gaming machines

The gaming machine incorporates multiple display effects to enhance player engagement by dynamically changing and interacting with player input, addressing the need for increased enjoyment in gaming machines.

JP7766907B2Active Publication Date: 2025-11-11SANSEI R&D KK
View PDF 15 Cites 0 Cited by

Patent Information

Application Number
JP2021108140
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-06-29
Publication Date
2025-11-11
Estimated Expiration
2041-06-29

AI Technical Summary

Technical Problem

Existing gaming machines lack enhancements to increase player enjoyment through diverse and engaging display effects.

Method used

A gaming machine equipped with a display means capable of executing multiple display effects, including a first display effect displaying a first image, a second effect superimposing an operation means image on the first image, and a third effect changing the first image color upon operation, combined to create a dynamic and interactive gaming experience.

Benefits of technology

Enhances player engagement and enjoyment by providing a combination of display effects that dynamically change and interact with player input, increasing the overall gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007766907000001
    Figure 0007766907000001
  • Figure 0007766907000002
    Figure 0007766907000002
  • Figure 0007766907000003
    Figure 0007766907000003
Patent Text Reader

Abstract

To enhance interest in a game.SOLUTION: A game machine includes display means capable of executing a plurality of display performances and operation means operable by a player. A first display performance is a display performance for displaying a first image, a second display performance is a display performance for displaying an operation means image representing operation means, and a third display performance is a display performance for changing the display mode of the first image from a first mode to a second mode by operating the operation means. A combination performance including the first display performance, the second display performance, and the third display performance may be executed. In the combination performance, the first display performance and the second display performance are executed, and then the third display performance is executed. In the first display performance, a predetermined character is displayed.SELECTED DRAWING: Figure 71
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]

[0002] BACKGROUND ART Conventionally, there is known a gaming machine that can execute a display effect using a display device when a gaming ball enters a starting hole (for example, see Patent Document 1).

[0003] In such gaming machines, display effects can be produced using character images, patterns, and the like. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-202930 [Patent Document 2] Japanese Patent Application Laid-Open No. 2016-198339 [Patent Document 3] Japanese Patent Application Laid-Open No. 2016-182376 Summary of the Invention [Problem to be solved by the invention]

[0005] However, even with the gaming machines described above, there is still room for improvement in terms of technology for increasing the enjoyment of the game.

[0006] The present invention has been made to solve the above-mentioned problems, and aims to improve the enjoyment of games. [Means for solving the problem]

[0007] The present invention has been made to solve at least some of the above-mentioned problems, and can be realized as the following application examples. Note that the reference symbols and supplementary explanations in this section indicate the correspondence with the embodiments described later to help understand the present invention, and do not limit the present invention in any way.

[0008] [Application example 1] A gaming machine having a display means capable of executing a plurality of display effects and an operation means operable by a player, A first display effect may be performed as one of the plurality of display effects, A second display effect may be performed as one of the plurality of display effects, A third display effect may be performed as one of the plurality of display effects, the first display effect is a display effect that displays a first image, the second display effect is a display effect in which an operation means image representing the operation means is superimposed on the first image, the third display effect is a display effect in which the first image is changed from a first color to a second color by operating the operating means, The object represented by the first image displayed in the first display performance changes in shape, The operation means image displayed in the second display performance is displayed in an area different from an area in which a decorative pattern is displayed, A combination effect including the first display effect, the second display effect, and the third display effect may be performed. In the combination effect, the first display effect is performed, then the second display effect is performed, and then the third display effect is performed. A gaming machine characterized by 。 [Effects of the Invention]

[0009] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]

[0010] [Figure 1] FIG. [Figure 2] FIG. 10 is an explanatory diagram showing details of the big prize device. [Figure 3] FIG. [Figure 4] 2 is a block diagram showing the electrical configuration of the main control board of the gaming machine. FIG. [Figure 5] A block diagram showing the electrical configuration of the sub-control board side of the gaming machine. [Figure 6] FIG. 2 is a diagram for explaining a main ROM and a main RAM. [Figure 7] FIG. 2 is a diagram for explaining a sub-ROM and a sub-RAM. [Figure 8] 1 is a diagram for explaining various random numbers used in gaming machines. [Figure 9] 10 is a diagram for explaining a special symbol winning determination table, etc. [Figure 10] FIG. 10 is a first diagram for explaining a win type determination table. [Figure 11] FIG. 2 is a second diagram for explaining the win type determination table. [Figure 12] FIG. 10 is a diagram for explaining a fluctuation pattern determination table. [Figure 13] A diagram for explaining the normal pattern winning determination table, etc. [Figure 14] A diagram for explaining the electric chute opening pattern determination table. [Figure 15] A diagram for explaining the large prize opening pattern determination table. [Figure 16] 10 is a flowchart of a main control process. [Figure 17] 10 is a flowchart of a main-side timer interrupt process. [Figure 18] 10 is a flowchart of a start port sensor detection process. [Figure 19] 10 is a flowchart of a normal operation process. [Figure 20] 10 is a flowchart of a special action process. [Figure 21] 10 is a flowchart of a special symbol waiting process. [Figure 22] 10 is a flowchart of a special symbol winning determination process. [Figure 23] This is a first flowchart of the special symbol variation pattern selection process. [Figure 24] This is a second flowchart of the special symbol variation pattern selection process. [Figure 25] 10 is a flowchart of a game status management process 1. [Figure 26] This is a flowchart of processing during special pattern change. [Figure 27] 10 is a flowchart of a special symbol determination process. [Figure 28] 10 is a flowchart of a game status management process 2. [Figure 29] FIG. 10 is a diagram for explaining a setting table for a time-saving counter. [Figure 30] 10 is a flowchart of a game state reset process. [Figure 31] 10 is a flowchart of special electric device processing 1. [Figure 32] 10 is a flowchart of a game status setting process. [Figure 33] 10 is a first flowchart of special electric accessory processing 2. [Figure 34] 10 is a second flowchart of the special electric accessory processing 2. [Figure 35] 10 is a flowchart of a V-type opening / closing member control process. [Figure 36] 10 is a flowchart of a V-area sensor detection process. [Figure 37] 10 is a flowchart showing a sub-control main process. [Figure 38] 10 is a flowchart of a sub-side timer interrupt process. [Figure 39] 10 is a flowchart of a received command analysis process. [Figure 40] 10 is a flowchart of the variable effect start processing. [Figure 41]This is an explanatory diagram illustrating the forward movement of the first movable accessory 14. [Figure 42] An explanatory diagram illustrating the second state of the first movable prop 14. [Figure 43] An explanatory diagram illustrating the second state of the second movable accessory 15. [Figure 44] 10 is an explanatory diagram illustrating the display effects of the illumination panel 18. FIG. [Figure 45] 10 is an explanatory diagram illustrating the light-emitting effect of the frame lamp 66. FIG. [Figure 46] 1 is an explanatory diagram illustrating a decorative member 10. FIG. [Figure 47] This is the first explanatory diagram illustrating the forward movement of the third movable accessory 17. [Figure 48] This is a second explanatory diagram illustrating the forward movement of the third movable accessory 17. [Figure 49] FIG. 10 is an explanatory diagram illustrating an example of a combination of reels. [Figure 50] FIG. 10 is an explanatory diagram illustrating an example of a display content change presentation A when a condition is met. [Figure 51] An explanatory diagram illustrating an example of a display content change presentation B when a condition is met. [Figure 52] FIG. 10 is an explanatory diagram illustrating an example of a display content change effect C when a condition is met. [Figure 53] FIG. 10 is an explanatory diagram illustrating an icon display effect A. [Figure 54] FIG. 10 is an explanatory diagram illustrating icon display effect B. [Figure 55] FIG. 10 is an explanatory diagram illustrating an icon display effect C. [Figure 56] This is an explanatory diagram illustrating a winning type expectation indication effect A. [Figure 57] This is an explanatory diagram illustrating the winning type expectation suggestion effect B. [Figure 58] This is an explanatory diagram illustrating a winning type expectation indication effect C. [Figure 59] FIG. 10 is an explanatory diagram illustrating an example of delayed icon display effect A. [Figure 60] FIG. 10 is an explanatory diagram illustrating an example of delayed icon display effect B. [Figure 61] FIG. 10 is an explanatory diagram illustrating an example of icon delay display effect C. [Figure 62] An explanatory diagram illustrating the time-saving number notification effect A. [Figure 63] An explanatory diagram illustrating the time-saving number notification display B. [Figure 64] An explanatory diagram illustrating the time-saving number notification display C. [Figure 65] This is an explanatory diagram illustrating decorative pattern irregular start / stop performance A. [Figure 66] This is an explanatory diagram illustrating decorative pattern irregular start / stop performance B. [Figure 67] An explanatory diagram illustrating decorative pattern irregular start / stop performance C. [Figure 68] FIG. 10 is an explanatory diagram illustrating a scrolling background effect A. [Figure 69] FIG. 10 is an explanatory diagram illustrating a scrolling background effect B. [Figure 70] FIG. 10 is an explanatory diagram illustrating a scrolling background effect C. [Figure 71] FIG. 10 is an explanatory diagram illustrating an example of image superimposition button effect A. [Figure 72] FIG. 10 is an explanatory diagram illustrating an example of image superimposition button effect B. [Figure 73] FIG. 10 is an explanatory diagram illustrating an example of image superimposition button effect C. [Figure 74] FIG. 10 is an explanatory diagram illustrating character selection presentation A. [Figure 75] FIG. 10 is an explanatory diagram illustrating character selection presentation B. [Figure 76] FIG. 10 is an explanatory diagram illustrating character selection presentation C. [Figure 77] 10 is an explanatory diagram illustrating a display effect A by the effect device. FIG. [Figure 78] FIG. 10 is an explanatory diagram illustrating a display effect B by the effect device. [Figure 79] FIG. 10 is an explanatory diagram illustrating a display effect C produced by the effect device. DETAILED DESCRIPTION OF THE INVENTION

[0011] First Embodiment 1. Structure of the gaming machine The structure of a gaming machine 1 according to one embodiment of the present invention will be described with reference to Figures 1 and 2. Figure 1 is a front view of the gaming machine 1. Figure 2 is an explanatory diagram showing the details of the big prize device 36. In the following description, the left-right direction of the gaming machine 1 will be explained as coinciding with the left-right direction as seen from a player facing the gaming machine 1. Furthermore, the front direction of the gaming machine 1 will be explained as the direction from the gaming machine 1 toward the player, and the rear direction of the gaming machine 1 will be explained as the direction from the player toward the gaming machine 1.

[0012] The gaming machine 1 is a pachinko gaming machine that shoots gaming balls based on the player's shooting operation, and when the gaming balls land on a specific winning device, a predetermined number of gaming balls are paid out to the player based on the winning. The gaming machine 1 comprises a gaming machine frame 50 and a gaming board 2, and the gaming board 2 is attached inside the gaming machine frame 50. The gaming machine frame 50 comprises a front frame (front frame portion) 53 as well as a frame that defines the outer casing of the gaming machine. The game board 2 includes an outer frame (base frame portion) that forms the game board 2, and an inner frame to which the game board 2 is attached inside the outer frame. The front frame (front frame portion) 53 is a vertically rectangular unit that is located on the front side of the outer frame and inner frame, and includes a handle 60, a ball supply tray (upper tray) 61, a surplus ball receiving tray (lower tray) 62, an effect button 63, a sword member 64, a sword button 65, a frame lamp 66, a speaker 67, and a select button 68. An opening is formed in the center of the front frame 53, and the game area 3 of the game board 2 can be seen through the opening.

[0013] The handle 60 is located at the lower right end of the front frame 53 and launches game balls with a launch strength that corresponds to the rotation angle. The ball supply tray (upper tray) 61 is located below the front frame 53 and stores game balls. The surplus ball receiving tray (lower tray) 62 is located below the ball supply tray (upper tray) 61 and stores game balls that cannot be accommodated in the ball supply tray 61. The effect button 63 is an operating unit located near the ball supply tray (upper tray) 61 and is operated (pressed) by the player during effects that are executed as the game progresses. The sword member 64 is an operating unit shaped like a sword and can be pressed downward by the player during effects that are executed as the game progresses. The sword button 65 is an operating unit located at the upper end portion of the sword member 64, i.e., the end of the sword handle, and is operated (pressed) by the player during effects that are executed as the game progresses. The sword member 64 is configured to be able to perform two different operations: a first operation in which the entire sword member 64 is pushed downward, and a second operation in which the sword button 65 at the tip is pressed. Frame lamps 66 are arranged around the opening of the front frame 53, and provide light effects during play. Speakers 67 are arranged at the upper left and upper right of the front frame 53, and provide sound effects during play.

[0014] The game board 2 comprises a game area 3, a rail member 4, a board lamp 5, an image display device 7, a first board movable body 14, a second board movable body 15, an illumination panel (light guide plate) 18, a fixed winning device (center) 19, a first variable winning device 31, a second variable winning device 22, a gate (through chucker) 28, an electric chute 29, an electric chute winning port 34, a large winning device (attacker) 36, a general winning port (normal winning port) 27, an outlet 16, and displays 40.

[0015] The game area 3 is an area where game balls launched by operating the handle 60 flow down, and has a plurality of game pegs protruding therefrom to guide the game balls. The rail member 4 is located at the left end of the game area 3, and guides the game balls launched by operating the handle 60 toward the top of the game area 3. The board lamp 5 is located on the rear side of the game area 3, and irradiates light from the rear side of the game area 3. Here, some of the board lamps 5 are also provided inside the first board movable body 14 and the second board movable body 15, and are configured so that the first board movable body 14 and the second board movable body 15 can emit light in a specific manner.

[0016] The image display device 7 is provided near the center of the gaming area 3 and includes a display screen 7a. The image display device 7 may be a liquid crystal display device, or may be another image display device such as an organic EL display device, a plasma display, a projector, or a dot matrix. The display screen 7a of the image display device 7 has a performance symbol display area in which performance symbols (decorative symbols) 8L, 8C, and 8R are variably displayed (also called variable display), a reserved image display area in which reserved images 9A and 9B are displayed, and a reserved digestion image display area in which reserved digestion image 9C is displayed. The reserved images 9A and 9B are images representing a reserve and are also called reserved icons. The reserved digestion image 9C is an image representing the reserve and is also called the reserved icon. The reserved icon and the reserved icon are collectively referred to as simply reserved icons or icons.

[0017] The effect symbol display area includes three symbol display areas: "left," "center," and "right." The left symbol display area displays the left effect symbol 8L. The center symbol display area displays the center effect symbol 8C. The right symbol display area displays the right effect symbol 8R. The effect symbols 8L, 8C, and 8R are made up of multiple symbols that represent numbers from "1" to "9," for example. The variable display of the effect symbols 8L, 8C, and 8R is synchronized with the variable display of the first special symbol and second special symbol, which will be described later. The image display device 7 can clearly display to the player the results of the variable display of the first special symbol and second special symbol, which are displayed by the first special symbol display device 41a and the second special symbol display device 41b, which will be described later (the results of the big win / small win lottery).

[0018] For example, if a jackpot is won, a static display of a repeating number such as "777" is displayed. If a loss occurs, a random number such as "637" is displayed. This allows the player to easily grasp the progress of the game. The player can grasp the results of the jackpot and small jackpot lottery on the first special symbol display 41a, the second special symbol display 41b, and the image display device 7. The position of the symbol display area does not need to be fixed. The variable display of the variable symbols may be vertically scrolling or in other ways. Furthermore, if a small jackpot is won, a predetermined chance number such as "135" may be displayed, or a random number may be displayed. The combination of variable symbols displayed according to each lottery result is not limited to the above and can be freely set. Hereinafter, the display of the 8L, 8C, and 8R symbols will be referred to as "variable symbol display" or simply as "variable display" or "variable display." In addition, this decorative pattern variation effect counts the effect from the start of the special pattern variation to the fixed stop (also called the special pattern variation period) as one variation effect (one cycle of variation effect). Therefore, even if the decorative pattern is temporarily stopped during the period from the start of the special pattern variation to the fixed stop, the effect of the temporary stop is included in the decorative pattern variation effect.

[0019] The image display device 7 can display on the display screen 7a not only the effect symbol variation effect, but also a jackpot effect that is performed in parallel with the jackpot game (second special game), a demo effect for waiting for customers, and the like. In the effect symbol variation effect, in addition to the effect symbols, effect images such as background images and character images may also be displayed. Furthermore, the image display device 7 may display on the display screen 7a, in addition to the effect symbols, an identification display (fourth symbol, not shown) that can indicate that the special symbol is changing or the result of the special symbol lottery. Note that the identification display (fourth symbol) may be displayed by a light-emitting device such as an LED provided in the game area 3.

[0020] The reserved image display area includes a first reserved display area that displays reserved image 9A according to the number of reserved first special symbols (described below), and a second reserved display area that displays reserved image 9B according to the number of reserved second special symbols (described below). By displaying reserved images 9A and 9B, the number of reserved first special symbols (displayed on the first special symbol reserve indicator 43a) and the number of reserved second special symbols (displayed on the second special symbol reserve indicator 43b) can be clearly displayed to the player. The reserved consumption image display area includes a reserved consumption display area that displays reserved consumption image 9C. The reserved consumption image 9C corresponds to the effect symbol (effect symbol 8L, 8C, 8R) currently changing on the display screen 7a, and by displaying reserved consumption image 9C, it can be clearly displayed to the player that the reserved first or reserved second special symbol is being consumed ("consumption of reserved special symbols" described below).

[0021] On the left and right sides of the image display device 7, there are provided first movable board bodies 14 (also referred to as first movable props 14), which are movable so-called gimmicks. The first movable props 14 are configured so that two semi-ring-shaped members arranged on the left and right sides can move left and right. The first movable props 14 are normally stationary in retracted positions (FIG. 1) on the left and right sides of the image display device 7, and can move (advance) from the retracted positions toward the center of the display screen 7a so as to approach each other, and come to rest in an advanced position in front of the display screen 7a. When the left and right members of the first movable prop 14 are combined in the advanced position, a ring-shaped decorative part is formed, which covers part of the image display device 7.

[0022] A second movable board 15 (also referred to as the second movable accessory 15), which is a movable gimmick, is provided above the image display device 7. The second movable accessory 15 is configured so that a rectangular member (decorative part) labeled "OARO" can move up and down. The second movable accessory 15 is normally stationary in a retracted position (FIG. 1) above the image display device 7, and can move (advance) downward from the retracted position toward the center of the display screen 7a and come to rest in an advanced position in front of the display screen 7a. The second movable accessory 15 covers a portion of the image display device 7 when stopped in the advanced position.

[0023] A stage section 11 is formed below the image display device 7. The stage section 11 has a shape that allows it to guide game balls rolling on the upper surface of the stage section 11 to a first starting hole 20, which will be described later. A warp section 12 is provided at the lower left of the center decorative body 10. The warp section 12 has an entrance section through which game balls flow in and an exit section through which game balls flow out, and causes game balls that flow in from the entrance section to flow out to the stage section 11 from the exit section.

[0024] The illumination panel (light guide plate) 18 is a transparent flat plate member attached to the central opening of the front frame 53, and the game area 3 of the game board 2 can be seen through the illumination panel 18. In other words, the illumination panel 18 is disposed in front of the image display device 7, and the image displayed on the image display device 7 can be seen through the illumination panel 18. The illumination panel 18 is configured to be able to display a predetermined image on its main surface by irradiating LED light from its end surface. The illumination panel 18 is configured to be able to display multiple types of images in multiple colors by varying the irradiation direction and color of the LED light.

[0025] The fixed winning device (navel) 19 is disposed below the image display device 7 in the game area 3, and is equipped with a first start opening (first start winning opening, first ball opening, fixed start opening) 20. The entry of a game ball into the first start opening 20 triggers a lottery for a first special symbol (lottery for a big win or small win). In other words, the entry of a game ball into the first start opening 20 triggers the acquisition of a random number for a special symbol win and the determination of a big win.

[0026] The first variable winning device 31 is disposed below the gate 28 in the gaming area 3 and includes a first starting opening (first starting winning opening, first ball opening) 30. The first starting opening 30 includes an opening / closing member (first starting opening opening / closing member) 32 that allows or prevents the reception of game balls by swinging open and closed. The opening / closing member 32 is driven by a first non-electric device 33. Game balls can enter the first starting opening 30 when the opening / closing member 32 is in the open state. The entry of a game ball into the first starting opening 30 triggers a lottery for a first special symbol (a big or small win lottery). In other words, the entry of a game ball into the first starting opening 30 triggers the acquisition of a special symbol winning random number, etc., and the determination of a big win, etc.

