The difference between the processes of steps S1614 to S1621 and the processes of steps S1604 to S1611 is that in steps S1615, S1616, S1618, S1619, and S1621, the portions of the variable pattern determination table T6 to be referred to are different from those in the aforementioned steps S1605, S1606, S1608, S1609, and S1611. Specifically, in S1605, S1606, S1608, S1609, and S1611, the variable pattern determination table T6 (Fig. 10) for the non-time-limited state is referred to, while in steps S1615, S1616, S1618, S1619, and S1621, the variable pattern determination table T6 (Fig. 11) for the time-limited state is referred to. For example, in the case of step S1615, that is, when the jackpot type is the V-pass-through scheduled jackpot, the portion corresponding to the V-pass-through scheduled jackpot in the variable pattern determination table T6 for the time-limited state shown in Fig. 11 (the portion where the variable pattern is "P41" to "P43" in the special figure 1, and the portion where the variable pattern is "P61" or "P62" in the special figure 2) is referred to. From the read variable pattern random number value, either "P41" to "P43" as the variable pattern in the special figure 1 or "P61" or "P62" in the special figure 2 is selected. Also, for example, in the case of step S1616, that is, when the jackpot type is the V-non-pass-through scheduled jackpot, the portion corresponding to the V-non-pass-through scheduled jackpot in the variable pattern determination table T6 for the time-limited state shown in Fig. 11 (the portion where the variable pattern is "P44" to "P46" in the special figure 1, and the portion where the variable pattern is "P63" in the special figure 2) is referred to. From the read variable pattern random number value, either "P44" to "P46" as the variable pattern in the special figure 1 or "P63" in the special figure 2 is selected. Also, for example, in the case of step S1621, that is, in the case of a small win, the portion corresponding to the small win (the portion of "P74") in the variable pattern determination table T6 for the time-limited state shown in Fig. 11 is referred to.From the read variable pattern random number value, "P74" is selected as the variable pattern.
[0124] After performing the selection of the variable pattern as described above (steps S1605, S1606, S1608, S1609, S1611, S1615, S1616, S1618, S1619, S1621), the game control microcomputer 81 sets the selected variable pattern (step S1630) and ends this process. The information of the set variable pattern is included in the variable start command and transmitted to the sub-control board 90 in the output process (FIG. 16: step S108). Thereby, the variable display of the special symbol is started.
[0125] [Processing during special symbol variation] FIG. 26 is a flowchart of the processing during special symbol variation (FIG. 21: step S1304). The game control microcomputer 81 first determines whether or not the variation time of the special symbol has elapsed and ended (step S1701). The variation time of the special symbol is the variation time determined according to the variable pattern selected in the above-described variable pattern selection process (FIGS. 24 and 25). If the variation time has not ended (step S1701: NO), this process ends. That is, the variable display of the special symbol started in step S1406 or S1412 of the special symbol standby process (FIG. 22) continues. On the other hand, if the variation time has ended (step S1701: YES), a variation stop command is set (step S1702), and the special operation status is set to "3" (step S1703). Further, the game control microcomputer 81 performs other processes associated with the variation stop (step S1704). For example, the game control microcomputer 81 performs a process of stopping the variable display of the special symbol with a symbol corresponding to the set special symbol stop symbol data. Thereafter, the game control microcomputer 81 ends this process.
[0126] [Special symbol determination process] Figure 27 is a flowchart of the special symbol determination process (Figure 21: Step S1306). The game control microcomputer 81 first performs a game state management process (Step S1801). The content of the game state management process will be described later. After the game state management process, a determination is made as to whether the jackpot flag is ON (Step S1802). If the jackpot flag is OFF (Step S1802: NO), the game control microcomputer 81 makes a determination as to whether the minor jackpot flag is ON (Step S1810). If the minor jackpot flag is OFF (Step S1810: NO), the game control microcomputer 81 sets the special operation status to "1" (Step S1808) and ends this process. As a result, the jackpot game and the minor jackpot game are not started, and the process shifts again to the special symbol standby process (Figure 22), and jackpot determination, minor jackpot determination, etc. for the next reservation are executed.
[0127] If the jackpot flag is ON (Step S1802: YES), the game control microcomputer 81 sets the opening patterns of the big winning port and the V opening / closing member according to the type of the selected jackpot (Step S1803). Specifically, the game control microcomputer 81 refers to the big winning port opening pattern determination table T8 (Figure 13), determines the opening pattern of the big winning port from the special symbol stop symbol data, and sets the determined opening pattern. For example, when the special symbol stop symbol data is "11H", "opening pattern 21" is set as the opening pattern of the big winning port. Also, the game control microcomputer 81 refers to the V opening / closing member opening pattern determination table T9 (Figure 14), determines the opening pattern of the V opening / closing member 71 from the special symbol stop symbol data, and sets the determined opening pattern. For example, when the special symbol stop symbol data is "11H", "opening pattern 31" is set as the opening pattern of the V opening / closing member 71. Together with the setting of the opening patterns of the big winning port and the V opening / closing member, the value of the round counter is set to the number of rounds according to the type of the selected jackpot. The round counter counts the number of unit opening games (round games) executed during the jackpot game. Here, "16" is set in the round counter (Figure 13(B)).
[0128] After setting the set of opening patterns, the game control microcomputer 81 performs game state reset processing (step S1804). The game state reset processing is processing for resetting (returning to OFF) the probability variable flag and the time shortening flag, and the details will be described later. After the game state reset processing, in order to start the jackpot game, a jackpot opening command is set (step S1805), and the opening is started (step S1806). Then, the special operation status is set to "4" (step S1807), and this process ends.
[0129] On the other hand, when the small win flag is ON (step S1810: YES), the game control microcomputer 81 sets the opening pattern of the big winning opening according to the type of the jackpot with small win rush that has been won (step S1811). Specifically, the game control microcomputer 81 refers to the big winning opening opening pattern determination table T8 (Fig. 13), determines the opening pattern of the big winning opening from the special figure stop symbol data, and sets the determined opening pattern. For example, when the special figure stop symbol data is "20H", "opening pattern 25" is set as the opening pattern of the big winning opening. After setting the opening pattern, the game control microcomputer 81 sets the special operation status to "4" (step S1807), and this process ends.
[0130] [Game state management processing] Figure 28 is a flowchart of the game state management process (Figure 27: Step S1801). The game control microcomputer 81 first determines whether the high probability flag is ON (Step S2001). If the high probability flag is OFF (Step S2001: NO), the process skips to Step S2005. If the high probability flag is ON (Step S2001: YES), the value of the high probability counter is decremented by 1 (Step S2002). The high probability counter counts the number of fluctuations of the special symbol executed during the high probability state. Here, "10000" is set in the high probability counter when transitioning to the high probability state. The game control microcomputer 81 determines whether the value of the high probability counter has become "0" as a result of decrementing the high probability counter by 1 (Step S2003). If the value of the high probability counter is not "0" (Step S2003: NO), the process skips to Step S2005. If the value of the high probability counter is "0" (Step S2003: YES), the high probability flag is switched to OFF (Step S2004). Note that when "10000" is set in the high probability counter, the value of the actual high probability counter does not become "0".
[0131] In Step S2005, the game control microcomputer 81 determines whether the time shortening flag is ON. If the time shortening flag is OFF (Step S2005: NO), the process skips to Step S2009. If the time shortening flag is ON (Step S2005: YES), the value of the time shortening counter is decremented by 1 (Step S2006). The time shortening counter counts the number of fluctuations of the special symbol executed during the time shortening state. Here, "10000" is set in the time shortening counter when transitioning to the time shortening state. The game control microcomputer 81 determines whether the value of the time shortening counter has become "0" as a result of decrementing the time shortening counter by 1 (Step S2007). If the value of the time shortening counter is not "0" (Step S2007: NO), the process skips to Step S2009. If the value of the time shortening counter is "0" (Step S2007: YES), the time shortening flag is switched to OFF (Step S2008). Note that when "10000" is set in the time shortening counter, the value of the actual time shortening counter does not become "0".
[0132] In step S2009, the game control microcomputer 81 sets a game state designation command in the command set area (output buffer) 84a of the main RAM 84 and ends this process. The game state designation command includes information regarding the currently set current game state (such as whether it is a high probability variation state, the high probability variation counter value, whether it is a time shortening state, the time shortening counter value, etc.).
[0133] [Game state reset process] FIG. 29 is a flowchart of the game state reset process (FIG. 27: step S1804). The game control microcomputer 81 first determines whether the high probability variation flag is ON (step S2101). If the high probability variation flag is OFF (step S2101: NO), the process skips to step S2103. If the high probability variation flag is ON (step S2101: YES), the high probability variation flag is switched to OFF (step S2102). In step S2103, the game control microcomputer 81 determines whether the time shortening flag is ON. If the time shortening flag is OFF (step S2103: NO), this process ends. If the time shortening flag is ON (step S2103: YES), the time shortening flag is switched to OFF (step S2104). That is, during the execution of the big win game, it becomes a non-high probability state and a non-time shortening state. In the gaming machine 1, since it always becomes a low base state during the non-time shortening state, it becomes a low base state during the execution of the big win game.
[0134] [Special electric accessory process] FIG. 30 is a flowchart of special electric accessory processing (FIG. 21: step S1308). The game control microcomputer 81 first determines whether the jackpot end flag is ON (step S2200). The "jackpot end flag" is a flag indicating that the opening of the big winning devices (the first big winning device 31 and the second big winning device 36) based on the opening pattern has ended in the ongoing jackpot game. If the jackpot end flag is ON (step S2200: YES), the process proceeds to step S2230. If the jackpot end flag is OFF (step S2200: NO), the V opening / closing member operation process for operating the V opening / closing member 71 is performed (step S2201). The V opening / closing member 71 of the present embodiment is configured to operate when a predetermined number of game balls are won in the first big winning port 30. In the V opening / closing member operation process, the V opening / closing member 71 is opened for a predetermined period when the predetermined game ball is won according to the V opening / closing member opening pattern T9. Details of the V opening / closing member operation process will be described later. After the V opening / closing member operation process, the game control microcomputer 81 determines whether the big winning ports (the first big winning port 30 and the second big winning port 35) are open (step S2202). If they are open (step S2202: YES), the process proceeds to step S2210.
[0135] When the big winning opening is not open (step S2202: NO), the game control microcomputer 81 determines whether the conditions for opening the big winning opening are satisfied (step S2203). As conditions for opening the big winning opening, the game control microcomputer 81 first determines whether a ball has entered the big winning opening start port 17. If no ball has entered the big winning opening start port 17, it is determined that the conditions are not satisfied. When a ball has entered the big winning opening start port 17, the game control microcomputer 81 further determines whether it is the time (timing) to open the big winning opening. The time to open the big winning opening includes, for example, when the time of the jackpot opening has elapsed and the opening start time in the first round game has arrived, or when the interval time (closing time) until the big winning opening that was temporarily closed after opening is reopened has elapsed and the time for reopening has arrived. If the above conditions are not satisfied (step S2203: NO), the process proceeds to step S2220.
[0136] When the above conditions are satisfied (step S2203: YES), the game control microcomputer 81 performs the big winning opening process (step S2207). Specifically, the game control microcomputer 81 opens the big winning opening (the first big winning opening 30 or the second big winning opening 35) according to the opening pattern (FIG. 13) corresponding to the type of jackpot. After the big winning opening process, the game control microcomputer 81 sets a round designation command (step S2208). The round designation command includes information regarding the number of rounds of the jackpot game being executed, and the game control microcomputer 81 sets the round designation command in the output buffer of the main RAM 84. In this embodiment, the big winning opening is not opened multiple times during one round game. However, as another embodiment, when the big winning opening is opened multiple times during one round game, the game control microcomputer 81 may determine whether the opening of the big winning opening is the first opening during one round, and set the round designation command only in the case of the first opening. After setting the round designation command, this process ends.
