gaming machines

The gaming machine's configuration improves player understanding of media dispensing by controlling game states and symbol presentations, making winning opportunities clearer and more understandable.

JP7762977B2Active Publication Date: 2025-10-31KYORAKU IND CO LTD
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
JP2023170621
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-09-29
Publication Date
2025-10-31
Estimated Expiration
2043-09-29

AI Technical Summary

Technical Problem

Conventional gaming machines make it difficult for players to understand how gaming media are dispensed, particularly in relation to special games and their outcomes.

Method used

The gaming machine includes a configuration that allows for dispensing gaming media in response to a dispensing operation, with variable means for displaying normal symbols and controlling game states to enhance understanding of winning opportunities, and incorporates a mechanism to control the presentation of symbols based on game states to facilitate easier comprehension of winning chances.

Benefits of technology

The solution makes the method of shooting out game media easier to understand, enhancing player engagement and clarity in winning probabilities.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007762977000001
    Figure 0007762977000001
  • Figure 0007762977000002
    Figure 0007762977000002
  • Figure 0007762977000003
    Figure 0007762977000003
Patent Text Reader

Abstract

To provide a game machine in which a shooting method of game media is easy to understand.SOLUTION: A game machine 1 causes a time-shortening completion condition to be satisfied at lapse of pattern determination time when a long opening pattern is stopped and displayed as a result of the final variation of a normal pattern in a time-shortening state, and is shifted to a non-time-shortening state after completion of the time-shortening state following the time lapse. Rightward shooting notification in which a normal pattern pertaining the final variation is not executed basically in the non-time-shortening state while it is executed in the time-shortening state when it is stopped at a long opening pattern and is displayed can be continued in the non-time-shortening state.SELECTED DRAWING: Figure 23
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a gaming machine that determines whether or not to execute a special game and executes an effect based on the result of the determination. [Background technology]

[0002] In conventional gaming machines, when it is determined whether or not to execute a special game, the special symbol display device variably displays the special symbol, and then the special symbol is statically displayed in a manner that indicates the determination result. In the gaming machine described in Patent Document 1, a predetermined image display device variably displays decorative symbols as the variable display of the special symbol begins, and as the special symbol is statically displayed, the decorative symbols are statically displayed in a manner that indicates the determination result. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-183903 Summary of the Invention [Problem to be solved by the invention]

[0004] However, since conventional gaming machines have multiple winning slots, it may be difficult to understand how to dispense gaming media.

[0005] Therefore, an object of the present invention is to provide a gaming machine in which the method of shooting out gaming media is easy to understand. [Means for solving the problem]

[0006] In order to solve the above problems, the present invention employs the following configuration. The gaming machine according to the present invention is a gaming machine capable of dispensing gaming media in response to a dispensing operation of a gaming operation means, Can be in an open or closed state Variable means and a normal symbol lottery means for drawing a normal symbol; After the pattern is displayed, lottery by the ordinary symbol lottery means Show the results The above-mentioned ordinaryStop displaying the pattern usually A pattern control means; The normal symbol displayed as stopped and a determining means for determining whether or not a special game advantageous to a player is to be executed when the game medium enters the starting area and the game medium is capable of winning a prize in the starting area when the game medium enters the starting area when the game medium enters the starting area. The game medium is likely to win in the starting area. a game state control means for controlling the game state to one of a plurality of game states including a first game state and a second game state; and a presentation control means for controlling presentations, and the game state control means usually When the symbols are stopped and displayed a predetermined number of times, the gaming state is controlled to the first gaming state, When the game is controlled to the second gaming state, the variable means can be operated in a predetermined opening mode in which the game medium is likely to win in the starting area based on the normal symbols being variably displayed, while when the game is controlled to the first gaming state, the variable means cannot be operated in the predetermined opening mode based on the normal symbols being variably displayed, The performance control means is The aforementioned An instruction to dispense a gaming medium is executed in the second gaming state, but is not executed in the first gaming state. When the normal symbol is stopped and displayed a predetermined number of times to be controlled in the first gaming state, The predetermined number of times The above-mentioned regular pattern Stop display Depending on The aforementioned Predetermined opening The variable means is operated and controlled in the above manner. And In the first gaming state, The aforementioned The instruction notification can be continued. [Effects of the Invention]

[0007] According to this invention, it is possible to make the method of shooting out game media easier to understand. [Brief explanation of the drawings]

[0008] [Figure 1] Schematic front view of gaming machine 1 [Figure 2] FIG. 10 is an explanatory diagram illustrating an example of the effect button 26. [Figure 3] Enlarged view of the display 4 in FIG. 1 [Figure 4] A block diagram showing an example of the configuration of a control device provided in the gaming machine 1. [Figure 5] A block diagram showing an example of the configuration of the main RAM 100c and various information stored in the main RAM 100c. [Figure 6] An explanatory diagram for explaining an example of a result of special pattern determination. [Figure 7] An explanatory diagram for explaining the transition of the game state [Figure 8] An explanatory diagram for explaining the time-saving termination conditions for the big win symbol and the small win symbol, which are set based on the game state at the time of stop display and the winning result, when the time-saving state (or the small time-saving state) immediately after the big win game ends. [Figure 9] An explanatory diagram for explaining the time-saving end conditions for the ending of the time-saving state (or the minute time-saving state) set based on the game state at the time of stop display and the winning result for the losing symbol. [Figure 10] An explanatory diagram for explaining the subtraction timing of the number of times when the probability of determining that the second starting hole 12 is opened in the normal pattern determination is in the time-saving state. [Figure 11] An explanatory diagram for explaining the deduction of the remaining number of time-saving times for normal patterns when the normal pattern is in a low-probability non-time-saving state at the start of fluctuation [Figure 12] An explanatory diagram for explaining the conditions under which an aim effect that encourages a player to aim a game ball at the first starting hole 11 can be executed. [Figure 13] An explanatory diagram for explaining an example of a performance mode when the target performance is executed when transitioning from a low-probability time-saving state to a low-probability non-time-saving state [Figure 14] An explanatory diagram for explaining one of the modified examples of the performance mode when the target performance is executed in the case where the probability of determining that the second starting hole 12 will be long-opened in the normal pattern determination is 1 / 76 and the state transitions from a low probability time-saving state to a low probability non-time-saving state. [Figure 15] An explanatory diagram for explaining one of the modified examples of the performance mode when the target performance is executed when transitioning from a low-probability time-saving state to a low-probability non-time-saving state [Figure 16] FIG. 13(E) is an explanatory diagram illustrating an example of a presentation mode when a rematch challenge is executed following the aim presentation of FIG. [Figure 17] FIG. 16(C) is an explanatory diagram for explaining an example of a presentation mode following the mode selection screen of FIG. [Figure 18] FIG. 16(D) is an explanatory diagram for explaining an example of a presentation mode following the mode selection screen of FIG. [Figure 19] An explanatory diagram for explaining an example of a performance mode when the target performance is executed in the case where the probability of determining that the second starting hole 12 is opened in the normal pattern determination is 1 / 350 and the state transitions from a low probability time-saving state to a low probability non-time-saving state. [Figure 20] FIG. 10 is an explanatory diagram for explaining the state when the gaming machine 1 is turned from the power "OFF" state to the power "ON" state while the aim effect is being executed. [Figure 21] An explanatory diagram for explaining the situation when the game transitions to a weak state immediately after the end of a jackpot game, and there are two valid winnings in the second starting slot 12, and the winning result of the first valid winning is a miss and the winning result of the second valid winning is a miss. [Figure 22] FIG. 10 is an explanatory diagram illustrating an example of a performance executed in the gaming machine 1. [Figure 23] An explanatory diagram for explaining the situation when the game transitions to a weak state immediately after the end of the jackpot game, the long open pattern stops and is displayed as a result of the final change in the normal pattern, and there are two valid winnings in the second starting slot 12, and the winning result of the first valid winning is a miss and the winning result of the second valid winning is a miss. [Figure 24] An explanatory diagram for explaining the situation when the game transitions to a weak state immediately after the end of the jackpot game, and a valid winning result that results in a jackpot during the display of the final variation of the normal pattern is in the first starting port 11, and the long opening pattern is stopped and displayed as a result of the final variation of the normal pattern, but the game ball does not enter the second starting port 12. [Figure 25] FIG. 10 is an explanatory diagram illustrating an example of a performance executed in the gaming machine 1. [Figure 26]An explanatory diagram for explaining the situation when the game transitions to a weak state immediately after the end of the jackpot game, and a valid winning result that results in a jackpot is in the first starting port 11 during the display of the final variation of the normal pattern, and a long opening pattern is stopped and displayed as a result of the final variation of the normal pattern, and a valid winning result that results in a jackpot is in the second starting port 12. [Figure 27] An explanatory diagram for explaining the situation when the game shifts to a weak state immediately after the end of the jackpot game, and the game ball does not enter the second start hole 12 even though the long opening pattern is stopped and displayed as a result of the final change of the normal pattern, and during that time, the game ball does not enter the first start hole 11 either. [Figure 28] An explanatory diagram for explaining the situation when the game transitions to a weak state immediately after the end of a big win game, and there are two valid wins in the second starting port 12, the result of the first valid win is a miss, and the result of the second valid win is a small win. [Figure 29] An explanatory diagram for explaining the situation when the game transitions to a weak state immediately after the end of a big win game, and there are two valid wins in the second starting port 12, and the result of the first valid win is a small win and the result of the second valid win is a small win. [Figure 30] An explanatory diagram for explaining the situation when the game transitions to a weak state immediately after the end of a big win game, and there are two valid wins in the second starting port 12, and the result of the first valid win is a small win and the result of the second valid win is a miss. [Figure 31] An explanatory diagram for explaining the situation when the game transitions to a strong state immediately after the end of a jackpot game related to the jackpot pattern OB-OD, and there are two valid winnings in the second starting slot 12, the result of the first valid winning is a miss, and the result of the second valid winning is a miss. [Figure 32] An explanatory diagram for explaining the situation when the game transitions to a strong state immediately after the end of the jackpot game, the long open pattern stops and is displayed as a result of the final change in the normal pattern, and there are two valid winnings in the second starting slot 12, and the winning result of the first valid winning is a miss and the winning result of the second valid winning is a miss. [Figure 33]An explanatory diagram for explaining the situation when the game shifts to the strong state immediately after the end of the jackpot game, or when the strong state is shifted as the losing symbol HA is stopped and displayed in the non-time-reduction state, and the valid winning result that becomes the jackpot is in the first starting port 11 during the change display of the final change of the normal symbol, and the long opening symbol is stopped and displayed as a result of the final change of the normal symbol, but the game ball does not enter the second starting port 12. [Figure 34] The state shifts to the strong state immediately after the end of the jackpot game, or the state shifts to the strong state as the losing symbol HA stops and displays in the non-time-saving state, and the effective winning that results in the jackpot is in the first start port 11 during the fluctuation display of the final fluctuation of the normal symbol, and the long opening symbol stops and displays as a result of the final fluctuation of the normal symbol, and the effective winning that results in the jackpot is in the second start port 12. Figure 25 is an explanatory diagram for explaining an example of the performance executed in the gaming machine 1. [Figure 35] An explanatory diagram for explaining the situation when the game shifts to the strong state immediately after the end of the jackpot game, or when the game shifts to the strong state as the losing symbol HA is stopped and displayed in the non-time shortening state, and the game ball does not enter the second start hole 12 even though the long opening symbol is stopped and displayed as a result of the final change of the normal symbol, and during that time, the game ball does not enter the first start hole 11 either. [Figure 36] An explanatory diagram for explaining the situation when the game transitions to a strong state immediately after the end of a jackpot game related to the jackpot pattern OB-OD, and there are two valid winnings in the second starting port 12, the result of the first valid winning is a miss, and the result of the second valid winning is a small win. [Figure 37] An explanatory diagram for explaining the situation when the state shifts to a strong state immediately after the end of a jackpot game related to the jackpot pattern OB-OD, or when the state shifts to a strong state as the losing pattern HA stops and displays in a non-time-reduction state, and when there are two valid winnings in the second starting port 12, the winning result of the first valid winning is a small winning and the winning result of the second valid winning is a small winning. [Figure 38]An explanatory diagram for explaining the situation when the state shifts to a strong state immediately after the end of a jackpot game related to the jackpot pattern OB-OD, or when the state shifts to a strong state as the losing pattern HA stops and displays in a non-time-reduction state, and when there are two valid winnings in the second starting port 12, the winning result of the first valid winning is a small winning and the winning result of the second valid winning is a losing. [Figure 39] An explanatory diagram for explaining the situation when the game transitions to a strong state immediately after the end of a jackpot game related to the jackpot symbol OF or the small jackpot symbol K, and there are two valid winnings in the second starting slot 12, and the winning result of the first valid winning is a miss and the winning result of the second valid winning is a miss. [Figure 40] An explanatory diagram for explaining the situation when the game transitions to a strong state immediately after the end of a jackpot game related to the jackpot symbol OF or the small jackpot symbol K, and there are two valid winnings in the second starting slot 12, the result of the first valid winning is a miss, and the result of the second valid winning is a small win. [Figure 41] An explanatory diagram for explaining the situation when the game transitions to a strong state immediately after the end of a jackpot game related to the jackpot symbol OF or the small jackpot symbol K, and there are two valid winnings in the second starting port 12, and the winning result of the first valid winning is a small winning, and the winning result of the second valid winning is a small winning. [Figure 42] An explanatory diagram for explaining the situation when the game transitions to a strong state immediately after the end of a jackpot game related to the jackpot symbol OF or the small jackpot symbol K, and there are two valid winnings in the second starting port 12, and the winning result of the first valid winning is a small winning and the winning result of the second valid winning is a losing. [Figure 43] An explanatory diagram for explaining the situation when the state shifts to the next determined state immediately after the end of the jackpot game related to the jackpot pattern OA (or the state shifts to the next determined state immediately after the stop display of the losing pattern HC), and when there are two valid winnings in the second starting port 12, the winning result of the first valid winning is a losing result and the winning result of the second valid winning is a losing result. [Figure 44]An explanatory diagram for explaining the situation when the state shifts to the next determined state immediately after the end of the jackpot game related to the jackpot pattern OA (or the state shifts to the next determined state immediately after the stop display of the losing pattern HC), and there are two valid winnings in the second starting port 12, and the winning result of the first valid winning is a losing result and the winning result of the second valid winning is a small winning result. [Figure 45] An explanatory diagram for explaining the situation when the state transitions to the next determined state immediately after the end of the jackpot game related to the jackpot pattern OA (or the state transitions to the next determined state immediately after the stop display of the losing pattern HC), and there are two valid winnings in the second starting port 12, and the winning result of the first valid winning is a small winning and the winning result of the second valid winning is a small winning. [Figure 46] An explanatory diagram for explaining the situation when the state shifts to the next determined state immediately after the end of the jackpot game related to the jackpot pattern OA (or the state shifts to the next determined state immediately after the stop display of the losing pattern HC), and when there are two valid winnings in the second starting port 12, the winning result of the first valid winning is a small winning and the winning result of the second valid winning is a losing. [Figure 47] FIG. 10 is an explanatory diagram illustrating information displayed on a performance display 113. [Figure 48] FIG. 10 is an explanatory diagram for explaining a setting change mode, a setting confirmation mode, and a RAM clear mode. [Figure 49] FIG. 10 is an explanatory diagram for explaining an overview of the stop control in the gaming machine 1 of the present embodiment. [Figure 50] FIG. 10 is an explanatory diagram for explaining a state when stop control is performed during operation of the plate 17. [Figure 51] An explanatory diagram for explaining the calculation and display of the base value when the value of the difference counter reaches 95,000. [Figure 52] An explanatory diagram for explaining the operation advance notice display SY1 [Figure 53] FIG. 10 is an explanatory diagram illustrating a modified example of the display mode of the activation notice display; [Figure 54] FIG. 10 is an explanatory diagram for explaining the arrival display TH. [Figure 55]An explanatory diagram for explaining how to handle various reserves when stop control is performed during a jackpot game. [Figure 56] An explanatory diagram for explaining the stop display [Figure 57] An explanatory diagram for explaining how to handle various reservations when stop control is performed during the variable display of special patterns [Figure 58] A flowchart showing an example of a main process executed in the game control board 100. [Figure 59] A flowchart showing an example of a timer interrupt process executed in the game control board 100. [Figure 60] Detailed flowchart of the switch process in step S2A of FIG. 59 [Figure 61] Detailed flowchart of the first start port switch processing in step S21 of FIG. [Figure 62] Detailed flowchart of the second start port switch processing in step S22 of FIG. [Figure 63] Detailed flowchart of special drawing processing in step S3A of FIG. 59 [Figure 64] Detailed flowchart of the process during stoppage in step S319 of FIG. 63 [Figure 65] Detailed flowchart of the general map processing in step S4A of FIG. [Figure 66] Detailed flowchart of the big win determination process in step S308 of FIG. 63 [Figure 67] Detailed flowchart of the fluctuation pattern determination process in step S309 of FIG. 63 [Figure 68] Detailed flowchart of the small prize opening control process in step S5A of FIG. 59 [Figure 69] Detailed flowchart of the big prize opening control process in step S6A of FIG. 59 [Figure 70] A flowchart showing an example of a timer interrupt process executed in the performance control board 130. [Figure 71] Detailed flowchart of the command reception process in step S10 of FIG. [Figure 72] Detailed flowchart of the game status update process in step S13 of FIG. [Figure 73] Detailed flowchart of fluctuation start command reception processing in step S14 of FIG. 71 [Figure 74] Detailed flowchart of customer waiting process in step S19 of FIG. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, a gaming machine 1 according to one embodiment of the present invention will be described with reference to the drawings as needed.

[0010] [Example of schematic configuration of gaming machine 1] First, the schematic configuration of the gaming machine 1 will be described with reference to Figures 1 to 5. Figure 1 is a schematic front view of the gaming machine 1. A sealed circulation type gaming machine 1, which is an example of a gaming machine, is installed in each gaming island (not shown), which is installed in a gaming facility.

[0011] Gaming machine 1 contains a gaming ball, an example of a gaming medium. As illustrated in FIG. 1 , gaming machine 1 includes a gaming board 2 equipped with prize-winning and judging devices, and a frame member 3 that supports and secures gaming board 2. Frame member 3 supports a transparent glass plate arranged parallel to gaming board 2 at a predetermined distance. This glass plate and gaming board 2 form a gaming area 10 through which gaming balls can flow. Gaming machine 1 is configured so that when a player grips handle 20 and rotates lever 21 clockwise, a launching device 96 is activated to launch gaming balls one by one into gaming area 10, allowing play. In gaming machine 1, balls are launched into gaming area 10 with a force corresponding to the rotation angle of handle 20. An inner rail and an outer rail facing the inner rail are disposed at the left end of gaming area 10, and a path for gaming balls is formed between the inner and outer rails. The passage guides the game balls launched by the launching device 96 to the top of the game area 10, allowing the game balls to flow down from the top of the game area 10. Game pegs, windmills, etc. (not shown) are provided in the game area 10, and the launched game balls change their direction of movement as they come into contact with the game pegs, windmills, etc., and fall along the game board 2. The launch of the game balls can be temporarily stopped by the player operating the stop button 22.

[0012] The frame member 3 is connected to the outer frame at one end (e.g., the left side) via a hinge mechanism (not shown). The frame member 3 can rotate around the hinge mechanism in a direction that opens the other end (e.g., the right side) from the outer frame. Rotating the frame member 3 like a door around the hinge mechanism (not shown) opens the inner portion of the outer frame, including the game board 2. A locking mechanism (not shown) is provided at the other end of the frame member 3 to secure the other end to the outer frame. The locking mechanism can be released with a dedicated key. The frame member 3 is provided with a door-open detection sensor 59a that detects whether the frame member 3 is open from the outer frame (FIG. 4). When the door-open detection sensor 59a is turned on, the gaming machine 1 determines that the frame member 3 is open from the outer frame and outputs a door-open error.

[0013] When the player rotates the handle 20 at a relatively small angle and maintains the state, the game ball is hit with a relatively weak hitting force and flows down the left side area of ​​the game area 10 as illustrated by the arrow 31. In the following description, hitting the game ball into the left side area of ​​the game area 10 is referred to as a "left hit."

[0014] When the player rotates the handle 20 at a relatively large rotation angle and maintains the state, the gaming ball is hit with a relatively strong hitting force and flows down the right side area of ​​the gaming area 10 as illustrated by the arrow 32. In the following description, hitting the gaming ball into the right side area of ​​the gaming area 10 is referred to as a "right hit."

[0015] The flow path (passage path) of the game balls flowing down the left area of ​​the game area 10 is provided with a first start opening 11 and two general winning openings 14 as devices related to winning and judgment. In addition, the flow path (passage path) of the game balls flowing down the right area of ​​the game area 10 is provided with a second start opening 12, a big winning opening 13, a general winning opening 14, a plate 17, and a small winning opening 19 as devices related to winning and judgment. If the player hits with the left side, the game ball will not win in the second start opening 12, and if the player hits with the right side, the game ball will not win in the first start opening 11. In the following explanation, the first start opening 11 and the second start opening 12 will be collectively referred to as the "start openings."

[0016] As the gaming ball flows down along the gaming board 2, it either enters one of the winning slots or is discharged from the gaming area 10 through the discharge port 18 without entering any of the winning slots. When the gaming ball enters one of the winning slots, a gaming value corresponding to that winning slot is awarded to the player. In this embodiment, the gaming value is awarded by adding the number of gaming balls (hereinafter referred to as "prize balls") corresponding to the winning slot into which the gaming ball entered to the number of gaming balls that can be released by the gaming machine 1.

[0017] Once a gaming ball is discharged from the discharge port 18, no prize ball is awarded to the player. Therefore, the player shoots the gaming ball aiming at one of the winning ports. The gaming ball that has entered one of the winning ports and the gaming ball that has been discharged from the discharge port 18 return to the gaming ball launch position through the collection path within the gaming machine 1. The gaming ball at the gaming ball launch position is launched again into the gaming area 10 by the player operating the handle 20.

[0018] The gaming machine 1 shown in FIG. 1 is a so-called type 1 / type 2 pachinko gaming machine, and a display 4 is provided at the bottom left of the gaming area 10. The display 4 is capable of variably displaying multiple types of symbols (identification information) and begins variably displaying corresponding symbols based on the detection signal of winning balls entering the first start opening 11 and the second start opening 12. If the result of the variably display corresponds to a specific symbol, a jackpot game is executed and the normally closed large prize opening 13 is opened. The large prize opening 13 closes when a predetermined number of game balls (10 in this embodiment) enter the large prize opening 13 or when a predetermined time (29.5 seconds in this embodiment) has passed. After a round game in which the large prize opening 13 is opened and then closed is repeated a predetermined number of times (10 times or 4 times in this embodiment), the large prize opening 13 is closed and the jackpot game ends. The opening time of the large prize opening 13 during one round of play (hereinafter referred to as "1R") is a time sufficient for a player to place 10 game balls into the large prize opening 13. Since game balls can easily enter the large prize opening 13 during a jackpot game, a player can obtain a large number of game balls according to the game balls that enter the large prize opening 13. Note that the opening time of the large prize opening 13 during 1R is not limited to the above-mentioned time and may be any predetermined time (specifically, a time equal to or shorter than 29.5 seconds and longer than 1.8 seconds).

[0019] In this embodiment, the following configuration is adopted to prevent a new decision (and its suspension) on whether to open the second start opening 12 during a jackpot game. In this embodiment, there are multiple protrusions (not shown) on the plate that closes the large prize opening 13, and game balls tend to collide with the protrusions and remain on the plate. Therefore, in this embodiment, game balls that are shot out while the large prize opening 13 is closed during a jackpot game can be collected on the plate that closes the large prize opening 13. The collected game balls enter the large prize opening 13 when it is opened. In this embodiment, a regular prize opening 14 is provided below the large prize opening 13, and this regular prize opening 14 functions as a device that determines whether to open the second start opening 12 when a game ball enters it. In the following explanation, the determination of whether to open the second start opening 12 is referred to as the "regular symbol determination." As described above, during a jackpot game, game balls are collected in the large prize opening 13, and game balls do not enter the general prize opening 14 located below the large prize opening 13. In this manner, in this embodiment, game balls do not enter the general prize opening 14 during a jackpot game, so a new decision as to whether or not to open the second start opening 12 (and its reservation) does not occur during a jackpot game. Note that the large prize opening 13 and the general prize opening 14 may be arranged so that game balls enter the general prize opening 14 located below the large prize opening 13 during a jackpot game, thereby causing a new decision as to whether or not to open the second start opening 12 (and its reservation) to occur during a jackpot game.

[0020] In the following description, the determination made on the condition that a gaming ball enters the first starting hole 11 is referred to as the "first special symbol determination," and the determination made on the condition that a gaming ball enters the second starting hole 12 is referred to as the "second special symbol determination." These determinations are collectively referred to as the "special symbol determination." When a first special symbol determination is made, the first special symbol is displayed variably on the first special symbol display 41 (see FIG. 3), followed by a static display of the first special symbol indicating the determination result. When a second special symbol determination is made, the second special symbol is displayed variably on the second special symbol display 42 (see FIG. 3), followed by a static display of the second special symbol indicating the determination result. In this embodiment, the second special symbol determination is more likely to result in a jackpot game than the first special symbol determination. This makes it possible to increase the player's desire to have the gaming ball enter the second starting hole 12 rather than the first starting hole 11.

[0021] The first starting hole 11 is a starting hole that is always open. The second starting hole 12 is a starting hole that is only open when a plate 17 (which may be a pair of blade members) serving as a normal electric device is activated. When not activated, the plate 17 has an upper surface that slopes downward in the left-right direction, forming a path for the game ball, and is a member that can move back and forth. The second starting hole 12 opens upward directly below the plate 17, and when the plate 17 is not activated (in the closed position), it is covered by the plate 17 and game balls cannot enter. When the plate 17 moves backward (to the open position), the second starting hole 12 is opened, allowing game balls to enter the second starting hole 12. Note that instead of the plate 17, an electric tulip consisting of a pair of blade members is located close to the second starting hole 12. The electric tulip is configured to be able to change its position between a closed position in which the pair of blade members closes the second starting hole 12 and an open position in which the pair of blade members open the second starting hole 12. When the electric tulip is in the open position, it gathers game balls hit to the right toward the second starting hole 12.

[0022] The second starting hole 12 is normally blocked by a plate 17 in a closed position. When a game ball enters the general winning hole 14 provided in the right area of ​​the game area 10 (or the general winning hole 14 provided in the upper left area of ​​the game area 10), a normal pattern determination is made. When the normal pattern determination is made, the normal pattern is displayed in a variable manner on the normal pattern display 45 (see Figure 3), and then a normal pattern indicating the determination result of the normal pattern determination is displayed stationary. The normal patterns indicating the determination result of the normal pattern determination include a long opening pattern indicating that the second starting hole 12 is to be long opened, and a short opening pattern indicating that the second starting hole 12 is not to be opened.

[0023] The long opening symbol in this embodiment has a long total opening time of the electric tulip, and is a symbol that makes it easy for the game ball to enter the second starting hole 12 as long as the player hits it to the right (for example, a total opening time of 5.8 seconds). When the long opening symbol is displayed, the plate 17 maintains the open position for a specified time in a predetermined manner according to the type of long opening symbol, and then returns to the closed position a specified number of times (for example, once or twice).

[0024] In this embodiment, the short-opening symbol is a symbol in which the total opening time of the electric tulip is very short, and even if the player hits the ball to the right, the game ball generally cannot enter the second starting hole 12 (for example, a total opening time of 0.05 seconds). When the short-opening symbol is displayed, the plate 17 maintains an open position for a specified time in a predetermined manner depending on the type of short-opening symbol, and then returns to a closed position a specified number of times (for example, once). In this embodiment, when the second starting hole 12 is closed, the plate 17 is inclined downward in the left-right direction, making it difficult for game balls passing over the plate 17 to remain on the plate 17. Therefore, in the short-opening symbol, the game ball generally cannot enter the second starting hole 12. As such, in the short-opening symbol, the game ball generally cannot enter the second starting hole 12. Therefore, in the following explanation and drawings, the "short-opening symbol" may be referred to as a "miss" or "missing symbol" to make it easier to understand that the game ball cannot enter the second starting hole 12. In addition, in order to make it easier to understand that the gaming ball can enter the second starting hole 12, the "long opening pattern" may be called a "win" or a "winning pattern."