[0027] The second variable winning device 22 is disposed below the first starting hole 20 in the game area 3 and includes a second starting hole (second starting winning hole, second ball hole, variable starting hole) 21. The entry of a game ball into the second starting hole 21 triggers a lottery for a second special symbol (a lottery for a big win or small win). The second variable winning device 22 includes a movable member 23 that can move back and forth, and the second starting hole 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by a second non-electric device 24. A game ball can enter the second starting hole 21 when the movable member 23 is in an open state (advancing state). Note that the second variable winning device 22 only needs to make it easier for a ball to enter the second starting hole 21 when the movable member 23 is in the open state than when it is in the closed state (retracted state), and it may be possible for a ball to enter the second starting hole 21 when the movable member 23 is in the closed state.

[0028] The gate (through chucker) 28 is disposed on the right side of the image display device 7 in the game area 3, and is configured to allow the game balls to pass through. This triggers the lottery for the normal symbol, which determines whether or not to activate the electric chute 29 and open the electric chute winning opening 34. In other words, the passage of the gaming ball through the gate 28 triggers the acquisition of the normal symbol winning random number and the winning determination.

[0029] The electric chute 29 is a movable member that is positioned below the gate 28 and can move back and forth, and the forward and backward movement opens and closes the electric chute winning opening 34. When the electric chute 29 is in the open state (advance state), game balls can enter the electric chute winning opening 34, but when the electric chute 29 is in the closed state (retract state), it is difficult for game balls to enter the electric chute winning opening 34.

[0030] The electric chute winning opening 34 is provided with a first winning opening 75, a second winning opening 76, and a distribution member 77 on the inside (see FIG. 14). A gaming ball that enters the electric chute winning opening 34 is directed by the distribution member 77 to enter either the first winning opening 75 or the second winning opening 76. When the ball enters the first winning opening 75, the weight of the entering gaming ball drives the first non-electric device 33, which opens the opening / closing member 32. This makes the first starting opening 30 available for ball entry. When a gaming ball enters the first starting opening 30, the weight of the entering gaming ball closes the opening / closing member 32. When the ball enters the second winning opening 76, the weight of the entering gaming ball drives the second non-electric device 24, which opens the movable member 23. This makes the second starting opening 21 available for ball entry. When a gaming ball enters second starting hole 21, the weight of the entering gaming ball closes movable member 23. First non-electric device 33 and second non-electric device 24 are so-called non-electric chute. Distribution member 77 distributes gaming balls that enter electric chute winning hole 34 so that they enter either first winning hole 75 or second winning hole 76.

[0031] Here, the "lottery for special symbols" refers to a process in which, when a gaming ball enters the first starting slot 20, 30 or the second starting slot 21, a random number for determining a special symbol is acquired, and the acquired random number is compared with a value corresponding to a predetermined "big win" or "small win" to determine whether or not a big win or small win has occurred. The results of the lottery for a "big win" or "small win" are not immediately reported to the player; rather, the first special symbol display 41a or the second special symbol display 41b (described below) displays a variable special symbol, and after a predetermined period of time has elapsed, the special symbol corresponding to the lottery result is displayed as a static display (determined display), thereby notifying the player of the lottery result. The image display device 7 plays a pattern matching game in which a performance symbol is displayed in a variable manner in synchronization with the variable display of the special symbol, and this pattern matching game more effectively notifies the player of the lottery result for a big win.

[0032] Furthermore, "drawing a normal symbol" refers to the process of obtaining a random number for determining a normal symbol when a gaming ball passes through gate 28, and comparing this obtained random number with a value corresponding to a predetermined "win" to determine whether or not there is a win. The result of the normal symbol drawing is also not immediately announced when the gaming ball passes through gate 28; rather, a fluctuating display of the normal symbol is performed on normal symbol display 42, which will be described later, and after a predetermined fluctuating time has passed, the normal symbol corresponding to the lottery result is confirmed and displayed (lit or extinguished), and the player is notified of the lottery result.

[0033] The large prize device (second attacker, second special variable prize device) 36 is disposed below the first starting hole 30 in the game area 3, and is equipped with a large prize hole (special prize hole) 35. The large prize hole 35 is equipped with an opening / closing member (special prize hole opening / closing member, movable member) 37 that blocks or allows the reception of game balls by means of a shutter-type opening and closing action. The opening / closing member 37 is driven by a large prize hole solenoid 38. Game balls can enter the large prize hole 35 when the opening / closing member 37 is in the open state.

[0034] The large prize device 36 includes a V area (specific area) 39, a V area sensor 39a, a non-V area (non-specific area) 70, a non-V area sensor 70a, a large prize opening sensor 35a, and a V opening / closing sensor 35b. The large prize device 36 is equipped with a V-opening / closing member 71 and a V-opening / closing member solenoid 73. The V-area (specific area) 39 and the non-V-area (non-specific area) 70 are configured as areas within the large prize device 36 through which gaming balls that have passed through the large prize opening 35 can pass. The large prize opening sensor 35a is arranged upstream of the V-area 39 and the non-V-area 70, and detects the entry of gaming balls into the large prize opening 35. The V-area sensor 39a is arranged in the V-area 39, and detects the passage of gaming balls into the V-area 39. The non-V-area sensor 70a is arranged in the non-V-area 70, and detects the passage of gaming balls into the non-V-area 70. The V-opening / closing member 71 distributes gaming balls that have passed through the large prize opening 35 to either the V-area 39 or the non-V-area 70. The V-opening / closing member solenoid 73 drives the V-opening / closing member 71. The V-opening / closing member 71 is configured to rotate (clockwise and counterclockwise relative to the gaming board 2), and when the V-opening / closing member solenoid 73 is energized, it rotates clockwise from the origin position to enter a first state (rotating state) in which it distributes gaming balls to the V region 39. When the V-opening / closing member solenoid 73 is not energized, it enters a second state (stopped state) in which it is located at the origin and distributes gaming balls to the non-V region 70. Note that the V-opening / closing member 71 is not limited to rotational movement, and may be configured to move left and right relative to the gaming board 2, for example, as long as it has the function of distributing gaming balls that have passed through the first large winning opening 30 to either the V region 39 or the non-V region 70. That is, when the V-opening / closing member solenoid 73 is energized, it enters a retracted state (first state) in which it distributes gaming balls to the V region 39, and when the V-opening / closing member solenoid 73 is not energized, it enters an advanced state (second state) in which it distributes gaming balls to the non-V region 70.

[0035] FIG. 2(A) shows the state when the V-opening / closing member solenoid 73 is energized. When the V-opening / closing member solenoid 73 is energized, the V-opening / closing member 71 is in a state (first state) that allows the passage of gaming balls into the V-area 39. When the V-opening / closing member 71 is in the first state, a gaming ball that has entered the special prize opening 35 passes through the special prize opening sensor 35a and then passes through the V-area 39 (route A in FIG. 2(A)). This route of the gaming ball is called the "first route." FIG. 2(B) shows the state when the V-opening / closing member solenoid 73 is not energized. When the V-opening / closing member solenoid 73 is not energized, the V-opening / closing member 71 is in a state (second state) that prevents the passage of gaming balls into the V-area 39. When the V-opening / closing member 71 is in the second state, a gaming ball that has entered the large prize opening 35 passes through the large prize opening sensor 35a, then rolls on the top surface of the V-opening / closing member 71 and passes through the non-V area 70 (route B in Figure 2(B)). This route of the gaming ball is called the "second route." In addition, in the gaming machine 1, the passage of the gaming ball into the V area 39 triggers the execution of a jackpot game (second special game) described below. In other words, a lottery to determine whether or not the gaming ball has successfully passed through the V area 39 is also used to determine whether or not a jackpot has been won. A jackpot won by the lottery for the first special pattern or the second special pattern described above is also called a "Type 1 jackpot," and a jackpot won by the passage of the gaming ball into the V area 39 is also called a "Type 2 jackpot."

[0036] Returning to FIG. 1, two normal winning holes 27 are provided at the bottom of the game area 3. The number of normal winning holes 27 can be set as desired. The outlet 16 is provided at the bottom of the game area 3, and ejects game balls that do not win at any of the winning holes out of the game area 3. The indicators 40 are located at the bottom right of the game board 2. Details of the indicators 40 will be described later.

[0037] The gaming area 3 has a left gaming area 3A on the left side of the center in the horizontal direction, and a right gaming area 3B on the right side. A hitting style in which a gaming ball is shot so that it flows down through the left gaming area 3A is called a "left hit." On the other hand, a hitting style in which a gaming ball is shot so that it flows down through the right gaming area 3B is called a "right hit." The gaming machine 1 is configured so that a left hit can aim for winning at the first starting gate 20. On the other hand, a right hit can aim for passing through the gate 28 and winning at the first starting gate 30, the second starting gate 21, and the big winning gate 35.

[0038] 3 is an enlarged view of the display devices 40. The display devices 40 include a first special symbol display device 41a, a second special symbol display device 41b, a normal symbol display device 42, a first special symbol reserved display device 43a, It includes a second special symbol reserve display 43b and a normal symbol reserve display 44. The first special symbol display 41a variably displays the first special symbol. The second special symbol display 41b variably displays the second special symbol. The normal symbol display 42 variably displays the normal symbol. The first special symbol reserve display 43a displays the number of activation reserves (first special symbol reserves) stored in the first special symbol display 41a. The second special symbol reserve display 43b displays the number of activation reserves (second special symbol reserves) stored in the second special symbol display 41b. The normal symbol reserve display 44 displays the number of activation reserves (normal symbol reserves) stored in the normal symbol display 42. The variable display of the first special symbol is triggered by the entry of a game ball into the first starting hole 20, 30. The variable display of the second special symbol is triggered by the entry of a gaming ball into the second starting hole 21. Hereinafter, the first special symbol and the second special symbol will be collectively referred to as "special symbols." The first special symbol display device 41a and the second special symbol display device 41b will also be collectively referred to as "special symbol display device 41." The first special symbol reserve display device 43a and the second special symbol reserve display device 43b will also be collectively referred to as "special symbol reserve display device 43."

[0039] The special symbol display 41 variably displays (variably displays) a special symbol (identification information) and then displays it in a stopped state, thereby announcing the result of a lottery (special symbol winning lottery, big win / small win lottery) based on a win at the first start port 20, 30 or the second start port 21. The special symbol (stopped symbol, special symbol derived and displayed as a display result of the variable display) that is stopped is one special symbol selected from a plurality of types of special symbols by the special symbol lottery. If the stopped symbol is a special symbol (jackpot symbol) with a predetermined big win stopping pattern, a big win game (second special game) is played in which the big win port 35 is opened in an opening pattern according to the type of stopped and displayed big win symbol (type of big win won). In addition, if the stopped symbol is a special symbol (small win symbol) of a predetermined small win stop mode, a small win game (first special game) is played in which the large prize opening 35 is opened in an opening pattern according to the type of small win symbol (type of small win won) that has stopped and displayed. The opening patterns of the large prize opening 35 in the first special game or the second special game will be described later.

[0040] The special symbol display 41 is composed of eight horizontally arranged LEDs, and displays a special symbol according to the results of the special symbol lottery, depending on the lighting pattern of the LEDs. For example, if a jackpot (one of the multiple types of jackpots described below) is won, the jackpot symbol is displayed with the first, second, fifth, and sixth LEDs from the left lit, such as "○○●●○○●●" (○: lit, ●: unlit). If a minor jackpot (one of the multiple types of minor jackpots described below) is won, the minor jackpot symbol is displayed with the fifth and sixth LEDs from the left lit, such as "●●●●○○●●." If a loss occurs, a losing symbol is displayed with only the rightmost LED lit, such as "●●●●●●●○." A losing symbol may also be displayed with all LEDs turned off. Before the special symbol is statically displayed, a variable display (variable display) of the special symbol is performed for a predetermined variable time. The variable display may be, for example, such that each LED lights up to repeatedly flow from left to right. The manner of the variable display is not limited to the above manner and can be any lighting manner as long as each LED is not displayed as a stopped display (a lighting display in a specific manner). For example, the variable display may be such that all LEDs flash simultaneously.

[0041] In the gaming machine 1, when a gaming ball enters the first start hole 20, 30 or the second start hole 21, the values ​​(numerical information) of various random numbers such as the special symbol winning random number obtained for that entry are temporarily stored in the special symbol reserve memory area 85 (Fig. 6). Specifically, if the first start hole 20, 30 is entered, it is stored in the first special symbol reserve memory area 85a (Fig. 6) as the first special symbol reserve, and if the second start hole 21 is entered, it is stored in the second special symbol reserve memory area 85b (Fig. 6) as the second special symbol reserve. There is an upper limit to the number of special symbol reserves that can be stored in each special symbol reserve memory area 85, and in this embodiment, the upper limit is four for the first special symbol reserve memory area 85a and four for the second special symbol reserve memory area 85b. The special symbol reserve stored in the special symbol reserve memory area 85 is consumed when it becomes possible to variably display the special symbol based on that special symbol reserve. "Special symbol reserve "Consumption of the special symbol" refers to determining the random number of a special symbol corresponding to the reserved special symbol and displaying the variable special symbol to indicate the result of the determination. Therefore, in the gaming machine 1, even if the variable special symbol display based on the winning of a game ball into the first starting slot 20, 30, or the second starting slot 21 cannot be performed immediately after the winning, i.e., even if a winning occurs during the variable display of the special symbol or during a special game (jackpot game or small jackpot game), the right to a lottery for a jackpot or small jackpot for that winning can be reserved up to a predetermined number. The number of reserved special symbols is displayed on the reserved special symbol display 43. The first reserved special symbol display 43a is composed of, for example, four LEDs, and the second reserved special symbol display 43b is composed of, for example, four LEDs. Each reserved special symbol display 43 displays the number of reserved special symbols by lighting up the LEDs corresponding to the number of reserved special symbols.

[0042] The variable display of the normal symbol is triggered by the passage of a gaming ball through gate 28. After variably displaying (variably displaying) the normal symbol, normal symbol display device 42 displays the normal symbol in a static state, thereby announcing the result of the normal symbol lottery based on the passage of the gaming ball through gate 28. The statically displayed normal symbol (normal symbol stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from multiple types of normal symbols by the normal symbol lottery. If the normal symbol stop symbol is a predetermined specific normal symbol (a normal symbol with a predetermined stop mode, i.e., a normal winning symbol), an auxiliary game is played in which first start hole 30 and second start hole 21 are opened in an opening pattern corresponding to the current game state. The opening patterns of first start hole 30 and second start hole 21 will be described later.

[0043] The normal symbol display 42 is composed of three LEDs, whose illumination patterns indicate the normal symbol corresponding to the result of the normal symbol lottery. For example, if the lottery result is a win, the first and second LEDs from the left are lit, as in "○○●" (○: lit, ●: off). If the lottery result is a loss, the normal winning symbol is displayed, as in "●○●," with only the middle LED lit. A normal losing symbol may be displayed with all LEDs turned off. Before the normal symbol is statically displayed, the normal symbol is displayed for a predetermined period of time. The variable display pattern may be, for example, such that each LED lights up so that light flows repeatedly from left to right. The variable display pattern is not limited to the above pattern and can be any illumination pattern as long as each LED is not statically displayed (lit in a specific pattern). For example, the variable display pattern may be such that all LEDs flash simultaneously.

[0044] In the gaming machine 1, when a gaming ball passes through gate 28, the value of the normal symbol winning random number acquired for that passage is temporarily stored as a normal symbol reserve in the normal symbol reserve memory area 86 (Figure 6). The number of normal symbol reserves that can be stored in the normal symbol reserve memory area 86 is limited, with the upper limit set to one in this embodiment. A normal symbol reserve stored in the normal symbol reserve memory area 86 is consumed when variable display of the normal symbol based on that normal symbol reserve becomes possible. Consumption of a normal symbol reserve refers to determining the normal symbol winning random number corresponding to that normal symbol reserve and executing variable display of the normal symbol to indicate the determination result. Therefore, in the gaming machine 1, even if variable display of the normal symbol based on the passage of the gaming ball through gate 28 cannot be performed immediately after the passage, i.e., even if a winning occurs during the variable display of the normal symbol or during the execution of an auxiliary game, the right to draw a normal symbol for that passage can be reserved up to a predetermined number. The number of normal symbol reserves is displayed on the normal symbol reserve indicator 44. The general map reservation indicator 44 is, for example, composed of one LED, and displays the number of general map reservations by lighting up the LEDs equal to the number of general map reservations.

[0045] 2. Electrical configuration of gaming machine The electrical configuration of the gaming machine 1 will be described with reference to Figures 4 and 5. Figure 4 is a block diagram showing the electrical configuration of the main control board of the gaming machine 1. Figure 5 is a block diagram showing the electrical configuration of the sub-control board of the gaming machine 1. 1 is a block diagram showing the electrical configuration of the gaming machine 1. The gaming machine 1 is equipped with a main control board 80 (FIG. 4), a sub-control board 90 (FIG. 5), an image control board 100 (FIG. 5), a lamp control board 107 (FIG. 5), a sound control board 106 (FIG. 5), and a payout control board 110 (FIG. 4). The main control board 80 is a game control board that controls game profits such as big win / small win lotteries and transitions in game states, and constitutes the main control unit. The sub-control board 90 is a performance control board that controls performances executed as the game progresses, and constitutes the sub-control unit together with the image control board 100, the lamp control board 107, and the sound control board 106. It should be noted that the sub-control unit can be configured by at least including the sub-control board 90.

[0046] The main control board 80 includes a game control microcomputer 81 and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80 and controls the progress of the game on the gaming machine 1 according to a program. The game control microcomputer 81 includes a main ROM 83 that stores programs for controlling the progress of the game, a main RAM 84 used as a work memory, and a main CPU 82 that executes the programs stored in the main ROM 83. Details of the data stored in the main ROM 83 and the storage areas provided in the main RAM 84 will be described later. The main ROM 83 may be configured as an external ROM. The game control microcomputer 81 transmits and receives data to and from other boards, etc., via an input / output circuit (I / O port unit) 87. The input / output circuit 87 may be built into the game control microcomputer 81.

[0047] Various sensors and solenoids are connected to the main control board 80 via an input / output circuit 87 and a relay board 88. The main control board 80 receives signals output from each sensor and outputs signals to each solenoid. Examples of sensors connected via the relay board 88 include the first start hole sensor 20a, the second start hole sensor 21a, the gate sensor 28a, the first start hole sensor 30a, the special prize hole sensor 35a, the V-area sensor 39a, the non-V-area sensor 70a, and the regular prize hole sensor 27a. These sensors are connected via the relay board 88. The first start hole sensor 20a is provided inside the first start hole 20 and detects game balls that have entered the first start hole 20. The second start hole sensor 21a is provided inside the second start hole 21 and detects game balls that have entered the second start hole 21. The gate sensor 28a is provided inside the gate 28 and detects game balls that have passed through the gate 28. The first start opening sensor 30a is provided inside the first start opening 30 and detects game balls that have entered the first start opening 30. The special prize opening sensor 35a is provided inside the special prize opening 35 and detects game balls that have entered the special prize opening 35. The V-area sensor 39a is provided in the V-area 39 inside the special prize opening 35 and detects game balls that have passed through the V-area 39. The non-V-area sensor 70a is provided in the non-V-area 70 inside the special prize opening 35 and detects game balls that have passed through the non-V-area 70. The normal prize opening sensor 27a is provided inside the normal prize opening 27 and detects game balls that have entered the normal prize opening 27.

[0048] Examples of solenoids include electric chute solenoid 29a, distribution member solenoid 77a, special prize opening solenoid 38, and V-shaped opening / closing member solenoid 73. Electric chute solenoid 29a drives electric chute 29. Distribution member solenoid 77a drives distribution member 77. Special prize opening solenoid 38 drives opening / closing member 37 of special prize device 36. V-shaped opening / closing member solenoid 73 drives V-shaped opening / closing member 71 of special prize opening 35.

[0049] The main control board 80 is connected to the displays 40 via an input / output circuit 87. The game control microcomputer 81 controls the display of the first special symbol display 41a, the second special symbol display 41b, the normal symbol display 42, the first special symbol reserve display 43a, the second special symbol reserve display 43b, and the normal symbol reserve display 44.