[0137] In the above step S2202, when the big winning opening is open (step S2202: YES), the game control microcomputer 81 determines whether the closing condition of the big winning opening is satisfied (step S2210). The closing condition here is that either the number of winning times at the big winning opening in that round of the game has reached the specified maximum number of winning times (for example, 9 times per round), or the time to close the big winning opening has arrived (that is, a predetermined opening time (Figure 13) has elapsed since the big winning opening was opened). If the closing condition of the big winning opening is not satisfied (step S2210: NO), the game control microcomputer 81 ends this process. On the other hand, if the closing condition of the big winning opening is satisfied (step S2210: YES), the game control microcomputer 81 closes (blocks) the big winning opening (step S2211).
[0138] In the above step S2203, when it is not the time (timing) to open the big winning opening, the game control microcomputer 81 determines whether the round of the game has ended (step S2220). Here, one round of the game ends after a predetermined time (here, 2 seconds) has elapsed since the big winning opening was closed. As described above, this is because the closing time (interval time) of the big winning opening between rounds of the game is included in the opening round of the game before the closing. The game control microcomputer 81 determines whether the round of the game has ended based on whether a predetermined interval time has elapsed since the big winning opening was closed. If the round of the game has not ended (step S2220: NO), the game control microcomputer 81 ends this process.
[0139] When the round game has ended (step S2220: YES), the game control microcomputer 81 decrements the value of the round counter by 1 (step S2221), and determines whether the value of the round counter is "0" (step S2226). If the value of the round counter is not "0" (step S2226: NO), that is, if the specified number of round games has not been completed yet, this process ends to start the next round game. On the other hand, when the value of the round counter is "0", as a jackpot end process for ending the jackpot game, a jackpot ending command is set (step S2227), and the jackpot ending is started (step S2228). In this embodiment, the ending time (for example, 18 seconds) when there is a passage of the game ball to the V area 39 in the "16R (substantially 13R) V expected-to-pass jackpot" is the same length as the ending time when there is no passage of the game ball to the V area 39 in the "16R (substantially 13R) V not expected-to-pass jackpot". Thereby, even when there is a passage of the game ball to the V area 39 in the "16R (substantially 13R) V expected-to-pass jackpot", the player can be made to recognize that there is no passage of the game ball to the V area 39 in the "16R (substantially 13R) V not expected-to-pass jackpot". Note that the ending time when there is no passage of the game ball to the V area 39 in the "16R (substantially 13R) V expected-to-pass jackpot" is also the same length as these. After starting the jackpot ending, the jackpot end flag is set to ON (step S2229), and this process ends.
[0140] In the above step S2200, when the jackpot end flag is ON (step S2200: YES), since the final round has ended, the game control microcomputer 81 determines whether the jackpot ending time has elapsed (step S2230). If the ending time has not elapsed (step S2230: NO), the game control microcomputer 81 ends this process. On the other hand, if the ending time has elapsed (step S2230: YES), the game control microcomputer 81 turns off the jackpot end flag (step S2231), turns off the jackpot flag (step S2232), and sets the special operation status to "1" (step S2233). As a result, in the next special operation process, the special symbol standby process (step S1302) is executed again. Then, the game state setting process (step S2234) described later is executed and this process ends.
[0141] Also, in the special electric accessory process, in addition to the opening process of the big winning opening (the first big winning opening 30 or the second big winning opening 35) in the jackpot game as described above, the opening process of the big winning opening (the second big winning opening 35) in the small win game is also performed. Although the illustration is omitted, specifically, when the small win flag becomes ON, the game control microcomputer 81 opens the big winning opening (the second big winning opening 35) according to the opening pattern (Fig. 13) corresponding to the type of the selected jackpot with small win rush, and then determines whether the closing condition of the big winning opening (Fig. 13) is satisfied. If the closing condition of the big winning opening is satisfied, the big winning opening is closed (blocked) (the small win game ends). Then, the small win flag is turned off and the special operation status is set to "1".
[0142] [V Opening / Closing Member Operation Process] Figure 31 is a flowchart of the V opening / closing member operation process (Figure 30: Step S2201). The game control microcomputer 81 first determines whether the current round game (the current round) is an opening round of the V opening / closing member 71 (Step S2501). Here, the second round, the fourth round, the sixth round, the eighth round, the tenth round, and the twelfth round correspond to the opening rounds of the V opening / closing member 71. The game control microcomputer 81 can determine that it is an opening round when the value of the round counter is "15", "13", "11", "9", "7", "5". If it is not the opening round of the V opening / closing member 71 (Step S2501: NO), this process ends. This is because there is no need to operate the V opening / closing member 71 in the current round.
[0143] If it is the opening round of the V opening / closing member 71 (Step S2501: YES), the game control microcomputer 81 determines whether the first winning flag is ON (Step S2502). The "first winning flag" is a flag indicating that there has been a winning of the first ball in the first major winning opening 30 in the current round. If the first winning flag is ON (Step S2502: YES), the process proceeds to Step S2520. If the first winning flag is OFF (Step S2502: NO), it is determined whether the winning of the first ball has been detected (Step S2503). If the winning of the first ball has not been detected (Step S2503: NO), this process ends. This is because there has not yet been a winning in the first major winning opening 30 in the current round, and there is no need to operate the V opening / closing member 71.
[0144] When a winning of the first ball is detected (step S2503: YES), the game control microcomputer 81 short - releases the V opening / closing member 71 and performs V valid period setting processing (step S2504). The reason for short - releasing the V opening / closing member 71 is that in the opening pattern of the V opening / closing member 71 (Fig. 14(B)), regardless of whether it is "short release" or "long release", short release (here, 0.1 seconds) is executed at the time of winning of the first ball. In the short release of the V opening / closing member 71, since the opening time of the V opening / closing member 71 is very short, the first game ball that wins the first big winning port 30 is configured to pass through the non - V area 70 without passing through the V area 39. In the V valid period setting processing, the period during which the V opening / closing member 71 is open and several seconds after the V opening / closing member 71 is closed are set as the V valid period during which the detection of game balls by the V area sensor 39a is valid. Here, the game control microcomputer 81 short - releases the V opening / closing member 71 (here, 0.1 seconds) according to the opening pattern of the V opening / closing member 71 (Fig. 14(B)), and sets the period during which the V opening / closing member 71 is open and 1 second after it is closed as the V valid period. The game control microcomputer 81 sets the period other than the V valid period (including when the jackpot game is not being executed) as the V invalid period during which it is determined that the detection of game balls by the V area sensor 39a is invalid. Here, "determining that the detection of game balls by the V area sensor 39a is valid" means turning on the V flag based on the detection of game balls by the V area sensor 39a (see the V area sensor detection processing (Fig. 33) described later). Also, "determining that the detection of game balls by the V area sensor 39a is invalid" means not turning on the V flag even if there is a detection of game balls by the V area sensor 39a. The reason for including several seconds (the ball scooping period) after the closing of the V opening / closing member 71 in the V valid period is that there is a physical distance between the V opening / closing member 71 and the V area sensor 39a, and it takes into account the period until a game ball that enters the V area 39 side immediately before the closing of the V opening / closing member 71 is detected by the V area sensor 39a. That is, here, the V flag is turned on only when a V passing (the passing of a game ball through the V area 39) during the V valid period is detected, and the V flag is not turned on when a V passing is detected outside the V valid period (V invalid period).Note that when the V flag is ON, the probability variation flag is turned ON, that is, the game state after a big win game is set to a high-probability state (see the game state setting process (Fig. 32) described later). By doing so, it is ensured that the V flag is not turned ON and set to the high-probability state based on V passing due to cheating. After the short-circuit release of the V opening / closing member 71 and the V valid period setting process, the game control microcomputer 81 switches the first winning flag to ON (step S2505) and proceeds to step S2540.
[0145] In step S2502, when the first winning flag is ON, that is, when there has already been a winning in the first ball (step S2502: YES), the game control microcomputer 81 determines whether the second winning flag is ON (step S2520). The "second winning flag" is a flag indicating that there has been a winning of the second ball in the first big winning opening 30 when the opening pattern of the V opening / closing member 71 in the current round is a long release. When the second winning flag is ON (step S2520: YES), the process proceeds to step S2540. When the second winning flag is OFF (step S2520: NO), the game control microcomputer 81 determines whether the opening pattern of the V opening / closing member 71 in the current round is a long release (step S2521). If it is not a long release (step S2521: NO), that is, if it is a short release, the process proceeds to step S2540. On the other hand, if it is a long release (step S2521: YES), the game control microcomputer 81 determines whether a winning of the second ball has been detected (step S2522). If a winning of the second ball has not been detected (step S2522: NO), the process proceeds to step S2540.
[0146] When the winning of the second ball is detected (step S2522: YES), the game control microcomputer 81 causes the V opening / closing member 71 to be opened for a long time and performs a V valid period setting process (step S2523). The reason for causing the V opening / closing member 71 to be opened for a long time is that in the opening pattern of the V opening / closing member 71 (FIG. 14(B)), in the case of "long opening", long opening (here, up to 31.5 seconds) is executed at the time of winning of the second ball. Here, since the maximum round game time is 31.5 seconds (the maximum opening time of the big winning opening 29.5 seconds + the interval closing time 2 seconds) for one round, generally, the time from the winning of the second ball to the end of the round is shorter than 31.5 seconds. As will be described later, since the V opening / closing member 71 is forcibly closed at the end of the round, the opening time of the long opening of the V opening / closing member 71 is shorter than 31.5 seconds. However, since the long opening of the V opening / closing member 71 has a relatively long opening time of the V opening / closing member 71, at least a part of the game balls after the second ball that have won the first big winning opening 30 are configured to pass through the V area 39. In the V valid period setting process, the game control microcomputer 81 sets the period during which the V opening / closing member 71 is open as the V valid period, and sets the V invalid period at the same time as the closing of the V opening / closing member 71 at the end of the round. After the long opening of the V opening / closing member 71 and the V valid period setting process, the game control microcomputer 81 switches the second winning flag to ON (step S2524) and shifts to step S2540.
[0147] In step S2540, the game control microcomputer 81 determines whether the V opening / closing member 71 is open. When the V opening / closing member 71 is open (step S2540: YES), the game control microcomputer 81 determines whether the round game has ended (step S2550). As described above, the game control microcomputer 81 determines whether the round game has ended based on whether a predetermined interval time (here, 2 seconds) has elapsed after closing the big winning opening.
[0148] When the round game has ended (step S2550: YES), the game control microcomputer 81 switches the first winning flag and the second winning flag to OFF (step S2551), and performs a V opening / closing member closing process and a V invalid period setting process (step S2552). Here, when the round game ends, the game control microcomputer 81 forcibly closes the V opening / closing member 71, and after a few seconds (here, 1 second) have elapsed after the closing of the V opening / closing member 71, sets it to the V invalid period, and ends this process.
[0149] When the round game has not ended (step S2550: NO), the game control microcomputer 81 determines whether the closing condition of the V opening / closing member 71 is satisfied (step S2560). Examples of the closing condition of the V opening / closing member 71 include, for example, in the case of a short release, that a predetermined period (for example, 0.1 second) has elapsed after the release of the V opening / closing member 71. When the closing condition is satisfied (step S2560: YES), the V opening / closing member closing process and the V invalid period setting process are performed (step S2552), and this process ends. When the closing condition is not satisfied (step S2560: NO), the V opening / closing member 71 is left in the open state, and this process ends while continuing the V valid period.
[0150] In step S2540, when the game control microcomputer 81 determines that the V opening / closing member 71 is closed (step S2540: NO), it determines whether the round game has ended (step S2571). When the round has ended (step S2571: YES), the game control microcomputer 81 switches the first winning flag and the second winning flag to OFF (step S2572), and ends this process. When the round has not ended (step S2571: NO), this process ends as it is.