[0025] In this embodiment, the probability that the second starting hole 12 is determined to be long-opened in a normal symbol determination includes a non-time-saving state, a slight time-saving state, and a time-saving state. The non-time-saving state is a state in which the probability of a short-opening symbol when a normal symbol determination is made is 1 / 1 and the probability of a long-opening symbol is 0. The slight time-saving state is a state in which the probability of a short-opening symbol when a normal symbol determination is made is 65448 / 65449 and the probability of a long-opening symbol is 1 / 65449. The time-saving states in this embodiment include a weak state, a strong state, and a next-determined state. The weak state is a state in which the probability of a short-opening symbol when a normal symbol determination is made is 349 / 350 and the probability of a long-opening symbol is 1 / 350. The strong state is a state in which the probability of a short-opening symbol when a normal symbol determination is made is 75 / 76 and the probability of a long-opening symbol is 1 / 76. The next confirmation state is a state in which, when a normal symbol determination is made, the probability of a short opening symbol is 0, and the probability of a long opening symbol is 1 / 1. Thus, the higher the probability that the second starting hole 12 will be determined to be long opening in the normal symbol determination, the more advantageous it is for the player. Therefore, with regard to the probability of long opening of the second starting hole 12, the time-saving state (specifically, the weak state, strong state, and next confirmation state) can be said to be a more advantageous state for the player than the non-time-saving state and the slight time-saving state. Furthermore, in the time-saving state, the weak state, strong state, and next confirmation state can be said to be more advantageous states for the player in that order.

[0026] Here, in this embodiment, the probability of long-opening the second starting hole 12 is approximately the same in the non-time-shortening state and the minute-time-shortening state. The non-time-shortening state in this embodiment can transition to the time-shortening state by winning a jackpot, and can also transition to the strong state by winning the losing symbol HA. In contrast, the minute-time-shortening state in this embodiment can only transition to the time-shortening state by winning a jackpot. Therefore, in this embodiment, the non-time-shortening state can be said to be a state more advantageous to the player than the minute-time-shortening state.

[0027] The above percentages are merely examples, and the probability that the second start port 12 is determined to be long-opened may be any predetermined probability as long as it is higher in the weak state, strong state, and next-time-determined state than in the non-time-shortening state and the slight time-shortening state. Also, for example, if a configuration is adopted in which the fluctuation time of the normal symbol (described later) is shorter in the slight time-shortening state than in the non-time-shortening state, the probability that the second start port 12 is determined to be long-opened may be the same in the non-time-shortening state and the slight time-shortening state (for example, the probability of a long-opening symbol may be 0).

[0028] In the drawings, in order to make the drawings easier to read, the "probability of a long-open pattern when a normal pattern determination is made" is referred to as the "normal pattern probability."

[0029] In this embodiment, the probability of determining a jackpot in the special symbol determination is set to a low probability state (1 / 350). Therefore, the gaming states of the gaming machine 1 include a low-probability non-time-saving state, a low-probability slight time-saving state, and a low-probability time-saving state (specifically, a low-probability weak state, a low-probability strong state, and a low-probability next-game confirmed state). The gaming machine 1 is initially controlled to the low-probability non-time-saving state. In the following explanation, the low-probability non-time-saving state, the low-probability slight time-saving state, the low-probability weak state, the low-probability strong state, and the low-probability next-game confirmed state will be simply referred to as the non-time-saving state, the slight time-saving state, the weak state, the strong state, and the next-game confirmed state, respectively.

[0030] Note that the above probabilities are merely examples, and the probability of a jackpot being determined by a special symbol determination can be any predetermined probability. Furthermore, the gaming machine 1 may have a "high probability state" in addition to a "low probability state" as a jackpot winning probability for a special symbol determination. The "high probability state" is a predetermined arbitrary probability in which the jackpot winning probability for a special symbol determination is 10 times or less than the low probability state. The transition from the low probability state to the high probability state occurs after the jackpot game ends.

[0031] In this embodiment, the normal symbol fluctuation time is 2.4 seconds in the non-time-saving state, 2.4 seconds in the slight time-saving state, 1.4 seconds in the weak state, 1.2 seconds in the strong state, and 0.2 seconds in the next-game-determined state. Thus, the normal symbol fluctuation time is relatively shorter the more advantageous the state is to the player, and is relatively shorter in the time-saving state than in the non-time-saving state. Note that the normal symbol fluctuation time is not limited to the above and may be any time, and may be the same regardless of the state (for example, 1 second).

[0032] A gaming ball count display 23 for displaying the number of gaming balls that can be dispensed by the gaming machine 1 is provided in the lower left position of the gaming area 10 of the gaming machine 1. The gaming ball count display 23 is composed of six 7-segment LED displays and is controlled by a frame control board 120 (described later). The gaming ball count display 23 basically always displays the number of gaming balls that can be dispensed by the gaming machine 1 when play is possible on the gaming machine 1. Note that the gaming ball count display 23 displays the type of error that occurred instead of the number of gaming balls from the time an error occurs in the gaming machine 1 until the error is resolved. Note that the number of 7-segment LED displays that the gaming ball count display 23 has is not limited to six and may be any number (e.g., seven). Furthermore, the gaming ball count display 23 is not limited to a 7-segment LED display, and may be composed of a liquid crystal display, an EL display, or other display device.

[0033] A count button 28 is provided at the lower right of the gaming ball count display 23 of the gaming machine 1 for adding (counting) data on the number of gaming balls that can be shot by the gaming machine 1 to the "number of balls in hand." The "number of balls in hand" refers to the number of gaming balls that a player has acquired by playing a game that day. In the following explanation, the data on the number of gaming balls that can be shot by the gaming machine 1 will simply be referred to as the number of gaming balls.

[0034] When the number of game balls that can be fired by the gaming machine 1 is counted into the number of balls in possession, the number of game balls that can be fired by the gaming machine 1 is reduced by the amount added to the number of balls in possession. In this embodiment, the counting process is repeatedly performed on the counting button 28 according to the operation time (pressing time). Note that a predetermined number (e.g., 100) of game balls may be counted into the number of balls in possession in response to a single operation of the counting button 28, regardless of the operation time of the counting button 28. Alternatively, all game balls used in a game may be counted into the number of balls in possession in response to a single operation of the counting button 28, regardless of the operation time of the counting button 28. Because the counting process can be performed without the player having to touch the game balls, the player can play comfortably without getting his fingers dirty by directly touching the game balls or dropping game balls on the floor of the gaming parlor.

[0035] Here, the card unit (not shown) in this embodiment will be described. In this embodiment, a card unit is installed on the left (or right) side of the gaming machine 1 in one-to-one correspondence with the gaming machine 1. The card unit accepts gaming storage media issued on the day of play to players who are not members of the gaming facility, and gaming storage media issued in advance to members of the gaming facility. In this embodiment, the gaming storage media is a prepaid card, but the gaming storage media may also be coins with an integrated circuit (IC) embedded therein. In addition to the card unit, a call lamp device connected to the gaming machine 1 to collect gaming information such as jackpots and errors may also be set in one-to-one correspondence with the gaming machine 1.

[0036] The card unit that accepts the prepaid card converts the gaming value owned by the player (specifically, the prepaid balance, the number of balls held, and the number of saved balls) specified by the information stored on the card into data on the number of gaming balls that can be fired by the gaming machine 1. The "number of saved balls" is the number of gaming balls that the player has acquired by playing games up to the previous day and deposited with the gaming parlor. The gaming machine 1 can be used to play with the number of gaming balls equivalent to the number specified by the above data.

[0037] The front of the card unit is provided with a bill insertion slot for inserting bills, a card insertion slot for inserting a prepaid card, a replay button, a ball lending button, and a return button for returning the prepaid card to the player. When the replay button is operated while the prepaid card inserted into the card unit stores the number of balls possessed and the number of stored balls, the card unit converts part (or all) of the total number of balls possessed and the number of stored balls into data on the number of game balls that can be fired by the gaming machine 1. The number of balls possessed is converted into the number of game balls with priority over the number of stored balls.

[0038] If the replay button is operated when the prepaid card inserted into the card unit does not store the number of balls it has but stores the number of saved balls, the card unit will convert some (or all) of the stored number of balls into data on the number of game balls that can be fired by the gaming machine 1. When the number of balls it has or the number of saved balls is converted into data on the number of game balls that can be fired by the gaming machine 1, the number of game balls that can be fired by the gaming machine 1 increases by the converted amount. Note that even if the replay button is operated when the prepaid card inserted into the card unit does not store the number of balls it has or stores, the card unit will not perform any processing.

[0039] When the ball loan button is operated while a prepaid balance is stored in the inserted prepaid card, the card unit converts part (or all) of the prepaid balance into data on the number of game balls that can be fired by the gaming machine 1.

[0040] In this embodiment, the number of balls stored is not stored directly on the prepaid card, but is stored in a server (not shown) installed in the gaming facility in association with the membership card number. In contrast, the number of balls held and the prepaid balance are stored directly on the prepaid card. Note that the number of balls held, the number of balls held, and the prepaid balance may not be stored directly on the prepaid card, but may be stored in association with the card number on the server. The number of balls held, the number of balls held, and the prepaid balance may also be stored directly on the prepaid card. The timing at which the number of balls held is stored on the prepaid card (or the server) is when the counting button 28 is operated and the counting process is performed. Note that the timing at which the number of balls held is stored on the prepaid card (or the server) is not limited to the above, and it may be stored at regular intervals (for example, every minute) or when the card is returned to the player.

[0041] It should be noted that the ball lending button and the return button are not limited to being provided on the card unit, and the ball lending button and the return button may be provided on the frame member 3 of the gaming machine 1.

[0042] The gaming machine 1 may have an upper tray for storing the gaming balls and prize balls supplied to the launching device 96. Also, a lower tray for storing prize balls may be provided below the upper tray. However, when an upper tray or a lower tray is used, it becomes difficult for the player to hear the sounds output from the gaming machine 1 due to the sounds of gaming balls hitting each other, compared to this embodiment which does not use an upper tray or a lower tray.

[0043] In a configuration that employs a lower tray, a take-out button 23 is located close to the lower tray, and when a player operates the take-out button 23, a portion of the underside of the lower tray opens, causing the gaming balls accumulated in the lower tray to fall below the lower tray. A lower tray full detection sensor 60a (not shown) that is capable of detecting gaming balls is provided near the outlet through which the gaming balls are discharged into the lower tray. The lower tray full detection sensor 60a is a sensor that can detect when the lower tray is full of gaming balls. When the lower tray full detection sensor 60a is turned ON, the gaming machine 1 determines that the lower tray is full and outputs a lower tray full error.

[0044] [Configuration example of presentation means of gaming machine 1] As illustrated in Figure 1, the gaming machine 1 is equipped with a liquid crystal display device 5, a performance device 7, a speaker 24, a board lighting device 74, a performance button 26, and a frame lighting device 10 to perform various performances.

[0045] The display screen (hereinafter referred to as "LCD screen 5") of the liquid crystal display device 5 (which may be an EL display device or the like) is an image display device that displays various effect images. The liquid crystal display device 5 is provided on the rear side (i.e., rearward side) of the gaming machine 1 relative to the gaming board 2, and can be viewed through an opening formed in the gaming board 2. As shown in FIG. 1, the LCD screen 5 is provided in a position that is easily visible to the player. The LCD screen 5 displays effect images such as decorative symbols 55, fourth symbols 57 and 59 (not shown), a system display unit 60 that displays the number of gaming balls synchronized with the number of gaming balls on the gaming ball count indicator 23, and CG or animation characters.

[0046] The decorative symbols 55 are symbols representing any of the numbers 1 to 9. The decorative symbols 55 of this embodiment notify either the result of the special symbol determination or the result of the normal symbol determination depending on the game state. Specifically, in the non-time-shortening state and the minute-time-shortening state, the decorative symbols 55 of this embodiment start to variably display three decorative symbols 55 side by side as the variable display of the special symbol starts, and the three decorative symbols 55 stop and display side by side as the stopped display of the special symbol starts (referred to as "main stop"). Then, the result of the special symbol determination is notified by the combination of the three numbers.

[0047] On the other hand, in the time-saving state (specifically, the weak state, strong state, and next-time determination state), the three decorative patterns 55 start to change side by side as the normal pattern starts to change, and the three decorative patterns 55 stop side by side as the normal pattern starts to stop. The result of the normal pattern determination is then reported by the combination of three numbers. As described above, in this embodiment, in the non-time-saving state and the slight time-saving state, the decorative patterns 55 and the normal patterns are controlled asynchronously with each other. In contrast, in the time-saving state, the decorative patterns 55 change in synchronization with the normal pattern change, and then may be displayed stationary at the same time as the normal pattern. This allows the player to easily understand the result of the normal pattern determination in the time-saving state by the decorative patterns 55.

[0048] In addition, the decorative pattern 55 may be displayed variably in synchronization with the special pattern regardless of the game state, and then displayed stationary at the same time as the special pattern to notify the result of the special pattern determination.

[0049] The fourth symbols 57 and 59 are represented by colors, and after varying in sync with the special symbols regardless of the game state, they are displayed stationary at the same time as the special symbols to indicate the result of the special symbol determination. The fourth symbol 57 is synchronized with the first special symbol, and the fourth symbol 59 is synchronized with the second special symbol. The fourth symbols 57 and 59 are displayed in a varying manner by repeatedly displaying the fourth symbols "red," "blue," "green," "yellow," and "white" in the same order in the same position for a fixed period of time (e.g., 0.2 seconds). The variable display of the fourth symbols 57 and 59 may also be achieved by flashing the fourth symbol of a predetermined color (e.g., blue) between on and off at fixed intervals (e.g., every 0.2 seconds).

[0050] In this embodiment, the color of the stopped and displayed fourth symbol 57 is predetermined to be different for each special symbol. This allows the color of the stopped and displayed fourth symbol 57 to notify the same content as the content indicated by the stopped and displayed special symbol.

[0051] The fourth symbols 57 and 59 are small images displayed at the edge of the LCD screen 5 and are less noticeable than the decorative symbol 55. Therefore, even if the type of special symbol is indicated by the combination of the decorative symbol 55 and the fourth symbols 57 and 59, it is difficult for a player to notice. The fourth symbols 57 and 59 may be realized by a light-emitting element (for example, a full-color LED) provided near the right side of the LCD screen 5. This light-emitting element may be used as the fourth symbols 57 and 59 by lighting up in a predetermined color simultaneously with the display of the stopped decorative symbol 55, thereby unambiguously indicating the result of the special symbol determination.

[0052] The fourth symbols 57 and 59 are always displayed in front of other images in a position where they are not hidden by the special symbol 7 during the playable period, except during a jackpot game. Therefore, the fourth symbols 57 and 59 do not become invisible or their visibility is reduced when the special symbol is displayed in a variable manner. In contrast, the decorative symbol 55 is often displayed superimposed behind other images and becomes invisible, or is hidden by the special symbol 7. Furthermore, the decorative symbol 55 may be partially or completely hidden regardless of whether the special symbol or the normal symbol is displayed in a variable manner.

[0053] The performance element 7 is located between the front surface of the gaming board 2 and the glass plate, and is positioned above the center of the LCD screen 5. When not in operation, the performance element 7 is positioned in an initial position above the LCD screen 5. When the timing for operating the performance element 7 arrives, the performance element 7 rotates downward from the initial position toward the center of the LCD screen 5 due to the driving force of the performance element motor 71, and is positioned in front of the LCD screen 5. The performance element 7 is used for various effects by operating it between the initial position and the advanced position. The performance element 7 is also provided with a performance element initial position sensor 7a for detecting that the performance element 7 is located in the initial position, and a performance element advanced position sensor 7b for detecting that the performance element 7 is located in the advanced position. The gaming machine 1 outputs an abnormal operation error of the movable body when it determines that the performance element 7 is not located in the appropriate position based on information from the performance element initial position sensor 7a and the performance element advanced position sensor 7b.

[0054] The performance element 7 is made of a translucent synthetic resin material. The performance element 7 is used for various effects by illuminating multiple built-in light-emitting elements (a type of board lighting device 74) in multiple colors or a single color. For example, the light-emitting elements built into the performance element 7 can be illuminated simultaneously in seven colors (specifically, red, orange, yellow, green, light blue, blue, and purple) to create a rainbow of colors as a whole. The performance element 7 is visible to players regardless of its position. Therefore, the decorations on the performance element 7 and the illumination of the performance element 7 can enhance the performance effect regardless of whether the performance element 7 is moving or not.

[0055] The performance element 7 may be provided, for example, between the game board 2 and the LCD screen 5, and may be difficult for the player to see in its initial position. The performance element 7 may also be movable up and down and left and right, and may also be capable of vibrating.

[0056] The speaker 24 outputs music, voice, sound effects, etc., either in synchronization with or asynchronous with the image display effect on the liquid crystal screen 5, to perform sound effects.

[0057] The board lighting device 74 is a collective term for a plurality of light-emitting elements (for example, full-color LEDs) provided on the game board 2. The frame lighting device 10 is a collective term for a plurality of light-emitting elements (for example, full-color LEDs) provided on the frame member 3. The frame lighting device 10 is composed of, for example, a left side lamp provided on the left side of the frame member 3, a right side lamp provided on the right side of the frame member 3, a center lamp provided between the two speakers 24, and a button lamp built into the effect button 26 (see FIG. 2) that can be operated by the player.

[0058] FIG. 2 is an explanatory diagram for explaining an example of the effect button 26. The effect button 26 is provided on the frame member 3, and a player can input operation information by operating (for example, pressing) the effect button 26. In the gaming machine 1, an effect may be generated in response to the operation of the effect button 26. The effect button 26 is configured so that its height can be controlled to change between a normal state in which its upper surface is at approximately the same height as the upper surface of the frame member 3, and a protruding state in which its upper surface protrudes a predetermined height (for example, 10 cm) above the upper surface of the frame member 3. The effect button 26 can be operated regardless of the height it is controlled to between the normal state and the protruding state.

[0059] The frame member 3 is also provided with effect keys 27 (see FIG. 2) for the player to perform selection operations or cursor movement. The effect keys 27 are what is known as a cross key, and are composed of an up key, a down key, a left key, and a right key. The effect keys 27 are used to adjust the light intensity of the LCD screen 5, the board lighting device 74, and the frame lighting device 10, and to adjust the volume of the speaker 24.

[0060] [Display unit 4 configuration example] FIG. 3 is an enlarged view of the display 4 in FIG. 1. The display 4 primarily displays information related to special and normal symbol determinations. As illustrated in FIG. 3, the display 4 includes a first special symbol indicator 41, a second special symbol indicator 42, a first special symbol reserved indicator 43, a second special symbol reserved indicator 44, a normal symbol indicator 45, a normal symbol reserved indicator 46, a game status indicator 47, a round indicator 48, and a right-hit indicator 49 that, when lit, prompts the player to make a right hit. The right-hit indicator 49 is essentially continuously off during the low-probability non-time-saving mode (i.e., in a non-alert mode), but is continuously lit during the jackpot game, during the small-probability game that opens the small prize opening 19, and during the period from the start of the long opening of the second start opening 12 to its closing (i.e., in an alert mode). The right-hit indicator 49 also remains lit during the low-probability time-saving mode. The right-hit lamp 49 basically remains off during the low-probability, slightly time-shortened state, and remains lit only during the period from when the second starting port 12 begins to be long-opened until it closes.

[0061] In place of the right hit lamp 49 (or in addition to the right hit lamp 49), an image may be continuously displayed on the edge of the LCD screen 5, which becomes a white circle (i.e., a non-alert mode) in the low-probability non-time-saving state and the low-probability minute-time-saving state, and which continues to become a black circle (i.e., an alert mode) during a jackpot game, during a small jackpot game that opens the small winning port 19, and during the low-probability time-saving state. Also, in place of the right hit lamp 49 (or in addition to the right hit lamp 49), a movable device (for example, a movable device modeled after a flag) may be provided, which falls down so that it is difficult for the player to see during a low-probability non-time-saving state (i.e., a non-alert mode) and continues to stand so that the player can see it during a jackpot game, during a small jackpot game that opens the small winning port 19, and during the low-probability time-saving state (i.e., an alert mode).

[0062] When a first special pattern determination is made, the first special pattern display 41 notifies the result of the first special pattern determination by variably displaying the special pattern and then statically displaying the special pattern indicating the result of the first special pattern determination. When a second special pattern determination is made, the second special pattern display 42 notifies the result of the second special pattern determination by variably displaying the special pattern and then statically displaying the special pattern indicating the result of the second special pattern determination.

[0063] The first special symbol reserved indicator 43 displays the number of reserved first special symbol determinations (hereinafter referred to as the "special 1 reserved number"). The second special symbol reserved indicator 44 displays the number of reserved second special symbol determinations (hereinafter referred to as the "special 2 reserved number").

[0064] In this embodiment, in the low-probability micro-time-saving state, reserve icons 51 indicating the same reserved number as the display content of the first special symbol reserve indicator 43 are displayed on the LCD screen 5, making it easier for the player to understand the reserved number. The reserve icons 51 corresponding to the first special symbol reserve indicator 43 are displayed in order of the number of reserved balls (for example, a maximum of four). Also, in the weak state and strong state, reserve icons 51 indicating the same reserved number as the display content of the normal symbol reserve indicator 46 are displayed in order of the number of reserved balls (for example, a maximum of four), making it easier for the player to understand the reserved number. The reserve icons 51 corresponding to the normal symbol reserve indicator 46 are displayed in order of the number of reserved balls (for example, a maximum of four). The reserve icons 51 corresponding to the normal symbol reserve indicator 46 have a different shape from the reserve icons 51 corresponding to the first special symbol reserve indicator 43, so the player can distinguish between them. In the following explanation, the reserve icon 51 corresponding to the first special pattern reserve indicator 43 will be simply referred to as the reserve icon 51, and the reserve icon 51 corresponding to the normal pattern reserve indicator 46 will be referred to as the reserve icon 51 (normal) to distinguish between the two.

[0065] The reserve icon 51 and the reserve icon 51 (normal) have different displayable game states. Therefore, when the reserve icon 51 is displayed, the reserve icon 51 (normal) is not displayed, and when the reserve icon 51 (normal) is displayed, the reserve icon 51 is not displayed. Therefore, the player can distinguish and recognize whether the first special symbol determination or the normal symbol determination is on hold.

[0066] Here, in this embodiment, blue, green, red, and rainbow colors are used as colors that indicate the likelihood (hereinafter referred to as "reliability") of a win (including a small win). In addition, in this embodiment, the above colors are also used as colors that indicate the likelihood of a win in normal pattern determination. Each color is more likely to be used in the case of a win and less likely to be used in the case of a miss, in the order mentioned above. Rainbow colors are used only when the reliability is 100% and the result is a win, and are not used when the result is a miss. In addition, in the case of a win or a miss where the special pattern variation time is relatively long, the reserved icon 51 and the reserved icon 51 (normal) are likely to be displayed in one of the colors that indicate the likelihood of a win.

[0067] In this embodiment, the system display unit 60 is always displayed at the bottom right corner of the LCD screen 5 during the playable period. In the system display unit 60, the numbers 0 to 4 (hereinafter referred to as "first reserved numbers") are displayed in the upper right row in synchronization with the reserved number of the first special symbol reserved indicator 43. In addition, in the system display unit 60, the numbers 0 or 1 (hereinafter referred to as "second reserved numbers") are displayed in synchronization with the reserved number of the second special symbol reserved indicator 44 in the middle right row. In addition, in the system display unit 60, the numbers 0 to 4 (hereinafter referred to as "normal symbol reserved numbers") are displayed in synchronization with the reserved number of the normal symbol reserved indicator 46 in the lower right row.

[0068] For example, when the number of reserved symbols for the first special symbol determination increases by one, the first reserved number is displayed with a number incremented by one, and when the number of reserved symbols for the second special symbol determination increases by one, the second reserved number is displayed with a number incremented by one. Also, when the number of reserved symbols for the normal symbol determination increases by one, the normal reserved number is displayed with a number incremented by one. Here, the reserved icon 51 and the reserved icon 51 (normal), like the decorative symbol 55, may be hidden, obscured by other images, or not displayed at all. In contrast, during playable periods, the system display unit 60 is displayed in front of other images, so it is not obscured by other images or its visibility is not reduced. This allows the player to grasp the number of reserved symbols at any time.

[0069] When a normal pattern determination is made, the normal pattern display 45 notifies the result of the normal pattern determination by variably displaying the normal pattern and then statically displaying the normal pattern indicating the determination result of the normal pattern determination. The normal pattern reserve display 46 displays the number of reserved normal pattern determinations. The game status display 47 displays the game status at the time the gaming machine 1 is powered on. The round display 48 is basically off and displays the number of rounds of the jackpot game from the start to the end of the jackpot game.

[0070] [Configuration of the control device of the gaming machine 1 and overview of various determinations made by the gaming machine 1] 4, an example of the configuration of the control device provided in the gaming machine 1 and an overview of various determinations made in the gaming machine 1 will be described. FIG. 4 is a block diagram showing an example of the configuration of the control device provided in the gaming machine 1.

[0071] The power supply board 160 generates the main power supply (operating power supply) required for the operation of the gaming machine from a power supply supplied from outside the gaming machine, and supplies this main power supply to the gaming machine 1 (gaming control board 100, frame control board 120, presentation control device 130A, and various electronic components).

[0072] The power supply board 160 also has a power switch operable by a store clerk to switch between an ON state, which supplies main power to the gaming machine 1 (the gaming control board 100, the frame control board 120, the performance control device 130A, and various electronic components), and an OFF state, which stops the supply of power; when the power switch is turned ON, the supply of main power begins and the gaming machine 1 starts operating. In addition, in the event of a power outage (blackout), the supply of backup power to the gaming control board 100 is maintained. This means that the contents stored in the main RAM 100c are retained even in the event of a power outage (blackout), and the gaming control state can be restored to the state before the power outage (blackout) after recovery from the power outage (blackout).

[0073] A control device for controlling the operation of the gaming machine 1 is provided on the back side of the gaming board 2. As illustrated in FIG. 4, the control device for the gaming machine 1 is composed of a gaming control board 100 that controls the progress of the game, such as making various judgments and sending commands; a performance control board 130 that comprehensively controls the progress of the performance based on the reception of performance control commands from the gaming control board 100; an image and sound control board 140 that controls image display and sound output based on the reception of performance control commands from the performance control board 130; a lamp control board 150 that controls various light-emitting elements (e.g., LEDs) and various drive sources (e.g., motors) based on the reception of performance control commands from the performance control board 130; and a frame control board 120 that controls the payout of game balls. In this embodiment, the performance control board 130, the image and sound control board 140, and the lamp control board 150 are collectively referred to as a performance control device 130A. Note that the configuration of the control device is not limited to this; for example, the gaming control board 100 and the frame control board 120 may be configured on a single board. Also, for example, the performance control board 130, the image and sound control board 140, and the lamp control board 150 may be configured as a single board.

[0074] The communication between the gaming control board 100 and the frame control board 120 is configured to allow commands to be sent and received in both directions. Data corresponding to a gaming machine installation information response (such as the chip ID and product code of the gaming control board 100) and gaming machine information (such as error information detected by the gaming control board 100) is transmitted from the gaming control board 100 to the frame control board 120. Then, data corresponding to the response to the gaming machine installation information and the response to the gaming machine information is transmitted from the frame control board 120 to the gaming control board 100.

[0075] The communication between the game control board 100 and the performance control device 130A is configured so that commands can be transmitted in only one direction, from the game control board 100 to the performance control device 130A.

[0076] The game control board 100 includes a main CPU 100a for performing arithmetic processing, a main ROM 100b in which a game control program and the like are stored, a main RAM 100c which serves as a work area during arithmetic processing, and input / output ports.

[0077] The input / output ports of the game control board 100 are connected to a general prize opening detection switch 43a, a first start opening detection switch 45a, a second start opening detection switch 47a, a second start opening opening solenoid 48b, a large prize opening detection switch 50a, a large prize opening opening solenoid 51b, a small prize opening detection switch 50c, a small prize opening opening solenoid 51c, a specific area detection switch 52a, a magnetic detection sensor 57a for detecting magnetic anomalies, a radio wave detection sensor 58a for detecting electromagnetic waves, a display 4, a performance indicator 113, an RWM clear button 111a, and a setting key switch 112a. The specific area detection switch 52a inputs a signal when a game ball passes through a specific area inside the small prize opening 19 (hereinafter referred to as a "V prize"). The RWM clear button 111a inputs a signal to initialize the game control state other than the setting values ​​stored in the main RAM 100c (i.e., to initialize the gaming machine 1 to a low-probability, non-time-saving state). The initialization performed by operating the RWM clear button 111a is called "RWM clear."