[0050] The main control board 80 is connected to a dispensing control board 110 via an input / output circuit 87. The main control board 80 transmits various commands to the dispensing control board 110 and also monitors dispensing. The payout control board 110 receives a signal from the payout control board 110 for monitoring. The payout control board 110 is connected to the prize ball payout device 120, the loan ball payout device 130, and the card unit 135, and is also connected to the launching device 112 via a launch control circuit 111. The prize ball payout device 120 pays out prize balls. The payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 based on a signal from the game control microcomputer 81 to pay out prize balls. The paid-out prize balls are detected by a prize ball sensor 122 for counting. The loan ball payout device 130 pays out loan balls. The payout control board 110 drives the loan ball motor 131 of the loan ball payout device 130 to pay out loan balls based on a signal from the card unit 135 connected to the gaming machine 1. The dispensed loan balls are detected by a loan ball sensor 132 for counting. The card unit 135 is disposed adjacent to the gaming machine 1 and outputs information regarding loaned balls based on information such as an inserted prepaid card. The launching device 112 includes a handle 60 (FIG. 1), a launching motor 113, a touch switch 114, and a launching volume 115. When a player operates the handle 60, the launching device 112 detects contact with the handle 60 using the touch switch 114 and detects the amount of rotation of the handle 60 using the launching volume 115. The launching motor 113 is then driven so that gaming balls are launched with a strength corresponding to the magnitude of the detection signal from the launching volume 115.

[0051] A sub-control board 90 (FIG. 5) is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that only allows signals to be transmitted from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.

[0052] The sub-control board 90 includes a performance control microcomputer 91 and an input / output circuit 95. The performance control microcomputer 91 is a one-chip microcomputer mounted on the sub-control board 90 and controls the performance of the game on the gaming machine 1 according to a program. The performance control microcomputer 91 includes a sub-ROM 93 that stores programs for controlling performance as the game progresses, a sub-RAM 94 used as work memory, and a sub-CPU 92 that executes the programs stored in the sub-ROM 93. Details of the data stored in the sub-ROM 93 and the storage area provided in the sub-RAM 94 will be described later. The sub-ROM 93 may be configured as an external ROM. The performance control microcomputer 91 transmits and receives data to and from other boards via an input / output circuit (I / O port unit) 95. The input / output circuit 95 may be built into the performance control microcomputer 91. The sub-control board 90 is connected to an image control board 100, an audio control board 106, a lamp control board 107, and a relay board 108 via an input / output circuit 95.

[0053] The image control board 100 includes an image control microcomputer 101, an input circuit 105a, and an output circuit 105b. The image control microcomputer 101 is a one-chip microcomputer mounted on the image control board 100 and controls the display of the image display device 7 according to a program. The image control microcomputer 101 includes a CPU 102, a ROM 103, and a RAM 104. The ROM 103 stores not only a program for controlling the display but also still image data and video data to be displayed on the image display device 7, specifically, image data such as characters, items, figures, letters, numbers, symbols, etc. (including effect designs) and background images. The RAM 104 is used as a memory for expanding the image data. The CPU 102 executes the program stored in the ROM 103. The effect control microcomputer 91 causes the image control microcomputer 101 to control the display of the image display device 7 based on commands received from the main control board 80. The image control microcomputer 101 reads image data from the ROM 103 based on a command from the performance control microcomputer 91, and performs display control based on the read image data.

[0054] A speaker 67 is connected to the audio control board 106, and the performance control microcomputer 91 outputs audio, music, sound effects, etc. from the speaker 67 via the audio control board 106 based on commands received from the main control board 80. Audio data such as audio output from the speaker 67 is stored in a sub-ROM 93 of the sub-control board 90. The audio control board 106 may be equipped with a CPU, and the CPU may be caused to execute audio control based on commands. The audio control board 106 may also be equipped with a ROM, and audio data may be stored in the ROM. The speaker 67 may also be connected to the image control board 100, and the CPU 102 of the image control board 100 may be caused to execute audio control. The audio data may also be stored in the ROM 103 of the image control board 100.

[0055] The lamp control board 107 is connected to and controls the frame lamp 66, the board lamp 5, the first movable role piece 14, and the second movable role piece 15. The performance control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 (including the lamps of the first movable role piece 14 and the second movable role piece 15) via the lamp control board 107 based on commands received from the main control board 80. In other words, the performance control microcomputer 91 creates lighting pattern data (data determining the on / off status, lighting color, etc., also referred to as lamp data) that determines the lighting mode of lamps such as the frame lamp 66 and the board lamp 5, and controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 according to the lighting pattern data. Data stored in the sub-ROM 93 of the sub-control board 90 is used to create the lighting pattern data. The performance control microcomputer 91 operates the first movable role piece 14 and the second movable role piece 15 based on commands received from the main control board 80. The performance control microcomputer 91 creates operation pattern data (drive data) that determines the operation modes of the first movable role element 14 and the second movable role element 15, and controls the operation of these movable role elements according to the operation pattern data. Data stored in the sub-ROM 93 is used to create the operation pattern data. The lamp control board 107 may be equipped with a CPU, and the CPU may be caused to control the lighting of the lamps and the operation of the movable role elements based on commands. In this case, the lamp control board 107 may be equipped with a ROM, and data related to the light emission patterns and operation patterns may be stored in the ROM.

[0056] An effect button detection switch 63a and a select button detection switch 68a are connected to the relay board 108. The effect button detection switch 63a detects that the effect button 63 has been pressed. When the effect button 63 is pressed, a switch signal is output from the effect button detection switch 63a to the sub-control board 90 via the relay board 108. The select button detection switch 68a detects that the select button 68 has been pressed. In addition, the sub-control board 90 can cause the effect button 63 and the select button 68 to perform light-emitting effects via the relay board 108.

[0057] 3. Data structure of gaming machines The data configuration of the gaming machine 1 will be described with reference to Figures 6 and 7. Figure 6(A) is a diagram illustrating a table stored in the main ROM 83. Figure 6(B) is a diagram illustrating a storage area provided in the main RAM 84. Figure 7(A) is a diagram illustrating a table stored in the sub ROM 93. Figure 7(B) is a diagram illustrating a storage area provided in the sub RAM 94.

[0058] The main ROM 83 (FIG. 6(A)) stores a special symbol winning determination table T1, a reach determination table T2, a special symbol winning type determination table T3, a special symbol change pattern determination table T4, a normal symbol winning determination table T5, a normal symbol winning type determination table T6, a normal symbol change pattern determination table T7, an electric chute opening pattern determination table T8, and a big prize opening pattern determination table T9. These determination tables are used to determine the winning status of a game in the main control main process (described later) executed by the game control microcomputer 81. These are referenced by the control microcomputer 81. The specific contents of each judgment table will be described later.

[0059] The main RAM 84 (FIG. 6(B)) is provided with a command set area 84a, a flag set area 84b, a counter set area 84c, a special action status set area 84d, a special symbol reserve memory area 85, and a normal symbol reserve memory area 86. The command set area 84a is an area (output buffer) where commands output from the main control unit side to the sub-control unit side in the main control main processing (described later) are set, and a variation start command, a variation stop command, an opening command, a round designation command, an ending command, a game state designation command, a V passing command, a pre-determination command, a customer waiting standby command, a reserved ball number command, a normal symbol variation start command, a normal symbol variation stop command, a normal symbol opening command, a normal symbol ending command, etc. are set. The flag set area 84b is an area where flags indicating the state of the gaming machine and the game state are set in the main control main processing (described later), and a jackpot flag, a jackpot end flag, a small jackpot flag, a small jackpot end flag, a V flag, a ceiling flag, a time-saving flag, a V-opening / closing member operation flag, etc. are set. The counter set area 84c is an area where counters used in the main control main processing (described later) are set, and a random number counter, a round counter, a ceiling counter, a first time-saving counter, a second time-saving counter, a third time-saving counter, etc. are set. The special action status set area 84d is an area where a status in the special action processing (FIG. 20) described later is set. The special symbol reserve memory area 85 includes a first special symbol reserve memory area 85a where a first special symbol reserve is stored, and a second special symbol reserve memory area 85b where a second special symbol reserve is stored. The first special symbol reserved memory area 85a is provided with first to fourth memory areas for storing random number groups (reserved information) such as random numbers for special symbols corresponding to the first to fourth symbols of the first special symbol reserved, respectively. The second special symbol reserved memory area 85b is provided with first to fourth memory areas for storing random number groups (reserved information) such as random numbers for normal symbols corresponding to the first symbol of the normal symbol reserved. The regular symbol reserved memory area 86 is provided with a first memory area for storing random number groups (reserved information) such as random numbers for normal symbols corresponding to the first symbol of the regular symbol reserved.In addition to the above areas, the main RAM 84 also includes a winning type set buffer in which special symbol stop pattern data is set, and a drive data buffer in which drive data for driving the decorative movable body 15 is set. The information stored in the main RAM 84 is not cleared even when the power of the gaming machine 1 is turned ON or OFF, and is maintained as is. In other words, the above commands, flags, counters, status information, and pending information do not change state even when the power is turned ON or OFF, and the information is maintained. On the other hand, the information stored in the main RAM 84 is reset by RAM clearing of the gaming machine 1. When reset, the ceiling flag is set to "ON" as the initial state of the flags, and the other flags are set to "OFF." Furthermore, as the initial state of the counters, a predetermined value (e.g., 500) is set to the ceiling counter, and "0" is set to the other counters.

[0060] The sub-ROM 93 (FIG. 7(A)) stores a variable effect pattern determination table T51, a stop symbol pattern determination table T52, a time-saving effect scenario determination table T54, and a look-ahead effect pattern determination table T55. These determination tables are referenced by the effect control microcomputer 91 in the sub-control main process (described later) executed by the effect control microcomputer 91. The specific contents of each determination table will be described later.

[0061] The sub-RAM 94 (FIG. 7(B)) is provided with a command storage area 94a, a performance command set area 94b, a pre-determination information storage area 94c, and a counter set area 94d. The command storage area 94a is an area (input buffer) in which commands input from the main control unit side in the sub-control main process (described later) are stored, and includes a fluctuation start command, a fluctuation stop command, an opening command, a round designation command, an ending command, a game state designation command, a V-pass command, a pre-determination command, a customer waiting waiting frame, and the like. The effect command set area 94b is an area (output buffer) where commands output from the sub-control board 90 to the image control board 100, lamp control board 107, and sound control board 106 in the sub-control main processing (described later) are set, and the effect start command, the effect end command, the opening effect start command, the round effect start command, the ending effect start command, the normal symbol effect start command, the normal symbol effect end command, the normal symbol opening effect start command, the normal symbol ending effect start command, etc. are set. The pre-determination information storage area 94c stores pre-determination information in the sub-control main processing (described later). The counter set area 94d is an area where counters used in the sub-control main processing (described later) are set, including a random number counter, a first special symbol hold effect counter, a second special symbol hold effect counter, a normal symbol hold effect counter, a first time-saving effect counter, a second time-saving effect counter, a third time-saving effect counter, and a ceiling effect counter. The information stored in the sub-RAM 94, except for the overnight effect counter (not shown), is not cleared even when the gaming machine 1 is turned off or on, and is maintained as is. That is, the above-mentioned commands, counters other than the overnight effect counter, and advance determination information are maintained and remain unchanged even when the gaming machine 1 is turned off or on. The overnight effect counter is reset by turning the gaming machine 1 off or on, and is set to 0 as its initial state. The information stored in the sub-RAM 94 is reset by clearing the RAM of the gaming machine 1. When reset, the ceiling effect counter is set to a predetermined value (e.g., 500) as its initial state, and the other counters are set to 0.

[0062] FIG. 8 is a diagram illustrating various random numbers used in the gaming machine 1. FIG. 8(A) shows random numbers acquired by the game control microcomputer 81 on the main control unit side, and FIG. 8(B) shows random numbers acquired by the performance control microcomputer 91 on the sub-control unit side. The game control microcomputer 81 is configured to acquire a "special symbol win random number," a "special symbol win type random number," a "reach random number," a "variable pattern random number," a "normal symbol win random number," and a "normal symbol win type random number" at timings described below. The "special symbol win random number" is a random number used in the lottery to determine whether a jackpot, small win, or miss (sudden time reduction), and takes a value ranging from 0 to 65,535. The "special symbol win type random number" is a random number used in the lottery to determine whether a jackpot or small win has been won (win type determination), and takes a value ranging from 0 to 127. The "reach random number" is a random number used to determine whether a reach occurs in the effect pattern variation effect that indicates a result when the jackpot or small win determination is a miss, and takes a value ranging from 0 to 127. A reach refers to a state in which there is only one effect pattern (decorative pattern) remaining that is displayed in a variable manner, and depending on which of the effect patterns displayed in a variable manner stops, a combination of effect patterns indicating a jackpot or small win (for example, a "7↓7" state) may be formed. Note that the effect pattern displayed in a fixed manner in the reach state may be displayed as if it is swaying on the display screen 7a. The "variation pattern random number" is a random number used to determine the variation pattern, including the variation time, and takes a value ranging from 0 to 127. The "normal pattern win random number" is a random number used in the winning lottery (normal pattern lottery) to determine whether or not to play the auxiliary game that opens the first variable winning device 31 and the second variable winning device 22, and takes a value ranging from 0 to 255. The "normal symbol winning type random number" is a random number used to determine the type of winning (winning type determination) won in the normal symbol lottery, and takes a value in the range of 0 to 65535. The "special symbol winning type random number," "special symbol winning type random number," "reach random number," and "variable pattern random number" are obtained based on the ball entering the starting hole (first starting hole 20 or second starting hole 21).The random number group obtained based on the ball entering the first starting gate 20 is stored in the first special symbol reserve memory area 85a, and the random number group obtained based on the ball entering the second starting gate 21 is stored in the second special symbol reserve memory area 85b. The "random number for winning a normal symbol" and the "random number for winning a normal symbol type" are obtained based on the passage of the gate 28. The acquired normal symbol winning random number value and normal symbol winning type random number value are stored in the normal symbol reserve memory area 86.

[0063] The performance control microcomputer 91 is configured to acquire a "variation performance pattern random number," a "time-saving performance scenario random number," and a "pre-reading performance random number" at the timings described below. The "variation performance pattern random number" is a random number used to determine a variation performance pattern, and takes a value in the range of 0 to 127. The "chance-up random number" is a random number used to determine a chance-up performance during a variation performance, and takes a value in the range of 0 to 127. The "pre-reading performance random number" is a random number used to determine a pre-reading performance during a variation performance, and takes a value in the range of 0 to 127. The "variation performance pattern random number" is acquired based on the output of a variation start command from the main control unit to the sub-control unit. The acquired random number value is stored in the sub-RAM 94. The "chance-up random number" is acquired based on the output of a variation start command from the main control unit to the sub-control unit. The acquired random number value is stored in the sub-RAM 94. The "pre-reading performance random number" is acquired based on the output of a pre-determination command from the main control unit to the sub-control unit. The obtained random number value is stored in the sub-RAM 94.

[0064] 9A and 9B are diagrams for explaining the special symbol winning determination table T1 and the reach determination table T2. Fig. 9A shows a diagram for explaining the special symbol winning determination table T1, and Fig. 9B shows a diagram for explaining the reach determination table T2.

[0065] The special symbol winning determination table T1 is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired special symbol winning random number value (any of 0 to 65535) corresponds to a "big win," a "small win," a "miss (sudden time reduction)," or a "miss." In Figure 9(A), in the lottery for the first special symbol (special symbol 1), if the special symbol winning random number value is "0 to 210," it is determined to be a "big win," if the special symbol winning random number value is "10000 to 10500," it is determined to be a "small win," if the special symbol winning random number value is "20000 to 22100," it is determined to be a "miss (sudden time reduction)," and if the special symbol winning random number value is a value other than the above among 0 to 65535, it is determined to be a "miss." In addition, in the lottery for the second special pattern (Special Pattern 2), if the random number value for the special pattern is "0 to 210", it will be judged as a "big win", and if the random number value for the special pattern is any number other than the above between 0 and 65535, it will be judged as a "small win".

[0066] The reach determination table T2 is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine whether the acquired reach random number value (any value between 0 and 127) corresponds to "reach" or "no reach." FIG. 9(B) shows that in the "non-time-saving state," if the reach random number value is between 0 and 13, it is determined to be "reach," and if the reach random number value is a number other than 0 to 13 (14 to 127), it is determined to be "no reach." Also, in the "time-saving state," if the reach random number value is between 0 and 5, it is determined to be "reach," and if the reach random number value is a number other than 0 to 5 (6 to 127), it is determined to be "no reach." The details of the "time-saving state" and "non-time-saving state" will be described later. In the reach determination table T2, it is less likely to be reached when losing in the time-saving state than in the non-time-saving state. This is because in the time-saving state, more no-reach misses with short fluctuation times are selected, which speeds up the consumption of special reserved patterns.

[0067] The special symbol winning type determination table T3 will be described based on Fig. 10 and Fig. 11. Fig. 10 is a diagram for explaining the special symbol winning type determination table T3 in the lottery for special symbol 1. Fig. 11 is a diagram for explaining the special symbol winning type determination table T3 in the lottery for special symbol 2. 10. The special symbol win type determination table T3 is a table referenced by the game control microcomputer 81 during the main control process (described later) to determine the "jackpot type" or "small win type" and the "type of special symbol" according to the acquired special symbol win type random number value (any value between 0 and 127). In FIG. 10, when a "jackpot" is won in the lottery for special symbol 1 during the "non-time-saving mode," if the special symbol win type random number value is between 0 and 15, the jackpot type is determined to be a "5R time-saving 150-cycle jackpot," and the stopped symbol of special symbol 1 displayed on the first special symbol display 41a (special symbol 1 stopped symbol) is determined to be a "time-saving symbol 1." If the special symbol win type random number value is between 16 and 127, the jackpot type is determined to be a "5R time-saving 100-cycle jackpot," and the stopped symbol of special symbol 1 is determined to be a "time-saving symbol 2." On the other hand, if a "small prize" is won in the lottery for special chart 1 during "non-time-saving mode," the small prize type will be determined to be a "3R normal small prize (effectively unable to pass through V)" regardless of the special pattern prize type random number value (any value between 0 and 127), and the special chart 1 stopping pattern will be determined to be a "non-time-saving small prize pattern 1."

[0068] When a "jackpot" is won in the lottery for special chart 1 during "time-saving mode", regardless of the random number value of the special pattern hit type (whether it is 0 to 127), the jackpot type is determined to be a "3R time-saving 100 times jackpot", and the special chart 1 stopping pattern is determined to be "time-saving pattern 3". On the other hand, when a "small jackpot" is won in the lottery for special chart 1 during "time-saving mode", regardless of the random number value of the special pattern hit type (whether it is 0 to 127), the small jackpot type is determined to be a "3R normal small jackpot (V passing is virtually impossible)", and the special chart 1 stopping pattern is determined to be "no time-saving small jackpot pattern 2".

[0069] In Figure 11, when a "jackpot win" is achieved in the lottery for special symbol 2 in the "non-time-saving state", regardless of the special symbol win type random number value (whether it is 0 to 127), the jackpot type is determined to be a "3R time-saving single jackpot", and the special symbol 2 stopped and displayed on the second special symbol display 41b (special symbol 2 stopped symbol) is determined to be a "time-saving symbol 1". On the other hand, when a "small jackpot win" is achieved in the lottery for special symbol 2 in the "non-time-saving state", if the special symbol win type random number value is "0 to 63", the small jackpot type is determined to be a "3R time-saving single small jackpot (V passing possible)", and the special symbol 2 stopped symbol of special symbol 2 on the second special symbol display 41b is determined to be a "time-saving small jackpot symbol 1". If the random number value for the special pattern winning type is "64 to 127", the small win type is determined to be "3R normal small win (V passing possible)" and the special pattern 2 stopping pattern is determined to be "small win pattern 1 without time reduction".