[0151] [Game state setting process] FIG. 32 is a flowchart of a game state setting process (FIG. 30: step S2234). The game control microcomputer 81 first determines whether the V flag is ON (step S2301). If the V flag is OFF (step S2301: NO), the game control microcomputer 81 proceeds to step S2309. On the other hand, in step S2301, if the V flag is ON (step S2301: YES), the game control microcomputer 81 turns on the sure-win flag (step S2304), sets "10000" in the sure-win counter (step S2305), and turns off the V flag (step S2306). Also, the game control microcomputer 81 turns on the time-shortening flag (step S2307) and sets "10000" in the time-shortening counter (step S2308). As a result, the game state after this jackpot game becomes a "high-probability state" and a "time-shortening state" and a "high-base state" (i.e., high-probability high-base). This high-probability high-base state ends when either the variable display of the special symbol is performed 10000 times or the next jackpot is won. Note that in the high-probability state, the jackpot probability is about 1 / 101. Realistically, before performing 10000 jackpot draws in the high-probability high-base state, it is almost a jackpot. Therefore, in the gaming machine 1 of the present embodiment, for a jackpot via the special symbol 2 (via the second start port) in the time-shortening state and a jackpot for which V passage is scheduled (special drawing stop symbol data 20H, 21H), if V passes during the jackpot game, the game state after that jackpot will be in the high-probability high-base state until the next jackpot, and it is almost certain that there will be a small-win rush.
[0152] In step S2309, the game control microcomputer 81 sets a game state designation command in the command set area (output buffer) 84a of the main RAM 84 and ends this process. The game state designation command includes information regarding the currently set game state.
[0153] [V Area Sensor Detection Process] FIG. 33 is a flowchart of the V-region sensor detection process (FIG. 16: step S106). The game control microcomputer 81 first determines whether or not a game ball has been detected by the V-region sensor 39a (step S2601). If the game ball has not been detected by the V-region sensor 39a (step S2601: NO), this process ends. On the other hand, if a detection has occurred (step S2601: YES), the game control microcomputer 81 determines whether it is within the V valid period (step S2602). The V valid period is a period set by the V valid period setting process (steps S2504, S2523) of the V opening / closing member operation process (FIG. 31). The V valid period is set for several seconds (the ball scooping period) after the opening or closing of the V opening / closing member 71 during the 2nd round, 4th round, 6th round, 8th round, 10th round, and 12th round. If it is not within the V valid period (step S2602: NO), this process ends. On the other hand, if it is within the V valid period (step S2602: YES), the game control microcomputer 81 turns on the V flag (step S2603), sets the V passing command (step S2604), and ends this process.
[0154] [Number of reserved balls process] FIG. 34 is a flowchart of the number of reserved balls process (FIG. 16: step S107). The game control microcomputer 81 first reads out the number of special figure 1 reserved balls, the number of special figure 2 reserved balls, and the number of normal symbol reserved balls stored in the main RAM 84 (step S2701). Next, the game control microcomputer 81 sets the number of reserved balls command in the command set area (output buffer) 84a of the main RAM 84 (step S2702). The number of reserved balls command is a command for notifying the number of reserved balls to the sub-control board 90 and includes information regarding the number of special figure 1 reserved balls, the number of special figure 2 reserved balls, and the number of normal symbol reserved balls. After setting the number of reserved balls command, the game control microcomputer 81 ends this process.
[0155] 7. Operation of the effect control microcomputer 91 Based on FIGS. 35 to 45, the operation of the effect control microcomputer 91 provided on the sub-control board 90 (FIG. 4) will be described. Counters, flags, statuses, buffers, etc. that appear in the operation description of the effect control microcomputer 91 are provided in the sub-RAM 94.
[0156] [Sub-control main process] FIG. 35 is a flowchart showing the sub-control main process. When the power of the gaming machine 1 is turned on, the effect control microcomputer 91 reads out a program for executing the sub-control main process from the sub-ROM 93. In the sub-control main process, the effect control microcomputer 91 first performs CPU initialization processing (step S4000). In the CPU initialization processing, for example, settings of the sub-CPU 92, reset of various flags, statuses, counters, etc. are performed. The initial value of the flag is "0", that is, "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the CPU initialization processing is executed only once after the power is turned on and is not executed thereafter.
[0157] After the CPU initialization processing, the effect control microcomputer 91 prohibits interrupts of the interrupt processing (step S4015) and performs a random number update process (step S4020). In this random number update process, the effect control microcomputer 91 increments and updates the random number counter value shown in FIG. 7(B) by 1. Each random number counter value returns to "0" and is incremented again when it reaches the set upper limit value. Note that the initial value of each random number counter may be a value other than "0" and may be randomly changed. Also, instead of incrementing by 1 each time, the random number value may be incremented by 2 or more. Each random number may be a so-called hardware random number.
[0158] After the random number update process, the effect control microcomputer 91 permits interruption of the interruption process (step S4025). While interruption is permitted, execution of the sub-side timer interruption process (step S4035) becomes possible. The sub-side timer interruption process is executed based on an interruption pulse repeatedly input to the sub-CPU 92 at a predetermined cycle. That is, the sub-side timer interruption process is executed at every predetermined cycle. Then, the random number update process is repeatedly executed between the end of the sub-side timer interruption process and the start of the next sub-side timer interruption process.
[0159] [Sub-side timer interruption process] FIG. 36 is a flowchart of sub-side timer interrupt processing (FIG. 35: step S4035). The effect control microcomputer 91 first performs received command analysis processing (step S4300). Details of the received command analysis processing will be described later. After the received command analysis processing, the effect control microcomputer 91 performs variable effect in-progress processing (step S4305). The variable effect in-progress processing is processing for setting a pre-ending command at a specific timing during the variable effect and causing a specific display effect to be executed on the display screen 7a, and details thereof will be described later. After the variable effect in-progress processing, the effect control microcomputer 91 performs switch processing (step S4310). In the switch processing, the effect control microcomputer 91 sets the display content of the display screen 7a and the like based on switch data (edge data and level data) output based on a detection signal from the effect button detection switch 63a. After the switch processing, the effect control microcomputer 91 performs command transmission processing (step S4315). In the command transmission processing, the effect control microcomputer 91 transmits various commands set in the effect command set area 94b (output buffer) of the sub-RAM 94 to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108 through received command analysis processing and the like. The image control board 100 that has received various commands uses the image display device 7 to execute a display effect corresponding to the received command. Also, the audio control board 106 that has received various commands executes an audio effect for outputting audio from the speaker 67 according to the received command. The lamp control board 107 that has received various commands executes a lamp effect for performing light emission control of the panel lamp 5 and the frame lamp 66 according to the received command. After the command transmission processing, the effect control microcomputer 91 performs other processing (step S4320) and ends this processing. In the other processing, for example, random number update processing and the like are performed.
[0160] [Received Command Analysis Processing] FIG. 37 is a flowchart of the received command analysis process (FIG. 36: step S4300). The effect control microcomputer 91 first determines whether a pre-determination command has been received from the main control board 80 (step S4415). If received (step S4415: YES), a pre-reading effect determination process is performed (step S4420). The "pre-reading effect determination process" is a process of determining whether to execute a pre-reading effect and the pre-reading effect pattern when executed. Details of the pre-reading effect determination process will be described later. On the other hand, if not received (step S4415: NO), the above-mentioned pre-reading effect determination process is skipped. The pre-reading effect is an effect that suggests a high possibility that a jackpot is included in the hold information newly stored in the special figure hold memory area 85, and is executed during the variable effect.
[0161] Subsequently, the effect control microcomputer 91 determines whether a hold ball number command has been received from the main control board 80 (step S4445). If received (step S4445: YES), a hold display process is performed (step S4450). In the hold display process, based on the information regarding the special figure 1 hold ball number, special figure 2 hold ball number, and normal symbol hold ball number included in the hold ball number command, the values of the first special figure hold effect counter, the second special figure hold effect counter, and the normal symbol hold effect counter provided in the counter set area 94d of the sub-RAM 94 are updated. Thereby, not only on the main control board 80 side but also on the sub-control board 90 side, the information of each hold ball number can be held. Also, the effect control microcomputer 91 updates the hold images 9A, 9B displayed on the display screen 7a based on the values of the first special figure hold effect counter, the second special figure hold effect counter, and the normal symbol hold effect counter. On the other hand, if the hold ball number command has not been received (step S4445: NO), the above-mentioned hold display process is skipped.
[0162] Subsequently, the effect control microcomputer 91 determines whether it has received a variation start command from the main control board 80 (step S4455). If it has received the command (step S4455: YES), it performs a variation effect start process (step S4460). The "variation effect start process" is a process of selecting a variation effect pattern (content) to be executed during the special symbol variation. Details of the variation effect start process will be described later. On the other hand, if it has not received the command (step S4455: NO), it skips the above-described variation effect start process.
[0163] Subsequently, the effect control microcomputer 91 determines whether it has received a variation stop command from the main control board 80 (step S4465). If it has received the command (step S4465: YES), it performs a variation effect end process (step S4470). The "variation effect end process" is a process for stopping the variation effect executed during the special symbol variation. In the variation effect end process, the effect control microcomputer 91 sets a counter etc. based on the analysis result of the variation stop command, and sets a variation effect end command for ending the variation effect. As a result, the decorative symbol corresponding to the special figure 1 or special figure 2 during variation stops being displayed. Also, the effect control microcomputer 91 performs a pre-determination information shift process (Fig. 39) described later. Note that if it has not received the variation stop command (step S4465: NO), it skips the above-described variation effect end process.
[0164] Subsequently, the effect control microcomputer 91 determines whether or not it has received an opening command from the main control board 80 (step S4475). If it has received the command (step S4475: YES), it performs an opening effect pattern determination process (step S4480). The "opening effect pattern determination process" is a process of selecting an opening effect pattern (content) to be executed at the start of a special game (big win game). In the opening effect pattern determination process, the effect control microcomputer 91 first analyzes the opening command and sets information regarding the special figure stop symbol data set at the time of big win winning determination, which is included in the opening command, in the sub-RAM 94. Then, it selects an effect pattern of the opening effect preset corresponding to the winning type indicated by the special figure stop symbol data, and sets an opening effect start command for starting the selected opening effect in the effect command set area 94b of the sub-RAM 94. When the opening effect start command set in the effect command set area 94b is transmitted to the image control board 100 in the command transmission process (Fig. 36: step S4315), the CPU 102 of the image control board 100 reads a predetermined opening effect image from the ROM 103 and displays it on the display screen 7a of the image display device 7. In step S4475, if the opening command has not been received (step S4475: NO), the above-described opening effect pattern determination process is skipped.
[0165] Subsequently, the effect control microcomputer 91 determines whether it has received a round designation command from the main control board 80 (step S4485). If it has received the command (step S4485: YES), it performs round effect pattern determination processing (step S4490). The "round effect pattern determination processing" is processing for selecting an opening game effect pattern (content) to be executed during the opening of the big winning opening or during the interval between openings in a special game (big hit game). In the round effect pattern determination processing, the effect control microcomputer 91 first analyzes the round designation command and sets information regarding the special figure stop symbol data and information regarding the number of rounds included in the round designation command in the sub-RAM 94. Then, it selects a round effect pattern preset corresponding to the winning type and the number of rounds indicated by the special figure stop symbol data, and sets a round effect start command for starting the selected round effect in the effect command set area 94b of the sub-RAM 94. When the round effect start command set in the effect command set area 94b is transmitted to the image control board 100, the CPU 102 reads a predetermined round effect image from the ROM 103 and displays it on the display screen 7a. In step S4485, if the round designation command has not been received (step S4485: NO), the above-described round effect pattern determination processing is skipped.