[0078] The setting key switch 112a inputs a signal to change or confirm the setting value by operating the setting key. In this embodiment, the setting value is "1," and the probability of winning a jackpot based on the special symbol determination is one of approximately 1 / 350. Therefore, the setting key switch 112a is not essential for the gaming machine 1 of this embodiment, and the gaming machine 1 may not have the setting key switch 112a. Note that the gaming machine 1 may have multiple setting values, for example, six setting values ​​from "1" to "6." For example, the probability of winning a jackpot based on the special symbol determination may be approximately 1 / 319 when the setting value is "1," approximately 1 / 280 when the setting value is "2," approximately 1 / 260 when the setting value is "3," approximately 1 / 240 when the setting value is "4," approximately 1 / 220 when the setting value is "5," and approximately 1 / 200 when the setting value is "6." Thus, the larger the setting value, the higher the probability of winning a jackpot based on the special symbol determination (i.e., the more advantageous it is for the player). In the gaming machine 1, the smaller the set value, the higher the probability of winning the jackpot for the special symbol determination (that is, the smaller the set value, the more advantageous it may be for the player).

[0079] The performance display 113 displays performance information and setting values ​​that indicate the performance of the gaming machine 1. Furthermore, the input / output ports of the game control board 100 are connected to a frame control board 120 and a performance control board 130.

[0080] The main CPU 100a reads the game control program stored in the main ROM 100b and performs calculations related to the game while using the main RAM 100c as a work area, thereby performing control processes in response to detection signals from various input devices (detection switches, detection sensors, etc.), control processes for controlling various output devices (solenoids, displays, etc.), control processes for sending and receiving various control commands, etc.

[0081] The memory area of ​​the main ROM 100b is arranged in order with a game ROM area in which programs and data related to the progress of the game are stored, and an information ROM area in which programs and data related to the performance display of the gaming machine are stored.

[0082] The game ROM area includes a game program area where a program related to the progress of the game is stored, and a game data area where data related to the progress of the game is stored.The information ROM area includes an information program area where a program related to the performance display of the gaming machine is stored, and an information data area where data related to the performance display of the gaming machine is stored.

[0083] The memory area of ​​the main RAM 100c is provided with a game RWM area used as a work area when a game program is executed, and an information RWM area used as a work area when an information program is executed. The game RWM area is provided with a game work area used as a work area by the game program, and a game stack area for temporarily saving data being processed by the game program.

[0084] The game work area includes a setting value area for storing setting values, a judgment information area for storing judgment information (checksum) for determining abnormalities in the RWM area, and a game data area for storing game data that changes as the game progresses.

[0085] The information RWM area includes an information work area used by information programs as a work area, and an information stack area for temporarily saving data being processed by the information programs.

[0086] In the information work area, a performance information area for storing information relating to the performance of the gaming machine 1 and an error information area for storing information relating to various error determinations are arranged.

[0087] The frame control board 120 includes a frame control CPU 121a that performs arithmetic processing, a frame control ROM 121b that stores programs and the like for the frame control CPU 121a to operate, a frame control RAM 121c that serves as a work area during arithmetic processing, and input / output ports.

[0088] The input / output ports of the frame control board 120 are connected to the game ball count display 23, the count button 28, the ball lifting switch 39a, the foul ball detection switch 39b, the out ball detection switch 39c, the shot ball detection switch 39d, the door open detection sensor 59a for determining whether the frame member 3 is released from the outer frame, the game information output terminal board 90 for transmitting "game information" to an external device (such as a hall computer) of the gaming machine, and the shot device 96 for controlling the shot of game balls. The ball lifting switch 39a detects the shot of a game ball by changing from ON to OFF, and the frame control board 120 subtracts "1" from the game ball count based on this detection. The foul ball detection switch 39b is a switch that detects foul balls that have returned without being shot into the game area 10 among the game balls shot by the gaming machine 1, and is located midway along the foul ball flow path. The out ball detection switch 39c is a switch that detects out balls that have advanced into the discharge port 18, and is provided in the middle of the out ball circulation path. The fired ball detection switch 39d is a switch that detects all game balls fired in the gaming machine 1, and is provided in the middle of the collection path that flows all game balls that have entered any of the winning ports, as well as game balls collected from the foul ball circulation path and the out ball circulation path. When the number of detections of the ball lifting switch 39a and the number of detections of the shot ball detection switch 39d become equal, the frame control board 120 can determine that all the shot game balls have been collected.

[0089] "Game information" includes a start port entry signal output each time a game ball enters the first start port 11 or the second start port 12, a pattern confirmation signal output each time the variable display of the first special pattern or the second special pattern ends, a big win signal output throughout big win play, a small win signal output throughout small win play, an open signal output throughout round play (opening of the big win port), a signal output throughout the time-saving state, and a security signal output when a situation occurs that poses a problem (threatens) on the security of the game machine 1 (RWM clear, error, etc.).

[0090] The performance control board 130 includes a sub-CPU 130a that performs arithmetic processing, a sub-ROM 130b that stores a performance control program, a sub-RAM 130c that serves as a work area during arithmetic processing, an RTC 130d that keeps track of the date and time, and an input / output port. The input / output port of the performance control board 130 is connected to a performance button detection switch 17a and a cross key detection switch 19a.

[0091] The sub-CPU 130a reads out the performance control program stored in the sub-ROM 130b and performs calculations related to the performance while using the sub-RAM 130c as a work area. This allows it to perform control processing for determining the mode of performance accompanying the variable display of special symbols, control processing for sending performance control commands based on the determination results to the image and sound control board 140, control processing in response to detection signals from various input devices (detection switches, etc.), control processing for controlling various output devices (lighting devices, motors, etc.), etc.

[0092] The image and sound control board 140 receives commands from the performance control board 130 and controls the display of a predetermined image on the liquid crystal screen 5 and the output of sounds from the speaker 24.

[0093] The image and sound control board 140 includes a central CPU 141a that performs central control of image display and audio output based on performance control commands received from the performance control board 130, a central ROM 141b that stores a central control program, a central RAM 141c that serves as a work area during calculations, a VDP 145 that generates images to be output to the LCD screen 5 based on display control commands (display lists) received from the central CPU 141a, a CGROM 146 that stores image data and the like, and an audio control unit 148 (audio LSI) that controls the speaker 24 based on audio control commands received from the central CPU 141a and an audio ROM that stores audio data and the like. Note that a configuration may be adopted in which the VDP 145 handles both drawing management and sound management. In this case, there is no need to provide a separate audio control unit 148.

[0094] The overall CPU 141a reads the overall control program stored in the overall ROM 141b and performs calculations related to the effects while using the overall RAM 141c as a work area, thereby performing control processing such as generating display control commands (display lists) that instruct effect images to be displayed on the liquid crystal screen 5 and transmitting them to the VDP 145, and generating audio control commands that instruct effect sounds to be output from the speaker 24 and transmitting them to the audio control unit 148 (audio LSI).

[0095] The image and sound control board 140 is also connected to the liquid crystal screen 5 and the speaker 24. The image and sound control board 140 (VDP 145 thereof) generates images at predetermined frame time intervals (for example, 1 / 30 seconds) and outputs the generated images to the liquid crystal screen 5. As a result, an image including, for example, a decorative pattern 55 is displayed on the liquid crystal screen 5. Furthermore, an audio signal generated by the image and sound control board 140 (audio control unit 148 thereof) is output to the speaker 24, thereby outputting sound.

[0096] In addition, the effect control device 130A is connected to an effect button detection switch 17a and a cross key detection switch 19a. The effect button detection switch 17a detects that the effect button 26 has been operated. The effect key detection switch 19a detects that a effect key has been operated.

[0097] The lamp control board 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b that stores a lamp control program, a lamp RAM 150c that serves as a work area during arithmetic processing, and input / output ports.

[0098] The input / output ports of the lamp control board 150 are connected to the frame lighting device 10 (performance button light-emitting LEDs, etc.), performance props 7, board lighting device 74, and performance button drive device 17b (performance button drive motor, performance button vibration motor).

[0099] The lamp CPU 150a reads the lamp control program stored in the lamp ROM 150b and performs calculations related to the effects while using the lamp RAM 150c as a work area, thereby controlling the frame lighting device 10, the effect button driving device 17b, the effect prop 7, and the board lighting device 74.

[0100] In this embodiment, backup power is supplied to the game control board 100 and the frame control board 120, but backup power is not supplied to the performance control board 130. However, backup power may be supplied to the performance control board 130 so that the contents stored in the sub-RAM 130c are maintained even in the event of a power outage. Also, backup power does not have to be supplied to the frame control board 120.

[0101] 5 is an explanatory diagram for explaining an example of the configuration of the main RAM 100c in the game control board 100 and various information stored in the main RAM 100c. As illustrated in FIG. 5, the main RAM 100c is provided with a determination memory area 1030, a first reserved memory area 1031, a second reserved memory area 1032, a third reserved memory area 1033, a fourth reserved memory area 1034, and a first reserved memory area 1035.

[0102] The determination memory area 1030 is a memory area that stores various information used for determining a special symbol when the special symbol determination is actually executed. The various information used for determining a special symbol includes a jackpot random number, a symbol random number, a variable pattern random number, and a reach random number. The jackpot random number is a random number used to determine whether a jackpot, a miss, or a small win has occurred. The symbol random number is a random number used to determine the type of jackpot symbol when a jackpot has been determined, the type of small win symbol when a small win has been determined, and the type of miss symbol when a miss has been determined.

[0103] The fluctuation pattern random number is a random number for determining the fluctuation time (fluctuation pattern) from when the special symbol starts to fluctuate until it stops and displays in a manner that shows the result of the special symbol determination. The reach random number is a random number for selecting, when determining the fluctuation pattern in the case of a miss, from a group of miss fluctuation patterns that exceed a specific number of seconds (for example, 13.5 seconds) or other than the group of fluctuation patterns (i.e., a group of miss fluctuation patterns that are less than the specific number of seconds).

[0104] In this embodiment, in the low probability non-time-saving state, a fluctuation pattern is selected from a group of fluctuation patterns for a loss exceeding a specific number of seconds with a 100% probability. For example, when "0 to 99" is preset as a judgment value for comparison with the reach random number, "0 to 99" is assigned to the judgment result that it is determined from a group of fluctuation patterns for a loss exceeding a specific number of seconds. In addition, no judgment value is assigned to the judgment result that it is determined from other than the above fluctuation pattern group (i.e., the reach rate is 100%).

[0105] The gaming machine 1 of this embodiment is characterized by executing an "aim effect" that instructs the player to aim and launch the gaming ball at the first starting hole 11 when the game transitions from a low-probability time-saving state to a low-probability non-time-saving state. The aim effect is an effect that suggests that the first special symbol determination is executed in the non-time-saving state. The aim effect of this embodiment is an effect that is executed in response to the effect control board 130 receiving a normal symbol time-saving end command, and is an effect that is executed when the aim effect flag is in the ON state. The aim effect is an effect that encourages the player to aim and launch the gaming ball at a specific gaming area (in this embodiment, the left area of ​​the gaming area 10), and is an effect that clearly suggests that the gaming machine 1 is controlled to a relatively advantageous non-time-saving state.

[0106] In this embodiment, following the aim effect, the player is encouraged to know that there is a chance to transition to a strong state during the variable display of the first special symbol in the low-probability non-time-saving state. For this reason, in order to encourage the player to know that there is a chance to transition to a strong state using sufficient time, a configuration is adopted in which a variation pattern is selected from a group of variation patterns for misses exceeding a specific number of seconds with a 100% probability in the low-probability non-time-saving state. Note that the variation pattern in the low-probability non-time-saving state may be determined from either a group of variation patterns for misses exceeding a specific number of seconds or a group of variation patterns for misses of a specific number of seconds or less in the low-probability non-time-saving state.

[0107] In the low-probability minute time-saving state of this embodiment, the larger the number of reserved symbols when the special symbol determination is executed, the smaller the rate at which a variable pattern is selected from the variable pattern group for a loss exceeding a specific number of seconds (hereinafter referred to as the "reach rate") is preset. For example, when "0 to 99" is preset as the judgment value to be compared with the reach random number, if the number of reserved special symbol determination symbols when the special symbol determination is executed is 0 to 1 (hereinafter also referred to as "reserved 0 to 1"), "0 to 1" is assigned to the judgment result that the variable pattern is determined from the variable pattern group for a loss exceeding a specific number of seconds. Also, "2 to 99" is assigned to the judgment result that the variable pattern is determined from a group other than the above variable pattern group (i.e., the reach rate is 2%). Also, if the number of reserved special symbol determination symbols when the special symbol determination is executed is 2 or more, the reach rate is 1%.

[0108] In this embodiment, in the low-probability time-saving state, the reach rate is set to 49% regardless of the number of reserved symbols when the special symbol determination is executed. For example, if "0 to 99" is preset as the determination value for comparison with the reach random number, "0 to 48" is assigned to the determination result that the result is determined from a group of variable patterns for misses exceeding a specific number of seconds. Furthermore, "49 to 99" is assigned to the determination result that the result is determined from a group of variable patterns other than the above. Note that the reach rate may be preset so that the greater the number of reserved symbols when the special symbol determination is executed in the low-probability time-saving state, the smaller the reach rate. Furthermore, the above reach rate is merely an example, and the reach rate may be any rate and may be the same regardless of the game state.

[0109] The first reserve memory area 1031 to the fourth reserve memory area 1034 are memory areas in which various information related to the first special symbol determination is stored in order from the first reserve memory area 1031 each time a gaming ball enters the first start hole 11. The first reserve memory area 1035 is a memory area in which various information related to the second special symbol determination is stored when a gaming ball enters the second start hole 12.

[0110] For example, even if a gaming ball enters the first start slot 11 or the second start slot 12 when a special symbol is being displayed in a variable manner or during a big win game (or a small win game), it is not possible to immediately perform a special symbol determination or a variable display of the special symbol. Under such circumstances, the main CPU 100a stores various information related to the special symbol determination in the reserved memory areas 1031 to 1035 as information indicating the reservation of the special symbol determination. On the other hand, when a special symbol is not being displayed in a variable manner, the special symbol determination is not being reserved, and the game is not during a big win game (or a small win game), the main CPU 100a stores the acquired various random numbers, etc. in the first reserved memory area (1031 or 1035) corresponding to the start slot into which the gaming ball entered, and then shifts them to the determination memory area 1030.

[0111] For example, if a gaming ball enters the first starting hole 11 in a state where no information is stored in any of the first reservation memory area 1031 to the fourth reservation memory area 1034, various information related to the first special symbol determination acquired by this winning is stored in the first reservation memory area 1031, which is the top of the empty entries. Also, for example, if a gaming ball enters the first starting hole 11 in a state where information is stored in the first reservation memory area 1031 and the second reservation memory area 1032, various information related to the first special symbol determination acquired by this winning is stored in the third reservation memory area 1033, which is the top of the empty entries.

[0112] Furthermore, for example, the reserved memory areas 1031-1035 also store "preliminary determination information." When a gaming ball enters a start slot, a preliminary determination is made to determine whether or not a jackpot has been reached based on the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number prior to the special symbol determination. The preliminary determination information is information obtained by the preliminary determination, and includes "winning start slot information," information indicating whether or not a jackpot has been reached, information indicating the type of jackpot symbol if a jackpot has been reached, information indicating the type of minor win symbol if a minor win has been reached, information indicating the type of loss symbol if a loss has been reached, information indicating the variation pattern of the special symbol, and information indicating the game status. The "winning start slot information" indicates which of the first start slot 11 and the second start slot 12 each random number stored in the same reserved memory area was acquired as a result of entering the first start slot 11 or the second start slot 12. The preliminary determination information, including this information, is stored in the same reserved memory area as the jackpot random number used for the preliminary determination.

[0113] When the information stored in the first reserved memory area 1031 is shifted to the determination memory area 1030 upon execution of the first special symbol determination, the information stored in the entries lower than the second reserved memory area 1031 is shifted up by one entry. For example, when information is stored in each of the first reserved memory area 1031 to the third reserved memory area 1033, and the information stored in the first reserved memory area 1031 is shifted to the determination memory area 1030, the information stored in the second reserved memory area 1032 is shifted to the first reserved memory area 1031, and the information stored in the third reserved memory area 1033 is shifted to the second reserved memory area 1032.

[0114] Such information shifting processing is also performed in the first reserved memory area 1035, in which information related to the second special symbol determination is stored. In the gaming machine 1, when both the first special symbol determination and the second special symbol determination are reserved, i.e., when information is stored in both the first reserved memory area 1031 and the first reserved memory area 1035, the shifting processing in the first reserved memory area 1035 is performed preferentially before the shifting processing in the first reserved memory area 1031 to the fourth reserved memory area 1034. Therefore, when the second special symbol determination is reserved, various information stored in the first reserved memory area 1035 is shifted to the determination memory area 1030. Furthermore, when the second special symbol determination is not reserved, i.e., when only the first special symbol determination is reserved, various information stored in the first reserved memory area 1031 is shifted.

[0115] The number of reserved memory areas in which the second special symbol determination is reserved is not limited to one, but may be four or zero. The number of reserved memory areas in which the first special symbol determination is reserved is not limited to four, but may be three or zero. A configuration in which the first special symbol and the second special symbol can be variably displayed simultaneously may be adopted. In such a configuration, two determination memory areas 1030, one for the first special symbol determination and one for the second special symbol determination, may be provided. In this case, the shift processing in the first reserved memory area 1031 to the fourth reserved memory area 1034 may be performed independently of the shift processing in the first reserved memory area 1035.

[0116] FIG. 6 is an explanatory diagram for explaining an example of the result of the special symbol determination. FIG. 7 is an explanatory diagram for explaining the transition of the game state. In this embodiment, jackpot symbols OA to OE indicating a jackpot and loss symbols HA and HB indicating a loss are prepared in advance as first special symbols indicating the determination result of the first special symbol determination (see FIG. 6). The probability of a jackpot in the first special symbol determination is approximately 1 / 350, and the probability of a loss is approximately 349 / 350. In the gaming machine 1 of this embodiment, a player hits the first jackpot in the low-probability, minute-time-saving state through the first special symbol determination. The first jackpot refers to the first jackpot game that occurs after the start of play.

[0117] As the second special symbols that indicate the result of the second special symbol determination, a big win symbol OF, a small win symbol K, and a losing symbol HC are prepared in advance (see Figure 6). In the second special symbol determination, the probability of a big win is approximately 1 / 350, the probability of a small win is approximately 174 / 350, and the probability of a losing symbol is approximately 175 / 350. In this way, while the second special symbol has a small win symbol, the first special symbol does not have a small win symbol (i.e., the small win probability is 0%).

[0118] When any of the jackpot symbols OA to OF indicating a jackpot is displayed on the display 4, a jackpot game is played following this display. The jackpot symbol OA is a 10R jackpot, and after the jackpot game ends, the game is controlled to be in the next confirmed state (the flow of (A) → (B) → (C) → (K) in Fig. 6, or the flow of (A) → (D) → (E) → (C) → (K)).

[0119] The jackpot symbols OB-OD are 4R jackpots, and are controlled in a strong state after the jackpot game ends (flow of FIG. 6 (A) → (B) → (C) → (H)). The jackpot symbol OE is a 4R jackpot, and is controlled in a weak state after the jackpot game ends (flow of FIG. 6 (A) → (B) → (C) → (F)). In the gaming machine 1 of this embodiment, the determination rate of the jackpot symbol OA is 1 / 100, the determination rate of the jackpot symbol OB is 1 / 100, the determination rate of the jackpot symbol OB is 47 / 100, the determination rate of the jackpot symbol OD is 8 / 100, and the determination rate of the jackpot symbol OE is 43 / 100.

[0120] The jackpot symbol OF is a 10R jackpot, and after the jackpot game ends, it is controlled in a strong state (Figure 6 (K) → (Ke) → (K) flow, or (Ka) → (Ki) → (K) flow). The probability of determining the jackpot symbol OF is 100 / 100.

[0121] When the small win symbol K is displayed on the display 4, a small win game is executed following this display. In the small win game, a plate that closes the small winning hole 19 is activated. This opens the small winning hole 19, which is normally closed.

[0122] The time during which the small prize opening 19 is open during a small prize game is shorter than the opening period of the large prize opening 13 during a jackpot game (hereinafter referred to as "1R"), and is a predetermined arbitrary time of 1.8 seconds or less (e.g., 1.8 seconds). Note that, as long as the total opening time of the small prize opening 19 during a small prize game is 1.8 seconds or less, the small prize opening 19 may be repeatedly opened and closed multiple times during the small prize game. The number of game balls that can enter the small prize opening 19 during a small prize game is smaller than the number of game balls that can enter the large prize opening 13 during a jackpot game (e.g., an average of 10). With the gaming machine 1 of this embodiment, a player can place an average of three game balls into the small prize opening 19 during a small prize game, and can win, for example, about 45 prize balls. This number of prize balls is fewer than the number of prize balls that can be won in a jackpot game of 1R. In other words, the number of prize balls obtained in a small win game is less than the number of prize balls obtained in a jackpot game of 1R.

[0123] The plate blocking the small prize opening 19 is marked with the letter "V" (see FIG. 1). This letter indicates the location of the specific area detection switch 52a located inside the small prize opening 19. The periphery of the small prize opening 19 is made of a transparent synthetic resin material. Therefore, the player can see inside the small prize opening 19 regardless of whether the small prize opening 19 is open or closed. Specifically, the small prize opening detection switch 50c, the specific area detection switch 52a, the loss prize opening detection switch (not shown), and a plate (not shown) that opens and closes these switches are located inside the small prize opening 19, and all of these are visible. In this embodiment, when a small prize game is not being played, the above-mentioned plate blocks the specific area detection switch 52a so that game balls cannot pass through, and opens the loss prize opening detection switch so that game balls can pass through. A game ball that enters the small prize opening 19 during a small prize game first passes through the small prize opening detection switch 50c. This game ball passes through either the specific area detection switch 52a or the losing winning hole detection switch and is discharged from the game area 10.

[0124] During a small win game, the plate opens the specific area detection switch 52a to allow the game ball to pass through, and blocks the losing entry switch to prevent the game ball from passing through. In this embodiment, when the specific area detection switch 52a is opened to allow the game ball to pass through, the words "Aim for V!" are displayed on the LCD screen 5, and the voice "Aim for V!" is output from the speaker 24. The words are hidden when the specific area detection switch 52a detects the game ball or when the specific area detection switch 52a is blocked to prevent the game ball from passing through. The display of the words "Aim for V!" and the voice output of "Aim for V!" function as an effect that instructs how to launch the game ball into the right area of ​​the game area 10. In this embodiment, the specific area detection switch 52a illuminates a light-emitting element (e.g., a full-color LED) located near the small prize opening 19 from the time when the specific area detection switch 52a is opened to allow the game ball to pass through until the time when the specific area detection switch 52a is closed to prevent the game ball from passing through. This highlights the location of the small prize opening 19. In other words, the illumination functions as an effect that indicates the location of the small prize opening 19. In the gaming machine 1, if the player hits the right side during a small prize game, the game ball will easily pass through the specific area detection switch 52a (hereinafter referred to as a "V prize"). If a V prize is awarded, a 9-round jackpot game that opens the large prize opening 13 begins following the end of the small prize game. After the end of this jackpot game, the machine is controlled to the strong state (the flow of (K) → (K) → (K), (K) → (G) → (K), or (J) → (S) → (K) in FIG. 6). Furthermore, if the V is not won (specifically, if the game ball passes only the losing entry detection switch), the big win game will not start following the end of the small win game, and after the end of the small win game, the next special pattern determination will be made in a low probability non-time-saving state (not shown).

[0125] In addition, in a small win game, the large prize opening 13 may be opened instead of the small prize opening 19. In this case, the large prize opening 13 is provided inside with a specific area detection switch, a losing prize opening detection switch, and a plate for opening and closing these switches.

[0126] When any of the losing symbols HA to HC indicating a loss is stopped and displayed on the display 4, no big win game is played after this stop display. However, in this embodiment, when any of the losing symbols HA to HC is stopped and displayed on the display 4 in a predetermined game state, the game state may change after this stop display. Specifically, when the losing symbol HA is stopped and displayed on the display 4 in a low probability non-time-saving state, the game state is controlled to a strong state after this stop display (flow of FIG. 6 (A) → (B) → (D) → (H)).

[0127] In this embodiment, in the low-probability non-time-saving mode and the low-probability minute-time-saving mode, a normal symbol determination will generally result in a miss, so the player has no choice but to aim left at the first starting slot 11. On the other hand, in the low-probability time-saving mode, a player is more likely to win a jackpot by making a normal symbol determination than by aiming at the first starting slot 11. In this embodiment, two general winning slots 14, each of which generates the right to determine a normal symbol when a game ball enters the slot, are located on both the left and right sides of the game area 10. In this embodiment, even if a game ball is aimed at the general winning slot 14 located on the left side of the game area 10, it is rare for a game ball to enter the slot. In contrast, a game ball can easily enter the general winning slot 14 located on the right side of the game area 10 by hitting the ball right. In other words, the gaming machine 1 of this embodiment is designed in advance to aim right at the general winning slot 14 located on the right side of the game area 10 in the low-probability time-saving mode. For this reason, the game states in which the losing symbols HA and HB may stop are the low-probability non-time-saving state and the low-probability minute-time-saving state, and they are not generally displayed as stopped in the low-probability time-saving state. Also, the game state in which the losing symbols HC may stop is the low-probability time-saving state, and they are not generally displayed as stopped in the low-probability non-time-saving state and the low-probability minute-time-saving state.

[0128] When a losing symbol HA is displayed stopped on the display 4 in a state other than the low-probability non-time-saving state, if this stopped display is not a time-saving end condition, the game state will not change (flow from (E) to (E) in Figure 6). The time-saving end condition is a condition that is predetermined for each type of symbol, and when the condition is met, a transition to the low-probability non-time-saving state will occur. When a losing symbol HA is displayed stopped on the display 4 in a state other than the low-probability non-time-saving state, if this stopped display is a time-saving end condition, a transition to the low-probability non-time-saving state will occur following this stopped display (flow from (E) to (A) in Figure 6).

[0129] When a losing symbol HB is displayed as a stopped symbol on the display 4 in a low-probability non-time-saving state, this stopped symbol is followed by control in a low-probability slightly time-saving state (flow in Figure 6 (A) → (B) → (D) → (E)). When a losing symbol HB is displayed as a stopped symbol on the display 4 in a state other than a low-probability non-time-saving state, if this stopped symbol is not a time-saving end condition, the game state will not change (flow in Figure 6 (E) → (E)). When a losing symbol HB is displayed as a stopped symbol on the display 4 in a state other than a low-probability non-time-saving state, if this stopped symbol is a time-saving end condition, this stopped symbol is followed by a change to a low-probability non-time-saving state (flow in Figure 6 (E) → (A)).

[0130] When a losing symbol HC is displayed on the display 4 in a strong or weak state, the display will be controlled to the next confirmed state following this display (flow of (K) → (K), (K) → (K) in Figure 6). When a losing symbol HC is displayed on the display 4 in a state other than a strong state or a weak state, if this display is not a time-saving end condition, the game state will not change (flow of (K) → (K), (K) → (K) in Figure 6). When a losing symbol HC is displayed on the display 4 in a state other than a strong state or a weak state, if this display is a time-saving end condition, the game state will change to a low-probability non-time-saving state following this display (flow of (K) → (I) in Figure 6).

[0131] 8 is an explanatory diagram for explaining the time-saving termination conditions for the jackpot symbol and the small jackpot symbol, which are set based on the game state at the time of the stop display and the winning result, under which the time-saving state (or the small time-saving state) immediately after the jackpot game ends. The jackpot symbol OA is a jackpot in which the next-time-determined state ends and a transition to a low-probability non-time-saving state occurs when the total number of changes of the first special symbol and the second special symbol (hereinafter referred to as the "total number of changes of special symbols") reaches 1,329, when the number of small jackpots reaches 1, or when the number of jackpots reaches 1.

[0132] "The time-saving mode ends when the total number of special symbol variations reaches a predetermined number (e.g., 1,329 times)" means that if the next-time determination state is set at the end of a jackpot game, and even if the above-mentioned number of special symbol determinations are made, no small jackpot game or jackpot game is executed, the low-probability non-time-saving mode is set when the special symbol is stopped and displayed for the above-mentioned number of times. However, in the next-time determination state of this embodiment, the second start slot 12 easily opens with a 1 / 1 probability in the normal symbol determination, and when the second special symbol determination is made, there is a relatively high probability that a small jackpot game will be executed. Therefore, even if the above-mentioned number of special symbol determinations are made after the next-time determination state is set at the end of a jackpot game, the possibility that no small jackpot game or jackpot game will be executed is extremely low.