[0070] When a "jackpot" is won in the lottery for special chart 2 during "time-saving mode," if the random number value for the special pattern hit type is "0-79," the jackpot type is determined to be a "5R time-saving single jackpot," and the special chart 2 stopping pattern is determined to be "time-saving pattern 2." If the random number value for the special pattern hit type is "80-127," the jackpot type is determined to be a "3R time-saving single jackpot," and the special chart 2 stopping pattern is determined to be "time-saving pattern 3." On the other hand, when a "small jackpot" is won in the lottery for special chart 2 during "time-saving mode," if the random number value for the special pattern hit type is "0-63," the small jackpot type is determined to be a "3R time-saving single small jackpot (V passing possible)," and the special chart 2 stopping pattern is determined to be "time-saving small jackpot pattern 2." If the special symbol hit type random number value is "64 to 127", the small hit type is determined to be "3R normal small hit (V passing possible)" and the special symbol 2 stopping pattern is determined to be "small hit symbol 2 without time reduction". By referring to the special symbol hit type determination table T3, it is possible to identify the "special symbol stopping pattern data" corresponding to the special symbol stopping patterns (special symbol 1 stopping pattern and special symbol 2 stopping pattern), as well as the "opening (OP) command", "round designation command", and "ending (ED) command" for special games. The specific contents of each big hit and each small hit will be described later.

[0071] 12 is a diagram for explaining the special symbol variation pattern determination table T4. The special symbol variation pattern determination table T4 is generated by the game control microcomputer 81 in the main control main process (described later). ) is a table that is referenced to determine the fluctuation pattern according to the acquired fluctuation pattern random number value (0 to 127). In Figure 12, for example, when a prize is won in the first starting slot 20, 30 in a non-time-shortening state, the special symbol hit determination table T1 determines it as a "jackpot," and the fluctuation pattern random number value is "111 to 127," the fluctuation pattern is determined to be "P2." Also, for example, when a prize is won in the first starting slot 20, 30 in a non-time-shortening state, the special symbol hit determination table T1 determines it as a "miss," the reach determination table T2 determines it as a "no reach," and the number of reserved balls is "1 to 2," the fluctuation pattern is determined to be "P6" regardless of the fluctuation pattern random number value (whether it is 0 to 127). Also, for example, when a prize is won in the second starting slot 21 in the time-saving state and the special symbol hit determination table T1 determines that it is a "small hit," the fluctuation pattern is determined to be "P14" regardless of the fluctuation pattern random number value (any value between 0 and 127). As shown in FIG. 12, once the fluctuation pattern is determined, the fluctuation time is also determined. In addition, when a reach occurs, it is also determined whether the reach will be a normal reach or a super reach (SP reach). In addition, when a super reach occurs, it is also determined whether there is a pseudo-consecutive win or not.

[0072] 13(A) shows a diagram for explaining the normal symbol winning determination table T5, FIG. 13(B) shows a diagram for explaining the normal symbol winning type determination table T6, and FIG. 13(C) shows a diagram for explaining the normal symbol variation pattern determination table T7. The normal symbol winning determination table T5 is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired normal symbol winning random number value (any value between 0 and 255) corresponds to a "win" or a "lose." FIG. 13(A) shows that in the lottery for a normal symbol (normal symbol) in the "non-time-saving state," if the normal symbol winning random number value is "0 to 2," it is determined to be a "win," and if the normal symbol winning random number value is "a number other than the above between 0 and 254," it is determined to be a "lose." In the lottery for the normal pattern (regular pattern) in the "time-saving state," if the random number value for the normal pattern is "0 to 254," it is determined to be a "win," and if the random number value for the normal pattern is "a number other than the above between 0 and 254," it is determined to be a "lose."

[0073] The normal symbol winning type determination table T6 is a table that the game control microcomputer 81 references in the main control main process (described later) to determine the "winning type" and "type of normal symbol" according to the acquired normal symbol winning type random number value (any value between 0 and 65535). Figure 13 (B) shows that when a winning normal symbol is selected in the "non-time-saving state," the winning type is determined to be "short release" and the normal symbol stopping symbol is determined to be "winning symbol 1" regardless of the normal symbol winning type random number value (any value between 0 and 65535). On the other hand, when a winning normal symbol is selected in the "time-saving state," the portion of the determination table T6 that is referenced differs depending on the trigger when the game state becomes the time-saving state. Specifically, during the time-saving state executed after winning the special drawing 1 lottery during the a time-saving state (time-saving after the jackpot), and during the b time-saving state (play time) and the c time-saving state (sudden time-saving state), when a win is made in the lottery for the normal drawing, as shown in the "Special Drawing 1 Time-saving State" in Figure 13 (B), if the normal pattern winning type random number value is "0 to 65300", the winning type is determined to be "long opening 1", and the normal pattern stopped and displayed on the normal pattern display 42 (normal pattern stopping pattern) is determined to be "winning pattern 2". If the normal pattern winning type random number value is "65301 to 65535", the winning type is determined to be "long opening 2", and the normal pattern stopping pattern is determined to be "winning pattern 3". During the time-saving mode (time-saving mode after a jackpot), when a player wins the regular lottery during the time-saving mode executed after winning the special 2 lottery, as shown in "Special 2 time-saving mode" in Figure 13(B), regardless of the regular pattern winning type random number value (whether it is 0 to 65535), the winning type is determined to be "long opening 2", and the regular pattern (regular pattern stopping pattern) displayed on the regular pattern display 42 is determined to be "winning pattern 3".

[0074] The normal symbol fluctuation pattern determination table T7 is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine the normal symbol fluctuation time according to the normal symbol lottery result and the type of win. In Figure 13 (C), for example, when the normal symbol lottery result in the non-time-saving state is "win" and the win type is "short release", the normal symbol fluctuation time is determined to be "1 second". Also, for example, when the normal symbol lottery result in the time-saving state is "lose", the normal symbol fluctuation time is determined to be "1 second".

[0075] Figure 14 is a diagram for explaining the electric chute opening pattern determination table T8. The electric chute opening pattern determination table T8 is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine the opening pattern of the electric chute 29 according to the normal stopping symbol (normal stopping symbol data). Figure 14(A) shows that, for example, when the normal stopping symbol is "winning symbol 1," the opening pattern of the electric chute 29 is determined to be "opening pattern 11," and, for example, when the normal stopping symbol is "winning symbol 3," the opening pattern is determined to be "opening pattern 13."

[0076] When the opening pattern of the electric chute 29 is "opening pattern 11," it is difficult for a game ball to win either the first variable winning device 31 or the second variable winning device 22. When it is "opening pattern 12," it is easy for a game ball to win the first variable winning device 31, but it is difficult for a game ball to win the second variable winning device 22. When it is "opening pattern 13," it is difficult for a game ball to win the first variable winning device 31, but it is easy for a game ball to win the second variable winning device 22. The mechanism behind this is explained below.

[0077] Figure 14(B) shows the contents of each of the opening patterns 11 to 13. In opening pattern 11, after winning the regular lottery, the electric chute 29 opens once with an opening (OP) time of 0.01 seconds, an opening time of 0.02 seconds, and an ending (ED) time of 0.01 seconds. In opening pattern 12, the electric chute 29 opens once with an opening (OP) time of 0.01 seconds, an opening time of 3 seconds, and an ending (ED) time of 0.01 seconds. In opening pattern 13, the electric chute 29 opens once with an opening (OP) time of 5 seconds, an opening time of 3 seconds, and an ending (ED) time of 0.01 seconds. However, if a predetermined number of game balls win, the electric chute 29 will close even if there is still time left to open.

[0078] FIG. 14(C) shows each opening pattern 11 to 13 and the movement direction of the gaming ball. The electric chute winning opening 34 is provided with a first winning opening 75, a second winning opening 76, and a distribution member 77 on the inside. A gaming ball that enters the electric chute winning opening 34 is directed by the distribution member 77 to enter either the first winning opening 75 or the second winning opening 76. After a winning ticket is selected in the regular lottery, the distribution member 77 maintains a state (first state) in which the gaming ball enters the first winning opening 75 but does not enter the second winning opening 76 for four seconds from the opening (OP) time. After that, the distribution member 77 switches its direction and maintains a state (second state) in which the gaming ball does not enter the first winning opening 75 but enters the second winning opening 76 for five seconds. After that, the distribution member 77 switches its direction again and enters the first state. In release pattern 11, the electric chute 29 has an open time (advance position time) of 0.02 seconds, so a gaming ball flowing down the right gaming area 3B cannot be drawn into the electric chute winning opening 34. Therefore, even if the electric chute 29 executes release pattern 11, the gaming ball will not enter the electric chute winning opening 34. In release pattern 12, the electric chute 29 opens (moves to the advance position) for 3 seconds after an opening (OP) time of 0.01 seconds. The distribution member 77 is in a first state in which the gaming ball enters the first winning opening 75 but not the second winning opening 76 for 4 seconds from the opening (OP) time. Therefore, a gaming ball that enters the electric chute winning opening 34 while the electric chute 29 is open will always enter the first winning opening 75. When the gaming ball enters the first winning opening 75, the weight of the entering gaming ball drives the first non-electric device 33, opening the opening / closing member 32. This puts the first starting hole 30 in a state where a ball can be inserted. When a game ball enters the first starting hole 30, the weight of the game ball closes the opening and closing member 32. In opening pattern 13, the electric chute 29 opens for 3 seconds after an opening (OP) time of 5 seconds. The distribution member 77 is released (moves to the advance position). The distribution member 77 maintains the first state for four seconds from the opening (OP) time, and then switches to a second state in which the game ball is prevented from entering the first winning opening 75 and enters the second winning opening 76, so that a game ball that enters the electric chute winning opening 34 while the electric chute 29 is open will always enter the second winning opening 76. When a game ball enters the second winning opening 76, the weight of the entering game ball drives the second non-electric device 24, which opens the movable member 23. This puts the second starting opening 21 in a state in which the game ball can enter. When a game ball enters the second starting opening 21, the weight of the entering game ball closes the movable member 23.

[0079] 15 is a diagram for explaining the special prize opening pattern determination table T9. The special prize opening pattern determination table T9 is a table that is referenced by the game control microcomputer 81 in the main control main process (described later) to determine the opening pattern of the first special prize opening 30 and the special prize opening 35 according to the special symbol stopping pattern (special symbol stopping pattern data). In Figure 15 (A), when the special chart stopping pattern data is "11H", "12H", or "25H", the opening pattern of the first large prize opening 30 and the large prize opening 35 is determined to be "opening pattern 21", when the special chart stopping pattern data is "15H", "21H", or "26H", the opening pattern is determined to be "opening pattern 22", when the special chart stopping pattern data is "13H" or "16H", the opening pattern is determined to be "opening pattern 23", and when the special chart stopping pattern data is "22H", "13H", "27H", or "28H", the opening pattern is determined to be "opening pattern 24".

[0080] FIG. 15(B) shows the details of each opening pattern 21 to 24. In opening pattern 21, after a 6-second opening (OP), the large prize opening 35 is opened once for an opening time of 29.5 seconds in rounds 1 to 5. The V-shaped opening / closing member 71 remains closed. In opening pattern 22, after a 6-second opening (OP), the large prize opening 35 is opened once for an opening time of 29.5 seconds in rounds 1 to 3. The V-shaped opening / closing member 71 remains closed. In opening pattern 23, after a 4-second opening (OP), the large prize opening 35 is opened once for an opening time of 29.5 seconds in rounds 1 to 3. After the opening (OP), the V-shaped opening / closing member 71 opens and closes at a predetermined timing. In opening pattern 24, after an opening (OP) of 0.01 seconds, the large prize opening 35 is opened once for an opening time of 29.5 seconds in rounds 1 to 3. After the opening (OP), the V-shaped opening member 71 is opened and closed at a predetermined timing. Note that the large prize opening 35 is closed if a predetermined number of game balls have entered (a specified number of winning balls, up to a maximum of 9 balls), even if the opening time remains.

[0081] 4. Explanation of jackpots etc. In the gaming machine 1, the results of the special symbol lottery (jackpot / small jackpot lottery) are a "jackpot," a "small jackpot," and a "loss." In the case of a "jackpot," a "jackpot symbol" is displayed on the special symbol display 41. In the case of a "small jackpot," a "small jackpot symbol" is displayed on the special symbol display 41. In the case of a "loss," a "loss symbol" is displayed on the special symbol display 41. When a jackpot is won, a "jackpot game (second special game)" is executed in which the large prize opening 35 is opened in an opening pattern corresponding to the type of special symbol (type of jackpot) that is displayed. When a small jackpot is won, a "small jackpot game (first special game)" is executed in which the large prize opening 35 is opened once (in the first round) in an opening pattern corresponding to the type of special symbol (type of small jackpot) that is displayed. Then, when a gaming ball enters the V area 39 inside the large prize opening 35 during the execution of the small prize game, a "large prize game (second special game)" is executed, which opens the large prize opening 35 (for the second and third rounds) in an opening pattern according to the type of small prize that has been won. Note that a large prize game that is executed based on the result of the special symbol lottery being a large prize win is also called a "type 1 large prize game." Also, a large prize game that is executed based on the passage of a gaming ball into the V area 39 is also called a "type 2 large prize game." Also, large prize games and small prize games are also called "special games." In this special game, multiple prizes can be won in one round. It may also include a round in which a big prize opening is opened.

[0082] A jackpot game includes multiple rounds of play (unit opening games) that open the large prize opening 35, an opening (OP) before the first round of play begins, and an ending (ED) after the final round of play ends. Each round of play begins with the end of the opening or the end of the previous round of play, and ends with the start of the next round of play. The time (interval time) that the large prize opening 35 is closed between rounds of play is included in the open round play before that closure. A small prize game includes a small prize opening game that opens the large prize opening 35 for the first time (first round), an opening (pre-opening interval) before the small prize opening game begins, and an ending (post-closing interval) after the small prize opening game ends.

[0083] There are several types of jackpots. Here, the jackpot types are "5R Time-Shortened 150-Time Jackpot," "5R Time-Shortened 100-Time Jackpot," "5R Time-Shortened 1-Time Jackpot," and "3R Time-Shortened 1-Time Jackpot." These jackpots are jackpots that control the game state to a "time-shortened state and high base state" (described below) after a jackpot game (Type 1 jackpot game) that opens the jackpot slot 35 over 5R or 3R. However, these jackpots each have a different number of time-shortened periods at which the "time-shortened state and high base state" after the jackpot game ends. Here, the "number of time-shortened periods" refers to the number of variable display (variable display) of special symbols that can be executed in the "time-shortened state and high base state" after the jackpot game, and is preset for each jackpot type. For example, a "5R Time-Shortened 150-Time Jackpot" has 150 time-shortened periods, while a "5R Time-Shortened 100-Time Jackpot" has 100 time-shortened periods. The "time-saving state and high base state" ends when a jackpot is won and the jackpot game is executed, even if the number of time-saving times has not been reached.

[0084] There are multiple types of small wins. Here, the types of small wins are "3R normal small win (V passing practically impossible)," "3R normal small win (V passing possible)," and "3R time-saving single small win (V passing possible)." In a small win, a small win game is first executed, and if the game ball passes through the V area 39 (V passing), a jackpot game (type 2 jackpot game) is executed. Therefore, in a small win, the opening of the large prize opening 35 as a small win game corresponds to the first round, and if V passing occurs, the jackpot game that opens the large prize opening 35 over two rounds that is executed afterwards corresponds to the second round and the third round. If there is no V passing during the small win game, the jackpot game is not executed. Here, the "3R normal small win (V passing practically impossible)" is a small win in which V passing is practically impossible. On the other hand, the "3R normal small win (V passing possible)" and the "3R time-saving single small win (V passing possible)" are small wins in which V passing is possible. Whether or not V passage is possible during a small win game can be set by the operation pattern of the V opening and closing member 71 and the opening pattern of the opening and closing member 37 of the big winning device 36. Specifically, it is as follows.

[0085] For each of the above small wins, the large prize opening 35 is opened once for 29.5 seconds during the small win game after winning (Figure 15). Meanwhile, the opening time during the small win game differs depending on the type of small win. Specifically, the "3R normal small win (V passage virtually impossible)" (opening pattern 23) has an opening time of 4 seconds, while the "5R time-saving single small win," "3R time-saving single small win," and "3R normal small win" (opening pattern 23) have an opening time of 0.01 seconds. The reason why the opening time for the small win game differs depending on the type of small win is to change the timing of the opening of the large prize opening 35 relative to the V-shaped opening member 71, which moves in a constant manner from the start of the opening. Here, the V-shaped opening member 71 opens for 0.01 seconds when the small win game starts, and then opens for 3 seconds. In opening pattern 23, the large prize opening 35 opens four seconds after the start of a small prize game, so the V-shaped opening / closing member 71 closes approximately one second before the large prize opening 35 opens. Therefore, in the "3R normal small prize (V passage virtually impossible)" mode, V passage during a small prize game is virtually impossible. On the other hand, in opening pattern 23, the large prize opening 35 and the V-shaped opening / closing member 71 open simultaneously 0.01 seconds after the start of a small prize game, both remain open for three seconds, and the large prize opening 35 closes after the V-shaped opening / closing member 71 closes. Therefore, in the "5R time-saving single small prize," "3R time-saving single small prize," and "3R normal small prize," V passage during a small prize game is possible.

[0086] In the gaming machine 1, the normal symbol lottery (winning lottery) results in either a "win" or a "lose." In the case of a "win," a "winning symbol" is displayed frozen on the normal symbol display 42. In the case of a "lose," a "losing symbol" is displayed frozen on the normal symbol display 42. When a win occurs, a "win game (normal game)" is executed as an auxiliary game in which the electric chute 29 opens in an opening pattern corresponding to the type of normal symbol (type of win) that has been frozen. In this win game (normal game), the electric chute may open multiple times during one round. The win game (normal game) includes one round game (unit opening game), an opening (OP) before the round game starts, and an ending (ED) after the round game ends. There are multiple types of wins. Here, the win types are "long opening 1," "long opening 2," and "short opening." These wins have different variable times, opening times, opening times, and ending times.

[0087] 5. Explanation of game status The gaming control microcomputer 81 of the gaming machine 1 can execute "variation time reduction control" for the special symbols displayed on the special symbol display device 41 and the normal symbols displayed on the normal symbol display device 42. Here, the state in which the gaming control microcomputer 81 is controlling the variation time reduction for the special symbols on the special symbol display device 41 is referred to as the "time reduction state," and the state in which the variation time reduction control is not performed is simply referred to as the "non-time reduction state." In the time reduction state, the variation time of the special symbols (the time from the start of the variation display to the derived display of the display result) is shorter than in the non-time reduction state. The gaming control microcomputer 81 determines the variation pattern using a special symbol variation pattern determination table T4 (FIG. 12), which is determined so that a variation pattern with a shorter variation time is more likely to be selected in the time reduction state than in the non-time reduction state. In other words, when the game control microcomputer 81 is executing the variable time reduction control for the special symbol on the special symbol display 41, a shorter variable time is more likely to be selected as the variable time for the variable display of the special symbol compared to when the variable time reduction control is not being executed. As a result, in the time-saving state, the pace of consumption of the reserved special symbol increases, and a valid winning entry (a winning entry that can be stored as a reserved special symbol) in the starting slot is more likely to occur. Therefore, it is possible to aim for a jackpot while the game progresses smoothly.

[0088] The game control microcomputer 81 executes the variable time shortening control for the normal symbols on the normal symbol display device 42 in synchronization with the variable time shortening control for the special symbols on the special symbol display device 41. That is, the game control microcomputer 81 executes the variable time shortening control for the normal symbols in the time-shortening state, but does not execute it in the non-time-shortening state.

[0089] When a player wins the regular drawing during the time-saving state executed after winning the special drawing 1 lottery during the a time-saving state (time-saving state after a jackpot), the b time-saving state (play time), or the c time-saving state (sudden time-saving state), the game control microcomputer 81 determines the winning type as "long opening 1" in most cases, and as "long opening 2" in rare cases, as shown in "Special Drawing 1 Time-saving State" in Figure 13(B). In the case of "long opening 1," it makes it easier to win at the first starting hole 30 and more difficult to win at the second starting hole 21. In the case of "long opening 2," it makes it more difficult to win at the first starting hole 30 and more difficult to win at the second starting hole 21. During the time-saving state (time-saving state after a jackpot), when a player wins the regular lottery during the time-saving state that is executed after winning the special lottery 2, the winning type is always determined to be "long opening 2", making it difficult to win at the first starting hole 30 and easy to win at the second starting hole 21, as shown in "Special lottery 2 time-saving state" in Figure 13 (B).