[0166] Subsequently, the effect control microcomputer 91 determines whether it has received an ending command from the main control board 80 (step S4495). If it has received the command (step S4495: YES), it performs an ending effect pattern determination process (step S4500). The "ending effect pattern determination process" is a process of selecting an ending effect pattern (content) to be executed during the ending of a special game (a big win game or a small win game). In the ending effect pattern determination process, the effect control microcomputer 91 first analyzes the ending command and sets information regarding the special symbol stop symbol data included in the ending command in the sub-RAM 94. Then, it selects an ending effect pattern corresponding to the winning type indicated by the special symbol stop symbol data, and sets an ending effect start command for starting the selected ending effect in the output buffer of the sub-RAM 94. When the ending effect start command set in the effect command set area 94b is transmitted to the image control board 100, the CPU 102 reads a predetermined ending effect image from the ROM 103 and displays it on the display screen 7a. If the ending command has not been received (step S4495: NO), the above-described ending effect pattern determination process is skipped.
[0167] Subsequently, the effect control microcomputer 91 performs other processes (step S4545). In the other processes, for example, when the effect control microcomputer 91 receives a game state designation command, it causes the sub-RAM 94 to hold information regarding the game state included in the game state designation command (such as whether it is a high probability state, whether it is a time shortening state, the value of the probability variation counter, the value of the time shortening counter, etc.). Also, when the effect control microcomputer 91 receives a V-pass command, it causes the sub-RAM 94 to hold the information that the V-pass has occurred. Further, the effect control microcomputer 91 performs processes based on commands other than the above (such as a customer waiting standby command, a RAM clear notification command, etc.) and ends this process.
[0168] [Preview effect determination process] FIG. 38 is a flowchart of the pre-reading effect determination process (FIG. 37: step S4420). The effect control microcomputer 91 first performs a pre-determination information rewriting process (step S4601). Specifically, the effect control microcomputer 91 stores the jackpot pre-determination result (jackpot determination information), the jackpot type pre-determination result (jackpot type information), and the variation pattern pre-determination result (variation pattern information) included in the pre-determination command received from the main control board 80 in the pre-determination information storage area 94c.
[0169] FIG. 39 is a diagram for explaining the configuration of the pre-judgment information storage area 94c. In the pre-judgment information storage area 94c, in addition to the jackpot judgment information, jackpot type information, and variation pattern information described above, the read-ahead effect pattern information is stored. The read-ahead effect pattern information is information indicating the content of the read-ahead effect executed during the variation effect, and is selected in step S4604 described later. FIG. 39(A) shows that as the pre-judgment results respectively corresponding to the 1st to 3rd of the reserved FIG. 2, the jackpot judgment information "loss" and the variation pattern information "P72" and "P73" are stored in the 1st to 3rd storage areas, and the state where the pre-judgment result corresponding to the variation is stored in the area is shown. FIG. 39(B) shows the state where, from the state of FIG. 39(A), there is a winning in FIG. 2, and the pre-judgment information included in the pre-judgment command received from the main control board 80 is stored in the 4th storage area corresponding to the 4th of the reserved FIG. 2. Here, as the pre-judgment information, the jackpot judgment information "jackpot", the jackpot type information "21H", and the variation pattern information "P61" are stored. Also, together, the "pattern A" is set as the read-ahead effect pattern information in each of the 1st to 4th storage areas corresponding to the 1st to 4th of the reserved FIG. 2 and the area corresponding to the variation. FIG. 39(C) shows the state where the variation has ended and the pre-judgment information shift process has been executed from the state of FIG. 39(B). Specifically, the pre-judgment information stored in the 1st storage area is shifted to the area, the pre-judgment information stored in the 2nd to 4th storage areas is shifted to the 1st to 3rd storage areas, and the pre-judgment information in the 4th storage area is cleared. The pre-judgment information shift process is executed in the variation effect end process (FIG. 37: step S4470).
[0170] Returning to FIG. 38, subsequently, the effect control microcomputer 91 determines whether pre-reading effect pattern information is stored in the pre-determination information storage area 94c (step S4602). Specifically, the effect control microcomputer 91 determines whether the pre-reading effect pattern information is not stored in any of the areas of the pre-determination information storage area 94c and the first to fourth storage areas. If the pre-reading effect pattern information is stored (step S4602: YES), this process ends. That is, if the pre-reading effect pattern information is stored in any of the areas of the pre-determination information storage area 94c and the first to fourth storage areas, new pre-reading effect pattern information is not selected and stored. On the other hand, if the pre-reading effect pattern information is not stored in the pre-determination information storage area 94c (step S4602: NO), the effect control microcomputer 91 determines whether the pre-determination result included in the received pre-determination command is "big win" or "near miss with a reach" (step S4603). Whether it is a "big win" or "near miss with a reach" can be determined, for example, by the variable pattern pre-determination result (variable pattern information). If the pre-determination result included in the received pre-determination command is "miss without a reach" (step S4603: NO), the effect control microcomputer 91 ends this process. This is because there is no need to perform a pre-reading effect. On the other hand, if the pre-determination result included in the received pre-determination command is "big win" or "near miss with a reach" (step S4603: YES), a pre-reading effect execution determination for determining whether to execute the pre-reading effect and a pre-reading effect pattern selection are performed (step S4604). Specifically, the effect control microcomputer 91 obtains the value of the counter of the pre-reading effect random number, and refers to the pre-reading effect pattern determination table T51 stored in the sub-ROM 93 to determine whether to perform the pre-reading effect and to determine the pre-reading effect pattern when performing the pre-reading effect.
[0171] FIG. 40 is a diagram for explaining the pre-reading effect pattern determination table T51. In FIG. 40, when the pre-judgment result is "big win" and the pre-reading effect random number value is "0 to 55", the pre-reading effect is "none". When the pre-reading effect random number value is "56 to 67", "Pattern A" is selected as the pre-reading effect. When the pre-reading effect random number value is "68 to 127", "Pattern B" is selected as the pre-reading effect. Also, when the pre-judgment result is "near miss with a reach" and the pre-reading effect random number value is "0 to 107", the pre-reading effect is "none". When the pre-reading effect random number value is "108 to 114", "Pattern A" is selected as the pre-reading effect. When the pre-reading effect random number value is "115 to 127", "Pattern B" is selected as the pre-reading effect. Note that the types, contents, and ranges of the random number values for the pre-reading effect patterns can be arbitrarily set.
[0172] Returning to FIG. 38, if it is determined in step S4604 that the preview effect is to be executed (step S4605: YES), the selected preview effect pattern is stored in the pre-judgment information storage area 94c (step S4606). Here, when storing the preview effect pattern in the pre-judgment information storage area 94c, not only the storage area corresponding to the received pre-judgment command among the first to fourth storage areas, but also the storage areas before and including the corresponding storage area are stored with the preview effect pattern. Specifically, as shown in FIG. 39(B), not only is "Pattern A" set in the fourth storage area corresponding to the received pre-judgment command, but also "Pattern A" is set in the first to third storage areas and this area. Thereby, the preview effect pattern A is also executed in the variable effects (the variable effects corresponding to this area and the first to third storage areas) that are executed before the variable effect corresponding to the fourth storage area is executed. Note that whether the preview effect is executed in the variable effect corresponding to this area depends on the progress status of the variable effect. That is, in the variable effect, if the timing for executing the preview effect has passed, the preview effect is not executed, but if it is before the timing for executing the preview effect, it is executed at that timing. This will be described later. If it is determined in step S4604 that the preview effect is not to be executed (step S4605: NO), the process ends.
[0173] [Variable effect start process] FIG. 41 is a flowchart of the variable effect start process (FIG. 37: step S4460). The effect control microcomputer 91 first analyzes the variable start command (step S5000). Here, the effect control microcomputer 91 sets in the sub-RAM 94 information regarding the special figure stop symbol data and information regarding the variable pattern included in the variable start command. The set information includes game state information indicating the current game state, symbol information indicating the symbol as the determination result of the hit determination process of special figure 1 or special figure 2, and the like. The game state information and symbol information obtained here can be appropriately referred to by the effect control microcomputer 91.
[0174] Subsequently, the effect control microcomputer 91 performs basic effect pattern determination processing (step S5010). The basic effect pattern determination processing is processing for determining the basic configuration of variable effects (for example, display and switching of background images on the image display device 7, display and operation of a predetermined character, output of melodies and sound effects using the speaker 67, lighting control of lamps, etc.). The variable effect is completed by superimposing additional effects such as a chance-up effect and a pre-reading effect on this basic effect. The effect control microcomputer 91 determines the basic effect pattern with reference to the basic effect pattern determination table T52 stored in the sub-ROM 93.
[0175] FIG. 42 is a diagram for explaining the basic effect pattern determination table T52. In FIG. 42, a plurality of types of basic effect patterns for performing a normal reach effect, a plurality of types of basic effect patterns for performing an SP1 effect, a plurality of types of basic effect patterns for performing an SP2 effect, a plurality of types of basic effect patterns for performing an SP3 effect, a plurality of types of basic effect patterns for performing an SP4 effect, a plurality of types of basic effect patterns for performing an SP5 effect (a dedicated reach effect pattern for performing a pseudo jackpot suggestion effect described later), a plurality of types of basic effect patterns for performing a reachless losing effect, and a plurality of types of basic effect patterns for performing a small win effect are set. The types of basic effect patterns can be arbitrarily set. Here, for example, when the variation pattern included in the variation start command is "P1", the basic effect pattern for performing the SP1 effect is selected. When the variation pattern included in the variation start command is "P72", the basic effect pattern for performing the reachless losing effect is selected. When the variation pattern included in the variation start command is "P74", the basic effect pattern for performing the small win effect is selected.
[0176] Returning to FIG. 41, after determining the main effect pattern, the effect control microcomputer 91 performs a chance-up effect pattern determination process (step S5015). The chance-up effect pattern determination process is a process for determining an additional effect to be superimposed on the variable effect. The effect control microcomputer 91 acquires the value of the counter of the chance-up random number, and determines the chance-up effect pattern by referring to the acquired random number value and the chance-up effect pattern determination table T53 stored in the sub-ROM 93.
[0177] FIG. 43 is a diagram for explaining the chance-up effect pattern determination table T53. Here, only the part of the chance-up effect pattern determination table T53 that determines the variable effect pattern of FIG. 1 in the non-time shortening state is shown. That is, FIG. 43 shows the chance-up effect patterns executed when the variable pattern included in the variable start command is "P1" to "P16". Note that the chance-up effect pattern determination table T53 may or may not include a part for determining the chance-up effect patterns executed when the variable pattern is "P21" to "P34", "P41" to "P56", and "P61" to "P74".
[0178] In FIG. 43, "2-NO", "2-SP1", "2-SP2", "2-SP3", "3-NO", "3-SP1", "3-SP2", "3-SP3", "4-NO", "4-SP1", "4-SP2", "4-SP3", and "ANO" are set as the chance-up effect patterns. These chance-up effect patterns correspond to various chance-up effects described later.
[0179] Returning to FIG. 41, after determining the chance-up effect pattern, the effect control microcomputer 91 may further determine the combination of the effect symbols 8L, 8C, and 8R to be stopped and displayed by referring to the random number value and the stop symbol pattern determination table T54. Thus, it is determined what kind of effect is to be performed as the variable effect.
[0180] The dedicated microcomputer 91 for performance sets a variable performance start command in the performance command set area 94b (output buffer) of the sub-RAM 94 so that a variable performance based on the variable performance pattern determined in the above steps S5010 to S5015 is realized (step S5020). When the variable performance start command set in the performance command set area 94b of the sub-RAM 94 is transmitted to the image control board 100 in the command transmission process (Fig. 36: step S4315), the CPU 102 of the image control board 100 reads the variable performance image from the ROM 103 and displays it on the display screen 7a of the image display device 7.
[0181] Subsequently, the dedicated microcomputer 91 for performance sets a variable performance timer (step S5030) and ends this process. The variable performance timer is set with a variable time (Fig. 42) corresponding to the variable pattern included in the variable start command. For example, when the variable pattern is "P1", "40 seconds" is set in the variable performance timer.