[0133] The jackpot pattern OB-OD is a jackpot that ends the strong state and transitions to a low probability non-time-saving state when the total number of special symbol changes reaches 10, when the number of second special symbol changes reaches 1, when the number of valid winnings in the second starting hole 12 reaches 1, when the number of normal symbol changes reaches 120, when the number of small wins reaches 1, or when the number of jackpots reaches 1. In addition, a valid winning in this embodiment is a valid winning that triggers the special symbol determination and is reserved for that.

[0134] "The time-saving state ends when the number of normal symbol variations reaches a predetermined number (for example, 120 times)" means that if the strong state is set at the end of a jackpot game, and even if the normal symbol determination is performed the number of times described above, no other time-saving end conditions are met, the low-probability non-time-saving state is set with the normal symbol stopped and displayed the number of times described above. In the strong state of this embodiment, the probability that the second start hole 12 will easily open upon normal symbol determination is 1 / 76, so it is sometimes the case that the second start hole 12 will not open before the number of normal symbol variations reaches 120.

[0135] The jackpot symbol OE is a jackpot that ends under different conditions for the time-saving state immediately after a jackpot game when it is displayed as a stop symbol in a low-probability non-time-saving state and when it is displayed as a stop symbol in a low-probability minute-time-saving state (and a low-probability time-saving state). Specifically, in a low-probability non-time-saving state, the jackpot symbol OE is a jackpot that ends the weak state and transitions to a low-probability non-time-saving state when the total number of special symbol changes reaches 10, when the number of second special symbol changes reaches 1, when the number of valid winning entries in the second starting slot 12 reaches 1, when the number of normal symbol changes reaches 554, when the number of small wins reaches 1, or when the number of jackpots reaches 1. In the weak state of this embodiment, the probability of the second starting slot 12 easily opening in the normal symbol determination is 1 / 350, so the second starting slot 12 often does not open before the number of normal symbol changes reaches 554.

[0136] In addition, when the jackpot symbol OE is displayed as stopped in the low-probability minute time-saving state (and the low-probability time-saving state), the weak state ends and the state transitions to the low-probability non-time-saving state when the total number of special symbol changes reaches 10, when the number of second special symbol changes reaches 1, when the number of valid winning entries in the second starting hole 12 reaches 1, when the number of normal symbol changes reaches 100, when the number of small wins reaches 1, or when the number of jackpots reaches 1. In the weak state of this embodiment, the probability that the second starting hole 12 will easily open in the normal symbol determination is 1 / 350, so in most cases the second starting hole 12 will not open before the number of normal symbol changes reaches 100.

[0137] The jackpot symbol OF is a jackpot that ends the strong state and transitions to a low probability non-time-saving state when the total number of special symbol changes reaches 10, when the number of valid winning balls in the second starting slot 12 reaches 1, when the number of normal symbol changes reaches 120, when the number of small wins reaches 1, or when the number of jackpots reaches 1. The jackpot symbol OF does not become a condition for the time-saving state to end immediately after a jackpot game when the number of changes of the second special symbol reaches 10.

[0138] The small win symbol K is a small win that ends the strong state and transitions to a low probability non-time-saving state when the total number of special symbol changes reaches 10, when the number of valid winning balls in the second starting hole 12 reaches 1, when the number of normal symbol changes reaches 120, when the number of small wins reaches 1, or when the number of jackpots reaches 1. The small win symbol K does not constitute a condition for ending the time-saving state immediately after a jackpot game following a small win game related to the small win symbol K when the number of changes of the second special symbol is small.

[0139] 9 is an explanatory diagram for explaining the time-saving termination conditions for a losing symbol that are set based on the game state and winning results at the time of the stop display and that terminate the time-saving state (or the minute time-saving state). When the losing symbol HA is stopped and displayed in the low-probability non-time-saving state, the strong state ends and the game transitions to the low-probability non-time-saving state when the total number of special symbol changes reaches 10, when the number of second special symbol changes reaches 1, when the number of valid winning balls in the second starting slot 12 reaches 1, when the number of normal symbol changes reaches 120, when the number of small wins reaches 1, or when the number of big wins reaches 1. When the losing symbol HA is stopped and displayed in the low-probability minute time-saving state (and the low-probability time-saving state), no new time-saving is granted (i.e., no new time-saving termination conditions are set).

[0140] When the losing symbol HB is displayed in a low-probability non-time-saving state, it is a losing symbol that ends the strong state and transitions to a low-probability non-time-saving state when the total number of special symbol changes reaches 1,329, or when the number of changes of the second special symbol reaches 1. The losing symbol HB is a symbol that does not satisfy the conditions for ending the strong state, such as the number of valid winning entries into the second starting hole 12, the number of normal symbol changes, the number of small wins, and the number of big wins. When the losing symbol HB is displayed in a low-probability minute time-saving state (and a low-probability time-saving state), no new time-saving is granted (i.e., no new time-saving end conditions are set).

[0141] When a losing symbol HC is displayed in a low-probability non-time-saving state, it is a losing symbol that ends the time-saving state and transitions to a low-probability non-time-saving state when the total number of special symbol changes reaches 1329, when the number of small wins reaches 1, or when the number of big wins reaches 1. A losing symbol HC is a symbol that does not meet the conditions for ending the time-saving state, such as the number of changes of the second special symbol, the number of valid wins in the second starting slot 12, or the number of changes of the normal symbol. When a losing symbol HC is displayed in a low-probability minute time-saving state (and a low-probability time-saving state), no new time-saving will be granted (i.e., no new time-saving end conditions will be set).

[0142] 10 is an explanatory diagram for explaining the timing of subtracting the number of times when the probability of determining that the second start hole 12 will be opened in the normal pattern determination is in the time-saving state. As exemplified in FIG. 10(A), when a normal pattern that started to change display at timing T1 is stopped and displayed, the second start hole 12 is opened based on the game state at timing T1 in response to this stopped display. Also, when a normal pattern that started to change display at timing T2 is stopped and displayed, the second start hole 12 is opened based on the game state at timing T2 in response to this stopped display. In other words, the opening pattern of the second start hole 12 refers to the game state at the start of the change of the normal pattern that triggered the opening.

[0143] If the time-saving state is in effect at timing T1, the remaining number of times the normal pattern will fluctuate while the time-saving state continues (hereinafter referred to as the "remaining number of times time-saving") is decremented by "1" in accordance with the stopped display of the normal pattern. The remaining number of times time-saving of the normal pattern is updated in accordance with the stopped display of the normal pattern, with the number of times the normal pattern fluctuates as the time-saving termination condition described with reference to Figures 8 and 9 as the initial value. In this embodiment, the remaining number of times time-saving becomes 0 in accordance with the stopped display of the normal pattern, and the time-saving state ends and a transition to a non-time-saving state occurs. In the following explanation, the remaining number of times time-saving of the normal pattern is 1, and the change display of the normal pattern when a transition to a non-time-saving state occurs in accordance with the stopped display of the normal pattern is referred to as the "final change of the normal pattern."

[0144] As illustrated in FIG. 10(A), if the remaining number of time-saving times for the normal symbol is α times at timing T1, the remaining number of time-saving times for the normal symbol is updated to α-1 times in response to the stopped display of the normal symbol that began variable display at timing T1. Also, if the remaining number of time-saving times for the normal symbol is α-1 times and the normal symbol that began variable display is stopped at timing T2, the remaining number of time-saving times for the normal symbol is updated to α-2 times in response to this stopped display. Also, if the remaining number of time-saving times for the normal symbol is α-2 times at timing T2, the remaining number of time-saving times for the normal symbol is updated to α-3 times in response to the stopped display of the normal symbol that began variable display at timing T2. In other words, the remaining number of time-saving times for the normal symbol is updated in response to the stopped display of the normal symbol. Thus, there is a discrepancy between the timing at which the opening pattern of the second start port 12 is referenced and the timing at which the remaining number of time-saving times for the normal symbol is updated. Therefore, in the gaming machine 1, the second starting port 12 may be opened in the opening pattern of the time-shortening state in the non-time-shortening state.

[0145] As shown in FIG. 10(B), if the remaining number of times for the normal symbol to be played is 1 at time T3, which is the time-saving state, the remaining number of times for the normal symbol to be played is updated to 0 in response to the stopped display of the normal symbol that began its variable display at time T3. If the normal symbol that began its variable display at time T3 is stopped and displayed as a winning symbol, the second start hole 12 is opened in an opening pattern corresponding to the game state (i.e., the time-saving state) at time T3 in response to this stopped display. In this embodiment, when the remaining number of times for the normal symbol to be played is 1 or more, the right hit lamp 49 is lit (not shown). In this embodiment, from the start of the long opening of the second start hole 12 to the start of its closing, the right hit lamp 49 is kept lit and the message "Aim right!" is displayed on the LCD screen 5 to instruct how to shoot the game ball into the right area of ​​the game area 10 (see FIG. 22(a)).

[0146] On the other hand, if the normal symbol that started the variable display at timing T3 stops and displays as a short opening symbol, the second starting hole 12 opens to make it difficult to win in response to this stop display. In this embodiment, the right hit lamp 49 goes out in response to the stop display of the short opening symbol.

[0147] When a long opening symbol is displayed as a normal symbol, control is performed to encourage right-hand hitting. When a short opening symbol is displayed as a normal symbol, control is performed not to encourage right-hand hitting even if the second starting hole 12 is opened for a short time.

[0148] FIG. 11 is an explanatory diagram for explaining the subtraction of the remaining number of times for time-saving for normal symbols when the normal symbol starts to change and the game is in a low-probability non-time-saving state. In this embodiment, if the normal symbol starts to change and the game is in a non-time-saving state, the remaining number of times for time-saving for normal symbols is not updated (i.e., not subtracted). Specifically, as illustrated in FIG. 11, a jackpot game is being played at timing T5. The gaming machine 1 is controlled to a low-probability non-time-saving state during the jackpot game. Therefore, timing T5 is a low-probability non-time-saving state. If the remaining number of times for time-saving for normal symbols is α at timing T5, the remaining number of times for time-saving for normal symbols is not updated in response to the stopped display of the normal symbol that began changing at timing T5. If the normal symbol that began changing at timing T5 is stopped, the second start port 12 is opened in an opening pattern corresponding to the game state at timing T5 (i.e., the low-probability non-time-saving state) in response to this stopped display. In this embodiment, the right-hit lamp 49 is lit during the jackpot game (not shown). Therefore, in this embodiment, the right hit lamp 49 remains lit from the time when the second starting port 12 starts to open until the time when it starts to close. However, a right hit notification (specifically, a right hit notification that displays the words "Aim right!" on the LCD screen 5) triggered by the opening of the second starting port 12 is not executed.

[0149] As shown in FIG. 11, the jackpot game ends at timing T6. In the gaming machine 1, at the end of the jackpot game, the game state is controlled according to the jackpot pattern (or small jackpot pattern) related to the jackpot game. Therefore, timing T6 is a time-saving state. If the remaining number of times of time-saving for the normal pattern at timing T6 is α, the remaining number of times of time-saving for the normal pattern is updated to α-1 in response to the stopped display of the normal pattern that began variable display at timing T6. If the normal pattern that began variable display at timing T6 is stopped, the second start port 12 is opened in an opening pattern according to the game state (i.e., the time-saving state) at timing T6 in response to this stopped display.

[0150] In this way, the right to determine a normal symbol and its reservation that occurred in the non-time-saving state are valid, while the remaining number of times of time-saving for the normal symbol is not updated in the non-time-saving state. By not updating the remaining number of times of time-saving for the normal symbol when the non-time-saving state is in effect at the start of the normal symbol variation, the gaming machine 1 can prevent the remaining number of times of time-saving for the normal symbol from being updated to 0 during a jackpot game, for example.

[0151] The above explanation of Figures 10 and 11 describes the time-saving state and the non-time-saving state, but in the gaming machine 1 of this embodiment, even when the time-saving state is replaced by the slight time-saving state, the same control as described above for Figures 10 and 11 is performed.

[0152] Next, the aim effect executed when the low probability time-saving state transitions to the low probability non-time-saving state will be described with reference to Fig. 12. Fig. 12 is an explanatory diagram for explaining the conditions under which the aim effect that prompts the player to shoot the game ball aimed at the first starting hole 11 can be executed.

[0153] In this embodiment, an aim effect flag is provided which indicates that the aim effect can be executed. The aim effect flag is initially set to OFF, and is also set to OFF in the time-shortening state and the slight time-shortening state. Then, as illustrated in FIG. 12(A), when the time-shortening state transitions from the time-shortening state to the non-time-shortening state due to the satisfaction of the time-shortening end condition, the aim effect flag is set to ON (see FIG. 72). In contrast, as illustrated in FIG. 12(B), when the time-shortening state transitions from the slight time-shortening state to the non-time-shortening state due to the satisfaction of the time-shortening end condition, the aim effect flag remains OFF.

[0154] As illustrated in Figures 12(C) and (D), when the aim effect flag is set to ON when transitioning from the time-shortening state to the non-time-shortening state, and the power supply of the gaming machine 1 is turned OFF immediately after transitioning to the non-time-shortening state, the following control is performed. Note that in the drawings, the notation "power ON" means that the power switch of the gaming machine 1 is turned ON, and the notation "power OFF" means that the power switch of the gaming machine 1 is turned OFF. Also, the notation "ON" of the RWM clear button in the drawings means that the RWM clear button 111a is in an operated state. Also, the notation "OFF" of the RWM clear button in the drawings means that the RWM clear button 111a is in an unoperated state.

[0155] As illustrated in FIG. 12(C), if the power switch is turned OFF when the aim effect flag is set to ON and then turned ON without the RWM clear button 111a being operated, the gaming machine 1 starts up with the aim effect flag set to ON. In this case, the effect control board 130 executes the aim effect in response to receiving a customer waiting state designation command transmitted from the gaming control board 100. The customer waiting state in this embodiment is a state in which the game is not playing a big win or a small win, the first special symbol determination pending, the second special symbol determination pending, and the normal symbol determination pending are all 0, and the pattern determination time (e.g., 1 second) for the special and normal symbols has elapsed. The customer waiting state designation command in this embodiment is a command transmitted from the gaming control board 100 to the effect control board 130 when the customer waiting state has continued for 10 seconds.

[0156] If the gaming machine 1 is restarted without being initialized when the aim effect flag is set to ON, it is highly likely that the gaming machine 1 was restarted due to some kind of malfunction while the player was playing. In such a case, it is highly likely that the same player will be playing before and after the restart of the gaming machine 1. Therefore, in this embodiment, the gaming machine 1 is started with the aim effect flag set to ON so that the player can easily understand that the gaming machine 1 is not in a time-saving state.

[0157] It is also possible to employ a configuration in which, when the power switch is turned OFF while the aim effect flag is set to ON, and the power switch is turned ON without the RWM clear button 111a being operated, the aim effect flag is initialized to the OFF state (i.e., a configuration in which the aim effect is not executed in response to the start of the gaming machine 1). In such a configuration, the effect control board 130 does not execute the aim effect in response to receiving the customer waiting state designation command transmitted from the gaming control board 100.

[0158] In this embodiment, when the aim effect flag is set to ON and the power switch is turned to the OFF state, and the rotating member of the setting key switch 112a is in the OFF position (hereinafter referred to as "setting key SW "OFF""), the gaming machine 1 starts up with the aim effect flag in the ON state.

[0159] 12(D), if the power switch is turned OFF when the aim effect flag is set to ON, and then turned ON while the RWM clear button 111a is being operated, the gaming machine 1 is initialized and the gaming machine 1 starts up with the aim effect flag in the OFF state. In this way, by not executing the aim effect when the gaming machine 1 is initialized, it is possible to make it difficult for players to tell whether the gaming machine 1 is in the non-time-saving state or the slight time-saving state. This allows players to start playing with excitement when the gaming parlor opens, wondering whether the gaming machine 1 is in the non-time-saving state or the slight time-saving state.

[0160] In this embodiment, when the power switch is turned OFF while the aim effect flag is set ON, and when the power switch is turned ON by an amusement store employee using the setting key with the rotating member of the setting key switch 112a in the ON position (hereinafter referred to as setting key SW "ON"), the gaming machine 1 is initialized and starts up with the aim effect flag in the OFF state.

[0161] Although not illustrated in the drawings, in this embodiment, if the power switch is turned OFF when the aim effect flag is set to OFF, and the power switch is turned ON with the RWM clear button 111a not being operated (or the setting key SW is in the "OFF" state), the gaming machine 1 starts up with the aim effect flag remaining in the OFF state. Also, if the power switch is turned OFF when the aim effect flag is set to OFF, and the power switch is turned ON with the RWM clear button 111a being operated (or the setting key SW is in the "ON" state), the gaming machine 1 is initialized and starts up with the aim effect flag in the OFF state.

[0162] In this manner, in this embodiment, the aim effect flag is set to ON only when the time-save state transitions from the non-time-save state, enabling the aim effect to be executed. The aim effect flag may also be set to ON when the time-save end condition is met to transition from the minute time-save state to the non-time-save state, enabling the aim effect to be executed. Furthermore, the aim effect flag may also be set to ON when the power switch is turned ON while the RWM clear button 111a is being operated, enabling the aim effect to be executed. When this configuration is adopted, the aim effect can be executed at least two or more of the following timings: when the time-save state transitions from the non-time-save state, when the minute time-save state transitions from the non-time-save state, and when the gaming machine 1 is initialized. This makes it possible to more clearly indicate to the player that the gaming machine 1 is in a non-time-save state.

[0163] Next, an example of the "Take aim" effect will be described with reference to FIG. 13. FIG. 13 is an explanatory diagram for explaining an example of the effect mode when the "Take aim" effect is executed when transitioning from a low-probability time-saving state to a low-probability non-time-saving state. In this embodiment, the time-saving state ends in response to the display of a normal symbol indicating a loss, and a normal symbol time-saving end command is transmitted from the game control board 100 to the effect control board 130. In response to the display control board 130 receiving the normal symbol time-saving end command, door images TR and TL begin to be displayed on the liquid crystal screen 5 (see FIG. 13(A)). The door images TR and TL are images indicating that the time-saving state has ended, and are images superimposed and displayed in front of the decorative symbol 550. Note that in the time-saving state, the decorative symbol 550 is displayed in synchronization with the normal symbol in a manner indicating the result of the normal symbol determination. Therefore, in the example of FIG. 13(A), the decorative symbol 550 is displayed in a manner indicating a loss. The door image TR is displayed so that the door closes from the right edge of the liquid crystal screen 5 toward the center of the screen, and the door image TL is displayed so that the door closes from the left edge of the liquid crystal screen 5 toward the center of the screen in synchronization with the door image TR.

[0164] As shown in FIG. 13A, the following displays are made on the system display unit 60. That is, the display of "2476" which is the number of game balls synchronized with the number of game balls on the game ball count display 23, the display of "120" which indicates the total number of changes of the normal symbol and the special symbol (hereinafter simply referred to as the "total number of changes"), the display of "0" which indicates that the first special symbol determination is not on hold, the display of "0" which indicates that the second special symbol determination is not on hold, and the display of "0" which indicates that the normal symbol determination is not on hold are all displayed on the system display unit 60. In this embodiment, the total number of changes is initialized to "0" when the game state changes, and is incremented by "1" each time the normal symbol or special symbol begins to change.

[0165] As shown in FIG. 13(B), the door images TR and TL merge in the center of the screen, making the decorative pattern 550 completely invisible. As shown in FIG. 13(B), in this embodiment, the result is displayed in response to the effect control board 130 receiving a normal time-saving end command. The result is an effect that suggests that control of the game in the time-saving state is ending, and is an effect that suggests the number of prize balls (game value) that the player has acquired through small win games and big win games. In addition, the result is an effect that notifies the game results until the time-saving state (specifically, the weak state, strong state, and next-time confirmation state) ends in a non-time-saving state.

[0166] The result is basically an image that is displayed for a predetermined time (for example, 3 seconds) and ends displaying when a gaming ball enters the first starting hole 11 before the predetermined time has elapsed. In the example of FIG. 13(B), the result displays the words "Strong mode ended," which indicates the end of the strong state, the words "TOTAL 2467," which indicates the number of winning balls, and the words "WIN × 3," which indicates that either the jackpot symbols OA and OF or the small jackpot symbol K have been hit three times. In this embodiment, the door images TR and TL start displaying earlier than the result, but the door images TR and TL and the result may start displaying at the same time, or the door images TR and TL may start displaying later than the result.

[0167] As illustrated in FIG. 13(C), if no winning ball has been entered into the first starting hole 11 since the transition to the non-time-saving mode, a "One-time-cry" effect is initiated in response to the completion of the display of the result. The One-time-cry effect includes a "Take-a-Take-Aim" effect, and is an effect that suggests that the first special symbol determination will be executed only once in the non-time-saving mode. In this embodiment, the One-time-cry effect is an effect that is executed in response to the effect control board 130 receiving a normal time-saving end command, and is an effect that is executed when the "Take-a-Take-Aim" effect flag is in the ON state. In this embodiment, as the One-time-cry effect, first, the character N1 and the words "One-time-cry" are displayed for a predetermined time (e.g., one second), and then the "Take-a-Take-Aim" effect is initiated as these displays are turned off. The character N1 and the words "One-time-cry" are superimposed on the front side of the door images TR and TL. If a game ball enters the first starting hole 11 during the execution of the One-time-cry effect, the One-time-cry effect ends in response to the winning ball. In this embodiment, the one-time tearful effect has a success route and a failure route. In the success route, a rematch challenge effect is initiated in response to the end of the one-time tearful effect, encouraging a jackpot in a non-time-saving mode (see FIG. 16). The rematch challenge effect is not executed when the aim effect flag is OFF, but is executed when the aim effect flag is ON. In contrast, in the failure route, in response to the end of the one-time tearful effect, the decorative pattern 55, the fourth patterns 57 and 59, the icon 53 indicating that the first special pattern is being displayed in a variable manner, and the background image TZ are displayed in the normal mode (see FIG. 13(G)). In this embodiment, the normal mode is a display mode that indicates that the gaming machine 1 is controlled to a slight time-saving mode. In this embodiment, in the normal mode, the decorative pattern 55 is composed of a number portion 550 and a character portion 551. Which route will develop is determined based on the result of the first special symbol determination (for example, winning or losing and variation pattern) related to the winning of the first starting slot 11. Note that as the one-time crying effect, the aim effect may start from the start of the one-time crying effect without displaying the character N1 and the words "one-time crying."

[0168] FIG. 13(C) shows an example of the start of the aim effect. As shown in FIG. 13(C), in the aim effect of this embodiment, the words "Waiting" indicating that the gaming machine 1 is waiting for a game ball to enter the first starting hole 11, the words "Aim here with a left shot!" instructing how to launch the game ball into the left area of ​​the game area 10, and an arrow N3 indicating the location of the first starting hole 11 are displayed in front of the door images TR and TL. Upon start of the aim effect, the voice "Aim here with a left shot!" is output once from the speaker 24. Thus, the aim effect is an effect that instructs how to launch a game ball into the left area of ​​the game area 10 (i.e., encourages launching) in the non-time-saving state. Note that the decorative pattern 55 is not displayed during the aim effect shown in FIG. 13.

[0169] In the aim effect of this embodiment, the text "Aim here with a left hit!" and the arrow N3 start to be displayed simultaneously. The arrow N3 may start to be displayed a predetermined time (e.g., 0.5 seconds) after the text "Aim here with a left hit!" starts to be displayed, or the text "Aim here with a left hit!" may start to be displayed a predetermined time (e.g., 0.5 seconds) after the arrow N3 starts to be displayed.

[0170] In this embodiment, a light-emitting element (e.g., a full-color LED) provided near first starting hole 11 is illuminated from the start of the aim effect until it ends with the entry of the gaming ball into first starting hole 11. This makes it possible to highlight the location of first starting hole 11. In other words, the illumination functions as an effect that suggests the location of first starting hole 11 while the aim effect is being executed. In the aim effect of this embodiment, the display of the text "Aim here with a left hit!" and the illumination start simultaneously. The illumination may start a predetermined time (e.g., 0.5 seconds) after the text "Aim here with a left hit!" starts to be displayed, or the text "Aim here with a left hit!" may start to be displayed a predetermined time (e.g., 0.5 seconds) after the illumination start.

[0171] In this embodiment, during the execution of the target effect, the door image TR is displayed moving between the center of the LCD screen 5 and the center right side of the screen, as if the door is opening and closing. The door image TL is displayed moving between the center of the LCD screen 5 and the center left side of the screen, in synchronization with the movement of the door image TR, as if the door is opening and closing. In this embodiment, the door images TR and TL combine at the center of the screen during the target effect, so that the image seen inside the door changes each time the door opens and closes. Specifically, as shown in FIG. 13(D), initially, a rematch challenge image ST1 is displayed as the image seen inside the door, indicating a rematch challenge effect that is executed when the crying one-time effect progresses to a successful route. Then, as shown in FIG. 13(E), when the door opens after closing, the background image TZ in normal mode is displayed instead of the rematch challenge image ST1 as the image seen inside the door.

[0172] 13(D) or (E), if a winning ball is won in the first starting hole 11, the aim effect ends in response to the winning ball. That is, the images related to the aim effect of this embodiment (specifically, the text "Waiting" and the text "Aim here with a left hit!" and the arrow N3) are images that do not disappear over time, but disappear in response to a winning ball entering the first starting hole 11. In contrast, the door images TR and TL, the result, the character N1 related to the one-time winning effect, and the text "one-time winning" that are displayed in response to receiving a normal time-saving end command are images that may disappear over time or may disappear in response to a winning ball entering the first starting hole 11.

[0173] The "Take Aim" effect does not end even if a game ball enters the general winning slot 14. In this embodiment, when five game balls consecutively enter the general winning slot 14 located in the right-side area in the non-time-saving mode or the minute-time-saving mode, a left-hit warning (not shown) is displayed on the LCD screen 5 for a predetermined time (e.g., three seconds) to encourage the player to hit the ball with their left hand. In this embodiment, the left-hit warning message "Please return to left-hit" is displayed in front of other images. The left-hit warning message may be a left-hit prompting message N4 (see FIG. 14(F) or FIGS. 15(A) and (B)), or a different image may be displayed from the left-hit prompting message N4. In this embodiment, the left-hit warning message is generated by outputting the voice message "Please return to left-hit" twice from the speaker 24 in conjunction with the start of the display of the message. In this way, the left-hit warning is an effect that instructs how to shoot game balls into the left region of the game region 10 in the non-time-saving state or the very short time-saving state. In the non-time-saving state or the very short time-saving state, if five game balls consecutively enter the general winning slot 14 located in the right region while the left-hit warning is being displayed, the left-hit warning that was being displayed is hidden, and the left-hit warning display is restarted from the beginning. Also, in the non-time-saving state or the very short time-saving state, if five game balls consecutively enter the general winning slot 14 located in the right region while the above sound is being output, the above sound that was being output is forcibly terminated, and the output of the above sound is restarted from the beginning.

[0174] For example, if a player hits the right side while the "Aim" effect is being executed and a "Left Hit Caution" message is displayed, and a win occurs in the first starting slot 11, the "Aim" effect ends and the "Left Hit Caution" message is hidden. If a win occurs in the first starting slot 11 while the above-mentioned sound is being output, which starts with the start of the display of the "Left Hit Caution" message, the output of the above-mentioned sound is forcibly terminated in response to the win.

[0175] When a player hits with the left hand, the game ball may enter the general winning hole 14 provided in the left area of ​​the game area 10. In this embodiment, the entry of the game ball into the general winning hole 14 provided in the left area does not trigger the start or end of any effect.

[0176] During the execution of the aim effect, if the player has not gripped the handle 20 for 90 seconds since the game entered the waiting-for-customer state, the waiting-for-customer effect starts while the execution of the aim effect continues. The waiting-for-customer effect includes repeatedly displaying a demo video promoting the gaming machine 1, the name of the company that manufactures the gaming machine 1, and the like, while switching between them. Because the waiting-for-customer effect is displayed in front of the aim effect, the aiming effect being executed behind the waiting-for-customer effect on the LCD screen 5 cannot be seen while the waiting-for-customer effect is being executed. For this reason, the aim effect may be temporarily hidden. The waiting-for-customer effect is a display that is hidden over time (for example, after 20 seconds have elapsed), and is also a display that is hidden when the player grips the handle 20. As the waiting-for-customer effect is hidden, the aim effect is redisplayed on the LCD screen 5. Instead of the condition of gripping the handle 20, the waiting-for-customer effect may be hidden when the condition of shooting a game ball is met.

[0177] The customer waiting effect may be an effect executed behind a single tear-jerking effect that includes the aim effect. In such a configuration, the customer waiting effect is displayed behind the aim effect, so the aim effect continues to be displayed on the LCD screen 5 regardless of whether the customer waiting effect is being executed or not. This allows the player to be constantly notified that the aim effect is being executed.