[0090] As described above, the gaming machine 1 executes the a time reduction (time reduction after a jackpot), the b time reduction (play time), and the c time reduction (sudden time reduction). In the a time reduction (time reduction after a jackpot), the gaming state switches to the time reduction state after a jackpot game. In the b time reduction (play time), the gaming state switches to the time reduction state when the number of fluctuations reaches a specified number (for example, 500 times) in the normal state. In the c time reduction (sudden time reduction), the gaming state switches to the time reduction state when a specific losing symbol is confirmed and stopped in the normal state. Specifically, in the c time reduction (sudden time reduction), the gaming state switches to the time reduction state after a specific losing symbol is confirmed and stopped in the normal state when a "miss (sudden time reduction)" is determined based on the random number value of a special symbol hit.

[0091] In the gaming machine 1, the gaming state after a jackpot game that is executed by winning an "〇R time-saving 〇 times jackpot" or an "〇R time-saving 〇 times small jackpot" is a "time-saving state and high base state." The "time-saving state and high base state" ends when a predetermined number of variable displays (variable displays) of special symbols are executed, or when a jackpot is won and the jackpot game is executed. The gaming state after a jackpot game that is executed by winning an "〇R normal small jackpot" is a "non-time-saving state and low base state." This gaming state is also referred to as a "normal gaming state." Note that when playing the gaming machine 1 for the first time, the gaming state after powering on is this normal gaming state. Here, the "time-saving state and high base state" is also referred to simply as the "time-saving state," and the "non-time-saving state and low base state" is also referred to simply as the "non-time-saving state."

[0092] In the high base state (time-saving state), the game can be more advantageously progressed by hitting the ball from the right to enter the right play area 3B (Figure 1). This is because the electric chute 29 is more likely to open than in the low base state (non-time-saving state), making it easier to win in the first start hole 30 or the second start hole 21 than in the first start hole 20. For this reason, in the high base state, the right hit is performed to have the game ball pass through the gate 28, which triggers the normal symbol lottery, and enter the first start hole 30 or the second start hole 21. This allows for more start wins (wins in the start holes) than with a left hit. On the other hand, in the low base state, the game can be more advantageously progressed by hitting the ball from the left to enter the left play area 3A (Figure 1). This is because the electric chute 29 is less likely to open than in the high base state, making it easier to win in the first start hole 20 than in the first start hole 30 or the second start hole 21. For this reason, in the low base state, the player hits left to make the game ball win in the first start hole 20. This allows for more start wins than hitting right.

[0093] 6. Operation of the gaming control microcomputer 81 The operation of the game control microcomputer 81 provided on the main control board 80 (Fig. 4) will be described with reference to Figs. 16 to 36. Counters, flags, status, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the main RAM 84. As will be described below, the game control microcomputer 81 functions as a win / loss determination means, a pattern control means, a winning game execution means, a game status control means, and a winning type selection means by reading out programs stored in the main ROM 83.

[0094] [Main control main processing] FIG. 16 is a flowchart of the main control main process. When the power of the gaming machine 1 is turned on, the gaming control microcomputer 81 reads out a program for executing the main control main process from the main ROM 83. In the main control main process, the gaming control microcomputer 81 first performs initial settings (step S001). In the initial settings, for example, the main CPU 82 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "1" for the ceiling flag, that is, "ON", and the initial values ​​of other flags are "0" or "OFF". The initial value of the status is "1". The initial value of the counter is "1". The counter is set to a predetermined value (for example, 500), and the other counters are set to "0." Note that the initial setting is performed only once after the power is turned on, and is not performed thereafter.

[0095] After the initial setting, the game control microcomputer 81 disables interrupts from the interrupt process (step S002) and performs a normal / special symbol main random number update process (step S003). In this normal / special symbol main random number update process, the game control microcomputer 81 increments the various random number counter values ​​(special symbol random number value, special symbol type random number value, reach random number value, variable pattern random number value, normal symbol random number value, and normal symbol type random number value) shown in FIG. 8(A) by 1. When each random number counter value reaches a preset upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be randomly changed. Furthermore, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.

[0096] After the normal and special symbol main random number update process, the game control microcomputer 81 permits interruption of the interrupt process (step S004). While the interrupt is permitted, the main timer interrupt process (step S005) can be executed. The main timer interrupt process is executed based on an interrupt pulse repeatedly input to the main CPU 82 at a predetermined cycle (e.g., every 4 msec). That is, the main timer interrupt process is executed at predetermined cycles (e.g., every 4 msec). Then, from the end of the main timer interrupt process to the start of the next main timer interrupt process, the update process of various counter values ​​by the normal and special symbol main random number update process is repeatedly executed. Note that if an interrupt pulse is input to the main CPU 82 when the interrupt is prohibited, the main timer interrupt process does not start immediately, but starts after the interrupt is permitted.

[0097] [Main timer interrupt processing] FIG. 17 is a flowchart of the main timer interrupt process (FIG. 16: step S005). In the main timer interrupt process, the game control microcomputer 81 first performs random number update processing (step S101). Specifically, the game control microcomputer 81 updates the various random number counter values ​​shown in FIG. 8(A). This random number update processing is the same as the normal symbol / special symbol main random number update processing performed in the main control main processing (FIG. 16) described above. In other words, the update processing of the various random number counter values ​​is performed both during the execution period of the main timer interrupt process and during other periods (the period from the end of the main timer interrupt process to the start of the next main timer interrupt process).

[0098] After the random number update process, the game control microcomputer 81 performs input processing (step S102). In the input processing, the game control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1, and sets payout data for paying out prize balls according to the type of winning hole in the output buffer of the main RAM 84. The various sensors are, for example, the first start hole sensor 20a, the second start hole sensor 21a, the first large winning hole sensor 30a, the large winning hole sensor 35a, and the normal winning hole sensor 27a (Figure 4).

[0099] After the input process, the game control microcomputer 81 executes the start port sensor detection process (step S103), normal operation process (step S104), special operation process (step S105), V opening / closing member control process (step S106), and V area sensor detection process (step S107) in that order. Details of these processes will be described later. After the V area sensor detection process, the game control microcomputer 81 executes the reserved ball count process (step S108). Here, the game control microcomputer 81 first reads out the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols, which are stored in the main RAM 84. Next, the game control microcomputer 81 sets the reserved ball count command in the command set area (output buffer) 84a of the main RAM 84. The reserved ball count command is a command for notifying the sub-control board 90 of the reserved ball count. This command includes information about the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols. After setting the reserved ball number command, the game control microcomputer 81 ends this process.

[0100] After processing the number of reserved balls, the game control microcomputer 81 performs output processing (step S109). In the output processing, the game control microcomputer 81 outputs the commands and the like set in the command set area 84a of the main RAM 84 in each of the above-mentioned processes to the sub-control board 90. After the output processing, the game control microcomputer 81 performs other processing (step S110). In other processing, for example, based on the number of reserved balls for special chart 2 described below, the second special chart reserved indicator 43b is controlled to a display mode showing that number, and based on the number of reserved balls for special chart 1, the first special chart reserved indicator 43a is controlled to a display mode showing that number.

[0101] [Starting port sensor detection process] FIG. 18 is a flowchart of the start gate sensor detection process (FIG. 17: step S103). The game control microcomputer 81 first determines whether a game ball has passed through the gate 28 (step S201). This determination is made based on whether a game ball has been detected by the gate sensor 28a. If a game ball has not passed through the gate 28 (step S201: NO), the process skips to step S205. If a game ball has passed through the gate 28 (step S201: YES), the game control microcomputer 81 determines whether the number of reserved balls for normal symbols is "1 (upper limit)" (step S202). The number of reserved balls for normal symbols is the number of reserved normal symbols, and more specifically, is the value of a counter that counts the number of reserved normal symbols provided in the main RAM 84. If the number of reserved balls for normal symbols is "1" (step S202: YES), the process skips to step S205. If the number of reserved normal symbol balls is "0" (step S202: NO), "1" is added to the number of reserved normal symbol balls (step S203), and then a normal symbol random number acquisition process is performed (step S204). Here, the game control microcomputer 81 acquires the value of the normal symbol hit random number counter (Figure 8: value of label-TRND-H) and the value of the normal symbol hit type counter (Figure 8: value of label-TRND-HS), and stores the acquired random number group in the first memory area of ​​the normal symbol reserve memory area 86 of the main RAM 84.

[0102] In step S205, the game control microcomputer 81 determines whether or not a game ball has entered the second start hole 21. This determination is made based on whether or not a game ball has been detected by the second start hole sensor 21a. If a game ball has not entered the second start hole 21 (step S205: NO), the process skips to step S210. If a game ball has entered the second start hole 21 (step S205: YES), the game control microcomputer 81 determines whether or not the number of reserved balls for special symbol 2 is "1 (upper limit value)" (step S206). The number of reserved balls for special symbol 2 is the number of reserved second symbol symbols, and more specifically, is the value of a counter that counts the number of reserved second symbol symbols provided in the main RAM 84. If the number of reserved balls for special symbol 2 is "1" (step S206: YES), the process skips to step S210. If the number of reserved balls for special symbol 2 is "0" (step S206: NO), "1" is added to the number of reserved balls for special symbol 2 (step S207), and then special symbol 2-related random number acquisition processing is performed (step S208). Here, the value of the special symbol hit random number counter (Figure 8: value of label-TRND-A), the value of the special symbol hit type random number counter (Figure 8: value of label-TRND-AS), the value of the reach random number counter (Figure 8: value of label-TRND-RC), and the value of the variation pattern random number counter (Figure 8: value of label-TRND-T1) are acquired. The game control microcomputer 81 stores the acquired random number group in the first memory area of ​​the second special symbol reserve memory area 85b. The game control microcomputer 81 also temporarily stores (retains) the acquired random number group in a buffer (pre-determination buffer) different from the second special symbol reserve memory area 85b for the special symbol 2 pre-determination processing described below. After the special chart 2 related random number acquisition process, the game control microcomputer 81 performs the special chart 2 advance determination process (step S209). In the special chart 2 advance determination process, the game control microcomputer 81 refers to the jackpot determination table T1. The game control microcomputer 81 performs a jackpot pre-determination based on the jackpot random number value temporarily stored in the pre-determination buffer through the special chart 2 related random number acquisition process. Next, the game control microcomputer 81 performs a pre-determination of whether or not a jackpot has occurred using the jackpot determination table T1 and the jackpot random number value that it references. If the result of the jackpot pre-determination is a "jackpot," the game control microcomputer 81 performs a jackpot type pre-determination. In the jackpot type pre-determination, the game control microcomputer 81 first obtains a jackpot type random number value temporarily stored in the pre-determination buffer through the special chart 2 related random number acquisition process. Next, the game control microcomputer 81 performs a pre-determination of the jackpot type based on the obtained jackpot type random number value and the jackpot type determination table T5. Next, the game control microcomputer 81 performs a variation pattern pre-determination. Specifically, the game control microcomputer 81 first acquires a fluctuation pattern random number value and a reach random number value as judgment values ​​temporarily stored in the pre-judgment buffer by the special chart 2 related random number acquisition process. Next, the game control microcomputer 81 creates a pre-judgment command. The pre-judgment command includes a jackpot pre-judgment result (a jackpot type pre-judgment result in the case of a jackpot) and a fluctuation pattern pre-judgment result. The game control microcomputer 81 sets the created pre-judgment command in the command set area 84a of the main RAM 84 and ends this process.

[0103] In step S210, the game control microcomputer 81 determines whether or not a game ball has entered the first start hole 20. This determination is made based on whether or not a game ball has been detected by the first start hole sensor 20a. If a game ball has not entered the first start hole 20 (step S210: NO), this process ends. If a game ball has entered the first start hole 20 (step S210: YES), the game control microcomputer 81 determines whether or not the number of reserved balls for special symbol 1 is "4 (upper limit value)" (step S211). The number of reserved balls for special symbol 1 is the number of reserved first special symbols, and more specifically, is the value of a counter that counts the number of reserved first special symbols provided in the main RAM 84. If the number of reserved balls for special symbol 1 is "4" (step S211: YES), this process ends. If the number of reserved balls for special symbol 1 is "3" or less (step S211: NO), "1" is added to the number of reserved balls for special symbol 1 (step S212), and then special symbol 1 related random number acquisition processing is performed (step S213). Here, similar to the special symbol 2 related random number acquisition processing (step S208) described above, the value of the special symbol hit random number counter, the value of the special symbol hit type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter are acquired. The game control microcomputer 81 stores the acquired random number group in a memory area corresponding to the current number of reserved balls for special symbol 1 among the first to fourth memory areas of the first special symbol reserve memory area 85a. For the special symbol 1 pre-determination processing, the game control microcomputer 81 also temporarily stores (retains) the acquired random number group in a buffer (pre-determination buffer) different from the first special symbol reserve memory area 85a. After the special chart 1 related random number acquisition process, the game control microcomputer 81 performs special chart 1 advance determination process (step S214). The special chart 1 advance determination process is the same as the special chart 2 advance determination process described above.

[0104] [Normal operation processing] FIG. 19 is a flowchart of the normal operation process (FIG. 17: step S104). The game control microcomputer 81 first determines whether the electric chute 29 is in operation (step S501). If the electric chute 29 is in operation (step S501: YES), the process proceeds to step S540. If the electric chute 29 is not in operation (step S501: NO), the game control microcomputer 81 determines whether a stopped normal symbol is being displayed (whether the variation stop time has elapsed) (step S502). If a stopped normal symbol is being displayed (step S502: YES), the process proceeds to step S531. If a stopped normal symbol is not being displayed (step S502: NO), the game control microcomputer 81 determines whether a normal symbol is being varied (step S503). If the normal symbol is changing (step S503: YES), the process proceeds to step S521. If the normal symbol is not changing (step S503: NO), the game control microcomputer 81 determines whether the number of reserved balls for the normal symbol is "0". The number of reserved balls is set (step S504). If the number of reserved balls is "0" (step S504: YES), this process ends. If the number of reserved balls is not "0" (step S504: NO), the number of reserved balls for normal symbols is decremented by 1 (step S505). Therefore, if a gaming ball passes through gate 28 with the number of reserved balls for normal symbols at "0," the number of reserved balls for normal symbols is temporarily set to "1" in step S203 of the start gate sensor detection process (FIG. 18), and then the reserved balls are consumed in step S505, and the number of reserved balls for normal symbols immediately becomes "0." This also applies to the number of reserved balls for special symbols. That is, in step S207 and step S212 of the start port sensor detection process (FIG. 18), the reserved number of special symbols becomes "1" temporarily, and then in step S1404 and step S1410 of the special symbol standby process (FIG. 21) described later, the reserved number becomes "0" as the reserved number of special symbols becomes "0". Note that the decrement of the reserved number of normal symbols (consumption of reserved normal symbols) is executed together with the clearing process that clears the reserved information (various random number values) stored in the first memory area of ​​the normal symbol reserved memory area 86.

[0105] Next, the game control microcomputer 81 performs a win determination by referring to the normal symbol win determination table T5 (FIG. 13(A)) (step S506). Specifically, the game control microcomputer 81 first reads out the normal symbol win random number value as a determination value stored in the first memory area (corresponding to the first normal symbol reserved) of the normal symbol reserved memory area 86. Then, it determines whether or not there is a win using the normal symbol win random number value, the game state (whether or not there is a time-saving state), and the normal symbol win determination table T5. For example, in the non-time-saving state, if the normal symbol win random number value is between "0" and "2", it is determined to be a "win", and if the normal symbol win random number value is anything other than that, it is determined to be a "lose" (FIG. 13(A)).

[0106] Next, the game control microcomputer 81 determines the type of normal symbol (normal symbol stop symbol) by referring to the normal symbol win type determination table T6 (FIG. 13(B)) (step S507). Specifically, if the win determination in the above (step S506) is a win, the game control microcomputer 81 first reads out the normal symbol win type random number value stored in the first memory area of ​​the normal symbol reserve memory area 86. Then, the win type and the normal symbol (normal symbol stop symbol) are determined using the normal symbol win type random number value, the game state (whether or not the time-shortened state is in effect, and what triggered the time-shortened state), and the normal symbol win type determination table T6. For example, in the case of a non-time-shortened state, regardless of the normal symbol win type random number value (whether it is 0 to 65535), the win type is determined to be "short release" and the normal symbol is determined to be "win symbol 1." During the a time reduction (time reduction after a jackpot), which is executed after winning the special drawing 1 lottery, and during the b time reduction (play time) and c time reduction (sudden time reduction), when a regular drawing is won, as shown in the "Special Drawing 1 Time Reduction State" in Figure 13 (B), if the normal pattern winning type random number value is "0 to 65300", the winning type is determined to be "long opening 1" and the normal pattern stopping pattern is determined to be "winning pattern 2". If the normal pattern winning type random number value is "65301 to 65535", the winning type is determined to be "long opening 2" and the normal pattern stopping pattern is determined to be "winning pattern 3". During the time reduction (time reduction after the big win), when a normal drawing is won during the time reduction state executed after winning the special drawing 2 lottery, as shown in the "Special drawing 2 time reduction state" in Figure 13 (B), regardless of the normal pattern winning type random number value (any value between 0 and 65535), the winning type is determined to be "Long Open 2" and the normal drawing stop pattern is determined to be "Winning pattern 3". On the other hand, in the case of a "miss" in the above winning judgment, a "missing pattern" is set as the normal pattern.

[0107] Next, the game control microcomputer 81 selects a variation pattern by referring to the normal symbol variation pattern determination table T7 (FIG. 13(C)) (step S508). Specifically, the game control microcomputer 81 selects a normal symbol variation pattern by using the game state (whether it is in the time-shortened state or not), the win determination result, the win type, and the normal symbol variation pattern determination table T7. For example, when the win type is "short open" in the non-time-shortened state, the variation time of the normal symbol is The normal symbol variation time is determined to be "1 second." Also, for example, in the time-saving state, if the hit determination is "miss," the normal symbol variation time is determined to be "1 second" (FIG. 13(C)). The game control microcomputer 81 sets a normal symbol variation start command in the command set area (output buffer) 84a of the main RAM 84 to notify the sub-control board 90 of the start of normal symbol variation and variation time (step S509). The normal symbol variation start command includes information related to normal stop symbol data and information related to normal symbol variation patterns. Thereafter, the game control microcomputer 81 starts displaying the normal symbol variation and ends this process (step S510).

[0108] In step S521, the game control microcomputer 81 determines whether the normal symbol variation time has elapsed and ended. The normal symbol variation time is the variation time selected in step S508 (FIG. 13(C)). If the variation time has not ended (step S521: NO), the game control microcomputer 81 ends this process. That is, the normal symbol variation display continues. On the other hand, if the variation time has ended (step S521: YES), the game control microcomputer 81 stops the normal symbol variation display at the normal symbol (winning normal symbol stop symbol or losing normal symbol stop symbol) identified in step S507 (step S522). In addition, the game control microcomputer 81 sets a normal symbol variation stop command in the command set area 84a of the main RAM 84 to notify the sub-control board 90 that the normal symbol variation has stopped (step S523). After that, the game control microcomputer 81 sets the stop time of the normal symbol and ends this process (step S524). Here, the stop time of the normal symbol is 0.5 seconds.

[0109] In step S531, the game control microcomputer 81 determines whether the normal symbol variation stop time has elapsed. If the stop time has not elapsed (step S531: NO), the game control microcomputer 81 ends this process. That is, the normal symbol display continues. On the other hand, if the stop time has elapsed (step S531: YES), the game control microcomputer 81 ends this process if the hit determination in the above (step S506) results in a "miss" (step S532: NO). On the other hand, if the hit determination results in a "win" (step S532: YES), the game control microcomputer 81 sets a normal symbol opening command in the command set area 84a of the main RAM 84 to notify the sub-control board 90 of the start of the opening of the winning game (normal game) (step S533). In addition, the game control microcomputer 81 sets the electric chute opening pattern (step S534). The opening pattern of the electric chute 29 is selected by referring to the electric chute opening pattern determination table T8 (Fig. 14(A)). Specifically, the game control microcomputer 81 selects the opening pattern of the electric chute 29 using the type of normal symbol (normal symbol stop symbol data) determined above (step S507) and the electric chute opening pattern determination table T8. Here, for example, when the normal symbol is "winning symbol 1," "opening pattern 11" is selected, and when the normal symbol is "winning symbol 3," "opening pattern 13" is selected (see Fig. 14). After selecting the opening pattern, the game control microcomputer 81 starts the electric chute operation in accordance with the selected opening pattern (step S535), and ends this processing.