[0182] [Processing during variable performance] Fig. 44 is a flowchart of the processing during variable performance (Fig. 36: step S4305). The dedicated microcomputer 91 for performance determines whether it is during variable performance (step S4701). Whether it is during variable performance can be determined, for example, by whether the variable performance timer has reached zero. If it is not during variable performance (step SS4701: NO), this process ends. On the other hand, if it is during variable performance (step SS4701: YES), the dedicated microcomputer 91 for performance determines whether it is the timing to set a pre-variable-end command in the performance command set area 94b of the sub-RAM 94 (step S4702). The pre-variable-end command is a command for the dedicated microcomputer 91 for performance to notify the image control board 100, etc. of a specific timing during variable performance. When the image control board 100 receives the pre-variable-end command, it performs switching of the performance content, display of a specific image, etc. according to the information included in the pre-variable-end command.
[0183] If it is not the timing to set the pre-change end command (step S4702: NO), this process ends. On the other hand, if it is the timing to set the pre-change end command (step S4702: YES), it is determined whether there is pre-reading effect pattern information in the corresponding area of the pre-judgment information storage area 94c (step S4703). If there is pre-reading effect pattern information in the corresponding area (step S4703: YES), the pre-change end command including the pre-reading effect pattern information is set in the effect command setting area 94b of the sub-RAM 94 (step S4704). On the other hand, if there is no pre-reading effect pattern information in the corresponding area (step S4703: NO), the pre-change end command not including the pre-reading effect pattern information is set in the effect command setting area 94b of the sub-RAM 94 (step S4705). As a result, if there is pre-reading effect pattern information in the corresponding area, the pre-change end command including the pre-reading effect pattern information is transmitted to the image control board 100 2 seconds before the end of the corresponding change effect. Then, the image control microcomputer 101 starts a pre-reading effect for displaying a pre-reading effect image on the display screen 7a of the image display device 7. On the other hand, even if there is no pre-reading effect pattern information in the corresponding area, the pre-change end command is transmitted to the image control board 100 2 seconds before the end of the corresponding change. Here, if a preview image is already displayed on the display screen 7a of the image display device 7, the image control microcomputer 101 starts a preview fade effect for fading the preview image.
[0184] 8. Operation of the Image Control Microcomputer 101 Based on FIG. 45, the operation of the image control microcomputer 101 provided on the image control board 100 (FIG. 4) will be described. The buffers and the like that appear in the description of the operation of the image control microcomputer 101 are provided in the RAM 104. FIG. 45 is a flowchart of the display control process. When the power of the gaming machine 1 is turned on, the image control microcomputer 101 reads a program from the ROM 103, and after the CPU initialization process, the display control process is repeatedly executed. In the display control process, first, the image control microcomputer 101 determines whether it has received a variation effect start command from the sub-control board 90 (step S5001). If it has received it (step S5001: YES), the image control microcomputer 101 starts the variation effect display (step S5002). Specifically, the image control microcomputer 101 analyzes the received variation effect start command, reads out a predetermined variation effect image indicated in the variation effect start command from the ROM 103, and displays it on the display screen 7a of the image display device 7. On the other hand, if it has not received it (step S5001: NO), the above-described process is skipped.
[0185] Subsequently, the image control microcomputer 101 determines whether it has received a pre-ending command from the sub-control board 90 (step S5003). If it has received it (step 5003: YES), the image control microcomputer 101 starts the pre-reading effect display (step S5004). Specifically, the image control microcomputer 101 analyzes the pre-ending command. If the pre-reading effect pattern information is included in the pre-ending command, it reads out a predetermined pre-reading effect image from the ROM 103 and displays it on the display screen 7a of the image display device 7. Also, even if the pre-reading effect pattern information is not included in the pre-ending command, if a preview image is being displayed on the display screen 7a of the image display device 7, a preview fade effect for fading the preview image is performed. On the other hand, if it has not received it (step S5003: NO), the above-described process is skipped.
[0186] Subsequently, the image control microcomputer 101 determines whether or not it has received a variation performance end command from the sub-control board 90 (step S5005). If it has received the command (step S5005: YES), the image control microcomputer 101 reads out the image with the variation performance stopped from the ROM 103 and performs a variation performance stop display to be displayed on the display screen 7a of the image display device 7 (step S5006). On the other hand, if it has not received the command (step S5005: NO), the above-described process is skipped.
[0187] Subsequently, the image control microcomputer 101 performs other processes (step S5007). In the other processes, for example, when the image control microcomputer 101 receives an opening performance start command, it reads out a predetermined opening performance image specified in the opening performance start command from the ROM 103 and displays it on the display screen 7a of the image display device 7. Also, when it receives a round performance start command, it reads out a predetermined round performance image specified in the round performance start command from the ROM 103 and displays it on the display screen 7a. Further, when it receives an ending performance start command, it reads out a predetermined ending performance image specified in the ending performance start command from the ROM 103, displays it on the display screen 7a, and ends this process.
[0188] 9. Operation of the Disk Movable Body and Display Performance of the Sub-Display Screen 64 With reference to FIGS. 46 to 49, the operation of the disk movable bodies (the first movable accessory 14, the second movable accessory 15, and the third movable accessory 13) and the display performance of the sub-display screen 64 (the right sub-display screen 64R, the left sub-display screen 64L, and the upper sub-display screen 64U) will be described. The performance control microcomputer 91 performs drive control to operate the first movable accessory 14, the second movable accessory 15, and the third movable accessory 13 during a game performance (display performance) or during an initial operation at power-on. Also, the performance control microcomputer 91 performs a display performance to display a specific image on the sub-display screen 64 during a game performance (display performance) or during an initial operation at power-on.
[0189] FIG. 46 is an explanatory diagram illustrating a second aspect of the third movable component 13. The third movable component 13 includes a left movable component 13L and a right movable component 13R. The left movable component 13L and the right movable component 13R are each configured to be movable in the left-right direction, and annular decorative portions (left decorative portion and right decorative portion) are attached to the tip side. That is, the left decorative portion and the right decorative portion each have an annular shape. The left decorative portion and the right decorative portion are each provided with a circular transmissive portion having transmissivity inside the annular shape. As shown in FIG. 1, the third movable component 13 can be stationary at a retracted position (home position) where the left movable component 13L is stored on the left side of the display screen 7a and the right movable component 13R is stored on the right side of the display screen 7a (first aspect). At this time, a part of each of the left movable component 13L and the right movable component 13R is in a visible state. From the state of FIG. 1, the third movable component 13 moves forward (in a direction approaching each other) toward the center of the display screen 7a as shown in FIG. 46, and at the advanced position (deployed position), the left decorative portion and the right decorative portion approach each other, and one decorative member (combined component) is formed (second aspect). Here, the combined component forms glasses. That is, the left decorative portion and the transmissive portion correspond to the left frame and lens, and the right decorative portion and the transmissive portion correspond to the right frame and lens. In this second aspect, the combined component in which the left decorative portion and the right decorative portion are combined covers a part near the center of the display screen 7a on the front surface of the image display device 7 and is stationary in a state where the display screen 7a is visible through the transmissive portion. The third movable component 13 can move from the advanced position of FIG. 46 to the retracted position shown in FIG. 1 and can be stationary there.
[0190] FIG. 47 is an explanatory diagram illustrating a second aspect of the first movable member 14. As shown in FIG. 47, the first movable member 14 includes a left movable member 14L and a right movable member 14R. The left movable member 14L and the right movable member 14R are each configured to be movable in the left - right direction, and half of an annular decorative portion (left decorative portion and right decorative portion) is attached to the tip side. That is, the left decorative portion and the right decorative portion each have a half - arc shape of an annular shape. As shown in FIG. 1, the first movable member 14 can be stationary at a retracted position (home position) where the left movable member 14L is stored on the left side of the display screen 7a and the right movable member 14R is stored on the right side of the display screen 7a (first aspect). At this time, a part of each of the left movable member 14L and the right movable member 14R is in a visible state. From the state of FIG. 1, as shown in FIG. 47, the first movable member 14 moves forward (in a direction approaching each other) toward the center of the display screen 7a by the left movable member 14L and the right movable member 14R respectively. In the advanced position (deployed position), the left decorative portion and the right decorative portion are combined to form one decorative member (combined member) (second aspect). Here, the combined member forms the outline of a face. In this second aspect, the combined member formed by combining the left decorative portion and the right decorative portion covers a part near the center of the display screen 7a on the front surface of the image display device 7 and is stationary in a state where the display screen 7a is visible through the opening formed in the center. That is, the combined member is configured to form only the outline of the face, without the central part of the face, and instead, the display screen 7a can be seen. Then, when a face image is displayed on the display screen 7a corresponding to the opening formed in the center of the combined member, a human face is completed as a whole. That is, it is possible to execute a combined effect of a member and an image that completes one object (for example, a human face) by displaying an image (for example, the central part of the face) on the display screen 7a for the part lacking in the combined member. The first movable member 14 can move from the advanced position in FIG. 47 to the retracted position shown in FIG. 1 and can be stationary there.
[0191] FIG. 48 is an explanatory diagram illustrating a second aspect of the second movable accessory 15. The second movable accessory 15 includes a rectangular decorative portion described as "OARO" and is configured to be movable up and down. As shown in FIG. 1, the second movable accessory 15 can be stationary at a retracted position (home position) above the display screen 7a (first aspect). At this time, a part of the second movable accessory 15 becomes in a state where it is difficult to visually recognize. The second movable accessory 15 can move downward from the state of FIG. 1 toward the center of the display screen 7a and can be stationary at an advanced position (expanded position) shown in FIG. 48 (second aspect). In this second aspect, the decorative portion stops so as to cover the vicinity of the center of the display screen 7a on the front surface of the image display device 7. The second movable accessory 15 can move (retract) upward from the advanced position of FIG. 48 to move to the retracted position shown in FIG. 1 and can be stationary there.
[0192] FIG. 49 is an explanatory diagram illustrating a display effect of the sub-display screens 64 (right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U). The right sub-display screen 64R, the left sub-display screen 64L, and the upper sub-display screen 64U can each independently display an image. Also, an effect linked to the image on the display screen 7a can be performed.
[0193] 10. Display effect examples, effect examples, modification examples, and aspect examples of the present embodiment Hereinafter, each display effect example (display effect example, accessory movement effect example) of the present embodiment will be described. Also, effect examples, modification examples, and aspect examples for the display effect examples will be described together. As described above, the effects to be described hereinafter are effects realized by the effect control microcomputer 91 (image control microcomputer 101) based on various information (big win determination information, big win type information, variation pattern information, pre-determination information, etc.) transmitted from the game control microcomputer 81. Note that the following display effect examples are executed on the display screen 7a of the image display device 7. Also, the hold display (hold icon) may be omitted in the display effect examples.
[0194] The following describes the hold icon switching effects A and B with reference to FIGS. 50 to 52. This hold icon switching effect can be executed during the variation effect of the decorative pattern or the like. That is, when the image control microcomputer 101 analyzes the command received from the sub-control board 90 and the instruction to execute the hold icon switching effect is included, the corresponding image data is read from the ROM 103 and an image is displayed on the display screen 7a of the image display device 7.
[0195] [Hold Icon Switching Effect A] FIGS. 50 and 51 are diagrams for explaining the hold icon switching effect A. The hold icon switching effect is an effect in which the states of a plurality of hold icons are switched. The states of the hold icons include the shape, color, movement, size, etc. of the hold icons. In the hold icon switching effect A, first, as shown in FIG. 50(A), during the variable display of the decorative patterns 8L, 8C, and 8R in the normal state, three hold icons 9A and a variable icon (the hold icon) 9C are displayed. All of the three hold icons 9A and the variable icon 9C have a round shape (spherical shape). In this state, when a game ball wins a prize in the fixed prize device (umbilical cord) 19, as shown in FIG. 50(B), a new fourth hold icon 9A is displayed on the leftmost side. At this time, the newly added hold icon has a star shape (star-shaped).