[0178] 13(D) or (E), when a prize is won at the first starting port 11 and the variation pattern associated with the prize is a variation pattern that allows a successful route to be executed, a rematch challenge presentation is initiated in response to the prize. On the other hand, when a prize is won at the first starting port 11 in the state illustrated in FIG. 13(D) or (E), and the variation pattern associated with the prize is a variation pattern that allows a failed route to be executed, the door images TR and TL merge in the center of the screen in response to the prize, causing the door to close (see FIG. 13(F)).

[0179] As shown in FIG. 13(G), if the game progresses to a failed route, the door images TR and TL are hidden due to a display that shows the door opening a predetermined time (for example, 1 second) after the door closes. In the case of a losing symbol HB, as the door images TR and TL are hidden, the decorative symbol 55, the fourth symbols 57 and 59, the icon 53 indicating that the first special symbol is being displayed in a variable manner, and the background image TZ begin to be displayed in the normal mode display mode (see FIG. 13(G)). At this time, the decorative symbol 55 is displayed in a temporary stop state in a manner that suggests a losing symbol HB. The temporary stop display in this embodiment is a display mode in which the decorative symbol 55 is not completely stopped but is moving slightly up, down, left, and right.

[0180] Following the state illustrated in FIG. 13(G), if the winning symbol is a missing symbol HB, the decorative symbol 55 remains stationary as the missing symbol HB is displayed, and the game transitions to the micro-time-saving state (see FIG. 13(H)). Immediately after the missing symbol HB is displayed, a left-hit prompting display N4 (see FIG. 14(F) or FIGS. 15(A) and (B)) encouraging the player to hit the ball to the left may be displayed on the LCD screen 5 for a predetermined time (e.g., one second) as the waiting state begins. In this embodiment, the left-hit prompting display N4 is a left-pointing arrow with the words "Hit Left" written inside. Furthermore, as the left-hit prompting display begins to be displayed, a voice message saying "Please hit left" is output twice from the speaker 24. The left-hit prompting display N4 at this time functions as an effect that instructs the player how to hit the ball to the left area of ​​the game area 10 during the micro-time-saving state.

[0181] Following the state illustrated in FIG. 13(G), when the losing symbol HA is displayed, a revival effect is executed suggesting a transition to a time-saving state during the variable display of the first special symbol. In this embodiment, the decorative symbol 55, the icon 53, and the background image TZ are hidden, and the rainbow-colored luminous effect element 7 rotates downward toward the center of the LCD screen 5 and is positioned in front of the LCD screen 5. The revival effect is executed for a predetermined time (e.g., 4 seconds), and the effect element 7 begins to retreat to its initial position. Accordingly, the losing symbol HA is displayed as a stop symbol. As illustrated in FIG. 13(I), a transition to a strong state occurs in response to the stopped display of the losing symbol HA. At the same time, the following are displayed: the text "Entering Strong Mode" indicating a transition to the strong state; the text "Mode Selection" indicating that the effect mode (effect mode) in the strong state can be selected by operating the effect button 26; and an effect button image 90 simulating the effect button 26. The above display continues from the time the losing symbol HA stops to the time the normal symbol starts to change. As shown in FIG. 13(I), the value indicating the total number of changes in the system display unit 60 is initialized to "0" in response to the stoppage of the losing symbol HA. After that, in response to a customer waiting state designation command (described later) being sent from the game control board 100 to the performance control board 130, the words "Hit Right" are displayed on the LCD screen 5 to encourage the player to hit the ball to the right, and the voice "Please hit right" is output once from the speaker 24, thereby instructing how to launch the game ball into the right area of ​​the game area 10. Then, while the words "Hit Right" remain displayed, as the normal symbol starts to change, the strong mode display begins to display the decorative symbol 55, the fourth symbols 57 and 59, the icon 53 (normal) indicating that the normal symbol is changing, and a background image suggesting the strong state (see FIG. 13(J) and FIG. 22(E)). At this time, the decorative symbols 55 are displayed changing at high speed. The strong mode in this embodiment is a display mode that suggests that the gaming machine 1 is controlled to the strong state. In this embodiment, in the strong mode, the decorative symbols 55 are composed of only the number portion 550.

[0182] On the other hand, in this embodiment, following the state illustrated in FIG. 13(F), a jackpot may be restored. Specifically, when the jackpot symbols OB-OD are displayed, a revival effect is executed during the variable display of the first special symbol, suggesting a transition to a time-saving mode. The revival effect is executed for a predetermined time (e.g., 4 seconds), and the effect gimmick 7 begins to retreat to its initial position. Accordingly, the jackpot symbols OB-OD are displayed as still images (see FIG. 13(K)). In response to the static display of the jackpot symbols OB-OD, a transition to a non-time-saving mode is made, and the LCD screen 5 displays the words "Right Hit," which instructs the player how to launch the game ball into the right region of the game area 10, and a BONUS symbol, suggesting that one of the jackpot symbols OB-OD is displayed as still images. As the above display begins, the voice "BONUS" is output once from the speaker 24. The above display is displayed from the static display of the jackpot symbols OB-OD until the start of the jackpot game.

[0183] The timing at which the game ball enters the first starting hole 11 is not limited to the states exemplified in Figures 13(D) and (E), but may be any of the states exemplified in Figures 13(A) to (E).

[0184] Although not shown in the drawings, when a gaming ball enters the first starting slot 11 in the state illustrated in Figures 13(A) to (E) and the result of the first special symbol determination related to this winning is the jackpot symbol OA, a "jackpot symbol OA effect" indicating a jackpot that will transition to the next confirmed state is executed from the start of the variable display of the first special symbol. At this time, the effect that was being executed (specifically, the effect illustrated in Figures 13(B) to (E)) is hidden in response to the winning, and the rematch challenge effect is not executed regardless of whether the aim effect flag is ON. When a gaming ball enters the first starting slot 11 in the state illustrated in Figures 13(A) to (C) and the result of the first special symbol determination related to this winning is the jackpot symbol OA, the winning timing occurs before the start of the aim effect, so the aim effect is not executed regardless of whether the aim effect flag is ON.

[0185] The tear-jerking one-shot effect and rematch challenge effect shown in FIG. 13 are executed when the aim effect flag is ON, but are not executed when the aim effect flag is OFF. When the aim effect flag is OFF, decorative symbol 55, fourth symbols 57 and 59, and background image TZ begin to be displayed in the normal mode display mode in response to the end of the result. At this time, decorative symbol 55 is displayed in a stop mode with the same number combination as the miss mode (specifically, the miss mode indicating the result of the normal symbol determination) shown in FIG. 13(A). Then, when a game ball enters first start slot 11, a reach effect is executed based on the result of the first special symbol determination related to the win, and then the result is announced.

[0186] Next, referring to Fig. 14, a modified example of the presentation mode when the "Take aim" presentation is executed in the case of transitioning from a low-probability time-shortening state to a low-probability non-time-shortening state will be described. Fig. 14 is an explanatory diagram for explaining one of the modified examples of the presentation mode when the "Take aim" presentation is executed in the case of transitioning from a low-probability time-shortening state in which the probability of determining that the second starting hole 12 will be long-opened in the normal symbol determination is 1 / 76 to a low-probability non-time-shortening state. Note that the differences from the matters explained with reference to Fig. 13 will be explained, and explanations of matters similar to those explained with reference to Fig. 13 will be omitted.

[0187] In the example of Figure 14, door images TR and TL begin to be displayed on the liquid crystal screen 5 at the end of the variable display of the normal pattern when the number of times the time-saving feature of the normal pattern is 1 (see Figure 14(A)). In the example of Figure 14(A), the door images TR and TL function as images suggesting that the time-saving state may end. The door image TR is displayed as if a door is closing from the right edge of the liquid crystal screen 5 toward the center of the screen, and the door image TL is displayed in sync with the door image TR as if a door is closing from the left edge of the liquid crystal screen 5 toward the center of the screen. The result is displayed in front of the door images TR and TL. Thus, in the example of Figure 14, the result begins to be displayed during the variable display of the normal pattern when the number of times the time-saving feature of the normal pattern is 1, and is hidden before the normal pattern is displayed in a stopped state.

[0188] As shown in FIG. 14(B), two effect button images 90 resembling the effect button 26 are displayed while the results are displayed. The two effect button images 90 may combine in the center of the LCD screen 5, or they may pass each other and disappear to the edge of the screen without combining. When the two effect button images 90 combine, it indicates that there is a high possibility that the normal symbol is a long-open symbol (and as a result, there is a high possibility that the time-saving state will continue). When the two effect button images 90 do not combine, it indicates that there is a low possibility that the time-saving state will continue (i.e., there is a low possibility that the normal symbol is a long-open symbol). When the two effect button images 90 combine, a predetermined time (e.g., 3 seconds) is set as the valid period during which operation of the effect button 26 is valid. If the normal symbol is a long-open symbol, the valid period ends in response to operation of the effect button 26 during the valid period, and the effect button image 90, the door images TR and TL, and the results are hidden. Accordingly, depending on the display mode of the strong mode, decorative pattern 55, fourth patterns 57 and 59, icon 53 (normal) indicating that the normal pattern is being displayed in a variable manner, and a background image suggesting a strong state are displayed.

[0189] On the other hand, if the normal symbol is not a long-open symbol, the effect button image 90 disappears as the valid period ends in response to the operation of the effect button 26 during the valid period, and the result display continues. Then, as illustrated in FIG. 14(C), a "crying once" effect begins during the variable display of the normal symbol. In the example of FIG. 14(C), the character N1 and the words "crying once" are displayed as the "crying once" effect. Then, while the door images TR and TL and the character N1 are hidden, the words "crying once" continue to be displayed. Then, as illustrated in FIG. 14(D), the decorative symbol 55, the fourth symbols 57 and 59, and the background image TZ begin to be displayed in the normal mode display mode. At this time, the decorative symbol 55 is displayed temporarily stopped behind the words "crying once" in a manner suggesting a loss.

[0190] As shown in FIG. 14(E), in response to the stop display of a short-opening symbol as a normal symbol, a decorative symbol 55 is displayed in front of the text "One last hit" in a manner suggesting a miss. Then, in response to the reception of a normal time-saving end command by the performance control board 130, a target performance is executed. FIG. 14(F) shows an example of the start of the target performance. In the target performance shown in FIG. 14(F), the text "Aim here with a left hit!" encouraging a left hit and an arrow N3 indicating the location of the first starting hole 11 are displayed in front of the decorative symbol 55 displayed in a normal mode display mode. With the start of the target performance, a voice message saying "Aim here with a left hit!" is output once from the speaker 24. Furthermore, from the start to the end of the target performance, the location of the first starting hole 11 is emphasized by illuminating a light-emitting element (e.g., a full-color LED) provided near the first starting hole 11.

[0191] In the example of Fig. 14, when the aim effect starts, the left hit prompting display N4 is displayed for a predetermined time (for example, one second) in the upper left corner of the liquid crystal screen 5. In the example of Fig. 14, the left hit prompting display N4 is displayed in a display area that does not overlap with the aim effect. Note that, similar to the example of Fig. 14, when the aim effect shown in Fig. 13 starts, the left hit prompting display N4 may be displayed for a predetermined time (for example, one second) in the upper left corner of the liquid crystal screen 5.

[0192] In the state illustrated in FIG. 14(F), when a win occurs in the first starting hole 11, the aim effect ends in response to the win, and the text display "One last time" disappears (see FIG. 14(G)). Accordingly, the icon 53 indicating that the first special symbol is being displayed in a variable manner is displayed, and the decorative symbol 55 begins to display in a variable manner. In the example of FIG. 14, a rematch challenge effect is executed while the first special symbol is being displayed in a variable manner, regardless of the variable pattern of the first special symbol. Note that even in the example of FIG. 14, there may be variable patterns in which the rematch challenge effect can be executed and variable patterns in which the rematch challenge effect cannot be executed.

[0193] It is also possible to adopt a configuration in which the aim effect is executed while the result is being displayed. In this configuration, when a predetermined time (e.g., 3 seconds) has elapsed since the result was displayed, an image related to the aim effect (specifically, the words "Waiting" and the words "Aim here with your left hand!" and an arrow N3) are displayed in front of the result while the result continues to be displayed. In this state, if a win occurs at the first starting slot 11, the result and the aim effect will end in response to the win. The result and the image related to the aim effect may be superimposed, or may not be displayed so as to overlap.

[0194] Next, a modified example of the presentation mode when the aim presentation is executed in the case of transitioning from a low-probability time-shortening state to a low-probability non-time-shortening state will be described with reference to Fig. 15. Fig. 15 is an explanatory diagram for explaining one of the modified examples of the presentation mode when the aim presentation is executed in the case of transitioning from a low-probability time-shortening state to a low-probability non-time-shortening state. Note that the differences from the matters explained with reference to Fig. 13 will be described, and explanations of matters similar to those explained with reference to Fig. 13 will be omitted.

[0195] In the example of FIG. 15, the left-hit prompting display N4 is displayed in response to the performance control board 130 receiving a normal time-saving end command. As illustrated in FIG. 15(A), the left-hit prompting display N4 is displayed in the center of the LCD screen 5, shrinks over a predetermined time period (e.g., one second), and moves to the upper left corner of the LCD screen 5. Note that the left-hit prompting display N4 may be displayed in conjunction with the start of the "cry once" performance or the start of the "aim" performance in the performance flow illustrated in FIG. 13. As in the example of FIG. 14, in a configuration in which the left-hit prompting display N4 is displayed in conjunction with the start of the "aim" performance illustrated in FIG. 13, the left-hit prompting display N4 moves from a display area overlapping the front side of the "aim" performance to a display area that does not overlap.

[0196] As shown in FIG. 15(B), when the performance control board 130 receives a normal time-saving end command, the aim performance is executed at the timing when the moving display of the left-hand hit promotion display is completed. FIG. 15(B) is an example of the start of the aim performance. In the aim performance shown in FIG. 15(B), the text "Aim here with a left-hand hit!" encouraging a left-hand hit, an arrow N3 indicating the position of the first starting hole 11, and a first starting hole image 11G imitating the first starting hole 11 are displayed. With the start of the aim performance, the voice "Aim here with a left-hand hit!" is output once from the speaker 24. In addition, from the start to the end of the aim performance, the location of the first starting hole 11 is emphasized by illuminating a light-emitting element (for example, a full-color LED) provided near the first starting hole 11.

[0197] When a winning combination occurs in the first starting slot 11 in the state illustrated in FIG. 15(B), the Aim effect ends in response to the winning combination (see FIG. 15(C)). Accordingly, based on the result of the first special symbol determination, an effect display is performed to indicate whether or not the combination will progress to a rematch challenge effect. Specifically, in the example of FIG. 15(C), the effect image ST1L is displayed on the left edge of the LCD screen 5, and the effect image ST1R is displayed on the right edge of the LCD screen 5. The effect image ST1L is displayed from the left edge of the LCD screen 5 toward the center of the screen, and the effect image ST1R is displayed in synchronization with the effect image ST1L, from the right edge of the LCD screen 5 toward the center of the screen, as if a door is closing. As illustrated in FIG. 15(D), when the effect image ST1L and the effect image ST1R merge and expand so that they touch each other at the center of the screen, the combination progresses to a rematch challenge effect. 15(E) and (F), if the effect image ST1L and the effect image ST1R do not combine, the rematch challenge effect does not occur, and the decorative symbol 55, the fourth symbols 57 and 59, and the background image TZ start to be displayed in the normal mode. At this time, the decorative symbol 55 is temporarily stopped in a manner that suggests that the first special symbol has been determined to be a miss.

[0198] Following the state illustrated in Figure 15 (F), when the losing symbol HB is displayed, the decorative symbol 55 is displayed as it is, and accordingly the state transitions to a slight time-saving state (see Figure 15 (G)).

[0199] Following the state illustrated in FIG. 15(F), if the winning symbol is a losing symbol HA, a revival effect is executed suggesting a transition to a time-saving state while the first special symbol is being displayed. Then, with the end of the revival effect, the losing symbol HA is displayed as stopped. As illustrated in FIG. 15(H), the game transitions to a strong state in response to the stopping of the losing symbol HA, and the words "Strong Mode Entry" suggesting a transition to the strong state, the words "Mode Selection" indicating that the display mode (display mode) in the strong state can be selected, and a display button image 90 are displayed. The above display is displayed from the time the losing symbol HA is displayed as stopped until the normal symbol begins to display as a variable. As illustrated in FIG. 15(H), the value indicating the total number of changes in the system display unit 60 is initialized to "0" in response to the stopping of the losing symbol HA. After that, in response to a customer waiting state designation command (described later) being sent from the game control board 100 to the performance control board 130, the LCD screen 5 displays the words "Hit Right" encouraging the player to hit the ball to the right, and the speaker 24 outputs a voice message saying "Please hit right" once. Then, while the words "Hit Right" remain displayed, as the normal symbols begin to change, the strong mode display begins to display decorative symbols 55, fourth symbols 57 and 59, icon 53 (normal) indicating that the normal symbols are changing, and a background image suggesting the strong state (see Figures 15(I) and 22(E)). At this time, decorative symbols 55 are changing at high speed.

[0200] In the example of Fig. 15, if there is a jackpot, a rematch challenge effect is executed. However, even if there is a jackpot, there may or may not be a case where the rematch challenge effect is executed. As for the flow when the rematch challenge effect is not executed, the state shown in Fig. 15(F) is the same as the flow described above, and after the revival effect is executed, the decorative pattern 55 is stopped and displayed in a jackpot mode along with the stopped display of the jackpot pattern.

[0201] Next, specific examples of rematch challenge effects will be described with reference to Figures 16 to 18. Figure 16 is an explanatory diagram for explaining an example of an effect mode when a rematch challenge is executed following the aim effect of Figure 13(E). Figure 17 is an explanatory diagram for explaining an example of an effect mode following the mode selection screen of Figure 16(C). Figure 18 is an explanatory diagram for explaining an example of an effect mode following the mode selection screen of Figure 16(D). Note that in the rematch challenge effect following Figures 14 and 15, effects similar to those exemplified in Figures 16 to 18 are executed.

[0202] As shown in FIG. 16(A), when a game ball enters the first starting slot 11 during the execution of the "One Cry" effect, the "One Cry" effect ends (success route), and the door images TR and TL are hidden by a door-opening effect display. Then, as shown in FIG. 16(B), the rematch challenge image ST1 is enlarged and the rematch challenge effect begins. When the rematch challenge effect begins, as shown in FIG. 16(C), the rematch challenge image ST1 is hidden, and a mode selection screen is displayed indicating that the rematch challenge effect mode can be selected. The mode selection screen displays text and images related to the "Birthday Party One-Shot Announcement Type," text and images related to the "Fight Breakthrough Type," an effect button image 90, and a gauge image 91 indicating the remaining validity period of the effect button 26. The "Birthday Party One-Shot Announcement Type" is an effect mode in which the long burning time of the candles on the cake indicates a jackpot or a losing symbol HA. The "fight breakthrough type" is a presentation mode that suggests a jackpot or a losing symbol HA as the player's character ST3 continues to win against the enemy. FIG. 16(C) illustrates an example of a state in which the "birthday party one-shot announcement type" is selected, and FIG. 16(D) illustrates an example of a state in which the "fight breakthrough type" is selected. The player can switch the selection by operating the presentation button 26 during the valid period, and the rematch challenge presentation will be executed in the type selected at the end of the valid period.

[0203] As shown in Fig. 17(A), if the valid period ends with the "Birthday Party One-Shot Announcement Type" selected, the game will progress to a birthday party. As shown in Figs. 17(B) to 17(D), in the birthday party, if the candles on the cake go out and the end of the rematch challenge effect is announced, there is a relatively high possibility that the game is not a jackpot or a losing symbol HA. On the other hand, if the candles on the cake do not go out, a revival effect is executed following the state shown in Fig. 17(B), suggesting that the game is a jackpot or a losing symbol HA (the flow from Fig. 17(B) to (H), or the flow from Fig. 17(B) to (J)).

[0204] As shown in Fig. 17(E), immediately after the rematch challenge effect ends, the door images TR and TL merge in the center of the screen, resulting in a display of the door closing. Then, as shown in Fig. 17(F), the door images TR and TL disappear, and the decorative symbol 55, the fourth symbols 57 and 59, and the background image TZ begin to be displayed in the normal mode display mode. At this time, the decorative symbol 55 is displayed in a temporary stop mode, indicating that it is the losing symbol HB.

[0205] Following the state illustrated in Figure 17 (F), when the losing symbol HB is displayed, the decorative symbol 55 is displayed as it is along with the stopping of the losing symbol HB, and accordingly the state transitions to a slight time-saving state (see Figure 17 (G)).

[0206] Following the state illustrated in FIG. 17(F), if the winning symbol is a losing symbol HA, a revival effect is executed suggesting a transition to a time-saving state while the first special symbol is being displayed. Then, with the end of the revival effect, the losing symbol HA is displayed as stopped. As illustrated in FIG. 17(H), the game transitions to a strong state in response to the stopping of the losing symbol HA, and the words "Strong Mode Entry" suggesting a transition to the strong state, the words "Mode Selection" indicating that the display mode (display mode) in the strong state can be selected, and a display button image 90 are displayed. The above display is displayed from the time the losing symbol HA is displayed as stopped until the normal symbol begins to display as a variable. As illustrated in FIG. 17(H), the value indicating the total number of changes in the system display unit 60 is initialized to "0" in response to the stopping of the losing symbol HA. After that, in response to a customer waiting state designation command (described later) being sent from the game control board 100 to the performance control board 130, the LCD screen 5 displays the words "Hit Right" encouraging the player to hit the ball to the right, and the speaker 24 outputs a voice message saying "Please hit right" once. Then, while the words "Hit Right" remain displayed, as the normal symbols begin to change, the strong mode display begins to display decorative symbols 55, fourth symbols 57 and 59, icon 53 (normal) indicating that the normal symbols are changing, and a background image suggesting the strong state (see Figures 17(I) and 22(E)). At this time, decorative symbols 55 are changing at high speed.

[0207] As shown in FIG. 18(A), if the valid period ends with the "Fight Breakthrough Type" selected, a fight will break out. As shown in FIGS. 18(B) and 18(C), all enemies of character ST3 are first displayed, and then character ST3 fights each enemy in turn. In this embodiment, each enemy is indicated with a probability of defeat. The higher the probability of defeat, the higher the probability of winning or losing the HA symbol. If character ST3 loses even once, the probability of not winning or losing the HA symbol is relatively high (flow from FIG. 18(C) to (D)). On the other hand, if character ST3 continues to win, a revival effect is executed, suggesting that the HA symbol is a winning or losing symbol (flow from FIG. 18(C) directly to (H), or flow from FIG. 18(C) directly to (J)).

[0208] As shown in Figure 18(E), immediately after the rematch challenge effect ends, the door images TR and TL merge in the center of the screen, causing the door to close. The subsequent flow is the same as the flow from Figure 17(E) onwards, so a description thereof will be omitted.

[0209] Next, referring to Fig. 19, an example of the presentation mode when the aim presentation is executed when transitioning from the weak state to the non-time-shortening state will be described. Fig. 19 is an explanatory diagram for explaining an example of the presentation mode when the aim presentation is executed when transitioning from the low-probability time-shortening state, where the probability of determining that the second starting hole 12 will be opened in the normal symbol determination is 1 / 350, to the low-probability non-time-shortening state. In this embodiment, the same aim presentation as when transitioning from the strong state to the non-time-shortening state will also be executed when transitioning from the weak state to the non-time-shortening state.

[0210] As shown in FIG. 19(A), in response to the performance control board 130 receiving the normal time-saving end command, the door images TR and TL begin to be displayed on the LCD screen 5. As in the strong state, in the weak state, the decorative pattern 550 is displayed in a manner that indicates the result of the normal pattern judgment in synchronization with the normal pattern. For this reason, in the example of FIG. 19(A), the decorative pattern 550 is displayed stopped in a losing manner. The door image TR is displayed as if the door is closing from the right edge of the LCD screen 5 toward the center of the screen, and the door image TL is displayed as if the door is closing from the left edge of the LCD screen 5 toward the center of the screen in synchronization with the door image TR.

[0211] As shown in FIG. 19(B), the door images TR and TL merge in the center of the screen, making the decorative pattern 550 completely invisible. As shown in FIG. 19(B), in this embodiment, the result is displayed in response to the performance control board 130 receiving the normal time-saving end command. In the example of FIG. 19(B), the result displays the words "weak mode ended," which indicates the end of the weak mode, and "TOTAL 2467," which indicates the number of winning balls. In this embodiment, the door images TR and TL start displaying earlier than the result, but the door images TR and TL and the result may start displaying at the same time, or the door images TR and TL may start displaying later than the result.

[0212] The flow from FIG. 19(C) onwards is the same as the flow from FIG. 13(C) onwards, so the description will be omitted.

[0213] Next, we will explain what happens when the gaming machine 1 is restarted while the aim effect is being executed. Figure 20 is an explanatory diagram for explaining what happens when the gaming machine 1 is turned "OFF" and then turned "ON" while the aim effect is being executed. Figures 20(A) to (D) illustrate how the aim effect is executed in the same manner as in Figures 13(A) to (D). If the power to the gaming machine 1 is turned "OFF" during this aim effect, the following control is performed.

[0214] As illustrated in FIG. 20(E), when the power switch is turned OFF during the aim effect (i.e., when the aim effect flag is set ON), and the power switch is turned ON while the RWM clear button 111a is not being operated (or the setting key SW is in the "OFF" state), the aim effect is started in the gaming machine 1 in response to the effect control board 130 receiving a customer waiting state designation command (described later), and the display of the door images TR and TL and the rematch challenge image ST1 begins (note that this display mode is referred to as a "normal screen including the aim effect"). In this embodiment, during the execution of the aim effect, the door image TR is displayed moving between the center of the screen and the center right side of the screen of the liquid crystal screen 5, so that the door opens and closes. The door image TL is displayed moving between the center of the screen and the center left side of the screen of the liquid crystal screen 5, so that the door opens and closes, in synchronization with the moving display of the door image TR. In this embodiment, the door images TR and TL are united in the center of the screen during the execution of the aim effect, so that the image seen inside the door changes each time the door opens and closes. Specifically, as shown in Fig. 20(E), initially, a rematch challenge image ST1 is displayed as the image seen inside the door. Then, when the door is closed and then opened, a background image TZ is displayed instead of the rematch challenge image ST1 as the image seen inside the door (see Fig. 13(E)).

[0215] If the power switch is turned OFF during the aim effect and the power switch is turned ON with the RWM clear button 111a not being operated (or the setting key SW is in the "OFF" state), the aim effect will start in response to the effect control board 130 receiving a customer waiting state designation command, and the display of the decorative symbol 55, the fourth symbols 57 and 59, and the background image TZ may also be started in the normal mode display mode. At this time, the decorative symbol 55 is displayed stopped in a losing mode.

[0216] On the other hand, as shown in Figure 20 (F), if the power switch is turned OFF during the aim effect (i.e., when the aim effect flag is set ON), and the power switch is turned ON while the RWM clear button 111a is being operated (or the setting key SW is in the "ON" state), in response to the effect control board 130 receiving a customer waiting state designation command, the gaming machine 1 begins to display decorative pattern 55, fourth patterns 57 and 59, and background image TZ in the normal mode display mode without executing the aim effect (this display mode is called a "normal screen without the aim effect"). At this time, decorative pattern 55 is displayed stopped in a losing mode.

[0217] In addition, if the power switch is turned OFF during the aim performance and then turned ON while the RWM clear button 111a is being operated (or the setting key SW is in the "ON" state), the gaming machine 1 may start the aim performance in response to the performance control board 130 receiving a customer waiting state designation command, and may also start displaying the decorative pattern 55, the fourth patterns 57 and 59, and the background image TZ in the normal mode display mode.

[0218] Next, the flow of the game state will be described with reference to FIGS. 21 and 22. FIG. 21 is an explanatory diagram for explaining a state in which the game transitions to the weak mode immediately after the end of a jackpot game, and there are two valid winnings in the second starting slot 12, and the winning result of the first valid winning is a miss and the winning result of the second valid winning is a miss. In the example of FIG. 21, the normal symbol is not the final variation. Also, FIG. 22 is an explanatory diagram for explaining an example of a presentation executed in the gaming machine 1. As illustrated in FIG. 21, immediately after the end of a jackpot game related to the jackpot symbol OE, the game is controlled in the weak mode. From the start of the variable display of the normal symbol in the weak mode to just before the stop display, as illustrated in FIG. 22(b), the display mode of the weak mode displays the decorative symbol 55, the fourth symbols 57 and 59, the icon 53 (normal) indicating that the normal symbol is being displayed, the reserved icon 51 (normal) indicating that there are four reserved normal symbol determinations, and a background image suggesting the weak mode. At this time, the decorative symbol 55 changes rapidly in synchronization with the changing display of the normal symbol. The weak mode in this embodiment is a display mode that indicates that the gaming machine 1 is controlled to a weak state. In this embodiment, in the weak mode, the decorative symbol 55 is composed only of the number portion 550. In the example of FIG. 22(i), the system display unit 60 displays "0" as the first reserved number, "0" as the second reserved number, and "4" as the normal reserved number. In addition, the system display unit 60 displays "400," which is the number of game balls synchronized with the number of game balls on the game ball count display 23, and "79" as the total number of changes. Note that each value on the system display unit 60 is an example and will change depending on the actual game situation.