[0110] In the above-mentioned step S501, if the electric chute 29 is in operation (step S501: YES), the game control microcomputer 81 determines whether or not the closing condition for the electric chute 29 is met (step S540). The closing condition here is met when either the number of winning balls in the electric chute 29 reaches a specified maximum number of winning balls (for example, two balls), or the opening time for the electric chute 29 has elapsed and it is time to close the electric chute 29. The opening time for the electric chute 29 is the opening time corresponding to the opening pattern selected in step S534 (see Figure 14). If the closing condition for the electric chute 29 is not met (step S540: NO), this process ends. On the other hand, if the closing condition for the electric chute 29 is met (step S540: YES), the game control microcomputer 81 notifies the sub-control board 90 To notify the start of the ending of the winning game (normal game), a normal symbol ending command is set in the command set area 84a of the main RAM 84 (step S541). In addition, the game control microcomputer 81 closes (blocks) the electric chute 29 to stop its operation (step S542), and this process ends.

[0111] [Special Action Processing] FIG. 20 is a flowchart of the special operation process (FIG. 17: step S105). Here, the process for the special symbol display device 41 and the special winning device (first special winning device 31 and special winning device 36) is divided into five stages, and each stage is called "special operation status" "1," "2," "3," "4," and "5." When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby process (step S1302). In the special symbol standby process, a special symbol winning determination and special symbol variation pattern selection are performed. When the "special operation status" is "2" (step S1301: NO, step S1303: YES), the special symbol variation process is performed (step S1304). In the special symbol variation process, a variation stop command is output after the variation time has elapsed. When the "special operation status" is "3" (steps S1301, S1303: NO, step S1305: YES), special symbol determination processing is performed (step S1306). In the special symbol determination processing, an opening command is output and the like when a big win or small win occurs. When the "special operation status" is "4" (steps S1301, S1303, S1305: NO, step S1307: YES), special electric device processing 1 (big win game) is performed (step S1308). In special electric device processing 1, a big win game (second type special game) is executed. When the "special operation status" is "5" (steps S1301, S1303, S1305, step S1307: NO), special electric device processing 2 (small win game) is performed (step S1309). In the special electric accessory process 2, a small win game (first type special game) is executed. Details of each of the above processes will be described later. The special operation status is initially set to "1".

[0112] [Special pattern standby process] FIG. 21 is a flowchart of the special symbol standby process (FIG. 20: step S1302). In the special symbol standby process, the game control microcomputer 81 first determines whether the number of reserved balls in the first starting holes 20 and 30 (special symbol 1 reserved) is "0" (step S1401). If the number of reserved balls in the special symbol 1 is "0" (step S1401: YES), that is, if the first special symbol reserved memory area 85a does not store a random number group acquired as a result of winning in the first starting holes 20 and 30, the process proceeds to step S1411. If the number of reserved balls in the special symbol 1 is "1" or more (step S1401: NO), the game control microcomputer 81 executes a special symbol winning determination process (step S1402) and a special symbol variation pattern selection process (step S1403). Details of these processes will be described later. After the special symbol variation pattern selection process, the number of reserved balls for special symbol 1 is decremented by one (step S1404). Next, the game control microcomputer 81 shifts the storage location of the reserved information (various random number values) stored in the memory area of ​​the first special symbol reservation memory area 85a by one from its current position toward the read side (step S1405). As a result of the above step, on the display screen 7a of the image display device 7, the reserved image 9A corresponding to the memory area of ​​the first special symbol reservation memory area 85a is shifted toward the reserved consumption image display area, and the oldest reserved image 9A is displayed as the reserved consumption image 9C. This allows the player to recognize that one reserved first special symbol has been consumed. Next, the game control microcomputer 81 performs game status management process 1 (step S1406). In the game state management process 1, when the time-saving flag is ON, it is determined that the special symbol hit is a "miss (sudden time-saving)" based on the random number value, and when the third time-saving counter becomes 0, the time-saving flag is switched to OFF at the start of the c time-saving symbol fluctuation. Details will be described later. Next, the game control microcomputer 81 performs special symbol 1 fluctuation start processing (step S1407). In the special symbol 1 fluctuation start processing, a fluctuation start command is input to the command set area 84a of the main RAM 84. The special operation status is set to "2" to start the variable display of the first special symbol, and the special operation status is set to "2". The variable start command (special symbol 1 variable start command) set in the special symbol 1 variable start process includes information about the special symbol stop symbol data set in the special symbol hit determination process (step S1402), information about the variable pattern set in the special symbol variable pattern selection process (step S1403), and information set in the game status management process 1.

[0113] In step S1401, if the number of reserved balls for the special symbol 1 is "0" (step S1401: YES), the game control microcomputer 81 determines whether the number of reserved balls in the second starting hole 21 (special symbol 2 reserved) is "0" (step S1411). If the number of reserved balls for the special symbol 2 is "0" (step S1411: YES), that is, if the second special symbol reserved memory area 85b does not store a random number group acquired as a result of winning the second starting hole 21, the process proceeds to step S1421. If the number of reserved balls for the special symbol 2 is "1" or more (step S1411: NO), the game control microcomputer 81 executes a special symbol winning determination process (step S1412) and a special symbol variation pattern selection process (step S1413). Details of these processes will be described later. After the special variation pattern selection process, the number of reserved balls for the special symbol 2 is decremented by one (step S1414). Next, the game control microcomputer 81 shifts the storage location of the reserved information (various random number values) stored in the second special symbol reserved memory area 85b by one position from its current location toward the readout side (step S1415). As a result of the above step, the reserved image 9B corresponding to the memory area of ​​the second special symbol reserved memory area 85b is shifted toward the reserved image display area on the display screen 7a of the image display device 7, and the oldest reserved image 9B is displayed as the reserved image 9C. This allows the player to recognize that one reserved second special symbol has been consumed. Next, the game control microcomputer 81 performs game status management process 1 (step S1416). In game status management process 1, when the time-saving flag is ON, the special symbol random number value is used to determine a "miss (sudden time-saving)" and the third time-saving counter reaches 0, the time-saving flag is switched OFF when the c time-saving symbol variation begins. Details will be described later. Next, the game control microcomputer 81 performs a special symbol 2 variation start process (step S1417). In the special symbol 2 variation start process, a variation start command is set in the command set area 84a of the main RAM 84 to start the variable display of the second special symbol, and the special operation status is set to "2" (step S1417).In addition, the fluctuation start command (special chart 1 fluctuation start command) set in the special chart 2 fluctuation start process includes information regarding the special chart stop pattern data set in the special pattern hit determination process (step S1412), information regarding the fluctuation pattern set in the special pattern fluctuation pattern selection process (step S1413), and information set in the game status management process 1.

[0114] In step S1411, if the number of reserved balls for special symbol 1 is "0" (step S1411: YES), the game control microcomputer 81 determines whether the display screen 7a of the image display device 7 is a standby screen (step S1421). The standby screen is a demo screen for waiting for customers. The game control microcomputer 81 may determine this by, for example, the ON / OFF state of a demo screen display flag for waiting for customers. If the screen is a standby screen (step S1421: YES), this process ends. If the screen is not a standby screen (step S1421: NO), the game control microcomputer 81 waits for a predetermined standby time to elapse, sets a customer standby standby command for displaying a standby screen in the command set area 84a of the main RAM 84 (step S1422), and ends this process. As described above, according to the special symbol standby process of this embodiment, the variable display of the special symbol based on the second special symbol reserved is executed only when the first special symbol reserved is "0." In other words, the consumption of the first special chart reservation is executed in priority to the consumption of the second special chart reservation.

[0115] [Special pattern winning detection process] FIG. 22 shows the flow of the special symbol winning determination process (FIG. 21: steps S1402 and S1412). 9A and 9B are flowcharts. The hit determination process for special symbol 2 (step S1402) and the hit determination process for special symbol 1 (step S1412) have similar processing flows, so they will be explained together. In the special symbol hit determination process, first, the game control microcomputer 81 performs a hit determination by referring to the special symbol hit determination table T1 (FIG. 9A) (step S1502). Specifically, the game control microcomputer 81 first reads out a special symbol hit random number value as a determination value. For example, in the hit determination process for special symbol 2, the special symbol hit random number value stored in the first memory area (corresponding to the first reserved second special symbol) of the second special symbol reserve memory area 85b is read out. In the hit determination process for special symbol 1, the special symbol hit random number value stored in the first memory area (corresponding to the first reserved first special symbol) of the first special symbol reserve memory area 85a is read out. Next, the game control microcomputer 81 determines whether or not the game has been won by a big win or a small win by using the special symbol winning determination table T1 and the read special symbol winning random number value. In this way, the game control microcomputer 81 functions as a "win / loss determination means."

[0116] If the result of the special symbol win determination is a "jackpot" (step S1503: YES), the game control microcomputer 81 turns on the jackpot flag (step S1505) and determines the type of jackpot (step S1507). Specifically, the game control microcomputer 81 first reads out a special symbol win type random number value as a determination value. For example, in the win determination process for special symbol 2, the special symbol win type random number value stored in the first memory area of ​​the second special symbol reserve memory area 85b is read out. In the win determination process for special symbol 1, the special symbol win type random number value stored in the first memory area of ​​the first special symbol reserve memory area 85a is read out. Next, the game control microcomputer 81 determines the type of jackpot based on the read out special symbol win type random number value and the special symbol win type determination table T3 (FIGS. 10 and 11). In this way, the game control microcomputer 81 functions as a "win type selection means." After determining the type of jackpot, the special stop pattern data (jackpot pattern) corresponding to the identified type of jackpot is set in the win type buffer provided in the main RAM 84 (step S1509), and this process is terminated.

[0117] On the other hand, if the result of the special symbol win determination is not a "big win" (step S1503: NO) but a "small win" (step S1510: YES), the game control microcomputer 81 turns on the small win flag (step S1512) and determines the type of small win (step S1514). Specifically, the game control microcomputer 81 first reads out a special symbol win type random number value as a determination value, similar to the determination of the big win type. Next, the game control microcomputer 81 determines the type of small win based on the read out special symbol win type random number value and the special symbol win type determination table T3 (FIGS. 10 and 11). After determining the type of small win, the game control microcomputer 81 sets the special symbol stop pattern data (small win pattern) corresponding to the identified small win type in a win type buffer provided in the main RAM 84 (step S1516), and ends this process.

[0118] If the result of the special symbol hit determination is not a "big hit" or "small hit" but a "miss (sudden time reduction)" (steps S1503, S1510: NO, S1520: YES), special symbol stop symbol data corresponding to the c time reduction symbol is set in a big hit type buffer provided in the main RAM 84 (step S1522), and this process ends. If the result of the special symbol hit determination is not a "big hit", "small hit", or "miss (sudden time reduction)" but a "miss" (steps S1503, S1510, S1520: NO), special symbol stop symbol data corresponding to the miss symbol is set in a big hit type buffer provided in the main RAM 84 (step S1524), and this process ends.

[0119] [Special symbol variation pattern selection process] 23 and 24 are flowcharts of the special symbol variation pattern selection process (FIG. 21: steps S1403 and S1409). 403) and the variation pattern selection process of special chart 1 (step S1409) have similar processing flows, so they will be explained together. In the variation pattern selection process, first, the game control microcomputer 81 determines whether the game state is in a time-shortened state or not (step S1600). The determination of whether or not the game state is in a time-shortened state is made by whether or not the time-shortened flag is ON. If the game state is in a time-shortened state (step S1600: YES), the process proceeds to step S1612. If the game state is not in a time-shortened state (step S1600: NO), the game control microcomputer 81 determines whether or not the jackpot flag is ON (step S1602).

[0120] If the jackpot flag is ON (step S1602: YES), the game control microcomputer 81 selects a variation pattern by referring to the table for a non-time-saving state jackpot in the special symbol variation pattern determination table T4 (FIG. 12) (step S1603). Specifically, the game control microcomputer 81 first reads a variation pattern random number value as a determination value. For example, in the variation pattern selection process for special symbol 2, the variation pattern random number value stored in the first storage area (corresponding to the first reserved second special symbol) of the second special symbol reserve storage area 85b is read. In the variation pattern selection process for special symbol 1, the variation pattern random number value stored in the first storage area (corresponding to the first reserved first special symbol) of the first special symbol reserve storage area 85a is read. Next, the game control microcomputer 81 selects a variation pattern using the special symbol variation pattern determination table T4 and the variation pattern random number value. Here, as a table for non-time-saving state jackpots, the part of the special symbol fluctuation pattern determination table T4 shown in Figure 12 that corresponds to a jackpot in a non-time-saving state (the part where the fluctuation pattern is "P1" or "P2" in special symbol 1, and the part where the fluctuation pattern is "P14" in special symbol 2) is referenced (the address is set). From the read fluctuation pattern random number value, either "P1" or "P2" is selected as the fluctuation pattern in special symbol 1, and "P14" is selected in special symbol 2 regardless of the fluctuation pattern random number value.

[0121] In step S1602, if the big win flag is OFF (step S1602: NO), the game control microcomputer 81 determines whether the small win flag is ON (step S1604). If the small win flag is ON (step S1604: YES), the game control microcomputer 81 refers to the table for small wins in the non-time-shortened state in the special symbol fluctuation pattern determination table T4 (FIG. 12) to select a fluctuation pattern (step S1605). Specifically, the game control microcomputer 81 first reads out a fluctuation pattern random number value as a determination value, similar to step S1603 above. Next, the game control microcomputer 81 selects a fluctuation pattern using the part of the special symbol fluctuation pattern determination table T4 that corresponds to small wins in the non-time-shortened state and the fluctuation pattern random number value. Here, in the special pattern fluctuation pattern determination table T4, the part that corresponds to the small win in the non-time-saving state is the part with fluctuation pattern "P3" in special chart 1, and the part with fluctuation pattern "P15" in special chart 2, so these are selected regardless of the fluctuation pattern random number value.

[0122] In step S1604, if the small win flag is OFF (step S1604: NO), the game control microcomputer 81 determines whether the reach random number value is a reach establishment random number value or not (step S1606). Specifically, the game control microcomputer 81 first reads out the reach random number value as a determination value. In the variation pattern selection process for special symbol 2, the reach random number value stored in the first storage area (corresponding to the first of the second special symbol reservations) of the second special symbol reservation storage area 85b is read out. In the variation pattern selection process for special symbol 1, the reach random number value stored in the first storage area (corresponding to the first of the first special symbol reservations) of the first special symbol reservation storage area 85a is read out. Next, the game control microcomputer 81 determines whether or not a reach is established using the reach determination table T2 (FIG. 9(B)) and the reach random number value. Here, since the game is in a non-time-shortened state, the presence or absence of a reach is determined based on the table for the non-time-shortened state (the portion of the reach determination value (reach establishment random number value) between "0" and "13") in the reach determination table T2.

[0123] If the reach random number value is a reach establishment random number value (step S1606: YES), that is, That is, in the case of a reach and miss, the game control microcomputer 81 refers to the table for reach and miss in the non-time-saving state in the special symbol change pattern determination table T4 to select a change pattern (step S1607). Here, as the table for reach and miss in the non-time-saving state, the part of the special symbol change pattern determination table T4 shown in FIG. 12 that corresponds to reach and miss in the non-time-saving state (the part where the change pattern is "P4" and "P5" in special symbol 1, and the part where the change pattern is "P14" in special symbol 2) is referred to. In special symbol 1, either "P4" or "P5" is selected as the change pattern from the read change pattern random number value. In special symbol 2, "P14" is selected as the change pattern regardless of the read change pattern random number value.

[0124] If the reach random number value is not a reach-established random number value (step S1606: NO), i.e., if there is a miss without a reach, the game control microcomputer 81 selects a variation pattern by referring to the table for a miss without a reach in the non-time-saving state in the special symbol variation pattern determination table T4 (step S1608). Here, as the table for a miss without a reach in the non-time-saving state, the section of the special symbol variation pattern determination table T4 shown in FIG. 12 corresponding to a miss without a reach in the non-time-saving state (the section with variation patterns "P6" and "P7" in special symbol 1, and the section with variation pattern "P15" in special symbol 2) is referenced. In special symbol 1, either "P6" or "P7" is selected as the variation pattern based on the read variation pattern random number value and the current number of balls reserved for special symbol 1 (1-4). In special symbol 2, "P15" is selected as the variation pattern regardless of the read variation pattern random number value. In Special Chart 1, the selected variation pattern changes depending on the number of reserved balls, so a shortened variation function is activated according to the number of reserved balls. In other words, in Special Chart 1, when the number of reserved balls is "3" to "4", variation patterns with shorter variation times are selected more frequently than when the number of reserved balls is "1" to "2". This allows the consumption speed of the reserved special chart to be increased when the number of reserved balls is large.

[0125] If it is determined in step S1600 that the gaming state is in the time-shortened state, the game control microcomputer 81 determines whether the jackpot flag is ON or not (FIG. 24: step S1612). Thereafter, the processing of steps S1613 to S1618 is the same as the processing of steps S1603 to S1608 described above, except for the following point, and therefore a description thereof will be omitted. The difference between the processing of steps S1613 to S1618 and the processing of steps S1603 to S1608 is that the part of the special symbol variation pattern determination table T4 referenced in steps S1613, S1615, S1617, and S1618 is different from that of the already-described steps S1603, S1605, S1607, and S1608. Specifically, in steps S1603, S1605, S1607, and S1608, the table for the non-time-saving state in the special symbol fluctuation pattern determination table T4 is referenced, whereas in steps S1613, S1615, S1617, and S1618, the table for the time-saving state is referenced. For example, in step S1615, the part of the special symbol fluctuation pattern determination table T4 that corresponds to a small win in the time-saving state (the part where the fluctuation pattern is "P9" in special chart 1, and the part where the fluctuation pattern is "P17" in special chart 2) is referenced. Also, for example, in step S1617, the part of the special symbol fluctuation pattern determination table T4 that corresponds to a reach and miss in the time-saving state (the part where the fluctuation pattern is "P10" in special chart 1, and the part where the fluctuation pattern is "P18" in special chart 2) is referenced.

[0126] After selecting the variation pattern as described above, the game control microcomputer 81 sets the selected variation pattern (step S1630) and ends this process. The information of the set variation pattern is included in a variation start command and is sent to the sub-control board 90 in the output process (FIG. 17: step S109). This starts the variation display of the special symbol.

[0127] [Game status management process 1] FIG. 25 is a flowchart of game status management process 1 (FIG. 21: steps S1406, S1416). Game status management process 1 for special chart 2 (step S1406) and game status management process 1 for special chart 1 (step S1416) have similar processing flows, so they will be described together. Game status management process 1 switches the game status to the normal state when "miss (sudden time reduction)" is selected a specified number of times (e.g., 1) during the time-saving state, and the c time-saving fluctuation starts for the specified number of times. As a result, when "miss (sudden time reduction)" is selected a specified number of times during the a time-saving state, the a time-saving state ends when the c time-saving pattern fluctuation starts, and the c time-saving state starts when the c time-saving fluctuation ends. In game status management process 1, first, the game control microcomputer 81 determines whether the time-saving flag is ON (step S1905). If the time-saving flag is OFF (step S1905: NO), the process skips to step S1940. On the other hand, if the time-saving flag is ON (step S1905: YES), the third time-saving counter C3 is decremented by 1 (step S1915). The "third time-saving counter C3" counts the number of time-saving symbol variations c performed during the time-saving mode. The initial value set in the third time-saving counter C3 is determined based on the setting table shown in FIG. 29. Then, it is determined whether the third time-saving counter C3 has reached 0 (step S1930). If the third time-saving counter C3 has reached 0 (step S1930: YES), the time-saving flag is switched OFF (step S1935). This switches the game state from the time-saving mode to the non-time-saving mode. That is, when the number of time-saving symbol variations c performed during the time-saving mode reaches the number shown in FIG. 29, the game state is switched to the non-time-saving mode. Thereafter, a game state designation command that reflects the above processing is set (step S1940).