[0196] Next, as shown in FIG. 50(C), among the three circular hold icons 9A that have been displayed since before the fourth hold icon 9A is added, the shape of the leftmost hold icon (the third hold icon from the right) 9A changes from circular to star-shaped. Then, as shown in FIG. 50(D), the shape of the second hold icon 9A from the right changes from circular to star-shaped, and as shown in FIG. 50(E), the shape of the rightmost (the leftmost) hold icon 9A changes from circular to star-shaped. That is, as shown in FIGS. 50(A) to (E), when the fourth hold icon 9A is newly added and displayed in a star shape, all the hold icons 9A that were previously displayed change from circular to star-shaped in order from the side closer to the fourth hold icon. Here, based on the prediction at the time of winning corresponding to the fourth hold icon, the shapes of the three hold icons that were previously displayed change sequentially.
[0197] Next, as shown in FIG. 50(F), the decorative patterns 8L, 8C, 8R stop fluctuating and the circular variable icon (the hold icon) 9C disappears. Then, as shown in FIG. 50(G), the four star-shaped hold icons 9A shift to the right, and the rightmost hold icon 9A moves to the variable icon display area (the hold display area, the hold digestion image display area) and becomes the variable icon 9C. Along with this, the next variation is started. Here, along with the variable display of the decorative pattern, a production of a mini-game video in which a humanoid character catches a star-shaped icon falling from above is executed. The shape (star shape) of the icon falling from above corresponds to the shape (star shape) of the hold icon 9A and the variable icon (the hold icon) 9C. That is, at the time of variation corresponding to the star-shaped variable icon (when the star-shaped variable icon is digested), a mini-game production in which this star-shaped icon falls is executed.
[0198] As shown in FIG. 50(H), the decorative patterns 8L, 8C, and 8R are fixed and stopped, and the star-shaped variable icon 9C disappears. When a humanoid character catches four star-shaped icons through a mini-game, the same number of points as the caught icons are displayed on the right side of the display screen 7a. The number of points is represented by the number of black stars. Here, during this variation, a winning occurs in the fixed winning device (umbilicus) 19 for the game balls, and a new fourth hold icon 9A is displayed on the leftmost side. At this time, the newly added hold icon has a round shape (spherical shape). That is, the hold icon that is newly displayed after the star-shaped hold icon (the star-shaped hold icon 9A in FIG. 50(B), the third hold icon 9A from the right in FIG. 50(H)) that was the target of anticipation is represented by a round shape.
[0199] As shown in FIG. 50(I), one round and three star-shaped hold icons 9A shift to the right, and the rightmost hold icon 9A (star shape) moves to the variable icon display area (the corresponding hold display area) and becomes the variable icon 9C. Along with that, the next variation is started. When the variation is started, the production of a mini-game video similar to FIG. 50(G) is executed. That is, also for this time when corresponding to the star-shaped variable icon 9C, the mini-game production in which star-shaped icons corresponding to the variable icon fall is executed.
[0200] As shown in FIG. 50(J), the decorative patterns 8L, 8C, and 8R are fixed and stopped, and the star-shaped variable icon 9C disappears. When a humanoid character fails to catch the star-shaped icon (catches 0) through a mini-game, there is no change in the points displayed on the right side of the display screen 7a. That is, the number of black stars does not change. Here, during this variation, a winning occurs in the fixed winning device (umbilicus) 19 for the game balls, and a new fourth hold icon 9A is displayed on the leftmost side. At this time, the newly added hold icon has a round shape (spherical shape). That is, since the hold icon that is newly displayed after the star-shaped hold icon (the second hold icon 9A from the right in FIG. 50(J)) that was the target of anticipation is represented by a round shape, it becomes the second round-shaped hold icon.
[0201] Subsequently, as shown in FIG. 51(A), two round and two star-shaped hold icons 9A shift to the right, and the rightmost hold icon 9A (star) moves into the variable icon display area (the hold display area) to become the variable icon 9C. Along with this, the next variation is started. When the variation is started, the production of a mini-game video similar to that in FIG. 50(G) is executed. That is, also this time, for the variation corresponding to the star-shaped variable icon 9C, a mini-game production in which star-shaped icons corresponding in shape to the variable icon fall is executed.
[0202] As shown in FIG. 51(B), the decorative symbols 8L, 8C, 8R stop and the star-shaped variable icon 9C disappears. When the human character catches two icons by the mini-game, the points displayed on the right side of the display screen 7a increase by two to become six. That is, the number of stored black stars becomes six. Here, during this variation, a winning occurs in the fixed winning device (waist) 19 for the game balls, and a new fourth hold icon 9A is displayed on the leftmost side. At this time, the newly added hold icon has a round shape (spherical shape). That is, since the hold icon newly displayed after the star-shaped hold icon (the first hold icon 9A in FIG. 51(B)) targeted for prediction is represented by a round shape, it becomes the third round-shaped hold icon.
[0203] Subsequently, as shown in FIG. 51(C), three round and one star-shaped hold icons 9A shift to the right, and the rightmost hold icon 9A (star) moves to the variable icon display area (the hold display area) and becomes the variable icon 9C. That is, the hold icon that was the target of pre-reading becomes the variable icon, and the corresponding variation is started. When the variation is started, an icon image ICG larger than the hold icon 9C imitating the round hold icon 9C is displayed at the center of the display screen 7a. Then, six black star-shaped images representing points move toward this icon image ICG and are absorbed by the icon image ICG. The icon image ICG changes color in order according to the number of absorbed black star-shaped images. The order of color change is from the color with a lower jackpot expectation to the color with a higher jackpot expectation. For example, the order is blue → green → red. Thus, the more black star-shaped images the icon image ICG absorbs, the higher the color with a higher jackpot expectation it becomes.
[0204] As shown in FIG. 51(D), when the absorption of points (black star-shaped images) by the icon image ICG ends, the icon image ICG moves toward the position where the variable icon 9C is displayed. Here, during this variation, a winning of the game ball occurs, and a new fourth hold icon 9A is displayed on the leftmost side. At this time, the newly added hold icon has a round shape (ball shape). That is, the hold icon newly displayed after the star-shaped hold icon (the variable icon 9C in FIG. 51(D)) that was the target of pre-reading is represented by a round shape, so it becomes the fourth round-shaped hold icon.
[0205] The icon image ICG moves while shrinking, contacts the variable icon 9C, and becomes the variable icon 9C as shown in FIG. 51(E). Then, as shown in FIG. 51(F), the decorative symbol stops being displayed, and the variation corresponding to this variable icon 9C ends.
[0206] In Fig. 51(G), four round hold icons 9A shift to the right, and the rightmost hold icon 9A (round) moves to the variable icon display area (the hold display area) to become the variable icon 9C. At the same time, the next variation starts, while the production of the mini-game video is not executed. That is, this time, for the variation corresponding to the round variable icon 9C, the mini-game production in which star-shaped icons that do not match the shape of the variable icon fall is not executed.
[0207] As shown in Fig. 51(H), at a specific timing during the variation, the shapes of the three hold icons 9A change from round to star-shaped all at once (simultaneously). After that, if a game ball wins during this variation, as shown in Fig. 51(I), a new fourth hold icon 9A is displayed on the leftmost side. At this time, the newly added hold icon has a round shape. That is, the hold icon newly displayed after the shapes of the hold icons 9A change from round to star-shaped all at once is represented in a round shape. After that, as shown in Fig. 81(J), the decorative symbols 8L, 8C, 8R stop moving, and the round variable icon 9C disappears.
[0208] [Hold Icon Switching Production B] Fig. 52 is a diagram for explaining the hold icon switching production B. The hold icon switching production is a production in which the states of a plurality of hold icons are switched. The states of the hold icons include the shape, color, movement, size, etc. of the hold icons. In the hold icon switching production B, first, as shown in Fig. 52(A), in the normal state, during the variable display of the decorative symbols 8L, 8C, 8R, three hold icons 9A and a variable icon (the hold icon) 9C are displayed. The three hold icons 9A and the variable icon 9C all have a round shape (spherical shape).
[0209] In this state, when a game ball wins a prize in the fixed winning device (umbilicus) 19, as shown in FIG. 52(B), a new fourth hold icon 9A is displayed on the far left. At this time, the newly added hold icon has a shape representing the Roman letter "G". Simultaneously with the new display of this fourth hold icon 9A, the shapes of all the other hold icons 9A change from a round shape to a G shape. Here, due to the prediction at the time of winning corresponding to the fourth hold icon, the shapes of the three hold icons displayed from the front change simultaneously.
[0210] Next, as shown in FIG. 52(C), the decorative symbols 8L, 8C, 8R stop moving, and the round-shaped variable icon 9C disappears. Then, as shown in FIG. 52(D), the four G-shaped hold icons 9A shift to the right, and the rightmost hold icon 9A moves to the variable icon display area (the hold display area, hold consumption image display area) and becomes the variable icon 9C. Along with this, the next variation is started. Here, along with the variable display of the decorative symbols, a battle video production between the friendly character CRA and the enemy character CRB is executed. The name of the friendly character CRA (here, "GORO") corresponds to the shape (G shape) of the hold icon 9A and the variable icon (the hold icon) 9C. That is, at the time of variation corresponding to the G-shaped variable icon, a production (battle production including the friendly character CRA) in which an image related to this "G" (here, the name of the friendly character CRA contains G) is displayed is executed.
[0211] As shown in FIG. 52(E), the decorative designs 8L, 8C, and 8R stop being variable, and the G-shaped variable icon 9C disappears. In the battle video, when the friendly character CRA wins (is victorious) against the enemy character CRB, the number of victories (points) is displayed on the right side of the display screen 7a. The number of victories (points) is represented by the number of black stars. Here, during this variation, a winning prize occurs in the fixed winning device (umbilicus) 19 for the game balls, and a new fourth hold icon 9A is displayed on the far left. At this time, the newly added hold icon has a round shape (spherical shape). That is, the hold icon newly displayed after the G-shaped hold icon (the third hold icon 9A from the right in FIG. 52(E)) that was the target of the prediction is represented by a round shape.
[0212] As shown in FIG. 52(F), one round and three G-shaped hold icons 9A shift to the right, and the rightmost hold icon 9A (G-shaped) moves to the variable icon display area (the corresponding hold display area) and becomes the variable icon 9C. Along with that, the next variation is started. When the variation is started, the same battle video effect as in FIG. 52(D) is executed. That is, also for this variation corresponding to the G-shaped variable icon 9C this time, an effect in which an image corresponding to the variable icon appears is executed. That is, a battle effect in which the friendly character CRA with the name "GORO" including the Roman letter "G" represented by the variable icon appears is executed.
[0213] As shown in FIG. 52(G), the decorative designs 8L, 8C, and 8R come to a definite stop, and the G-shaped variable icon 9C disappears. In the battle video, when the friendly character CRA loses (is defeated) to the enemy character CRB, there is no change in the number of victories displayed on the right side of the display screen 7a. That is, the number of black stars does not change. Here, during this variation, a winning occurs in the fixed winning device (umbilicus) 19 for the game balls, and a new fourth hold icon 9A is displayed on the far left. At this time, the newly added hold icon has a round shape (ball shape). That is, the hold icon newly displayed after the G-shaped hold icon (the second hold icon 9A from the right in FIG. 52(G)) that was the target of the prediction is represented by a round shape, so it becomes the second round-shaped hold icon.
[0214] Subsequently, two round-shaped and two G-shaped hold icons 9A shift to the right, and the rightmost hold icon 9A (G-shaped) moves to the variable icon display area (the relevant hold display area) and becomes the variable icon 9C. Along with that, the next variation is started. When the variation is started, the production of the battle video similar to FIG. 52(D) is executed. That is, also for this time when corresponding to the G-shaped variable icon 9C, the production in which an image corresponding to the variable icon appears is executed. That is, the battle production in which the friendly character CRA with the name "GORO" including the Roman letter "G" represented by the variable icon appears is executed.
[0215] As shown in FIG. 52(H), the decorative designs 8L, 8C, and 8R come to a definite stop, and the G-shaped variable icon 9C disappears. In the battle video, when the friendly character CRA wins against the enemy character CRB, the number of victories displayed on the right side of the display screen 7a increases by one and becomes two. That is, the number of stored black stars becomes six.