[0219] As shown in Fig. 21 and Fig. 22(ro)1, as the normal symbols start to stop displaying as a long opening symbol, decorative symbols 55 are stopped and displayed in a pattern matching manner suggesting a long opening symbol on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, while the long opening symbol is stopped and displayed on the liquid crystal screen 5, the decorative symbols 55 are not displayed and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0220] In this embodiment, the word "Hit Right" is basically continuously displayed in the upper right corner of the LCD screen 5 from the moment the game shifts to the weak mode immediately after the end of the jackpot game, thereby instructing how to shoot the game ball into the right area of ​​the game area 10. The word "Hit Right" is also displayed in the same manner during the following period. - Periods other than when normal symbols are displayed as long open symbols in a strong state. The period from when the performance control board 130 receives a customer waiting state designation command (described later) sent from the game control board 100 after transitioning to the weak state in response to the stop display of the losing symbol HA. During big win and small win games.

[0221] As illustrated in Figures 22(ro)1, (ro)2, (ha), and (ni), in this embodiment, the characters "Right Hit" at the top right corner of the liquid crystal screen 5 are hidden when the normal symbols start to stop and display as a long opening symbol. Note that the characters "Right Hit" at the top right corner of the liquid crystal screen 5 may be always displayed in the time-saving state, regardless of whether the normal symbols have stopped and displayed as a long opening symbol.

[0222] As shown in FIG. 21, the second starting hole 12 is opened for a long time as the symbol determination time (for example, 1 second) of the normal symbol has elapsed. As shown in FIG. 22(a), in this embodiment, the following effect begins when the second starting hole 12 begins to be opened for a long time. That is, a right-pointing arrow with the words "Aim right!" written inside it and a gauge image 91 indicating the remaining time until the second starting hole 12 is opened are displayed. In response to this, the voice "Aim right!" is output once from the speaker 24, and the yellow-illuminated performance element 7 moves downward while rotating toward the center of the LCD screen 5, and an effect is started in which the element is placed in front of the LCD screen 5 while still emitting yellow light.

[0223] As illustrated in FIG. 21, when a game ball enters the second starting hole 12 (Win 1), this entry establishes the time-saving end condition, and the weak state ends and the game transitions to the non-time-saving state in response to the entry. As illustrated in FIG. 22(ii), as the variable display of the second special symbol (Variation 1 related to Win 1) begins, the gauge image 91 disappears and the words "Keep hitting right" are displayed. Accordingly, the voice "Keep hitting right" is output once from the speaker 24. Note that, as illustrated in FIGS. 21 and 22(ii), the right-facing arrow with the words "Aim right!" written inside it continues to be displayed, and the effect using the effect device 7 also continues.

[0224] Following Win 1, for example, if three more game balls enter the second starting hole 12, the first win (Win 2) will be held for the second special symbol determination, and the second and subsequent wins will be over wins. An over win is a win that does not trigger the second special symbol determination and hold it. In this embodiment, if four game balls enter the second starting hole 12 while it is long open, the second starting hole 12 will close even before the predetermined closing timing.

[0225] As shown in FIG. 21, in this embodiment, when Variation 1 related to Winning 1 starts to stop displaying with a losing symbol HC, the game state transitions from the non-time-saving state to the next-game confirmation state. Even when Variation 1 is stopped and displayed with a losing symbol HC, the same effect display as in FIG. 22 (ii) is displayed on the LCD screen 5. After that, as the symbol confirmation time (for example, 1 second) for the special symbol has elapsed, the variable display of the second special symbol related to Winning 2 (Variation 2) begins. When Variation 2 starts to stop and displayed with a losing symbol HC, the game state does not change and remains in the next-game confirmation state.

[0226] Next, the flow of game states will be described with reference to FIGS. 23 and 22. FIG. 23 is an explanatory diagram for explaining the situation when the game transitions to the weak mode immediately after the end of a jackpot game, a long open symbol is displayed as a result of the final fluctuation of the normal symbol, and there are two valid winnings in the second starting slot 12, with the first valid winning result being a miss and the second valid winning result being a miss. As illustrated in FIG. 23, the game is controlled in the weak mode immediately after the end of a jackpot game related to the jackpot symbol OE. From the start of the normal symbol fluctuation display in the weak mode until just before the normal symbol stops, as illustrated in FIG. 22(b), the display mode in the weak mode displays decorative symbol 55, fourth symbols 57 and 59, icon 53 (normal) indicating that the normal symbol is being displayed, reserved icon 51 (normal) indicating that there are four reserved normal symbol determinations, and a background image suggesting the weak mode. At this time, decorative symbol 55 is displayed rapidly in synchronization with the normal symbol fluctuation display.

[0227] As shown in Fig. 23 and Fig. 22(ro)1, as the normal symbols start to stop displaying as a long opening symbol, decorative symbols 55 are stopped and displayed in a pattern alignment that suggests a long opening symbol on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, while the long opening symbol is stopped and displayed on the liquid crystal screen 5, the decorative symbols 55 are not displayed and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0228] As illustrated in Figures 22(ro)1, (ro)2, (ha), and (ni), in this embodiment, the word "Right Hit" that is displayed in the upper right corner of the LCD screen 5 from the time of transition to the weak mode immediately after the end of the jackpot game becomes non-displayable when the normal symbol starts to stop and display as a long opening symbol. Note that the word "Right Hit" in the upper right corner of the LCD screen 5 may be always displayed in the time-saving mode, regardless of whether the normal symbol stops and displays as a long opening symbol.

[0229] As illustrated in FIG. 23, the time-saving termination condition is met when the symbol determination time (e.g., 1 second) of the normal symbol related to the final variation has elapsed, and the weak mode ends and the game transitions to the non-time-saving mode. This also causes the second starting hole 12 to be long-opened. In this embodiment, when the second starting hole 12 is long-opened as a result of the final variation of the normal symbol (i.e., when the long-open symbol is stopped and displayed), the same right-hit notification as the right-hit notification in the weak mode described with reference to FIGS. 21 and 22 is executed, even after the transition from the weak mode to the non-time-saving mode. Specifically, as illustrated in FIGS. 23 and 22(a), in this embodiment, the following effect begins when the long-opening of the second starting hole 12 begins. That is, a right-pointing arrow with the words "Aim right!" written inside it and a gauge image 91 indicating the remaining time until the second starting hole 12 is opened are displayed. Furthermore, the right-hit lamp 49 remains lit until the long-opening is completed. In response to this, the voice "Aim to the right!" is output once from the speaker 24, and the yellow-illuminated performance element 7 rotates downward toward the center of the LCD screen 5, starting a performance in which it is positioned in front of the LCD screen 5 while still emitting yellow light. Thus, in this embodiment, when the second starting hole 12 is opened long as a result of the final variation of the normal symbol, the single-shot performance including the "Aim" performance is not executed, and with the start of the long opening, a right-hit notification is executed, even in the non-time-saving state, that is the same as the right-hit notification in the weak state. When the normal symbol related to the final variation is displayed as a long-opening symbol, a right-hit notification that is executed in the time-saving state but is not generally executed in the non-time-saving state is executed in the non-time-saving state. This allows for a special feeling that the normal symbol related to the final variation was a long-opening symbol.

[0230] In addition, the time-saving end condition is established as the pattern determination time (for example, 1 second) of the normal pattern related to the final variation has elapsed, and when the second start port 12 is short-opened as a result of the final variation of the normal pattern, a crying one-time effect including an aim effect is executed in response to the normal time-saving end command being received by the effect control board 130. In other words, when the result of the final variation of the normal pattern is a short-opening pattern, the right-hit notification that is executed when it is a long-opening pattern is not executed.

[0231] In addition, in the case where the character "Right Hit" at the upper right corner of the LCD screen 5 continues to be displayed regardless of whether the normal symbol has stopped and displayed as a long-open symbol, when the second starting hole 12 opens long as a result of the final variation of the normal symbol, even after the transition from the weak state to the non-time-saving state, a right-hit notification is executed, which is the same as the character "Right Hit" displayed at the upper right corner of the LCD screen 5 described with reference to FIG. 22(b). Also, the right-hit lamp 49 continues to light up until the end of the long-opening. In other words, when the second starting hole 12 opens long as a result of the final variation of the normal symbol, the crying one-time effect including the aim effect is not executed, and the right-hit notification continues to be the same as the right-hit notification in the weak state, even in the non-time-saving state.

[0232] As illustrated in FIG. 23, when a game ball enters the second starting hole 12 (winning 1), unlike the example in FIG. 21, the game has already transitioned to the non-time-saving state, and this winning does not constitute a condition for ending the time-saving state. As illustrated in FIG. 22(b), as the display of the second special symbol (changing 1 related to winning 1) begins, the gauge image 91 disappears and the words "continue hitting right" are displayed. Accordingly, the voice "continue hitting right" is output once from the speaker 24. Note that, as illustrated in FIGS. 21 and 22(b), the right-pointing arrow with the words "Aim right!" written inside it continues to be displayed, and the effect using the effect device 7 also continues. Thus, in this embodiment, when the second starting hole 12 opens long as a result of the final change in the normal symbol, the crying one-time effect including the aim effect is not executed, and as the display of the second special symbol changes, a right-hit notification is executed, the same as the right-hit notification in the weak state, even in the non-time-saving state.

[0233] Following Win 1, for example, if three more game balls enter the second starting slot 12, the first win (Win 2) will be pending the determination of the second special symbol, and the second and subsequent wins will be over wins. As illustrated in FIG. 23, in this embodiment, when Variation 1 associated with Win 1 begins to display a stop with a losing symbol HC, the game transitions from the non-time-saving state to the next-game determination state. Even when Variation 1 is stopped with a losing symbol HC, the same effect display as in FIG. 22 (ii) is displayed on the LCD screen 5. After that, as the symbol determination time (e.g., 1 second) for the special symbol has elapsed, the variable display of the second special symbol associated with Win 2 (Variation 2) begins. When Variation 2 begins to display a stop with a losing symbol HC, the game state does not change and remains in the next-game determination state.

[0234] Next, the flow of the game state will be explained with reference to Figures 24, 22, and 25. Figure 24 is an explanatory diagram for explaining a situation in which the game shifts to the weak state immediately after the end of a jackpot game, a valid winning result that results in a jackpot is in the first start slot 11 during the display of the final variation of the normal pattern, and although a long opening pattern is stopped and displayed as a result of the final variation of the normal pattern, the game ball does not enter the second start slot 12. Figure 25 is an explanatory diagram for explaining an example of a performance executed in the gaming machine 1.

[0235] As shown in Fig. 24, immediately after the end of the jackpot game related to the jackpot symbol OE, it is controlled in the weak state. From the start of the variable display of the normal symbol in the weak state until just before the stop display, as shown in Fig. 22(i), the display mode of the weak mode displays decorative symbol 55, fourth symbol 57 and 59, icon 53 (normal) indicating that the normal symbol is being displayed, reserved icon 51 (normal) indicating that there are four reserved normal symbol determinations, and a background image suggesting the weak state. At this time, decorative symbol 55 is displayed changing at high speed in synchronization with the variable display of the normal symbol.

[0236] As shown in FIG. 24, when a valid winning combination resulting in a jackpot occurs in the first starting slot 11 during the display of the final normal symbol variation, the decorative symbol 55, which had been displayed in synchronization with the normal symbol variation, disappears as the first special symbol variation begins. At the same time, a jackpot waiting effect is executed on the LCD screen 5. The jackpot waiting effect of this embodiment is executed in the time-saving mode (specifically, the weak mode, the strong mode, or the next-game fixed mode), and indicates that the first special symbol, which results in a jackpot, has begun to vary during the time-saving mode. During the jackpot waiting effect, the words "Jackpot Waiting" are displayed on the LCD screen 5. The jackpot waiting effect is executed from the start of the first special symbol variation until the symbol determination time has elapsed. Although the decorative symbol 55 disappears, the player can recognize that the first special symbol, which results in a jackpot, is being displayed by viewing the jackpot waiting effect (and the fourth symbol 57 being displayed). The word "Right Hit" at the top right corner of the liquid crystal display 5 may be hidden during the waiting for a jackpot, or may remain displayed.

[0237] As shown in Fig. 24, even if the normal symbol starts to stop and display as a long opening symbol, the effects shown in Fig. 22(ro)1 and (ro)2 are not executed, and the jackpot waiting effect continues. Note that, when a valid winning result resulting in a loss is found in the first starting slot 11 during the display of the final change in the normal symbol, the effects shown in Fig. 22(ro)1 and (ro)2 are executed in response to the normal symbol starting to stop and display as a long opening symbol.

[0238] As illustrated in FIG. 24, the time-saving termination condition is met as the pattern determination time (e.g., 1 second) of the normal symbol related to the final variation elapses, and as this elapses, the weak mode ends and the game transitions to a non-time-saving mode. In addition, the second starting port 12 is also opened long. As illustrated in FIG. 24, even if the normal symbol starts to stop and display as a long-opening symbol, the right-hit notification, the same as the right-hit notification in the weak mode described with reference to FIGS. 21 and 22, is not executed, and the jackpot waiting effect continues. Furthermore, when the second starting port 12 is opened long as a result of the final variation of the normal symbol, the crying one-time effect, including the aim effect, is not executed. Note that, if a valid winning result resulting in a loss is found in the first starting port 11 during the variation display of the final variation of the normal symbol, the right-hit notification, the same as the right-hit notification in the weak mode described with reference to FIGS. 21 and 22, is executed in response to the normal symbol starting to stop and display as a long-opening symbol.

[0239] Furthermore, when the time required to determine the normal pattern for the final variation (for example, 1 second) has elapsed, the time-saving end condition is met, and even when the second starting port 12 is short-opened as a result of the final variation of the normal pattern, the same right-hit notification as the right-hit notification in the weak state described with reference to Figures 21 and 22 is not executed, and the jackpot waiting performance continues.

[0240] After that, a jackpot symbol is displayed as the first special symbol, and after the symbol determination time (for example, 1 second) has elapsed, the jackpot effect shown in Fig. 25(f) is executed. The jackpot effect is an effect that indicates that a jackpot game (or a small jackpot game) is in progress, and is executed from the start of the jackpot game to the end of the jackpot game (in the case of a small jackpot, from the start of the small jackpot game to the end of the jackpot game following the small jackpot game). In the jackpot effect of this embodiment, a prize ball suggestion display D1 indicating the number of prize balls to be won and the number of prize balls won in the current jackpot game, a total number of prize balls D2 indicating the number of prize balls the player has won in the small jackpot game and the jackpot game, a round display D3 indicating the number of rounds, and the words "Hit Right" in the upper right corner of the LCD screen 5 are displayed. Furthermore, when the mode transitions to the weak state or the strong state immediately after the end of a jackpot game, the jackpot performance displays the words "mode selection" and the performance button image 90, indicating that the performance mode (performance mode) in the time-saving state can be selected in response to the operation of the performance button 26. In this embodiment, since there is only one performance mode in the next determination state, when the mode transitions to the next determination state immediately after the end of a jackpot game, the words "mode selection" and the performance button image 90 are not displayed in the jackpot performance.

[0241] As shown in Fig. 24, immediately after the jackpot game related to the jackpot symbol OA ends, the game shifts to the next confirmed state, and the game is played in the presentation mode shown in Fig. 22(b). Also, immediately after the jackpot game related to the jackpot symbols OB-OD ends, the game shifts to the strong state, and the game is played in the presentation mode shown in Fig. 22(e). Also, immediately after the jackpot game related to the jackpot symbol OE ends, the game shifts to the weak state, and the game is played in the presentation mode shown in Fig. 22(b).

[0242] Next, the flow of the game state will be explained with reference to Fig. 26, Fig. 22, and Fig. 25. Fig. 26 is an explanatory diagram for explaining a state when the game shifts to the weak state immediately after the end of the jackpot game, and a valid winning combination that results in a jackpot is in the first start slot 11 during the display of the final variation of the normal symbol, and a long open symbol is stopped and displayed as a result of the final variation of the normal symbol, and a valid winning combination that results in a jackpot is in the second start slot 12. Fig. 25 is an explanatory diagram for explaining an example of a performance executed in the gaming machine 1.

[0243] As shown in Fig. 26, immediately after the end of the jackpot game related to the jackpot symbol OE, it is controlled in the weak state. From the start of the variable display of the normal symbol in the weak state until just before the stop display, as shown in Fig. 22(i), the display mode of the weak mode displays decorative symbol 55, fourth symbol 57 and 59, icon 53 (normal) indicating that the normal symbol is being displayed, reserved icon 51 (normal) indicating that there are four reserved normal symbol determinations, and a background image suggesting the weak state. At this time, decorative symbol 55 is displayed changing at high speed in synchronization with the variable display of the normal symbol.

[0244] As shown in FIG. 26, when a valid winning combination that results in a jackpot is found in the first starting slot 11 during the display of the final variation of the normal symbols, the decorative symbol 55 that was displayed in synchronization with the display of the normal symbols becomes invisible as the display of the first special symbols begins. At the same time, a jackpot standby effect is executed on the LCD screen 5. The word "Right Hit" at the top right corner of the LCD screen 5 may be hidden during the jackpot standby period, or may remain displayed.

[0245] As shown in Fig. 26, even if the normal symbol starts to stop and display as a long opening symbol, the effects shown in Fig. 22(ro)1 and (ro)2 are not executed, and the jackpot waiting effect continues. Note that, when a valid winning result resulting in a loss is found in the first starting slot 11 during the display of the final change in the normal symbol, the effects shown in Fig. 22(ro)1 and (ro)2 are executed in response to the normal symbol starting to stop and display as a long opening symbol.

[0246] As illustrated in FIG. 26, the time-saving termination condition is established as the pattern determination time (e.g., 1 second) of the normal symbol related to the final variation elapses, and as this elapses, the weak mode ends and the game transitions to a non-time-saving mode. This also causes the second starting port 12 to open long. As illustrated in FIG. 26, even if the normal symbol starts to stop displaying as a long-opening symbol, the right-hit notification, the same as the right-hit notification in the weak mode described with reference to FIGS. 21 and 22, is not executed, and the jackpot waiting effect continues. Furthermore, when the second starting port 12 opens long as a result of the final variation of the normal symbol, the crying one-time effect, including the aim effect, is not executed. Note that, if a valid winning result resulting in a loss is found in the first starting port 11 during the variation display of the final variation of the normal symbol, the right-hit notification, the same as the right-hit notification in the weak mode described with reference to FIGS. 21 and 22, is executed in response to the normal symbol starting to stop displaying as a long-opening symbol.

[0247] Furthermore, when the time required to determine the normal pattern for the final variation (for example, 1 second) has elapsed and the second start port 12 is short-opened as a result of the final variation of the normal pattern, the right-hit notification that is the same as the right-hit notification in the weak state described with reference to Figures 21 and 22 is not executed, and the jackpot waiting performance continues.

[0248] As shown in Figure 26, when there is a valid winning combination in the second starting port 12 that results in a jackpot during the long opening of the second starting port 12, the determination of the second special symbol is reserved until the end of the jackpot game related to the first special symbol being displayed. The player can recognize that the determination of the second special symbol is reserved by seeing that the second reserved number in the system display unit 60 is "1".

[0249] Thereafter, a jackpot symbol is stopped and displayed as the first special symbol, and after the symbol determination time (for example, one second) has elapsed, the jackpot presentation illustrated in FIG. 25(f) is executed.

[0250] As shown in Fig. 26, immediately after the jackpot game related to the jackpot symbol OA ends, the game shifts to the next confirmed state, and the game is played in the presentation mode shown in Fig. 22(b). Also, immediately after the jackpot game related to the jackpot symbols OB-OD ends, the game shifts to the strong state, and the game is played in the presentation mode shown in Fig. 22(e). Also, immediately after the jackpot game related to the jackpot symbol OE ends, the game shifts to the weak state, and the game is played in the presentation mode shown in Fig. 22(b).

[0251] As shown in Fig. 26, in the time-saving state immediately after the end of the jackpot game, the reserved second special symbol determination is made and the variable display of the second special symbol begins. In this embodiment, the effect is executed in the manner shown in Fig. 22(ii) from the start of the variable display of the second special symbol until it stops. Note that the jackpot standby effect may be executed from the start of the variable display of the second special symbol that results in a jackpot until it stops.

[0252] After that, the jackpot symbol OF is displayed as the second special symbol, and after the symbol determination time (for example, 1 second) has elapsed, the jackpot effect shown in Fig. 25 (F) is executed. As shown in Fig. 26, immediately after the jackpot game related to the jackpot symbol OF ends, the game transitions to the strong state, and the game is played in the effect mode shown in Fig. 22 (H).

[0253] Next, the flow of game states will be described with reference to FIG. 27 and FIG. 22. FIG. 27 is an explanatory diagram for explaining the situation when the game transitions to the weak mode immediately after the end of a jackpot game, and a long open symbol is displayed as a result of the final fluctuation of the normal symbol, but no game ball enters the second starting slot 12, and no game ball enters the first starting slot 11 during that time. As illustrated in FIG. 27, the game is controlled in the weak mode immediately after the end of a jackpot game related to the jackpot symbol OE. From the start of the normal symbol fluctuation display in the weak mode until just before the normal symbol stops, as illustrated in FIG. 22(b), the display mode in the weak mode displays decorative symbol 55, fourth symbols 57 and 59, icon 53 (normal) indicating that the normal symbol is being displayed, reserved icon 51 (normal) indicating that there are four reserved normal symbol determinations, and a background image suggesting the weak mode. At this time, decorative symbol 55 is displayed rapidly in synchronization with the fluctuation display of the normal symbol.

[0254] As shown in Fig. 27 and Fig. 22(ro)1, as the normal symbols start to stop and display as a long opening symbol, decorative symbols 55 are stopped and displayed in a pattern alignment that suggests a long opening symbol on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, while the long opening symbol is stopped and displayed on the liquid crystal screen 5, the decorative symbols 55 are not displayed and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0255] As shown in FIG. 27, the time-saving end condition is met as the pattern determination time (for example, 1 second) of the normal pattern related to the final variation elapses, and as this elapses, the weak state ends and the game transitions to a non-time-saving state. In addition, the second starting port 12 is also opened for a long period. In this embodiment, when the second starting port 12 is opened for a long period as a result of the final variation of the normal pattern (i.e., when the long-opening pattern is stopped and displayed), even after the game transitions from the weak state to the non-time-saving state, the same right-hit notification as the right-hit notification in the weak state described with reference to FIGS. 21 and 22 (a) is executed. In this way, in this embodiment, when the second starting port 12 is opened for a long period as a result of the final variation of the normal pattern, the crying one-time effect including the aim effect is not executed, and with the start of the long opening, the same right-hit notification as the right-hit notification in the weak state is executed, even in the non-time-saving state.

[0256] In addition, the time-saving end condition is established as the pattern determination time (for example, 1 second) of the normal pattern related to the final variation has elapsed, and when the second start port 12 is short-opened as a result of the final variation of the normal pattern, a crying one-time effect including an aim effect is executed in response to the normal time-saving end command being received by the effect control board 130. In other words, when the result of the final variation of the normal pattern is a short-opening pattern, the right-hit notification that is executed when it is a long-opening pattern is not executed.

[0257] If the second starting hole 12 is opened long as a result of the final change of the normal symbol, and the game ball does not enter either the second starting hole 12 or the first starting hole 11, the decorative symbol 55, the fourth symbols 57 and 59, the icon 53 indicating that the first special symbol is being displayed in a changing state, and the background image TZ begin to be displayed in the normal mode display mode without including the aim effect.

[0258] In addition, if the second start port 12 is long-opened as a result of the final fluctuation of the normal pattern, and the game ball does not enter either the second start port 12 or the first start port 11, the aim effect exemplified in Figures 19(D) and (E) may be executed as the second start port 12 closes. For example, a single tearful effect including this aim effect is executed in a manner that is difficult to see behind the effect exemplified in Figure 22(ha) from the time the effect control board 130 receives the normal time-saving end command. As the second start port 12 closes, the effect exemplified in Figure 22(ha) becomes hidden, and the aim effect becomes visible.

[0259] Next, the flow of the game state will be explained with reference to Fig. 28, Fig. 22, and Fig. 25. Fig. 28 is an explanatory diagram for explaining the state when the game transitions to the weak state immediately after the end of the big win game, and there are two valid winnings in the second starting slot 12, and the winning result of the first valid winning is a miss and the winning result of the second valid winning is a small win. In the example of Fig. 28, the normal pattern is not the final variation.

[0260] As shown in Fig. 28, immediately after the end of the jackpot game related to the jackpot symbol OE, it is controlled in the weak state. From the start of the variable display of the normal symbol in the weak state until just before the stop display, as shown in Fig. 22(i), the display mode of the weak mode displays decorative symbol 55, fourth symbol 57 and 59, icon 53 (normal) indicating that the normal symbol is being displayed, reserved icon 51 (normal) indicating that there are four reserved normal symbol determinations, and a background image suggesting the weak state. At this time, decorative symbol 55 is displayed changing at high speed in synchronization with the variable display of the normal symbol.

[0261] As shown in Fig. 28 and Fig. 22(ro)1, as the normal symbols start to stop displaying as a long opening symbol, decorative symbols 55 are stopped and displayed in a pattern matching manner suggesting a long opening symbol on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, while the long opening symbol is stopped and displayed on the liquid crystal screen 5, the decorative symbols 55 are not displayed and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0262] As shown in FIG. 28, the second starting hole 12 is opened for a long time as the symbol determination time (for example, 1 second) of the normal symbol has elapsed. As shown in FIG. 22(a), in this embodiment, the following effect begins when the second starting hole 12 begins to be opened for a long time. That is, a right-pointing arrow with the words "Aim right!" written inside it and a gauge image 91 indicating the remaining time until the second starting hole 12 is opened are displayed. In response to this, the voice "Aim right!" is output once from the speaker 24, and the yellow-illuminated performance element 7 moves downward while rotating toward the center of the LCD screen 5, and an effect is started in which the element is placed in front of the LCD screen 5 while still emitting yellow light.

[0263] As illustrated in FIG. 28, when a game ball enters the second starting hole 12 (Win 1), this entry establishes the time-saving end condition, and the weak state ends and the game transitions to the non-time-saving state in response to the entry. As illustrated in FIG. 22(ii), as the variable display of the second special symbol (Variation 1 related to Win 1) begins, the gauge image 91 disappears and the words "Keep hitting right" are displayed. Accordingly, the voice "Keep hitting right" is output once from the speaker 24. Note that, as illustrated in FIG. 28 and FIG. 22(ii), the right-facing arrow with the words "Aim right!" written inside it continues to be displayed, and the effect using the effect device 7 also continues.

[0264] Following Win 1, for example, if three more game balls enter the second starting slot 12, the first win (Win 2) will be pending the determination of the second special symbol, and the second and subsequent wins will be over wins. As illustrated in FIG. 28, in this embodiment, when Variation 1 associated with Win 1 begins to display a stop display with a losing symbol HC, the game transitions from the non-time-saving state to the next-game confirmation state. Even when Variation 1 is displayed with a losing symbol HC, the LCD screen 5 displays a similar effect as shown in FIG. 22(b). After that, as the symbol determination time (e.g., 1 second) for the special symbol has elapsed, the variable display of the second special symbol associated with Win 2 (Variation 2) begins. As illustrated in FIG. 28, the effect display illustrated in FIG. 22(b) is also displayed from the start of the variable display of Variation 2 until it stops. Therefore, even if the second start opening 12 is opened long or the game ball enters the second start opening 12 (entry 3) during the display of the variation 2, the display effect shown in FIG. 22 (ii) continues.

[0265] After that, Variation 2 stops and displays the small win symbol K, and the small win game starts as the symbol determination time (for example, 1 second) has elapsed. As illustrated in FIG. 28, from the start of the small win game, the effect display illustrated in FIG. 25(e) is performed. The effect display illustrated in FIG. 25(e) is then executed until the big win game following the small win game ends. Then, immediately after the big win game ends, the display is controlled to the strong state, and the effect display illustrated in FIG. 22(e) is started. Along with this, the second special symbol determination related to the prize winning 3 that had been on hold is executed, and the variable display (Variation 3) related to the prize winning 3 starts.