[0128] [Special pattern change processing] FIG. 26 is a flowchart of the special symbol variation process (FIG. 20: step S1304). The game control microcomputer 81 first determines whether the variation time of the special symbol has elapsed and ended (step S1701). The variation time of the special symbol is determined according to the variation pattern selected in the special symbol variation pattern selection process (FIGS. 23 and 24) described above (see FIG. 12). If the variation time has not ended (step S1701: NO), this process ends. That is, the variation display of the special symbol that started in step S1407 or S1417 of the special symbol standby process (FIG. 21) continues. On the other hand, if the variation time has ended (step S1701: YES), a variation stop command is set in the command set area 84a of the main RAM 84 (step S1702), and the special operation status is set to "3" (step S1703). The game control microcomputer 81 also performs other processing associated with the stopping of the variation (step S1704). For example, the game control microcomputer 81 performs processing such as stopping the variation display of the special symbol on the special symbol display device 41 at a symbol corresponding to the set special symbol stop symbol data (stop display of the special symbol). In this way, the game control microcomputer 81 functions as a "symbol control means." The stop display time of the special symbol can be set arbitrarily depending on the lottery result of special symbol 1 or the lottery result of special symbol 2, etc. Then, the game control microcomputer 81 ends this processing.

[0129] [Special design confirmation process] FIG. 27 is a flowchart of the special symbol determination process (FIG. 20: step S1306). The game control microcomputer 81 first determines whether the stop time of the special symbol has elapsed (step S1800). If the stop time has not elapsed (step S1800: NO), this process ends. On the other hand, if the stop time has elapsed (step S1800: YES), the game control microcomputer 81 performs game status management process 2 (step S1801). Game status management process 2 is a process for switching the game status between time reduction a, time reduction b, and time reduction c, and its contents will be described later. After game status management process 2, it is determined whether the jackpot flag is ON (step S1802).

[0130] If the jackpot flag is ON (step S1802: YES), the game control microcomputer 8 1 sets the opening pattern of the large prize opening according to the type of jackpot won (step S1803). Specifically, the game control microcomputer 81 refers to the large prize opening opening pattern determination table T9 (FIG. 15), determines the opening pattern of the large prize opening from the special symbol stop pattern data, and sets the determined opening pattern. Here, regardless of the type of jackpot won (whether the special symbol stop pattern data is 11H-13H, 15H, 16H, 21H-23H, or 31H-33H), "opening pattern 21" is set as the opening pattern of the opening opening. In addition to setting the opening pattern of the large prize opening, the value of the round counter is set to the number of rounds according to the type of jackpot won. The round counter counts the number of unit opening games (round games) executed during the jackpot game. Here, regardless of the type of jackpot won, the round counter is set to "15" (FIG. 15(B)).

[0131] After the opening pattern is set, the game control microcomputer 81 performs a game state reset process (step S1804). The details of the game state reset process will be described later. After that, in order to start a type 1 jackpot game, an opening command for the type 1 jackpot game is set (step S1806), and the opening of the jackpot game is started (step S1807). After that, the special operation status is set to "4" (step S1808), and this process ends. By setting the special operation status to "4", the process moves to special electric device process 1 (jackpot game).

[0132] In step S1802, if the big win flag is OFF (step S1802: NO), the game control microcomputer 81 determines whether the small win flag is ON (step S1810). If the small win flag is ON (step S1810: YES), the game control microcomputer 81 sets the opening pattern of the big prize opening according to the type of small win that has been won (step S1811). Specifically, as in step S1803 described above, the game control microcomputer 81 refers to the big prize opening opening pattern determination table T9, determines the opening pattern of the big prize opening from the special symbol stop pattern data, and sets the determined opening pattern. In addition to setting the opening pattern of the big prize opening, the value of the round counter is set to the number of rounds according to the type of small win that has been won. (Figure 15(B))

[0133] After setting the opening pattern, the game control microcomputer 81 switches the V-shaped opening / closing member operation flag to ON (step S1812). The V-shaped opening / closing member operation flag indicates the period during which the V-shaped opening / closing member 71 is to be operated. In the V-shaped opening / closing member control process (FIG. 35), when the V-shaped opening / closing member operation flag is ON, the V-shaped opening / closing member 71 is operated in a predetermined operation pattern. Here, in any small win game, the V-shaped opening / closing member 71 is closed as an opening for 0.01 seconds after the small win game, then opened for 4 seconds, and then closed. Note that when the small win flag is ON, unlike when the big win flag is ON, the time-saving flag is not switched OFF even if it is ON. Then, to start the small win game, a small win opening command is set (step S1813), and the opening for the small win game is started (step S1814). Then, the special operation status is set to "5" (step S1815), and this process ends. When the special operation status is set to "5", the process shifts to the special electric accessory process 2 (small win game).

[0134] In step S1810, if the small win flag is OFF (step S1810: NO), the game control microcomputer 81 sets the special operation status to "1" (step S1820) and ends this process. As a result, neither the big win game nor the small win game is started, and the process moves to the special symbol standby process (FIG. 20: step S1302) again, and the special symbol win determination for the next reserved game is executed.

[0135] [Game status management process 2] FIG. 28 is a flowchart of the game status management process 2 (FIG. 27: step S1801). The game control microcomputer 81 first determines whether the ceiling flag is ON. If the ceiling flag is OFF (step S2005: NO), the process skips to step S2015. If the ceiling flag is ON (step S2005: YES), the ceiling counter is decremented by 1 (step S2010). Next, the game control microcomputer 81 determines whether the time-shortening flag is ON. If the time-shortening flag is OFF (step S2015: NO), that is, in the non-time-shortening state, the process skips to step S2060. If the time-shortening flag is ON (step S2015: YES), that is, in the time-shortening state, the game control microcomputer 81 determines whether the change is a change of the second special symbol (step S2020). If the change is a change of the second special symbol (step S2020: YES), the game control microcomputer 81 decrements the values ​​of the first time-saving counter C1 and the second time-saving counter C2 by 1 (step S2030). The "first time-saving counter C1" counts the number of times the second special symbol has changed during the time-saving state. The "second time-saving counter C2" counts the number of times the special symbol has changed during the time-saving state (the total number of times the first special symbol has changed and the number of times the second special symbol has changed). The initial values ​​set in the first time-saving counter C1 and the second time-saving counter C2 are determined based on the setting table shown in Figure 29. Figure 29 is a diagram illustrating the setting tables for the first time-saving counter C1, the second time-saving counter C2, and the third time-saving counter C3. This setting table is referenced by the game control microcomputer 81 when time-saving periods a, b, and c start. In Figure 29, when the time-saving feature starts, the values ​​set in the time-saving counters C1, C2, and C3 differ depending on the type of jackpot. When the time-saving feature starts, the values ​​set in the time-saving counters C1, C2, and C3 are "150," "200," and "10." When the time-saving feature starts, the values ​​set in the time-saving counters C1, C2, and C3 are "999," "999," and "100."

[0136] Returning to FIG. 28, if the variation is a variation of the first special symbol (step S2020: NO), the game control microcomputer 81 decrements only the value of the second time-saving counter C2 by 1 (step S2025).

[0137] The game control microcomputer 81 determines whether at least one of the first time-shortening counter C1 and the second time-shortening counter C2 has reached "0" as a result of step S2025 or step S2030 (step S2035). If neither the first time-shortening counter C1 nor the second time-shortening counter C2 has reached "0" (step S2035: NO), the process skips to step S2045. If at least one of the first time-shortening counter C1 and the second time-shortening counter C2 has reached "0" (step S2035: YES), the time-shortening flag is turned OFF (step S2040). This switches the game state from the time-shortening state to the non-time-shortening state. That is, when the number of times the special symbols have been changed in the time-shortening state reaches the number shown in FIG. 29, the game state is switched to the non-time-shortening state.

[0138] In step S2045, the game control microcomputer 81 determines whether the value of the ceiling counter is "0." If the value of the ceiling counter is "0" (step S2045: YES), the ceiling flag is switched OFF (step S2055). As a result, if the ceiling counter becomes "0" during a fluctuation that has started in the time-saving state, the b time-saving will not start.

[0139] In step S2050, the game control microcomputer 81 sets the game state designation command in the command set area 84a of the main RAM 84, and then ends this process. The game state designation command includes information about the currently set game state (whether the game is in the time-shortening state, the values ​​of the first time-shortening counter and the second time-shortening counter, etc.).

[0140] In step S2015, if the time-saving flag is OFF (step S2015: NO), it is determined whether the change is a c-time-saving pattern change (step S2060). If it is a c-time-saving pattern change (step S2060: YES), the time-saving flag is turned ON (step S2065), and the first time-saving counter C1, the second time-saving counter C2, and the third time-saving counter C3 are set to the setting values ​​shown in the setting table of FIG. 29 (step S2070). This sets the c-time saving (sudden time saving). Thereafter, the process proceeds to step S2045. If the value of the ceiling counter is "0" (step S2045: YES), the ceiling flag is switched OFF (step S2055). As a result, if the ceiling counter becomes "0" when the c-time saving is started, the b-time saving will not start.

[0141] In step S2060, if the c time-saving symbol change is not detected (step S2060: NO), a determination is made as to whether the value of the ceiling counter is "0" (step S2075). If the value of the ceiling flag is not "0" (step S2075: NO), the process skips to step S2050. If the value of the ceiling counter is "0" (step S2075: YES), the time-saving flag is turned ON (step S2080), and the first time-saving counter C1, the second time-saving counter C2, and the third time-saving counter C3 are set to the setting values ​​shown in the setting table of FIG. 29 (step S2085). This sets the b time-saving (Yu-time). Then, the ceiling flag is switched OFF (step S2055).

[0142] [Game status reset process] FIG. 30 is a flowchart of the game state reset process (FIG. 27: step S1804). The game control microcomputer 81 first determines whether the time-shortening flag is ON or not. If the time-shortening flag is OFF (step S2103: NO), the process skips to step S2105. If the time-shortening flag is ON (step S2103: YES), the time-shortening flag is switched OFF (step S2104). In step S2105, the game control microcomputer 81 determines whether the ceiling flag is ON or not. If the ceiling flag is OFF (step S2105: NO), the process ends. If the ceiling flag is ON (step S2105: YES), the ceiling flag is switched OFF (step S2106). In other words, during execution of a jackpot game, the ceiling flag is OFF in a non-high probability state and a non-time-shortening state. In the gaming machine 1, since the low base state is always maintained when the time-shortening state is not in effect, the low base state is maintained during execution of a jackpot game.

[0143] [Special Electric Device Processing 1 (Jackpot Game)] FIG. 31 is a flowchart of the special electric device processing 1 (FIG. 20: step S1308). The game control microcomputer 81 first determines whether the jackpot end flag is ON or not (step S2200). The "jackpot end flag" is a flag indicating that all openings of the first special winning devices 31 based on the opening pattern have been completed in the currently running jackpot game. If the jackpot end flag is ON (step S2200: YES), the process proceeds to step S2230. If the jackpot end flag is OFF (step S2200: NO), the game control microcomputer 81 determines whether the first special winning port 30 is currently open or not (step S2202). If it is currently open (step S2202: YES), the process proceeds to step S2210.

[0144] If the first major prize opening 30 is not currently open (step S2202: NO), the game control microcomputer 81 determines whether it is time (timing) to open the first major prize opening 30 (step S2203). The time (timing) to open the first major prize opening 30 includes, for example, when the opening time of the big win game has passed and it is time to start opening for the first round of games, or when the interval time (closing time) until the first major prize opening 30, which was temporarily closed after opening, has passed and it is time to start opening again. If it is not time (timing) to open the first major prize opening 30 (step S220 3: NO), the process proceeds to step S2220.

[0145] If it is time (timing) to open the first large prize opening 30 (step S2203: YES), the game control microcomputer 81 performs a large prize opening opening process (step S2207). Here, the game control microcomputer 81 opens the first large prize opening 30 in accordance with an opening pattern (FIG. 15(B)) corresponding to the type of win (large prize type or small prize type). When a type 1 jackpot game is being played, the first large prize opening 30 is opened in accordance with opening pattern 21 regardless of the type of jackpot. When a type 2 jackpot game is being played, the first large prize opening 30 is opened in accordance with opening pattern 22 or opening pattern 23 depending on the type of small prize. After the large prize opening opening process, the game control microcomputer 81 sets a round designation command (step S2208). The round designation command includes information regarding the number of rounds of the currently running special game (small win game and big win game), and the game control microcomputer 81 sets the round designation command in the command set area 84a of the main RAM 84. This allows the sub-control board 90 to be notified of the number of rounds of the special game. In this embodiment, the first large prize opening 30 is not opened multiple times during a single round of game. However, in another embodiment, if the first large prize opening 30 is opened multiple times during a single round of game, the game control microcomputer 81 may determine whether the opening of the first large prize opening 30 is the first opening in a single round, and set the round designation command only if it is the first opening. After setting the round designation command, this process ends.

[0146] If the first major prize opening 30 is open in step S2202 (step S2202: YES), the game control microcomputer 81 determines whether or not a closing condition for the first major prize opening 30 is met (step S2210). The closing condition here is met when either the number of prizes won by the first major prize opening 30 in that round of play reaches a predetermined maximum number of prizes (e.g., nine prizes per round), or the time for closing the first major prize opening 30 has arrived (i.e., a predetermined opening time (e.g., 29.5 seconds) has elapsed since the first major prize opening 30 was opened). If the closing condition for the first major prize opening 30 is not met (step S2210: NO), the game control microcomputer 81 ends this process. On the other hand, if the closing condition for the first special winning opening 30 is met (step S2210: YES), the game control microcomputer 81 closes (blocks) the first special winning opening 30 (step S2211), and then ends this process.

[0147] If it is not the time (timing) to open the first large prize opening 30 in step S2203 described above, the game control microcomputer 81 determines whether the round of play has ended (step S2220). Here, one round ends after a predetermined time (e.g., 2 seconds) has elapsed since the first large prize opening 30 was closed. As described above, the time (interval time) during which the first large prize opening 30 is closed between rounds of play is included in the open round of play before that closure. The game control microcomputer 81 determines whether the round of play has ended based on whether a predetermined interval time has elapsed since the first large prize opening 30 was closed. If the round of play has not ended (step S2220: NO), the game control microcomputer 81 ends this process.

[0148] If the round game has ended (step S2220: YES), the game control microcomputer 81 decrements the value of the round counter by 1 (step S2221) and determines whether the value of the round counter has reached "0" (step S2226). If the value of the round counter is not "0" (step S2226: NO), that is, if the specified number of round games has not yet been played, this process ends in order to start the next round game. On the other hand, if the value of the round counter is "0" (step S2226: YES), the ending of the jackpot game is executed as a jackpot ending process to end the jackpot game. The ending command is set in the command set area 84a of the main RAM 84 (step S2227), and the ending of the jackpot is started (step S2228). The ending command includes information about the special symbol stop symbol data set in the special symbol hit determination process (FIG. 21). After the ending of the jackpot has started, the jackpot end flag is set to ON (step S2229), and this process ends.

[0149] In the above-mentioned step S2200, if the jackpot end flag is ON (step S2200: YES), the final round has ended, and the game control microcomputer 81 determines whether the jackpot ending time has elapsed (step S2230). If the ending time has not elapsed (step S2230: NO), the game control microcomputer 81 ends this process. On the other hand, if the ending time has elapsed (step S2230: YES), the game control microcomputer 81 turns OFF the jackpot end flag (step S2231), turns OFF the jackpot flag (step S2232), and sets the special action status to "1" (step S2233). As a result, the special symbol standby process (FIG. 20: step S1302) is executed again in the next special action process. Thereafter, the game control microcomputer 81 executes the game state setting process (step S2234) described later and ends this process. The game state setting process (FIG. 32) sets the game state after the big win game (time-shortened state or non-time-shortened state), and in the time-shortened state, sets the first time-shortened counter C1 and the second time-shortened counter C2 to their initial values ​​(number of time-shortened times) according to the type of win.

[0150] [Game status setting process] FIG. 32 is a flowchart of the game status setting process (FIG. 31: step S2234). The game control microcomputer 81 first determines whether the jackpot game executed this time is a jackpot game triggered by a time-saving win (step S2301). If the time-saving win is not the trigger (step S2301: NO), that is, if the jackpot game this time is triggered by a normal win, the process skips to step S2310. On the other hand, if the jackpot game this time is triggered by a time-saving win (step S2301: YES), the time-saving flag is turned ON (step S2302), and the first time-saving counter C1, the second time-saving counter C2, and the third time-saving counter C3 are set to the setting values ​​shown in the setting table of FIG. 29 (step S2303). This sets a time-saving period (post-jackpot time-saving period). In step S2310, the game control microcomputer 81 turns on the ceiling flag and sets the ceiling counter to the specified number of spins (e.g., 500) until the b time reduction (play-time) is reached (step S2311). As a result, after a jackpot game, if the set number of spins (e.g., 500) is reached, the b time reduction (play-time) will begin. In step S2312, the game control microcomputer 81 sets a game state designation command in the command set area (output buffer) 84a of the main RAM 84 and ends this processing. The game state designation command contains information regarding the set game state (whether the game is in the time reduction state or not, the values ​​of the time reduction counters C1, C2, and C3, etc.).

[0151] [Special Electric Device Processing 2 (Small Win Game)] 33 and 34 are flowcharts of the special electric device processing 2 (FIG. 20: step S1309). The game control microcomputer 81 first determines whether the small win end flag is ON or not (step S2400). The "small win end flag" is a flag indicating that the opening of the large prize device 36 based on the opening pattern has ended in the ongoing small win game. If the small win end flag is ON (step S2400: YES), the process proceeds to step S2420. If the small win end flag is OFF (step S2400: NO), the game control microcomputer 81 determines whether the large prize opening 35 is open or not (step S2402). If it is open (step S2402: YES), the process proceeds to step S2410.

[0152] If the large prize opening 35 is not currently open (step S2402: NO), the game control microcomputer 81 determines whether it is time (timing) to open the large prize opening 35 (step S2404). The time (timing) to open the large prize opening 35 is when the opening time for the small prize has elapsed and it is time to start opening. The opening time for the small prize is 4 seconds for opening pattern 22 and 0.01 seconds for opening pattern 23. If it is not time (timing) to open the large prize opening 35 (step S2404: NO), this process ends. If it is time (timing) to open the large prize opening 35 (step S2404: YES), the game control microcomputer 81 performs large prize opening process (step S2406). Here, the game control microcomputer 81 opens the large prize opening 35 according to the opening pattern (FIG. 15(B)) corresponding to the type of small prize. After the special prize opening process, the game control microcomputer 81 sets a round designation command (step S2408). The round designation command includes information regarding the number of rounds of the special game being executed, and the game control microcomputer 81 sets the round designation command in the command set area 84a of the main RAM 84. This allows the number of rounds of the special game to be notified to the sub-control board 90. After the round designation command is set, this process ends.

[0153] If the special prize opening 35 is open in step S2402 (step S2402: YES), the game control microcomputer 81 determines whether or not a closing condition for the special prize opening 35 is met (step S2410). The closing condition here is that either the number of prizes won into the special prize opening 35 has reached a specified maximum number of prizes (e.g., 10), or the time for closing the special prize opening 35 has arrived (i.e., a predetermined opening time (e.g., 1.5 seconds) has elapsed since the special prize opening 35 was opened). If the closing condition for the special prize opening 35 is not met (step S2410: NO), the game control microcomputer 81 ends this process. On the other hand, if the closing condition for the large prize opening 35 is met (step S2410: YES), the game control microcomputer 81 performs a large prize opening closing process to close (block) the large prize opening 35 (step S2412). Here, an ending command for the small prize game is also set in the command set area 84a of the main RAM 84 as a small prize ending process to end the small prize game. After the large prize opening closing process, the game control microcomputer 81 decrements the value of the round counter by 1 (step S2414). This is because the small prize game corresponds to the first round. Thereafter, the game control microcomputer 81 sets the small prize ending flag to ON (step S2416) and ends this process.

[0154] In the above-mentioned step S2400, if the small win end flag is ON (step S2400: YES), the game control microcomputer 81 determines whether the interval time (ending time) after closing has elapsed (step S2420). If the ending time has not elapsed (step S2420: NO), the game control microcomputer 81 ends this process. On the other hand, if the ending time has elapsed (step S2420: YES), the game control microcomputer 81 switches the small win end flag OFF (step S2422) and switches the small win flag OFF (step S2424). Thereafter, the game control microcomputer 81 determines whether the V flag is ON (step S2430). The "V flag" is a flag indicating that a gaming ball has passed into the V area 39 during execution of a small win game, and is a flag that is turned ON in the V area sensor detection process (FIG. 36) described later. If the V flag is OFF (step S2430: NO), the game control microcomputer 81 does not execute a type 2 jackpot game, so it sets the round counter to "0" (step S3432), sets the special action status to "1" (step S2434), and ends this process. As a result, in the next special action process, the special symbol standby process (FIG. 20: step S1302) is executed again.