[0216] Subsequently, as shown in FIG. 52(I), two round and one G-shaped hold icons 9A shift to the right, and the rightmost hold icon 9A (G-shaped) moves to the variable icon display area (the hold display area) and becomes the variable icon 9C. That is, the hold icon targeted for pre-reading becomes the variable icon, and the corresponding variation is started. When the variation is started, an icon image ICG larger than the hold icon 9C imitating the round hold icon 9C is displayed at the center of the display screen 7a. Then, two black star images representing the number of wins move toward this icon image ICG and are absorbed by the icon image ICG. The icon image ICG changes color in order according to the number of absorbed black star images. The order of color change is from the color with a lower jackpot expectation to the color with a higher jackpot expectation. For example, in the order of blue → green → red. Thus, the more black star images the icon image ICG absorbs, the higher the color representing the jackpot expectation becomes.
[0217] As shown in FIG. 52(J), when the absorption of points (black star images) by the icon image ICG is completed, the icon image ICG moves toward the position where the variable icon 9C is displayed. The icon image ICG moves while shrinking, contacts the variable icon 9C, and becomes the variable icon 9C.
[0218] [Effect Example] The following shows an effect example of the hold icon switching effect. [Effect 1] In the gaming machine 1 of the above-described embodiment, as shown in FIGS. 50(C) to 50(E), a first effect in which three round hold icons 9A switch from a round shape to a star shape, and after the first effect, as shown in FIG. 50(H), a second effect in which a new round hold icon is additionally displayed, and after the second effect, as shown in FIG. 50(I), a third effect in which the additionally displayed round hold icon and the three star-shaped hold icons shift and move can be executed. According to this configuration, a novel effect not seen before can visually entertain the player and improve the interest. The same applies to FIG. 52. [Effect 2] In the gaming machine 1 of the above-described embodiment, as shown in FIG. 52(B), in the first effect, the three round hold icons switch from the round shape to the G shape at the timing when a new hold icon is additionally displayed. According to this configuration, with an unprecedented and novel effect, the player can be visually entertained, and the interest can be enhanced. [Effect 3] In the gaming machine 1 of the above-described embodiment, as shown in FIGS. 50 to 51, in the first effect, the three round hold icons switch from the round shape to the star shape by anticipation corresponding to the new hold icon, and the new hold icon is also displayed in the star shape. According to this configuration, with an unprecedented and novel effect, the player can be visually entertained, and the interest can be enhanced. The same applies to FIG. 52. [Effect 4] In the gaming machine 1 of the above-described embodiment, as shown in FIGS. 50(G) to (J) and FIGS. 51(A) to (B), during the variation corresponding to the expiration of the hold of the star-shaped hold icon after the third effect, a fourth effect using an image corresponding to the image represented by the star-shaped hold icon is executed. According to this configuration, with an unprecedented and novel effect, the player can be visually entertained, and the interest can be enhanced. The same applies to FIG. 52. [Effect 5] In the gaming machine 1 of the above-described embodiment, as shown in FIGS. 51(C) to (E), in the fourth effect, points are stored during a plurality of variations, and during the variation corresponding to the last hold icon among the star-shaped hold icons, it is changed to a mode corresponding to the points stored in the last hold icon. According to this configuration, with an unprecedented and novel effect, the player can be visually entertained, and the interest can be enhanced. The same applies to FIG. 52. [Effect 6] In the gaming machine 1 of the above-described embodiment, as shown in FIGS. 50(H), (J), FIGS. 51(B), (D), when there is a new winning during the fourth effect, a new hold icon of the first mode is additionally displayed. According to this configuration, with an unprecedented and novel effect, the player can be visually entertained, and the interest can be enhanced. The same applies to FIG. 52.
[0219] [Modification Example] The following shows modification examples of the queued icon switching effect. [Modification Example 1] In the queued icon switching effect A, as shown in FIGS. 50(A) to (E), when the fourth queued icon 9A is newly added and displayed in a star shape, all the queued icons 9A displayed before that change from a round shape to a star shape, while the variable icon 9C remains unchanged. However, in FIGS. 50(A) to (E), when the fourth queued icon 9A is newly added and displayed in a star shape and all the queued icons 9A displayed before that change from a round shape to a star shape, the variable icon 9C may also change to a star shape. The same applies to the queued icon switching effect B (FIG. 52).
[0220] [Modification Example 2] In the queued icon switching effect A, as shown in FIGS. 50(A) to (E), when the fourth queued icon 9A is newly added and displayed in a star shape, it is assumed that all the queued icons 9A displayed before that change from a round shape to a star shape. However, in FIGS. 50(A) to (E), the fourth queued icon 9A may first be newly added and displayed in a round shape, then change to a star shape, and then all the queued icons 9A displayed before that change from a round shape to a star shape. The same applies to the queued icon switching effect B (FIG. 52). In FIG. 52, the fourth queued icon 9A may first be newly added and displayed in a round shape, and then all the queued icons 9A including the newly added queued icon may change from a round shape to a star shape simultaneously (at the same time).
[0221] [Modification Example 3] The queued icon switching effects A and B are assumed to be executed in the normal state. However, the queued icon switching effects A and B may be executed in the time-saving state. In this case, the effects executed on the queued icon 9A of the queued icon switching effects A and B may be executed by the queued icon 9B.
[0222] [Embodiment Example] In the gaming machine of the present embodiment, the following aspects can be realized. ◇[Aspect A1-1] A gaming machine provided with display means capable of displaying a plurality of types of images, One of the plurality of types of images is a hold icon, a first effect in which a plurality of the hold icons switch from a first aspect to a second aspect, a second effect in which a new hold icon of the first aspect is additionally displayed after the first effect, and a third effect in which the hold icon of the first aspect that has been additionally displayed and the plurality of hold icons of the second aspect shift and move after the second effect, can be executed, A gaming machine characterized by the above. ◇[Aspect A1-2] The gaming machine according to Aspect A1-1, in the first effect, the plurality of hold icons switch from the first aspect to the second aspect at the timing when a new hold icon is additionally displayed, A gaming machine characterized by the above. ◇[Aspect A1-3] The gaming machine according to Aspect A1-2, in the first effect, the plurality of hold icons switch from the first aspect to the second aspect by anticipation corresponding to the new hold icon, and the new hold icon is also displayed in the second aspect, A gaming machine characterized by the above. ◇[Aspect A1-4] The gaming machine according to any one of Aspects A1-1 to A1-3, after the third effect, during a plurality of fluctuations corresponding to the expiration of holding of the plurality of hold icons of the second aspect, a fourth effect using an image corresponding to the image represented by the hold icon of the second aspect is executed, A gaming machine characterized by the above. ◇[Aspect A1-5] The gaming machine according to Aspect A1-4, In the fourth effect, points are stored during the plurality of variations, and during the variation corresponding to the last hold icon among the plurality of hold icons in the second mode, it is changed to a mode corresponding to the points stored for the last hold icon. A gaming machine characterized by the above. ◇[Aspect A1-6] A gaming machine according to Aspect A1-4 or Aspect A1-5, wherein when a new winning occurs during the fourth effect, a new hold icon of the first mode is further additionally displayed. A gaming machine characterized by the above.
[0223] The change icon acquisition effects A to C will be described below with reference to FIGS. 53 to 55. In FIGS. 53 to 55, for example, the first movable accessory 14, the second movable accessory 15, and other movable accessories arranged around the front (front) of the display screen 7a of the image display device 7 are omitted from the drawings for ease of viewing.
[0224] This change icon acquisition effect can be executed over a plurality of variation effects (variation display) by decorative symbols. That is, when the image control microcomputer 101 analyzes various commands (for example, variation effect start command, pre-judgment command) received from the sub-control board 90 and the instruction to execute the change icon acquisition effect is included, the corresponding image data is read from the ROM 103 and an image is displayed on the display screen 7a of the image display device 7.
[0225] Note that the background image (referred to as "specific background image") used in the change icon acquisition effect is a specific image not included in the normal background image, and is, for example, a moon surface image, a space image, an image inside a spaceship, etc. The normal background image is, for example, a normal image such as a city image, a forest image, a sea image, an underwater image, an underground image, etc. The specific background image and the normal background image may be still images or moving images.
[0226] Here, first, the change icon acquisition effect A will be described, and then the change icon acquisition effect B and the change icon acquisition effect C will be described in order.
[0227] [Change Icon Acquisition Effect A] Change Icon Acquisition Effect A will be described with reference to FIG. 53. FIG. 53 is a diagram for explaining Change Icon Acquisition Effect A. Change Icon Acquisition Effect A is performed over a plurality of variation effects (variation display) by decorative patterns.
[0228] First, as shown in FIG. 53(A), on the display screen 7a of the image display device 7, a variation effect (variation display) of decorative patterns (patterns: numbers "1" to "9") is started in a display mode where the left decorative pattern 8L of the three-dimensional image, the middle decorative pattern 8C of the three-dimensional image, and the right decorative pattern 8R of the three-dimensional image are rotated like a reel from the upper side to the lower side of the display screen 7a. When the variation effect (variation display) of the decorative pattern is started, the stopped decorative pattern changes from an opaque state to a semi-transparent state while gradually increasing its speed from low speed and varies at high speed. As a result, the background image arranged behind the decorative pattern can be visually recognized through the semi-transparent decorative pattern during high-speed variation. The decorative pattern decelerates immediately before stopping, changes from a semi-transparent state to an opaque state again, and is temporarily stopped or stopped (temporarily stopped and then stopped). Note that the decorative pattern has a display mode in which it moves slowly and slightly in the vertical direction when it is in a temporarily stopped state.
[0229] As the digestion of the reserved First Special Figure, the variable icon 9C corresponding to the currently fluctuating left decorative pattern 8L, middle decorative pattern 8C, and right decorative pattern 8R is displayed at the variable display position 9Cd (above the rectangular image) in the lower center of the display screen 7a of the image display device 7. In the area of the display screen 7a on the left side of the variable display position 9Cd, a reserved display area is provided as the reserved area for the First Special Figure. In this reserved display area, reserved icons can be respectively displayed at four reserved display positions 9Ad (above the rectangular image), and up to four reserved icons can be stocked. The four reserved display positions 9Ad are arranged and displayed linearly along the lower side of the display screen 7a in the order of the First Reserved Display Position 9Ad, the Second Reserved Display Position 9Ad, the Third Reserved Display Position 9Ad, and the Fourth Reserved Display Position 9Ad from the position close to the variable display position 9Cd towards the left side of the display screen 7a.
[0230] Note that both the variable display position 9Cd and the reserved display positions 9Ad have a rectangular shape, and they may have the same size or different sizes. In this embodiment, both the variable display position 9Cd and the reserved display positions 9Ad have a rectangular shape, and the size (lateral distance dimension) of the variable display position 9Cd is larger than the size (lateral distance dimension) of the reserved display positions 9Ad (the vertical distance dimensions are the same). This is to be able to distinguish the variable icon 9C displayed at the variable display position 9Cd from the reserved icon 9A displayed at the reserved display positions 9Ad.
[0231] Here, a white spherical variable icon 9C is displayed at the variable display position 9Cd, a white spherical reserved icon 9A is displayed at the First Reserved Display Position 9Ad, and no reserved icons are displayed at the Second Reserved Display Position 9Ad to the Fourth Reserved Display Position 9Ad. That is, there is only one reserved icon that has been stocked without being digested.