[0266] Next, the flow of the game state will be explained with reference to Figure 29, Figure 22, and Figure 25. Figure 29 is an explanatory diagram for explaining the state when the game transitions to the weak state immediately after the end of the big win game, and there are two valid winnings in the second starting slot 12, and the winning result of the first valid winning is a small winning, and the winning result of the second valid winning is also a small winning. In the example of Figure 29, the normal pattern is not the final variation.

[0267] As shown in Fig. 29, immediately after the end of the jackpot game related to the jackpot symbol OE, it is controlled in the weak state. From the start of the variable display of the normal symbol in the weak state until just before the stop display, as shown in Fig. 22(i), the display mode of the weak mode displays decorative symbol 55, fourth symbol 57 and 59, icon 53 (normal) indicating that the normal symbol is being displayed, reserved icon 51 (normal) indicating that there are four reserved normal symbol determinations, and a background image suggesting the weak state. At this time, decorative symbol 55 is displayed changing at high speed in synchronization with the variable display of the normal symbol.

[0268] As shown in Fig. 29 and Fig. 22(ro)1, as the normal symbols start to stop and display as a long opening symbol, decorative symbols 55 are stopped and displayed in a pattern alignment that suggests a long opening symbol on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, while the long opening symbol is stopped and displayed on the liquid crystal screen 5, the decorative symbols 55 are not displayed and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0269] As shown in FIG. 29, the second starting hole 12 is opened for a long time as the symbol determination time (for example, 1 second) of the normal symbol has elapsed. As shown in FIG. 22(a), in this embodiment, the following effect begins when the second starting hole 12 begins to be opened for a long time. That is, a right-pointing arrow with the words "Aim right!" written inside it and a gauge image 91 indicating the remaining time until the second starting hole 12 is opened are displayed. In response to this, the voice "Aim right!" is output once from the speaker 24, and the yellow-illuminated performance element 7 moves downward while rotating toward the center of the LCD screen 5, and an effect is started in which the element is placed in front of the LCD screen 5 while still emitting yellow light.

[0270] As shown in Fig. 29, when a game ball enters the second starting hole 12 (Win 1), this entry establishes the time-saving end condition, and the weak state ends and the game transitions to the non-time-saving state in response to the entry. As shown in Fig. 22(ii), as the variable display of the second special symbol (Variation 1 related to Win 1) begins, the gauge image 91 disappears and the words "Keep hitting right" are displayed. Accordingly, the voice "Keep hitting right" is output once from the speaker 24. Note that, as shown in Figs. 29 and 22(ii), the right-pointing arrow with the words "Aim right!" written inside it continues to be displayed, and the effect using the effect device 7 also continues.

[0271] Following Win 1, for example, if three more game balls enter the second starting hole 12, the first win (Win 2) will be a pending second special symbol determination, and the second and subsequent wins will be over wins. Note that while the variation display for Variation 1 related to Win 1 is in a low probability non-time-saving state, the second starting hole 12 will not be long-opened, and since the variation time of the second special symbol is relatively long, it is conceivable that the player will stop shooting game balls and the pending normal symbol determination will become 0.

[0272] As shown in FIG. 29, in this embodiment, variable 1 associated with win 1 stops and displays the small win symbol K, and the small win game begins after the symbol determination time (e.g., 1 second) has elapsed. In the example of FIG. 29, the result of the second special symbol determination associated with win 2 is the small win symbol K. In this embodiment, if the preliminary determination associated with win 2 determines that the small win symbol K or the jackpot symbol OF is reserved at the start of the small win game (or the jackpot game associated with the jackpot symbol OF), a jackpot effect is executed, indicating the number of prize balls that can be acquired with the current and reserved balls (see FIGS. 25(c)-(d)). This jackpot effect begins at the start of the small win game associated with win 1 (or the jackpot game associated with the jackpot symbol OF in another example), continues during the variable display and the stopped display of the second special symbol associated with win 2, and continues until the jackpot game associated with win 2 ends.

[0273] The jackpot presentation is executed in the presentation mode illustrated in FIG. 25(g) from the start to the end of the small jackpot game related to win 1 (in another example, the jackpot game related to the jackpot symbol OF). Also, during the variable display and stationary display of the second special symbol related to win 2, the presentation mode illustrated in FIG. 25(h) is executed. From the start of the small jackpot game related to win 2 to the end of the jackpot game following the small jackpot game, the presentation mode illustrated in FIG. 25(r) is executed. As illustrated in FIGS. 25(t) to (r), during these three periods, some presentation images are not displayed during certain periods. However, the prize ball suggestion display D1 displays the total number of prize balls expected to be won in the small jackpot games related to win 1 and win 2 (in another example, the jackpot game related to the jackpot symbol OF) or seamlessly displays the same background image, so that the player can recognize that one jackpot presentation is continuing.

[0274] Thereafter, immediately after the end of the big win game relating to the prize 2, the state is controlled to the strong state, and the effect display exemplified in FIG. 22(E) is started.

[0275] As a variation of the effect shown in Fig. 25(c), a jackpot effect shown in Fig. 25(n) may be executed. In the jackpot effect shown in Fig. 25(n), the number of prize balls expected to be won in a small jackpot game related to win 2 (in another example, a jackpot game related to jackpot pattern OF) is displayed in the center of the screen, and a band with the words "Expectations rising" is displayed, suggesting that there is a high possibility of a small jackpot or a jackpot. In addition, decorative pattern 55 is displayed in a variable manner in synchronization with the variable display of the second special pattern.

[0276] Next, the flow of the game state will be explained with reference to Figure 30, Figure 22, and Figure 25. Figure 30 is an explanatory diagram for explaining the situation when the game transitions to the weak state immediately after the end of the big win game, and there are two valid winnings in the second starting slot 12, and the winning result of the first valid winning is a small win and the winning result of the second valid winning is a miss. In the example of Figure 30, the normal pattern is not the final variation.

[0277] As shown in Fig. 30, immediately after the end of the jackpot game related to the jackpot symbol OE, it is controlled in the weak state. From the start of the variable display of the normal symbol in the weak state until just before the stop display, as shown in Fig. 22(i), the display mode of the weak mode displays decorative symbol 55, fourth symbol 57 and 59, icon 53 (normal) indicating that the normal symbol is being displayed, reserved icon 51 (normal) indicating that there are four reserved normal symbol determinations, and a background image suggesting the weak state. At this time, decorative symbol 55 is displayed changing at high speed in synchronization with the variable display of the normal symbol.

[0278] As shown in Fig. 30 and Fig. 22(ro)1, as the normal symbols start to stop displaying as a long opening symbol, decorative symbols 55 are stopped and displayed in a pattern alignment that suggests a long opening symbol on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, while the long opening symbol is stopped and displayed on the liquid crystal screen 5, the decorative symbols 55 are not displayed and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0279] As shown in FIG. 30, the second starting hole 12 is opened for a long time as the symbol determination time (for example, 1 second) of the normal symbol has elapsed. As shown in FIG. 22(a), in this embodiment, the following effect begins when the second starting hole 12 begins to be opened for a long time. That is, a right-pointing arrow with the words "Aim right!" written inside it and a gauge image 91 indicating the remaining time until the second starting hole 12 is opened are displayed. In response to this, the voice "Aim right!" is output once from the speaker 24, and the yellow-illuminated performance element 7 moves downward while rotating toward the center of the LCD screen 5, and an effect is started in which the element is placed in front of the LCD screen 5 while still emitting yellow light.

[0280] As shown in Fig. 30, when a game ball enters the second starting hole 12 (Win 1), the winning entry establishes the condition for ending the time-saving mode, and the weak mode ends and the game transitions to the non-time-saving mode. As shown in Fig. 22(ii), as the variable display of the second special symbol (Variation 1 related to Win 1) begins, the gauge image 91 disappears and the words "Keep hitting right" are displayed. Accordingly, the voice "Keep hitting right" is output once from the speaker 24. Note that, as shown in Figs. 28 and 22(ii), the right-pointing arrow with the words "Aim right!" written inside it continues to be displayed, and the effect using the effect device 7 also continues.

[0281] Following Win 1, for example, if three more game balls enter the second starting hole 12, the first win (Win 2) will be a pending second special symbol determination, and the second and subsequent wins will be over wins. Note that while the variation display for Variation 1 related to Win 1 is in a low probability non-time-saving state, the second starting hole 12 will not be long-opened, and since the variation time of the second special symbol is relatively long, it is conceivable that the player will stop shooting game balls and the pending normal symbol determination will become 0.

[0282] As illustrated in FIG. 30, in this embodiment, variable 1 related to winning 1 stops and displays the small win symbol K, and the small win game starts as the symbol determination time (for example, 1 second) has elapsed. As illustrated in FIG. 28, from the start of the small win game, the effect display illustrated in FIG. 25(e) is performed. The effect display illustrated in FIG. 25(e) is then executed until the big win game following the small win game ends. Then, immediately after the big win game ends, the display is controlled to the strong state, and the effect display illustrated in FIG. 22(e) is started. Accordingly, the second special symbol determination related to winning 2, which had been held, is executed, and the variable display (variation 2) related to winning 2 starts.

[0283] Next, the flow of the game state will be explained with reference to Fig. 31 and Fig. 22. Fig. 31 is an explanatory diagram for explaining the state when the game transitions to the strong state immediately after the end of the jackpot game related to the jackpot symbols OB to OD, and there are two valid winnings in the second starting slot 12, and the winning result of the first valid winning is a miss and the winning result of the second valid winning is a miss. In the example of Fig. 31, the normal symbol is not the final variation.

[0284] As shown in FIG. 31, immediately after the end of the jackpot game involving the jackpot symbols OB-OD, the jackpot is controlled in the strong state. Also, as the losing symbol HA stops and displays in the non-time-saving state, the jackpot is controlled in the strong state. From the start of the normal symbol variable display in the strong state until just before the normal symbol variable display, as shown in FIG. 22 (e), the strong mode display mode displays decorative symbol 55, fourth symbols 57 and 59, the icon 53 (normal) indicating that the normal symbol is being variable, the reserved icon 51 (normal) indicating that there are four reserved normal symbol determinations, and a background image suggesting the strong state. At this time, decorative symbol 55 is displayed variably at high speed in synchronization with the variable display of the normal symbol.

[0285] As shown in Fig. 31 and Fig. 22(ro)1, as the normal symbols start to stop displaying as a long opening symbol, decorative symbols 55 are stopped and displayed in a pattern matching manner suggesting a long opening symbol on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, while the long opening symbol is stopped and displayed on the liquid crystal screen 5, the decorative symbols 55 are not displayed and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0286] As shown in FIG. 31, the second starting hole 12 is opened for a long time as the symbol determination time (for example, 1 second) of the normal symbol has elapsed. As shown in FIG. 22(a), in this embodiment, the following effect begins when the second starting hole 12 begins to be opened for a long time. That is, a right-pointing arrow with the words "Aim right!" written inside it and a gauge image 91 indicating the remaining time until the second starting hole 12 is opened are displayed. In response to this, the voice "Aim right!" is output once from the speaker 24, and the yellow-illuminated performance element 7 moves downward while rotating toward the center of the LCD screen 5, and an effect is started in which the element is placed in front of the LCD screen 5 while still emitting yellow light.

[0287] As shown in FIG. 31, when a game ball enters the second starting hole 12 (Win 1), this entry establishes the time-saving end condition, and the strong state ends and the game transitions to a non-time-saving state in response to the entry. As shown in FIG. 22(ii), as the variable display of the second special symbol (Variation 1 related to Win 1) begins, the gauge image 91 disappears and the words "Keep hitting right" are displayed. Accordingly, the voice "Keep hitting right" is output once from the speaker 24. Note that, as shown in FIGS. 31 and 22(ii), the right-pointing arrow with the words "Aim right!" written inside it continues to be displayed, and the effect using the effect device 7 also continues.

[0288] Following Win 1, for example, if three more game balls enter the second starting slot 12, the first win (Win 2) will be pending the determination of the second special symbol, and the second and subsequent wins will be over wins. As illustrated in FIG. 31, in this embodiment, when Variation 1 associated with Win 1 begins to display a stop with a losing symbol HC, the game transitions from the non-time-saving state to the next-game determination state. Even when Variation 1 is stopped with a losing symbol HC, the same effect display as that shown in FIG. 22 (ii) is displayed on the LCD screen 5. After that, as the symbol determination time (e.g., 1 second) for the special symbol has elapsed, the variable display of the second special symbol associated with Win 2 (Variation 2) begins. When Variation 2 begins to display a stop with a losing symbol HC, the game state does not change and remains in the next-game determination state.

[0289] Next, the flow of game states will be described with reference to FIG. 32 and FIG. 22. FIG. 32 is an explanatory diagram for explaining a situation in which, immediately after the end of a jackpot game, the strong state is entered, a long-opening symbol is displayed as a result of the final fluctuation of the normal symbol, and two valid winnings are entered in the second starting slot 12, and the winning result of the first valid winning is a miss and the winning result of the second valid winning is a miss. As illustrated in FIG. 32, immediately after the end of a jackpot game involving the jackpot symbols OB-OD, the strong state is entered. Furthermore, as the missing symbol HA is displayed as a stop symbol in the non-time-saving state, the strong state is entered. From the start of the normal symbol fluctuation display in the strong state until just before the normal symbol is displayed as a stop symbol, the strong mode display mode displays decorative symbol 55, fourth symbols 57 and 59, icon 53 (normal) indicating that the normal symbol is being displayed as a fluctuation, pending icon 51 (normal) indicating that there are four pending normal symbol determinations, and a background image suggesting the weak state, as illustrated in FIG. 22(e). At this time, the decorative pattern 55 is displayed in a high speed changing manner in synchronization with the changing display of the normal pattern.

[0290] As shown in Fig. 32 and Fig. 22(ro)1, as the normal symbols start to stop displaying as a long opening symbol, decorative symbols 55 are stopped and displayed in a pattern matching manner suggesting a long opening symbol on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, while the long opening symbol is stopped and displayed on the liquid crystal screen 5, the decorative symbols 55 are not displayed and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0291] As illustrated in Figures 22(ro)1, (ro)2, (ha), and (ni), in this embodiment, the word "Right Hit" that is displayed in the upper right corner of the LCD screen 5 from the time of transition to the strong state immediately after the end of the jackpot game becomes non-displayable when the normal symbol starts to stop and display as a long opening symbol. Note that the word "Right Hit" in the upper right corner of the LCD screen 5 may be always displayed in the time-saving state, regardless of whether the normal symbol stops and displays as a long opening symbol.

[0292] As illustrated in FIG. 32, the time-saving end condition is established as the pattern determination time (e.g., 1 second) of the normal pattern related to the final variation elapses, and as this elapses, the strong state ends and the game transitions to a non-time-saving state. In addition, the second starting port 12 is also opened for a long time. In this embodiment, when the second starting port 12 is opened for a long time as a result of the final variation of the normal pattern (i.e., when the long-opening pattern is stopped and displayed), even after the transition from the strong state to the non-time-saving state, a right-hit notification is executed, which is the same as the right-hit notification in the strong state (and weak state) described with reference to FIG. 31 and FIG. 22. Specifically, as illustrated in FIG. 32 and FIG. 22(a), in this embodiment, the following effect begins when the second starting port 12 begins to open for a long time. That is, a right-pointing arrow with the words "Aim right!" written inside it and a gauge image 91 indicating the remaining time until the second starting port 12 opens are displayed. In response to this, the voice "Aim to the right!" is output once from the speaker 24, and the yellow-illuminated performance element 7 moves downward while rotating toward the center of the LCD screen 5, and an effect is started in which the element 7, while still emitting yellow light, is placed in front of the LCD screen 5. In this way, in this embodiment, when the second starting hole 12 is long-opened as a result of the final variation of the normal pattern, the crying one-time effect including the aim effect is not executed, and with the start of the long-opening, a right-hit notification is executed that is the same as the right-hit notification in the strong state, even in the non-time-shortened state.

[0293] In addition, in the case where the configuration is such that the word "Right Hit" at the top right corner of the liquid crystal screen 5 continues to be displayed regardless of whether the normal symbol has stopped and displayed as a long-open symbol, when the second starting hole 12 opens long as a result of the final variation of the normal symbol, even after the transition from the strong state to the non-time-saving state, the same right-hit notification as the word "Right Hit" displayed at the top right corner of the liquid crystal screen 5 described with reference to Fig. 22(i) is executed. In other words, when the second starting hole 12 opens long as a result of the final variation of the normal symbol, the crying one-time effect including the aim effect is not executed, and the same right-hit notification as the right-hit notification in the strong state continues even in the non-time-saving state.

[0294] As illustrated in FIG. 32, when a game ball enters the second starting hole 12 (winning 1), unlike the example in FIG. 31, the game has already transitioned to the non-time-saving state, and this winning does not constitute a condition for ending the time-saving state. As illustrated in FIG. 22(b), as the display of the second special symbol (changing 1 related to winning 1) begins, the gauge image 91 disappears and the words "continue hitting right" are displayed. Accordingly, the voice "continue hitting right" is output once from the speaker 24. Note that, as illustrated in FIGS. 32 and 22(b), the right-pointing arrow with the words "Aim right!" written inside it continues to be displayed, and the effect using the effect device 7 also continues. Thus, in this embodiment, when the second starting hole 12 opens long as a result of the final change in the normal symbol, the crying one-time effect including the aim effect is not executed, and as the display of the second special symbol changes, a right-hit notification is executed, the same as the right-hit notification in the strong state, even in the non-time-saving state.

[0295] Following Win 1, for example, if three more game balls enter the second starting slot 12, the first win (Win 2) will be pending the determination of the second special symbol, and the second and subsequent wins will be over wins. As illustrated in FIG. 32, in this embodiment, when Variation 1 associated with Win 1 begins to display a stop with a losing symbol HC, the game transitions from the non-time-saving state to the next-game determination state. Even when Variation 1 is stopped with a losing symbol HC, the same effect display as in FIG. 22 (ii) is displayed on the LCD screen 5. After that, as the symbol determination time (e.g., 1 second) for the special symbol has elapsed, the variable display of the second special symbol associated with Win 2 (Variation 2) begins. When Variation 2 begins to display a stop with a losing symbol HC, the game state does not change and remains in the next-game determination state.

[0296] Next, the flow of the game state will be explained with reference to Fig. 33, Fig. 22, and Fig. 25. Fig. 33 is an explanatory diagram for explaining the state when the strong state is entered immediately after the end of the jackpot game, or when the strong state is entered as the losing symbol HA is stopped and displayed in the non-time-shortening state, and when the effective winning result of the winning or losing of the jackpot is in the first starting hole 11 during the variable display of the final variable of the normal symbol, and the long opening symbol is stopped and displayed as a result of the final variable of the normal symbol, but the game ball does not enter the second starting hole 12.

[0297] As shown in Fig. 33, from the start of the normal symbol variable display in the strong state until just before the stop display, decorative symbol 55, fourth symbol 57 and 59, icon 53 (normal) indicating that the normal symbol is being displayed variable, reserved icon 51 (normal) indicating that there are four reserved normal symbol determinations, and a background image suggesting the strong state are displayed in the display mode of the strong mode as shown in Fig. 22 (e). At this time, decorative symbol 55 is displayed variable at high speed in synchronization with the variable display of the normal symbol.

[0298] As shown in Figure 33, when a valid winning result that results in a jackpot is in the first starting slot 11 during the display of the final variation of the normal symbol, the decorative symbol 55 that has been displayed in synchronization with the display of the normal symbol becomes invisible as the display of the first special symbol begins. At the same time, a jackpot waiting performance is executed on the LCD screen 5.

[0299] As shown in Fig. 33, even if the normal symbol starts to stop and display as a long opening symbol, the effects shown in Fig. 22(ro)1 and (ro)2 are not executed, and the jackpot waiting effect continues. Note that, when a valid winning result resulting in a loss is found in the first starting slot 11 during the display of the final change in the normal symbol, the effects shown in Fig. 22(ro)1 and (ro)2 are executed in response to the normal symbol starting to stop and display as a long opening symbol.

[0300] As illustrated in FIG. 33, the time-saving end condition is established as the pattern determination time (e.g., 1 second) of the normal symbol related to the final variation elapses, and as this elapses, the strong mode ends and the game transitions to a non-time-saving mode. This also causes the second starting port 12 to open long. As illustrated in FIG. 33, even if the normal symbol starts to stop displaying as a long-opening symbol, the right-hit notification, the same as the right-hit notification in the strong mode described with reference to FIGS. 31 and 22, is not executed, and the jackpot waiting effect continues. Furthermore, when the second starting port 12 opens long as a result of the final variation of the normal symbol, the crying one-time effect, including the aim effect, is not executed. Note that, if a valid winning combination resulting in a loss is found in the first starting port 11 during the variation display of the final variation of the normal symbol, the right-hit notification, the same as the right-hit notification in the strong mode described with reference to FIGS. 31 and 22, is executed in response to the normal symbol starting to stop displaying as a long-opening symbol.

[0301] Furthermore, when the time required to determine the normal pattern for the final variation (for example, 1 second) has elapsed, the time-saving end condition is met, and even when the second starting port 12 is short-opened as a result of the final variation of the normal pattern, the same right-hit notification as the right-hit notification in the strong state described with reference to Figures 31 and 22 is not executed, and the jackpot waiting performance continues.

[0302] Thereafter, a jackpot symbol is stopped and displayed as the first special symbol, and as the symbol determination time (for example, 1 second) has elapsed, the jackpot effect shown in Fig. 25(f) is executed. As shown in Fig. 33, immediately after the jackpot game related to the jackpot symbol OA ends, the game shifts to the next determination state, and the game is played in the effect mode shown in Fig. 22(b). Also, immediately after the jackpot game related to the jackpot symbols OB-OD ends, the game shifts to the strong state, and the game is played in the effect mode shown in Fig. 22(e). Also, immediately after the jackpot game related to the jackpot symbol OE ends, the game shifts to the weak state, and the game is played in the effect mode shown in Fig. 22(b).

[0303] Next, the flow of the game state will be explained with reference to Fig. 34, Fig. 22, and Fig. 25. Fig. 34 is an explanatory diagram for explaining a state when the strong state is entered immediately after the end of a jackpot game, or when the strong state is entered as the losing symbol HA is stopped and displayed in the non-time-shortening state, and when the final variation of the normal symbol is displayed, a valid winning combination that results in a jackpot is in the first start slot 11, and as a result of the final variation of the normal symbol, a long open symbol is stopped and displayed, and when the valid winning combination that results in a jackpot is in the second start slot 12. Fig. 25 is an explanatory diagram for explaining an example of a performance executed in the gaming machine 1.

[0304] As shown in Fig. 34, from the start of the normal symbol variable display in the strong state until just before the stop display, decorative symbol 55, fourth symbol 57 and 59, icon 53 (normal) indicating that the normal symbol is being displayed, reserved icon 51 (normal) indicating that there are four reserved normal symbol determinations, and a background image suggesting the weak state are displayed in the display mode of the strong mode as shown in Fig. 22 (e). At this time, decorative symbol 55 is displayed varying at high speed in synchronization with the variable display of the normal symbol.

[0305] As shown in FIG. 34, when a valid winning combination that results in a jackpot is found in the first starting slot 11 during the display of the final variation of the normal symbols, the decorative symbol 55 that was displayed in synchronization with the display of the normal symbols becomes invisible as the display of the first special symbols begins. At the same time, a jackpot standby effect is executed on the LCD screen 5. Note that the word "Right Hit" at the top right corner of the LCD screen 5 may be hidden during the jackpot standby period, or may remain displayed.

[0306] As shown in Fig. 34, even if the normal symbol starts to stop and display as a long opening symbol, the effects shown in Fig. 22(ro)1 and (ro)2 are not executed, and the jackpot waiting effect continues. Note that, when a valid winning result resulting in a loss is found in the first starting slot 11 during the display of the final change in the normal symbol, the effects shown in Fig. 22(ro)1 and (ro)2 are executed in response to the normal symbol starting to stop and display as a long opening symbol.

[0307] As illustrated in FIG. 34, the time-saving end condition is established as the pattern determination time (e.g., 1 second) of the normal symbol related to the final variation elapses, and as this elapses, the strong mode ends and the game transitions to a non-time-saving mode. This also causes the second starting port 12 to open long. As illustrated in FIG. 34, even if the normal symbol starts to stop displaying as a long-opening symbol, the right-hit notification, the same as the right-hit notification in the strong mode described with reference to FIGS. 31 and 22, is not executed, and the jackpot waiting effect continues. Furthermore, when the second starting port 12 opens long as a result of the final variation of the normal symbol, the crying one-time effect, including the aim effect, is not executed. Note that, if a valid winning combination resulting in a loss is found in the first starting port 11 during the variation display of the final variation of the normal symbol, the right-hit notification, the same as the right-hit notification in the strong mode described with reference to FIGS. 31 and 22, is executed in response to the normal symbol starting to stop displaying as a long-opening symbol.

[0308] Furthermore, when the time required to determine the normal pattern for the final variation (for example, 1 second) has elapsed, the time-saving end condition is met, and even when the second starting port 12 is short-opened as a result of the final variation of the normal pattern, the same right-hit notification as the right-hit notification in the strong state described with reference to Figures 31 and 22 is not executed, and the jackpot waiting performance continues.

[0309] As shown in Figure 34, when there is a valid winning combination in the second starting port 12 that results in a jackpot during the long opening of the second starting port 12, the determination of the second special symbol is suspended until the jackpot game relating to the first special symbol being displayed in a variable manner ends. The player can recognize that the determination of the second special symbol is suspended by seeing that the second suspended number in the system display unit 60 is "1".

[0310] Thereafter, a jackpot symbol is stopped and displayed as the first special symbol, and after the symbol determination time (for example, one second) has elapsed, the jackpot presentation illustrated in FIG. 25(f) is executed.

[0311] As shown in Fig. 34, immediately after the jackpot game related to the jackpot symbol OA ends, the game shifts to the next confirmed state, and the game is played in the presentation mode shown in Fig. 22(b). Also, immediately after the jackpot game related to the jackpot symbols OB-OD ends, the game shifts to the strong state, and the game is played in the presentation mode shown in Fig. 22(e). Also, immediately after the jackpot game related to the jackpot symbol OE ends, the game shifts to the weak state, and the game is played in the presentation mode shown in Fig. 22(b).

[0312] As shown in Fig. 34, in the time-saving state immediately after the end of the jackpot game, the reserved second special symbol determination is made and the variable display of the second special symbol begins. In this embodiment, the effect is executed in the manner shown in Fig. 22(ii) from the start of the variable display of the second special symbol until it stops. Note that the jackpot standby effect may be executed from the start of the variable display of the second special symbol that results in a jackpot until it stops.

[0313] After that, the jackpot symbol OF is displayed as the second special symbol, and after the symbol determination time (for example, 1 second) has elapsed, the jackpot effect shown in Fig. 25(e) is executed. As shown in Fig. 34, immediately after the jackpot game related to the jackpot symbol OF ends, the game transitions to the strong state, and the game is played in the effect mode shown in Fig. 22(e).

[0314] Next, the flow of game states will be described with reference to FIG. 35 and FIG. 22. FIG. 35 is an explanatory diagram for explaining the situation when the strong state is entered immediately after the end of a jackpot game, or when the strong state is entered when the losing symbol HA is stopped and displayed in a non-time-saving state, and when the long-open symbol is stopped and displayed as a result of the final fluctuation of the normal symbol, but the game ball does not enter the second starting slot 12, and during that time, the game ball does not enter the first starting slot 11 either. As illustrated in FIG. 35, from the start of the normal symbol fluctuation display in the strong state until just before the normal symbol stops, as illustrated in FIG. 22(e), the display mode of the strong mode displays decorative symbol 55, fourth symbols 57 and 59, the icon 53 (normal) indicating that the normal symbol is being displayed, the reserved icon 51 (normal) indicating that there are four reserved normal symbol determinations, and a background image suggesting the weak state. At this time, decorative symbol 55 is displayed and changed at high speed in synchronization with the display of the normal symbol.

[0315] As shown in Fig. 35 and Fig. 22(ro)1, as the normal symbols start to stop displaying as a long opening symbol, decorative symbols 55 are stopped and displayed in a pattern matching manner suggesting a long opening symbol on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, while the long opening symbol is stopped and displayed on the liquid crystal screen 5, the decorative symbols 55 are not displayed and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0316] As shown in FIG. 35, the time-saving end condition is established as the pattern determination time (for example, 1 second) of the normal pattern related to the final variation elapses, and as this elapses, the strong state ends and the game transitions to a non-time-saving state. In addition, the second starting port 12 is also opened for a long period. In this embodiment, when the second starting port 12 is opened for a long period as a result of the final variation of the normal pattern (i.e., when the long-opening pattern is stopped and displayed), even after the game transitions from the strong state to the non-time-saving state, the same right-hit notification as the right-hit notification in the strong state (and weak state) described with reference to FIG. 31 and FIG. 22 (a) is executed. In this way, in this embodiment, when the second starting port 12 is opened for a long period as a result of the final variation of the normal pattern, the crying one-time effect including the aim effect is not executed, and with the start of the long opening, the same right-hit notification as the right-hit notification in the strong state is executed, even in the non-time-saving state.

[0317] In addition, the time-saving end condition is established as the pattern determination time (for example, 1 second) of the normal pattern related to the final variation has elapsed, and when the second start port 12 is short-opened as a result of the final variation of the normal pattern, a crying one-time effect including an aim effect is executed in response to the normal time-saving end command being received by the effect control board 130. In other words, when the result of the final variation of the normal pattern is a short-opening pattern, the right-hit notification that is executed when it is a long-opening pattern is not executed.

[0318] If the second starting hole 12 is opened long as a result of the final change of the normal symbol, and the game ball does not enter either the second starting hole 12 or the first starting hole 11, the decorative symbol 55, the fourth symbols 57 and 59, the icon 53 indicating that the first special symbol is being displayed in a changing state, and the background image TZ begin to be displayed in the normal mode display mode without including the aim effect.

[0319] In addition, if the second start port 12 is long-opened as a result of the final fluctuation of the normal pattern, and the game ball does not enter either the second start port 12 or the first start port 11, the aim effect exemplified in Figures 19(D) and (E) may be executed as the second start port 12 closes. For example, a single tearful effect including this aim effect is executed in a manner that is difficult to see behind the effect exemplified in Figure 22(ha) from the time the effect control board 130 receives the normal time-saving end command. As the second start port 12 closes, the effect exemplified in Figure 22(ha) becomes hidden, and the aim effect becomes visible.

[0320] Next, the flow of the game state will be explained with reference to Fig. 36, Fig. 22, and Fig. 25. Fig. 36 is an explanatory diagram for explaining the state when the strong state is entered immediately after the end of the jackpot game related to the jackpot symbols OB-OD, or when the strong state is entered as the losing symbol HA is stopped and displayed in the non-time-shortening state, and when there are two valid winnings in the second starting slot 12, the winning result of the first valid winning is a losing win and the winning result of the second valid winning is a small winning win. In the example of Fig. 36, the normal symbol is not the final variation.

[0321] As shown in Fig. 36, from the start of the normal symbol variable display in the strong state until just before the stop display, decorative symbol 55, fourth symbol 57 and 59, icon 53 (normal) indicating that the normal symbol is being displayed, reserved icon 51 (normal) indicating that there are four reserved normal symbol determinations, and a background image suggesting the weak state are displayed in the strong mode display mode as shown in Fig. 22 (e). At this time, decorative symbol 55 is displayed varying at high speed in synchronization with the variable display of the normal symbol.

[0322] As shown in Fig. 36 and Fig. 22(ro)1, as the normal symbols start to stop and display as a long opening symbol, decorative symbols 55 are stopped and displayed in a pattern matching manner suggesting a long opening symbol on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, while the long opening symbol is stopped and displayed on the liquid crystal screen 5, the decorative symbols 55 are not displayed and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0323] As shown in FIG. 36, the second starting hole 12 is opened for a long time as the symbol determination time (for example, 1 second) of the normal symbol has elapsed. As shown in FIG. 22(a), in this embodiment, the following effect begins when the second starting hole 12 begins to be opened for a long time. That is, a right-pointing arrow with the words "Aim right!" written inside it and a gauge image 91 indicating the remaining time until the second starting hole 12 is opened are displayed. In response to this, the voice "Aim right!" is output once from the speaker 24, and the yellow-illuminated performance element 7 moves downward while rotating toward the center of the LCD screen 5, and an effect is started in which the element is placed in front of the LCD screen 5 while still emitting yellow light.

[0324] As shown in FIG. 36, when a game ball enters the second starting hole 12 (Win 1), this entry establishes the time-saving end condition, and the strong state ends and the game transitions to a non-time-saving state in response to the entry. As shown in FIG. 22(ii), as the variable display of the second special symbol (Variation 1 related to Win 1) begins, the gauge image 91 disappears and the words "Continue hitting right" are displayed. Accordingly, the voice "Continue hitting right" is output once from the speaker 24. Note that, as shown in FIG. 28 and FIG. 22(ii), the right-facing arrow with the words "Aim right!" written inside it continues to be displayed, and the effect using the effect device 7 also continues.

[0325] Following Win 1, for example, if three more game balls enter the second starting slot 12, the first win (Win 2) will be pending the determination of the second special symbol, and the second and subsequent wins will be over wins. As illustrated in FIG. 36, in this embodiment, when Variation 1 associated with Win 1 begins to display a stop display with a losing symbol HC, the game transitions from the non-time-saving state to the next-game confirmation state. Even when Variation 1 is stopped and displayed with a losing symbol HC, the same effect display as that shown in FIG. 22(b) is displayed on the LCD screen 5. After that, as the symbol determination time (e.g., 1 second) for the special symbol has elapsed, the variable display of the second special symbol associated with Win 2 (Variation 2) begins. As illustrated in FIG. 36, the effect display illustrated in FIG. 22(b) is also displayed from the start of the variable display of Variation 2 until it stops and displays. Therefore, even if the second start opening 12 is opened long or the game ball enters the second start opening 12 (entry 3) during the display of the variation 2, the display effect shown in FIG. 22 (ii) continues.

[0326] After that, Variation 2 stops and displays the small win symbol K, and the small win game starts as the symbol determination time (for example, 1 second) has elapsed. As illustrated in FIG. 36, based on the determination result of the preliminary determination related to the prize 3, the effect display illustrated in FIG. 25 (e) or (to) is performed from the start of the small win game. The effect display illustrated in FIG. 25 (e) or (to) is then executed until the big win game following the small win game ends. Then, immediately after the big win game ends, the display is controlled to the strong state, and the effect display illustrated in FIG. 22 (e) or FIG. 25 (c) is started. Accordingly, the second special symbol determination related to the prize 3 that had been held is executed, and the variable display (Variation 3) related to the prize 3 starts.

[0327] Next, the flow of the game state will be explained with reference to Fig. 37, Fig. 22, and Fig. 25. Fig. 37 is an explanatory diagram for explaining the state when the strong state is shifted immediately after the end of the jackpot game related to the jackpot symbols OB-OD, or when the strong state is shifted as the losing symbol HA is stopped and displayed in the non-time-shortening state, or when the strong state is shifted as the losing symbol HA is stopped and displayed in the non-time-shortening state, and when there are two valid winnings in the second starting slot 12, the winning result of the first valid winning is a small winning and the winning result of the second valid winning is a small winning. In the example of Fig. 37, the normal symbol is not the final variation.

[0328] As shown in Fig. 37, from the start of the normal symbol variable display in the strong state until just before the stop display, decorative symbol 55, fourth symbol 57 and 59, icon 53 (normal) indicating that the normal symbol is being displayed variable, reserved icon 51 (normal) indicating that there are four reserved normal symbol determinations, and a background image suggesting the strong state are displayed in the weak mode display mode as shown in Fig. 22 (e). At this time, decorative symbol 55 is displayed variable at high speed in synchronization with the variable display of the normal symbol.

[0329] As shown in Fig. 37 and Fig. 22(ro)1, as the normal symbols start to stop and display as a long opening symbol, decorative symbols 55 are stopped and displayed in a pattern alignment that suggests a long opening symbol on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, while the long opening symbol is stopped and displayed on the liquid crystal screen 5, the decorative symbols 55 are not displayed and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0330] As shown in FIG. 37, the second starting hole 12 is opened for a long time as the symbol determination time (for example, 1 second) of the normal symbol has elapsed. As shown in FIG. 22(a), in this embodiment, the following effect begins when the second starting hole 12 begins to be opened for a long time. That is, a right-pointing arrow with the words "Aim right!" written inside it and a gauge image 91 indicating the remaining time until the second starting hole 12 is opened are displayed. In response to this, the voice "Aim right!" is output once from the speaker 24, and the yellow-illuminated performance element 7 moves downward while rotating toward the center of the LCD screen 5, and an effect is started in which the element is placed in front of the LCD screen 5 while still emitting yellow light.

[0331] As shown in FIG. 37, when a game ball enters the second starting hole 12 (Win 1), this entry establishes the time-saving end condition, and the strong state ends and the game transitions to a non-time-saving state in response to the entry. As shown in FIG. 22(ii), as the variable display of the second special symbol (Variation 1 related to Win 1) begins, the gauge image 91 disappears and the words "Keep hitting right" are displayed. Accordingly, the voice "Keep hitting right" is output once from the speaker 24. Note that, as shown in FIG. 29 and FIG. 22(ii), the right-pointing arrow with the words "Aim right!" written inside it continues to be displayed, and the effect using the effect device 7 also continues.

[0332] Following Win 1, for example, if three more game balls enter the second starting hole 12, the first win (Win 2) will be a pending second special symbol determination, and the second and subsequent wins will be over wins. Note that while the variation display for Variation 1 related to Win 1 is in a low probability non-time-saving state, the second starting hole 12 will not be long-opened, and since the variation time of the second special symbol is relatively long, it is conceivable that the player will stop shooting game balls and the pending normal symbol determination will become 0.

[0333] As shown in FIG. 37, in this embodiment, the variable 1 associated with the winning 1 stops and displays the small win symbol K, and the small win game starts as the symbol determination time (for example, 1 second) has elapsed. In the example of FIG. 37, the determination result of the second special symbol determination associated with the winning 2 is the small win symbol K. In this embodiment, if it is determined that the small win symbol K or the big win symbol OF is reserved based on the preliminary determination result associated with the winning 2 at the start of the small win game (or the big win game associated with the big win symbol OF), a big win effect is executed that suggests the prize balls that can be acquired this time and the reserved ones (see FIG. 25 (t) to (r)).

[0334] Thereafter, immediately after the end of the big win game relating to the prize 2, the state is controlled to the strong state, and the effect display exemplified in FIG. 22(E) is started.

[0335] Next, the flow of the game state will be explained with reference to Fig. 38, Fig. 22, and Fig. 25. Fig. 38 is an explanatory diagram for explaining the state when the strong state is entered immediately after the end of the jackpot game related to the jackpot symbols OB-OD, or when the strong state is entered as the losing symbol HA is stopped and displayed in the non-time-shortening state, and when there are two valid winnings in the second starting slot 12, the winning result of the first valid winning is a small winning and the winning result of the second valid winning is a losing. In the example of Fig. 38, the normal symbol is not the final variation.

[0336] As shown in Fig. 38, from the start of the normal symbol variable display in the strong state until just before the stop display, decorative symbol 55, fourth symbol 57 and 59, icon 53 (normal) indicating that the normal symbol is being displayed, reserved icon 51 (normal) indicating that there are four reserved normal symbol determinations, and a background image suggesting the strong state are displayed in the display mode of the strong mode as shown in Fig. 22 (e). At this time, decorative symbol 55 is displayed varying at high speed in synchronization with the variable display of the normal symbol.

[0337] As shown in Fig. 38 and Fig. 22(ro)1, as the normal symbols start to stop and display as a long opening symbol, decorative symbols 55 are stopped and displayed in a pattern alignment that suggests a long opening symbol on the liquid crystal screen 5. After that, as shown in Fig. 22(ro)2, while the long opening symbol is stopped and displayed on the liquid crystal screen 5, the decorative symbols 55 are not displayed and the words "Aim to the right!" are displayed in large letters, and the voice "Aim to the right!" is output once from the speaker 24.

[0338] As shown in FIG. 38, the second starting hole 12 is opened for a long time as the symbol determination time (for example, 1 second) of the normal symbol has elapsed. As shown in FIG. 22(a), in this embodiment, the following effect begins when the second starting hole 12 begins to be opened for a long time. That is, a right-pointing arrow with the words "Aim right!" written inside it and a gauge image 91 indicating the remaining time until the second starting hole 12 is opened are displayed. In response to this, the voice "Aim right!" is output once from the speaker 24, and the yellow-illuminated performance element 7 moves downward while rotating toward the center of the LCD screen 5, and an effect is started in which the element is placed in front of the LCD screen 5 while still emitting yellow light.

[0339] As shown in FIG. 38, when a game ball enters the second starting hole 12 (Win 1), the winning entry establishes the time-saving end condition, and the weak state ends and the game transitions to the non-time-saving state in response to the winning entry. As shown in FIG. 22(ii), as the variable display of the second special symbol (Variation 1 related to Win 1) begins, the gauge image 91 disappears and the words "Continue hitting right" are displayed. Accordingly, the voice "Continue hitting right" is output once from the speaker 24. Note that, as shown in FIG. 28 and FIG. 22(ii), the right-facing arrow with the words "Aim right!" written inside it continues to be displayed, and the effect using the effect device 7 also continues.

[0340] Following Win 1, for example, if three more game balls enter the second starting hole 12, the first win (Win 2) will be a pending second special symbol determination, and the second and subsequent wins will be over wins. Note that while the variation display for Variation 1 related to Win 1 is in a low probability non-time-saving state, the second starting hole 12 will not be long-opened, and since the variation time of the second special symbol is relatively long, it is conceivable that the player will stop shooting game balls and the pending normal symbol determination will become 0.

[0341] As illustrated in FIG. 38, in this embodiment, variable 1 related to winning 1 stops and displays the small win symbol K, and the small win game starts as the symbol determination time (for example, 1 second) has elapsed. As illustrated in FIG. 28, from the start of the small win game, the effect display illustrated in FIG. 25(e) is performed. The effect display illustrated in FIG. 25(e) is then executed until the big win game following the small win game ends. Then, immediately after the big win game ends, the display is controlled to the strong state, and the effect display illustrated in FIG. 22(e) is started. Accordingly, the second special symbol determination related to winning 2, which had been held, is executed, and the variable display (variation 2) related to winning 2 starts.

[0342] Fig. 39 is an explanatory diagram for explaining the situation when the game shifts to the strong state immediately after the end of the jackpot game related to the jackpot symbol OF or the small jackpot symbol K, and there are two valid winnings in the second starting slot 12, and the result of the first valid winning is a miss and the result of the second valid winning is a miss. In the example of Fig. 39, the normal symbol is not the final change.

[0343] In the example of Figure 39, during the long opening of the second starting hole 12, the result of the second special symbol determination is the winning symbol HC, and the winnings 1 and 2 occur. In the example of Figure 39, the game state shifts and each performance is executed in the same way as in Figure 31, so the explanation will be omitted.

[0344] Fig. 40 is an explanatory diagram for explaining the situation when the game shifts to the strong state immediately after the end of the jackpot game related to the jackpot symbol OF or the small jackpot symbol K, and there are two valid winnings in the second starting slot 12, and the result of the first valid winning is a miss and the result of the second valid winning is a small win. In the example of Fig. 40, the normal symbol is not the final change.

[0345] In the example of Figure 40, during the long opening of the second starting hole 12, the result of the second special symbol determination is a winning symbol HC, followed by a winning symbol K, Winning Symbol 1. In the example of Figure 40, the game state shifts and each effect is executed in the same way as in Figure 36, so the explanation will be omitted.

[0346] Fig. 41 is an explanatory diagram for explaining the situation when the game transitions to the strong state immediately after the end of the jackpot game related to the jackpot symbol OF or the small jackpot symbol K, and there are two valid winnings in the second starting slot 12, and the winning result of the first valid winning is a small winning, and the winning result of the second valid winning is a small winning. In the example of Fig. 41, the normal symbol is not the final variation.

[0347] In the example of Figure 41, during the long opening of the second starting hole 12, the result of the second special symbol determination is the small winning symbol K, and wins 1 and 2 occur. In the example of Figure 41, the game state shifts and each performance is executed in the same way as in Figure 37, so the explanation will be omitted.

[0348] Fig. 42 is an explanatory diagram for explaining the situation when the game shifts to the strong state immediately after the end of the jackpot game related to the jackpot symbol OF or the small jackpot symbol K, and there are two valid winnings in the second starting slot 12, and the result of the first valid winning is a small winning and the result of the second valid winning is a losing. In the example of Fig. 42, the normal symbol is not the final variation.

[0349] In the example of Fig. 42, during the long opening of the second starting hole 12, the result of the second special symbol determination is a small winning symbol K, followed by a winning symbol HC, ie, a losing symbol HC. In the example of Fig. 42, the game state shifts and each effect is executed in the same way as in Fig. 38, so the explanation will be omitted.

[0350] Next, the flow of the game state will be explained with reference to Fig. 43 and Fig. 22. Fig. 43 is an explanatory diagram for explaining the state when the state shifts to the next determined state immediately after the end of the jackpot game related to the jackpot symbol OA (or the state shifts to the next determined state immediately after the stop display of the losing symbol HC), and when there are two valid winnings in the second starting slot 12, the winning result of the first valid winning is a losing one and the winning result of the second valid winning is a losing one. In the example of Fig. 43, the normal symbol is not the final variation.

[0351] As illustrated in Figure 43 and Figure 22 (ii), in the next confirmation state, basically, a right-pointing arrow with the words "Aim to the right!" written inside it and the words "Continue hitting to the right" continue to be displayed until a big hit or a small hit is achieved, and the performance using the performance device 7 continues.

[0352] As shown in Fig. 43, when a game ball enters the second starting hole 12 (Win 1), this winning does not establish the time-saving end condition, and the next determination state continues. In response to Win 1, no new effects are executed, and the effect display shown in Fig. 22(ii) continues. In this embodiment, in the next determination state, the decorative symbol 55 is not displayed, and the fourth symbol 59 is displayed in a variable and stationary state in synchronization with the variable and stationary display of the second special symbol.

[0353] Following Win 1, for example, if three more game balls enter the second starting slot 12, the first win (Win 2) will be pending the determination of the second special symbol, and the second and subsequent wins will be over wins. As illustrated in FIG. 43, in this embodiment, when Variation 1 associated with Win 1 begins to display a stop with a losing symbol HC, the game state does not change and remains in the next-game determination state. Even when Variation 1 is stopped with a losing symbol HC, the same effect display as in FIG. 22 (ii) is displayed on the LCD screen 5. After that, as the symbol determination time (e.g., 1 second) for the special symbol has elapsed, the variable display of the second special symbol associated with Win 2 (Variation 2) begins. When Variation 2 begins to display a stop with a losing symbol HC, the game state does not change and remains in the next-game determination state.

[0354] Next, the flow of the game state will be explained with reference to Fig. 44, Fig. 22, and Fig. 25. Fig. 44 is an explanatory diagram for explaining the state when the state shifts to the next determined state immediately after the end of the jackpot game related to the jackpot symbol OA (or the state shifts to the next determined state immediately after the stop display of the losing symbol HC), and when there are two valid winnings in the second starting slot 12, the winning result of the first valid winning is a losing win and the winning result of the second valid winning is a small winning win. In the example of Fig. 44, the normal symbol is not the final variation.

[0355] As illustrated in Figure 44 and Figure 22 (ii), in the next confirmation state, basically, a right-pointing arrow with the words "Aim to the right!" written inside it and the words "Continue hitting to the right" continue to be displayed until a big hit or a small hit is achieved, and the performance using the performance device 7 continues.

[0356] As illustrated in FIG. 44, when a game ball enters the second starting slot 12 (winning 1), the next winning state continues, and the display effect illustrated in FIG. 22(ii) continues. Following winning 1, if, for example, three more game balls enter the second starting slot 12, the first winning (winning 2) is suspended for the second special symbol determination, and the second and subsequent winnings are considered over winnings. As illustrated in FIG. 44, in this embodiment, when Variation 1 related to winning 1 starts to stop displaying with the losing symbol HC, the next winning state continues, and the display effect illustrated in FIG. 22(ii) continues. After that, as the symbol determination time (e.g., 1 second) for the special symbol has elapsed, the display of the second special symbol related to winning 2 (variation 2) begins. In the example of FIG. 44, the second starting slot 12 is long-opened during the display of the second special symbol related to variation 2. Thereafter, if the game ball enters the second starting hole 12 (WIN 3), the next win determination state continues, and the effect display illustrated in FIG. 22 (ii) continues. After that, Variation 2 stops and displays the small win symbol K, and the small win game begins as the symbol determination time (e.g., 1 second) has elapsed. As illustrated in FIG. 44, based on the result of the preliminary determination related to WIN 3, the effect display illustrated in FIG. 25 (e) or (to) is performed from the start of the small win game. The effect display illustrated in FIG. 25 (e) or (to) is then executed until the jackpot game following the small win game ends. Then, immediately after the jackpot game ends, the game is controlled to the strong state, and the effect display illustrated in FIG. 22 (ho) or FIG. 25 (chi) begins. Accordingly, the second special symbol determination related to WIN 3, which had been held, is executed, and the variable display (Variation 3) related to WIN 3 begins.

[0357] Next, the flow of the game state will be explained with reference to Fig. 45, Fig. 22, and Fig. 25. Fig. 45 is an explanatory diagram for explaining the state when the state shifts to the next determined state immediately after the end of the jackpot game related to the jackpot symbol OA (or the state shifts to the next determined state immediately after the stop display of the losing symbol HC), and when there are two valid winnings in the second starting slot 12, the winning result of the first valid winning is a small winning and the winning result of the second valid winning is a small winning. In the example of Fig. 45, the normal symbol is not the final variation.

[0358] As illustrated in Figure 45 and Figure 22 (ii), in the next confirmation state, basically, a right-pointing arrow with the words "Aim to the right!" written inside it and the words "Continue hitting to the right" continue to be displayed until a big hit or a small hit is achieved, and the performance using the performance device 7 continues.

[0359] As illustrated in FIG. 45, when a gaming ball enters the second starting slot 12 (winning 1), the next winning state continues, and the display effect illustrated in FIG. 22(ii) continues. Following winning 1, for example, if three more gaming balls enter the second starting slot 12, the first winning (winning 2) is suspended for the second special symbol determination, and the second and subsequent winnings are considered over winnings. As illustrated in FIG. 45, in this embodiment, when variable 1 related to winning 1 starts to display a small winning symbol K, the small winning game begins after the symbol determination time (e.g., 1 second) has elapsed. As illustrated in FIG. 45, based on the result of the preliminary determination related to winning 2 (in this example, small winning symbol K), the display effect illustrated in FIG. 25(ii) is displayed from the start of the small winning game. The display effect illustrated in FIG. 25(ii) is then executed until the big winning game related to winning 2 ends. Immediately after the big win game is over, the game is controlled to the strong state, and when the number of reserved normal symbol determinations is 0, the effect display illustrated in FIG. 22(e) is started.

[0360] Next, the flow of the game state will be explained with reference to Fig. 46, Fig. 22, and Fig. 25. Fig. 46 is an explanatory diagram for explaining the state when the state shifts to the next determined state immediately after the end of the jackpot game related to the jackpot symbol OA (or the state shifts to the next determined state immediately after the stop display of the losing symbol HC), and when there are two valid winnings in the second starting slot 12, the winning result of the first valid winning is a small winning and the winning result of the second valid winning is a losing. In the example of Fig. 46, the normal symbol is not the final variation.

[0361] As illustrated in Figure 46 and Figure 22 (ii), in the next confirmation state, basically, a right-pointing arrow with the words "Aim to the right!" written inside it and the words "Continue hitting to the right" continue to be displayed until a big hit or a small hit is achieved, and the performance using the performance device 7 continues.

[0362] As illustrated in FIG. 46, when a gaming ball enters the second starting slot 12 (winning 1), the next winning state continues, and the display effect illustrated in FIG. 22(f) continues. Following winning 1, if, for example, three more gaming balls enter the second starting slot 12, the first winning (winning 2) is suspended for the second special symbol determination, and the second and subsequent winnings are considered over winnings. As illustrated in FIG. 45, in this embodiment, when Variation 1 related to winning 1 starts to display the small winning symbol K, the small winning game begins after the symbol determination time (e.g., 1 second) has elapsed. As illustrated in FIG. 46, based on the result of the preliminary determination related to winning 2 (in this example, the losing symbol HC), the display effect illustrated in FIG. 25(f) is displayed from the start of the small winning game. The display effect illustrated in FIG. 25(f) continues until the end of the big winning game following the small winning game. Immediately after the jackpot game ends, the game is controlled to a strong state, and when the pending normal pattern determination is 0, the display effect shown in Figure 22 (ho) is initiated, the second special pattern related to winning 2 is displayed in a variable manner, and the losing pattern HC is displayed in a stopped state.

[0363] Next, the information displayed on the performance indicator 113 will be described with reference to Fig. 47. Fig. 47 is an explanatory diagram for explaining the information displayed on the performance indicator 113. The performance indicator 113 is configured to include four segment indicators 113a to 113d (see Fig. 47(A)). The performance indicator 113 displays the "base value" in the low-probability, non-time-shortening state. The "base value" is the total number of payouts that have been paid out in a specific section in the low-probability, non-time-shortening state, divided by the total number of game balls that have been shot by the player (specifically, (value of the prize ball counter for base calculation / value of the out counter for base calculation) x 100).

[0364] In this embodiment, only one variable display is performed in the non-time-shortening state, and most of the game is controlled in the minute-time-shortening state. Therefore, the base value may be calculated as the sum of the total number of payouts paid out in a specific section in the low-probability non-time-shortening state and the total number of payouts paid out in a specific section in the low-probability minute-time-shortening state, divided by the total number of game balls shot by the player in the low-probability non-time-shortening state and the low-probability minute-time-shortening state (Fig. 47(A) Variation 1). In the case of Variation 1, games in the low-probability time-shortening state (specifically, the weak state, strong state, and next-time confirmation state) are not used in calculating the base value.

[0365] As another example, the base value may be calculated by dividing the total number of payouts made in a specific section in the low-probability minute time-shortening state by the total number of game balls shot by the player in the low-probability minute time-shortening state (Fig. 47(A) Variation 2). In the case of Variation 2, play in the low-probability non-time-shortening state and the low-probability time-shortening state (specifically, the weak state, strong state, and next-time confirmed state) is not used in calculating the base value.

[0366] A base calculation prize ball counter, a base calculation out counter, and a total out counter are used to control the performance indicator 113. Each counter is provided, for example, in the main RAM 113. The base calculation prize ball counter counts (for example, adds or subtracts) the total number of payouts paid out in response to winning game balls in a specific section in the low probability non-time-shortened state. For example, when a game ball wins the first start port 11, "4" is added to the base calculation prize ball counter. Also, when a game ball wins the second start port 12, "1" is added to the base calculation prize ball counter. Also, when a game ball wins the large prize por...

Claims

[Claim 1] A gaming machine capable of dispensing gaming media in response to a dispensing operation of a gaming operation means, A variable means that can be in an open state or a closed state; A normal symbol lottery means for drawing a normal symbol; an ordinary symbol control means for variably displaying the ordinary symbol and then stopping and displaying the ordinary symbol indicating the lottery result by the ordinary symbol lottery means; An opening control means capable of controlling the variable means based on the stopped and displayed normal symbols; When the variable means is in the open state, the game medium can be won in the start area, a determination means for determining whether or not a special game advantageous to a player will be executed when the game medium enters the starting area; a game state control means for controlling the game state to one of a plurality of game states including a first game state and a second game state in which the game medium is more likely to win in the starting area than in the first game state; a performance control means for controlling the performance, The game state control means When the normal symbols are stopped and displayed a predetermined number of times in the second gaming state, the gaming state is controlled to the first gaming state, When the game is controlled to the second gaming state, the variable means can be operated in a predetermined opening mode in which the gaming medium is likely to win in the starting area based on the variably displayed normal symbols, while when the game is controlled to the first gaming state, the variable means cannot be operated in the predetermined opening mode based on the variably displayed normal symbols, The performance control means an instruction notification instructing the player to shoot the gaming medium into a predetermined area is executed in the second gaming state, but is not executed in the first gaming state; A gaming machine in which, when the second gaming state is controlled to the first gaming state by stopping and displaying the normal symbol a predetermined number of times, the instruction notification can be continued in the first gaming state when the variable means is operated and controlled in the predetermined opening mode in response to the stopping and display of the normal symbol for the predetermined number of times.

Citation Information

Patent Citations

  • Game machine

    JP2014183903A

  • Game board

    JP2017124321A

  • Game machine

    JP2021159246A

  • Game machine

    JP2023074671A

  • Game machine

    JP2023111091A