[0232] In addition to the hold icon 9A corresponding to the first special figure hold based on the entry of a game ball into the first start port 20 and the hold icon 9B corresponding to the second special figure hold based on the entry of a game ball into the second start port 21, which are displayed below the display screen 7a of the image display device 7 in the variable effect (variable display) of the decorative pattern, the first special figure hold based on the entry of a game ball into the first start port 20 and the second special figure hold based on the entry of a game ball into the second start port 21 are respectively arranged and displayed as numbers (not shown) in the upper center of the display screen 7a of the image display device 7. The number of the first special figure holds based on the entry of a game ball into the first start port 20 is arranged and constantly displayed in the upper center of the display screen 7a in blue numbers on the left side, and the number of the second special figure holds based on the entry of a game ball into the second start port 21 is arranged and constantly displayed in red numbers on the right side, with a space between them. Since these numbers display the number of hold balls as numerical values, it is difficult to be confused with the various background images and various decorative images displayed on the display screen 7a, and it is intuitive and easy to understand. Note that these numbers are arranged on the frontmost side of the display screen 7a, and since other images are arranged and displayed behind the frontmost surface of the display screen 7a, the visibility is not hindered by other images.
[0233] Here, a brief explanation will be given about the hold icon 9A and the variable icon 9C (hereinafter, may be simply referred to as "icon"). Due to the differences in shape and color, they represent the differences in the winning expectation during the lottery corresponding to the icon. For example, among the four icons of a yellow (gold) star-shaped icon, a black spherical icon, a smiling spherical icon, and a white spherical icon, the yellow (gold) star-shaped icon has the highest winning expectation, the black spherical icon has the second highest winning expectation, the smiling spherical icon has the third highest winning expectation, and the white spherical icon has the lowest winning expectation. For the smiling spherical icon, in addition, for example, the winning expectation of a big win is set high in the order of blue → green → red → gold (yellow) → seven colors (rainbow (big win thick)).
[0234] In FIG. 53(A), when the variable display (fluctuation display) of the decorative pattern starts and a game ball enters the first start port 20 and the change icon acquisition effect A is started by the prediction effect, as shown in FIG. 53(B), the variable display position 9Cd and the first to fourth hold display positions 9Ad to 9Ad, the areas where the variable icon 9C and the hold icons 9A are displayed and the peripheral areas become difficult to visually recognize (disappear) due to the flash FH. Note that when a game ball enters the first start port 20, there will be two hold icons 9A.
[0235] In the following description, for the sake of convenience of explanation, it is assumed that game balls do not enter the first start port 20 and the second start port 21.
[0236] As the flash FH disappears, the existence of the variable display position 9Cd and the first to fourth hold display positions 9Ad to 9Ad, the variable icon 9C and the hold icons 9A can be visually recognized. At this time, before and after the flash FH is displayed, the shapes of the variable display position 9Cd and the first to fourth hold display positions 9Ad to 9Ad, and the variable icon 9C and the hold icons 9A change.
[0237] Specifically, the shape of the variable display position 9Cd before the flash FH is displayed is a rectangular image arranged below the variable display position 9Cd as shown in FIG. 53(B), while the shape of the variable display position 9Cd after the flash FH is displayed is an image in which only the four corners of the square shape surrounding the variable icon 9C are represented by white lines as shown in FIG. 53(C). Also, the shapes of the first to fourth hold display positions 9Ad to 9Ad before the flash FH is displayed are rectangular images arranged below the first to fourth hold display positions 9Ad to 9Ad as shown in FIG. 53(B), while the shapes of the first to fourth hold display positions 9Ad to 9Ad after the flash FH is displayed are shapes in which only the lower two corners of the four corners of the square shape surrounding the hold icon 9A are represented by white lines as shown in FIG. 53(C).
[0238] After the flash FH is displayed, the shapes of the variable display position 9Cd and the first to fourth hold display positions 9Ad are the shapes of specific display positions used as effects in the change icon acquisition effect A. By displaying the shape of the variable display position 9Cd after the flash FH is displayed and the shapes of the first to fourth hold display positions 9Ad after the flash FH is displayed to be different, the variable icon 9C and the hold icon 9A can be distinguished. Note that the start of the change icon acquisition effect A can also be conveyed to the player by the shape changes of the variable display position 9Cd and the first to fourth hold display positions 9Ad.
[0239] Also, before the flash FH is displayed, the variable icon 9C and the hold icon 9A are white spherical icons as shown in FIG. 53(B), whereas after the flash FH is displayed, the variable icon 9C and the hold icon 9A are effect button images (in the off state) imitating the effect button 63 as shown in FIG. 53(C). This effect button image is an image that prompts the player to operate (press) the effect button 63, does not indicate the degree of expectation of a hit, and is a specific icon used as an effect in the change icon acquisition effect A. That is, the variable icon 9C and the hold icon 9A are switched to the same specific icon in the change icon acquisition effect A.
[0240] In FIG. 53(C), when the flash FH disappears from the display screen 7a and the shapes of the variable display position 9Cd and the first to fourth hold display positions 9Ad, and the variable icon 9C and the hold icon 9A change, a message MG1 saying "Press the button to acquire the change icon!" is displayed in a single line on the display screen 7a in small characters above the variable icon 9C and the hold icon 9A. At this point, the effect button images of the variable icon 9C and the hold icon 9A are all in the off state, and even if the player operates (presses) the effect button 63, it is not reflected in any effect.
[0241] After that, as shown in FIG. 53(D), when the left decorative symbol 8L stops and is displayed as the number "1", the middle decorative symbol 8C stops and is displayed as the number "2", and the right decorative symbol 8R stops and is displayed as the number "3", if it is a losing combination, the message MG1 disappears from the display screen 7a, and as the variable effect (variable display) ends, the variable icon 9C disappears from the display screen 7a. In FIGS. 53(A) to 53(D), the city image THG1 is displayed on the display screen 7a as the normal background image.
[0242] Subsequently, the city image THG1, which is the normal background image displayed on the display screen 7a, is switched to the lunar surface image THG2 as the specific background image. As shown in FIG. 53(E), when the hold icon 9A displayed at the first hold display position 9Ad moves to the variable display position 9Cd and becomes the variable icon 9C, the effect button image, which is the variable icon 9C, blinks to inform the player that the operation (pressing operation) of the effect button 63 is valid and to prompt the operation (pressing operation) of the effect button 63. At this time, the message MG1 saying "Press the button to obtain the change icon!" is displayed on the display screen 7a in two lines in large characters (about four times the size of small characters) at the center of the display screen 7a. Also, the variable areas of the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R move to the upper left corner of the display screen 7a, and the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R are variably displayed at high speed. During the variation, the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R are difficult to visually recognize.
[0243] After that, the message MG1, "Press the button to obtain a change icon!", which was displayed in large characters (about four times the size of the small characters) in the center of the display screen 7a, now moves while shrinking to the upper right corner of the display screen 7a, becomes smaller than the large characters, and is displayed in two lines in a size larger than the small characters (about twice the size of the small characters). In this way, as the display mode of the message MG1, there are: the one-line display in small characters shown in Fig. 53(C); the two-line display in large characters (about four times the size of the small characters) shown in Fig. 53(E); and the two-line display in a size larger than the small characters (about twice the size of the small characters) after Fig. 53(E). There are a total of three display modes. By expressing the same content in three display modes when performing the change icon acquisition effect A, the content of the message MG1 can be clearly emphasized and conveyed to the player in an unprecedented way of expression.
[0244] Subsequently, as shown in Fig. 53(F), when the player operates (presses) the effect button 63, or when a predetermined period (for example, 3 seconds after the start of the variation effect (variation display) of the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R) elapses without the player operating (pressing) the effect button 63, a message MG2 indicating whether a change icon has been obtained is displayed in the center of the display screen 7a. Here, a message MG2 saying "What a pity!" is displayed on the display screen 7a because the change icon cannot be obtained. At this time, when the left decorative symbol 8L stops displaying as the number "2", the middle decorative symbol 8C stops displaying as the number "1", and the right decorative symbol 8R stops displaying as the number "3", resulting in a loss, the variable icon 9C disappears from the display screen 7a as the variation effect (variation display) ends.
[0245] Subsequently, when the held icon 9A that was displayed at the first held display position 9Ad moves to the variable display position 9Cd and becomes the variable icon 9C, the production button image that is the variable icon 9C blinks, indicating to the player that the operation (pressing operation) of the production button 63 is enabled and prompting the player to operate (press) the production button 63. At this time, the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R are variably produced (variably displayed) at high speed.
[0246] Subsequently, as shown in FIG. 53(G), when the player operates (presses) the production button 63, or when a predetermined period (for example, 3 seconds after the start of the variable production (variable display) of the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R) elapses without the player operating (pressing) the production button 63, a message MG2 that conveys whether a change icon has been acquired is again displayed in the center of the display screen 7a. Here, a message MG2 saying "Acquired!" is displayed on the display screen 7a because the change icon has been acquired. At this time, the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R are still variably produced (variably displayed) at high speed, and the variable icon 9C also does not disappear from the display screen 7a.
[0247] Subsequently, when the message MG2 disappears from the display screen 7a, as shown in FIG. 53(H), a change icon HI is stock-displayed at the lower right corner of the display screen 7a. Thereafter, as shown in FIG. 53(I), the white spherical icon that was displayed as an icon increases in size to about 1.5 times its original size and appears in the center of the display screen 7a with a flash. Then, due to the activation of the stocked change icon HI, lightning runs from the change icon HI toward the appeared white spherical icon, and the size of the appeared white spherical icon increases, becoming up to about 4 times the size compared to the size of the white spherical icon that was displayed as an icon.
[0248] After that, as shown in FIG. 53(J), the change icon HI disappears from the display screen 7a, switches from a white spherical icon to a yellow (gold) star-shaped icon and appears, and the production button image which is the variable icon 9C where this star-shaped icon blinks moves while shrinking toward the variable display position 9Cd where it is displayed.
[0249] After that, as shown in FIG. 53(K), it switches from the production button image which is the variable icon 9C to a star-shaped icon. At this time, the variable display position 9Cd where the four corners of the square shape are represented by white lines and the first to fourth hold display positions 9Ad to 9Ad where the lower two corners of the four corners of the square shape are represented by white lines disappear from the display screen 7a. After this, the message MG1 also disappears from the display screen 7a. Note that although the star-shaped icon shrinks during movement, it becomes larger compared to the size of the white spherical icon displayed in FIG. 53(a) and is about 1.5 times as large.
[0250] After that, as shown in FIG. 53(L), it switches back from the lunar surface image THG2 as the specific background image displayed on the display screen 7a to the urban image THG1 which is the normal background image (at this time, it may be switched from the urban image THG1 as the normal background image to another normal image (for example, an underground image)), and the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R which were moved to the upper left corner of the display screen 7a return to the original variable area and are variably produced (variably displayed) at high speed, and the variable display position 9Cd of the rectangular image and the first to fourth hold display positions 9Ad to 9Ad of the rectangular image are displayed on the display screen 7a again. Thereby, the change icon acquisition production A ends. After the change icon acquisition production A, various productions may continue further. When the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R stop and are displayed with the same pattern, it is a big hit and a big hit game (big hit production) starts thereafter, whereas when the left decorative pattern 8L, the middle decorative pattern 8C, and the right decorative pattern 8R do not stop and are displayed with the same pattern, it is a miss.
[0251] [Change Icon Acquisition Production B] Next, the change icon acquisition effect B will be described with reference to FIG. 54. FIG. 54 is a diagram for explaining the change icon acquisition effect B. The change icon acquisition effect B is performed over a plurality of variation effects (variation display) by decorative patterns.
[0252] First, as shown in FIG. 54(A),...
Claims
Claim 1 A gaming machine, when performing a reach formation effect by stopping the effect symbols in a predetermined column among the effect symbols that vary in a plurality of columns, after changing the display color of a second symbol, which is an effect symbol to be temporarily stopped to form a reach, with respect to a first symbol that is an effect symbol already temporarily stopped, it is possible to execute a color change stop effect in which the second symbol is temporarily stopped, in the color change stop effect, the display color of the second symbol is once changed, and in accordance with the temporary stop of the second symbol, the display color of the second symbol is returned to the original display color at the stop position of the second symbol, accompanying the color change stop effect, an enlarged display of the second symbol is performed, and then, when the second symbol is finally stopped, the size of the second symbol returns to the original size before the enlarged display, characterized by the above gaming machine.
Citation Information
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