[0155] In the above-mentioned step S2430, if the V flag is ON (step S2430: YES), the game control microcomputer 81 switches the V flag OFF (step S2436), switches the jackpot flag ON (step S2437), and sets the special operation status to "4" (step S2438) to execute a type 2 jackpot game. By setting the special operation status to "4," the processing transitions to special electric device operation 1 (jackpot game) in the next special operation processing (FIG. 20). After setting the special operation status, the game control microcomputer 81 determines whether the time-shortening flag is ON (step S2440), and if it is ON (step S2440: YES), switches it OFF (step S2442). As a result, the time-shortening state is not established during execution of a type 2 jackpot game. Thereafter, in order to start the jackpot game, the game control microcomputer 81 sets an opening command for the type 2 jackpot game (step S2444) and starts the opening of the jackpot game (step S2446). This causes a transition from the small jackpot game in which the large prize opening 35 is opened for a short period of time to the type 2 jackpot game.

[0156] [V opening and closing component control processing] FIG. 35 is a flowchart of the V-opening / closing member control process (FIG. 17: step S106). The game control microcomputer 81 first determines whether the V-opening / closing member operation flag is ON (step S2500). If the V-opening / closing member operation flag is OFF (step S2500: NO), this process ends. If the V-opening / closing member operation flag is ON (step S2500: YES), a "V-opening / closing member operation process" is performed to operate the V-opening / closing member 71 in a predetermined operation pattern (step S2502), and a "V valid period setting process" is performed to consider the V passage of the game ball during a predetermined period (timing) as valid (step S2504). If the V-opening / closing member operation flag is ON, the opening of the small win game begins (FIG. 27: steps S1812, S1814), and the V-opening / closing member operation process and the V valid period setting process are performed in accordance with this small win game.

[0157] In the V opening / closing member operation process, a timer is set to measure the operation time of the V opening / closing member 71, and based on that timer, the V opening / closing member solenoid 73 is turned ON when the V opening / closing member 71 is to open, and the V opening / closing member solenoid 73 is turned OFF when the V opening / closing member 71 is to close. This causes the V opening / closing member 71 to operate in a constant manner from the start of the opening of the small win game. Specifically, the V opening / closing member 71 is first controlled to a pass-blocking state (closed state) for 0.01 seconds from the start of the opening of the small win game, then controlled to a pass-permitting state (open state) for 4 seconds, and then controlled to a pass-blocking state (closed state) for 6 seconds.

[0158] In the V valid period setting process, a V valid period is set for a certain operation of the V opening / closing member 71 as described above. The "V valid period" is the period during which, when a gaming ball is detected by the V area sensor 39a, the detection is considered valid and the V flag is turned ON. The V valid period is from the start of opening of the V area 39 (the time when the V opening / closing member 71 begins to be controlled to the pass-permitting state) until a predetermined time has elapsed. The predetermined time is set to a time (here, the opening time of the V area 39 + 1 second) longer than the opening time of the V area 39 (the time during which the V opening / closing member 71 is controlled to the pass-permitting state). This is because it takes into account the time lag until a gaming ball that has passed the arrangement position of the V opening / closing member 71 reaches the V area 39. In the V valid period setting process, a timer is set to measure the V valid period. Based on the timer, the V valid flag is turned ON when it is time to enable the V area 39, and the V valid flag is turned OFF when it is time to disable the V area 39. In the V-area sensor detection process (FIG. 36) described later, it is determined whether or not the V-effective period is in progress depending on whether or not this V-effective flag is ON.

[0159] After the V opening / closing member operation process and the V valid period setting process, the game control microcomputer 81 A determination is made as to whether the operation of the closing member 71 has ended (step S2506). Specifically, based on the timer set in the V opening / closing member operation process (step S2502), a determination is made as to whether the total operating time (0.01 seconds + 4 seconds + 6 seconds) from the start to the end of the V opening / closing member 71's fixed operation has elapsed. If the operation of the V opening / closing member 71 has not ended (step S2506: NO), this process is terminated. On the other hand, if the operation of the V opening / closing member 71 has ended (step S2506: YES), the game control microcomputer 81 switches the V opening / closing member operation flag to OFF (step S2508) and terminates this process.

[0160] Here, the relationship between the operation pattern of the V-shaped opening / closing member 71 and the opening pattern of the large prize opening 35 (opening / closing member 32) in a small prize game will be explained. As described above, the V-shaped opening / closing member 71 is closed for 0.01 seconds from the start of the opening of the small prize game, then opened for 4 seconds, and then closed for 6 seconds. In a "3R normal small prize (V passage practically impossible)" (opening pattern 23), the large prize opening 35 is closed for 4 seconds from the start of the opening of the small prize game, and then closed for 29.5 seconds. Therefore, in opening pattern 23, the V-shaped opening / closing member 71 closes 0.01 seconds after the large prize opening 35 opens, making it practically impossible for a game ball to pass through the V during a small prize game. On the other hand, in a "3R time-saving single small prize" or "3R normal small prize" (opening pattern 24), the large prize opening 35 is closed for 0.01 seconds from the start of the opening of the small prize game, and then opened for 29.5 seconds. Therefore, in opening pattern 24, the large prize opening 35 and the V-shaped opening / closing member 71 are simultaneously opened 0.01 seconds after the start of a small prize game, and both remain open for approximately four seconds. Therefore, regardless of the timing of the prize entry, the game ball can pass through the V-region 39 regardless of the timing of the entry. Here, the large prize opening device 36 and other devices are arranged so that, if the game ball is continuously shot from the right, the game ball will always enter the large prize opening 35 while the large prize opening 35 is open. Furthermore, the time required for the game ball to pass through the large prize opening 35 and reach the position of the V-shaped opening / closing member 71 is configured to be shorter than two seconds. For this reason, in the "3R time-saving single small prize" and "3R normal small prize," if the game ball is continuously shot from the right during a small prize game, the game ball will always pass through the V-region 39.

[0161] [V-area sensor detection processing] FIG. 36 is a flowchart of the V-area sensor detection process (FIG. 17: step S107). The game control microcomputer 81 first determines whether or not a game ball has been detected by the V-area sensor 39a (step S2601). If a game ball has not been detected by the V-area sensor 39a (step S2601: NO), this process ends. On the other hand, if a game ball has been detected (step S2601: YES), the game control microcomputer 81 determines whether or not the V-effective period is in progress (step S2602). The V-effective period is a period set by the V-effective period setting process (step S2504) of the V-opening / closing member control process (FIG. 35). The V-effective period is set to a few seconds (ball sweep period) when the V-opening / closing member 71 is opened or closed. Here, the ball sweep period is set to 1 second. If the V-effective period is not in progress (step S2602: NO), this process ends. On the other hand, if the V valid period is in progress (step S2602: YES), the game control microcomputer 81 turns on the V flag (step S2603), sets the V pass command in the command set area 84a of the main RAM 84 (step S2604), and ends this process. The "V pass command" is a command for notifying the sub-control board 90 of V pass.

[0162] 7. Operation of the performance control microcomputer 91 The operation of the performance control microcomputer 91 provided on the sub-control board 90 (FIG. 5) will be described with reference to FIGS. 37 to 40. The counters, flags, status, buffers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the sub-RAM 94. In this way, the performance control microcomputer 91 functions as a performance execution means by reading out the program stored in the sub-ROM 93.

[0163] [Sub-control main processing] FIG. 37 is a flowchart showing the sub-control main processing. When the power of the gaming machine 1 is turned on, the performance control microcomputer 91 reads out a program for executing the sub-control main processing from the sub ROM 93. In the sub-control main processing, the performance control microcomputer 91 first performs CPU initialization processing (step S4000). In the CPU initialization processing, for example, the sub-CPU 92 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" (i.e., "OFF"), the initial value of the status is "1", and the initial value of the counter is "0". Note that the CPU initialization processing is executed only once after the power is turned on, and is not executed thereafter.

[0164] After the CPU initialization process, the performance control microcomputer 91 disables interrupts from the interrupt process (step S4015) and performs a random number update process (step S4020). In this random number update process, the performance control microcomputer 91 updates the various random number counter values ​​shown in FIG. 8(B) by adding 1 to them. When each random number counter value reaches a set upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, the random number value may be incremented by 2 or more instead of incrementing by 1. Each random number may be a so-called hardware random number.

[0165] After the random number update process, the performance control microcomputer 91 allows the interrupt process to be interrupted (step S4025). While the interrupt is allowed, the sub-side timer interrupt process (step S4035) can be executed. The sub-side timer interrupt process is executed based on an interrupt pulse repeatedly input to the sub-CPU 92 at a predetermined cycle. In other words, the sub-side timer interrupt process is executed at every predetermined cycle. Then, the random number update process is repeatedly executed between the end of the sub-side timer interrupt process and the start of the next sub-side timer interrupt process.

[0166] [Sub-side timer interrupt processing] FIG. 38 is a flowchart of the sub-side timer interrupt process (FIG. 37: step S4035). The performance control microcomputer 91 first performs received command analysis process (step S4300). The received command analysis process (FIG. 39) will be described in detail later. After the received command analysis process, the performance control microcomputer 91 performs switch process (step S4310). In the switch process, the performance control microcomputer 91 sets the display content of the display screen 7a based on the switch data (edge ​​data and level data) output based on the detection signal from the performance button detection switch 63a. After the switch process, the performance control microcomputer 91 performs command transmission process (step S4315). In the command transmission process, the performance control microcomputer 91 transmits the various commands set in the performance command set area 94b (output buffer) of the sub-RAM 94 during the received command analysis process (FIG. 39) etc. to the image control board 100, the audio control board 106, and the lamp control board 107. The image control board 100, which has received the various commands, uses the image display device 7 to execute display effects according to the received commands. The audio control board 106, which has received the various commands, executes audio effects by outputting audio from the speaker 67 according to the received commands. The lamp control board 107, which has received the various commands, executes lamp effects by controlling the illumination of the panel lamp 5 and frame lamp 66 according to the received commands. After the command transmission process, the effect control microcomputer 91 performs other processes (step S4320) and ends this process. Other processes include, for example, random number update processing.

[0167] [Received command analysis process] FIG. 39 is a flowchart of the received command analysis process (FIG. 38: step 4300). The performance control microcomputer 91 first determines whether or not a pre-determination command has been received from the main control board 80 (step S4415). If a pre-determination command has been received (step S4415: YES), a look-ahead performance determination process is performed (step S4420). The "look-ahead performance determination process" is a process that determines whether or not a look-ahead performance will be executed and, if so, the look-ahead performance pattern. In the look-ahead performance determination process, a look-ahead performance execution determination is performed to determine whether or not a look-ahead performance will be executed, and a look-ahead performance pattern is selected. Specifically, the performance control microcomputer 91 obtains the value of the look-ahead performance random number counter and, by referring to the obtained random number value and the look-ahead performance pattern determination table T55 stored in the sub-ROM 93, determines whether or not to execute a look-ahead performance and, if so, the look-ahead performance pattern. If it is determined that the look-ahead effect is to be executed, the selected look-ahead effect pattern is stored in the advance determination information storage area 94c.

[0168] On the other hand, if a pre-determination command has not been received from the main control board 80 (step S4415: NO), the above-mentioned pre-reading effect determination process is skipped. The pre-reading effect is an effect that suggests that the reserved information newly stored in the special chart reserved memory area 85 is likely to contain a jackpot, and is executed during the variable effect.

[0169] Next, the effect control microcomputer 91 determines whether a reserved ball count command has been received from the main control board 80 (step S4445). If a reserved ball count command has been received (step S4445: YES), the effect control microcomputer 91 performs reserved ball display processing (step S4450). In the reserved ball display processing, the values ​​of the first special symbol reserved effect counter, the second special symbol reserved effect counter, and the normal symbol reserved effect counter provided in the counter set area 94d of the sub-RAM 94 are updated based on information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbol, which are included in the reserved ball count command. This allows information on the number of reserved balls to be stored not only on the main control board 80 side but also on the sub-control board 90 side. In addition, the effect control microcomputer 91 updates the reserved images 9A and 9B displayed on the display screen 7a based on the values ​​of the first special symbol reserved effect counter, the second special symbol reserved effect counter, and the normal symbol reserved effect counter. On the other hand, if the reserved ball number command has not been received (step S4445: NO), the reserved display process described above is skipped.

[0170] Next, the performance control microcomputer 91 determines whether or not a variation start command has been received from the main control board 80 (step S4455). If a variation start command has been received (step S4455: YES), a variation performance start process (Fig. 40) is performed (step S4460). The "variation performance start process" is a process for selecting the variation performance pattern (contents) to be executed during the special symbol variation. Details of the variation performance start process will be described later. On the other hand, if a variation start command has not been received (step S4455: NO), the above-mentioned variation performance start process is skipped.

[0171] Next, the performance control microcomputer 91 determines whether or not a fluctuation stop command has been received from the main control board 80 (step S4465). If a fluctuation stop command has been received (step S4465: YES), a fluctuation performance end process is performed (step S4470). The "fluctuation performance end process" is a process for stopping the fluctuation performance. On the other hand, if a fluctuation stop command has not been received (step S4465: NO), the above-mentioned fluctuation performance end process is skipped.

[0172] Next, the performance control microcomputer 91 determines whether or not an opening command has been received from the main control board 80 (step S4475). If an opening command has been received (step S4475: YES), an opening performance pattern determination process is performed (step S4480). The "opening performance pattern determination process" is a process for selecting an opening performance pattern (contents) to be executed at the start of a special game (a big win game or a small win game). In the opening performance pattern determination process, the performance control microcomputer 91 first .... The CPU 102 analyzes the command and sets information included in the opening command, including the special symbol stop symbol data set when a big win or small win is determined, in the sub-RAM 94. Then, a preset opening effect pattern corresponding to the type of win indicated by the special symbol stop symbol data is selected, and an opening effect start command for starting the selected opening effect is set in the effect command set area 94b of the sub-RAM 94. When the opening effect start command set in the effect command set area 94b is sent to the image control board 100 in the command sending process (FIG. 38: step 4315), the CPU 102 of the image control board 100 reads a predetermined opening effect image from the ROM 103 and displays it on the display screen 7a of the image display device 7. If the opening command has not been received in step S4475 (step S4475: NO), the CPU 102 skips the above-described opening effect pattern determination process.

[0173] Next, the effect control microcomputer 91 determines whether a round designation command has been received from the main control board 80 (step S4485). If a round designation command has been received (step S4485: YES), the effect control microcomputer 91 performs a round designation pattern determination process (step S4490). The "round designation pattern determination process" is a process for selecting an open game designation pattern (content) to be executed during the opening of the large prize opening or during the interval between openings in a special game (a big prize game or a small prize game). In the round designation pattern determination process, the effect control microcomputer 91 first analyzes the round designation command and sets information about the special symbol stop pattern data and the number of rounds included in the round designation command in the sub-RAM 94. Then, the effect control microcomputer 91 selects a preset round designation pattern corresponding to the type of win and the number of rounds indicated by the special symbol stop pattern data, and sets a round designation start command to start the selected round designation in the designation command set area 94b of the sub-RAM 94. When the round effect start command set in the effect command set area 94b is sent to the image control board 100, the CPU 102 reads out a predetermined round effect image from the ROM 103 and displays it on the display screen 7a. Note that if a round designation command has not been received in step S4485 (step S4485: NO), the above-mentioned round effect pattern determination process is skipped.

[0174] Next, the presentation control microcomputer 91 determines whether or not an ending command for a jackpot game has been received from the main control board 80 (step S4495). If a command has been received (step S4495: YES), an ending presentation pattern determination process is performed (step S4500). The "ending presentation pattern determination process" is a process for selecting an ending presentation pattern (content) to be executed during the ending of a jackpot game. If the presentation control microcomputer 91 receives an ending command for a small jackpot game from the main control board 80, it performs a process different from the above-mentioned ending presentation pattern determination process. Note that if an ending command for a jackpot game has not been received in step S4495 (step S4495: NO), the above-mentioned ending presentation pattern determination process is skipped.

[0175] Next, the performance control microcomputer 91 determines whether or not a normal symbol variation start command has been received from the main control board 80 (step S4505). If it has been received (step S4505: YES), it performs normal symbol variation performance start processing (step S4510). The "normal symbol variation performance start processing" is processing for selecting a normal symbol variation performance pattern (contents) to be executed during normal symbol variation. In the normal symbol variation performance start processing, the performance control microcomputer 91 first sets information on the normal symbol stop pattern data included in the normal symbol variation start command and information on the normal symbol variation pattern in the sub-RAM 94. The set information includes game status information indicating the current game status, pattern information indicating the pattern as a result of the normal symbol hit determination processing, etc. The game status information and pattern information acquired here can be referred to by the performance control microcomputer 91 as appropriate. The performance control microcomputer 91 selects the normal symbol stop pattern data included in the normal symbol variation start command and the normal symbol variation pattern. A normal symbol variation effect pattern that is preset in correspondence with the symbol variation pattern is selected, and a normal symbol variation effect start command for starting the selected normal symbol variation effect is set in the effect command set area 94b of the sub-RAM 94. When the normal symbol variation effect start command set in the effect command set area 94b is sent to the image control board 100, the CPU 102 reads out a predetermined normal symbol variation effect image from the ROM 103 and displays it on the display screen 7a. Note that, in step S4505, if the normal symbol variation start command has not been received (step S4505: NO), the above-mentioned normal symbol variation effect start processing is skipped.

[0176] Next, the performance control microcomputer 91 determines whether or not a normal pattern variation stop command has been received from the main control board 80 (step S4515). If it has been received (step S4515: YES), a normal pattern variation performance end process is performed (step S4520). The "normal pattern variation performance end process" is a process for stopping the normal pattern variation performance. In the normal pattern variation performance end process, the performance control microcomputer 91 analyzes the normal pattern variation stop command and sets a normal pattern variation performance end command for ending the normal pattern variation performance in the performance command set area 94b. Note that if the normal pattern variation stop command has not been received in step S4515 (step S4515: NO), the above-mentioned normal pattern variation performance end process is skipped.

[0177] Next, the effect control microcomputer 91 determines whether or not a normal symbol opening command has been received from the main control board 80 (step S4525). If a normal symbol opening command has been received (step S4525: YES), a normal symbol opening effect pattern determination process is performed (step S4530). The "normal symbol opening effect pattern determination process" is a process for selecting a normal game effect pattern (contents) to be executed during a winning game (normal game) associated with a normal symbol winning. The normal game effects selected here include an opening effect executed during the opening and an open game effect executed while the electric chute 29 is open. In the normal symbol opening effect pattern determination process, the effect control microcomputer 91 first analyzes the normal symbol opening command and sets, in the sub-RAM 94, information regarding the normal symbol stop symbol data that was set when the normal symbol winning was determined and that is included in the normal symbol opening command. Then, a preset opening effect pattern corresponding to the winning type indicated by the normal symbol stop symbol data is selected, and a normal symbol opening effect start command for starting the selected opening effect is set in the effect command set area 94b of the sub-RAM 94. When the normal symbol opening effect start command set in the effect command set area 94b is sent to the image control board 100 in the command sending process (FIG. 38: step 4315), the CPU 102 of the image control board 100 reads out a predetermined opening effect image from the ROM 103 and displays it on the display screen 7a of the image display device 7. Note that if the normal symbol opening command has not been received in step S4525 (step S4525: NO), the above-mentioned normal symbol opening effect pattern determination process is skipped.

[0178] Next, the performance control microcomputer 91 determines whether or not a normal symbol ending command has been received from the main control board 80 (step S4535). If it has been received (step S4535: YES), a normal symbol ending performance pattern determination process is performed (step S4540). The "normal symbol ending performance pattern determination process" is a process for selecting an ending performance pattern (contents) to be executed during the ending of a winning game (normal game) resulting from a normal symbol win. In the normal symbol ending performance pattern determination process, the performance control microcomputer 91 first analyzes the normal symbol ending command and sets information relating to the normal symbol stop symbol data contained in the normal symbol ending command in the sub-RAM 94. Then, a performance pattern for an ending performance that has been set in advance in accordance with the type of win indicated by the normal symbol stop symbol data is selected, and the selected ending performance begins. A normal symbol ending effect start command for this purpose is set in the effect command set area 94b of the sub-RAM 94. When the normal symbol ending effect start command set in the effect command set area 94b is sent to the image control board 100 in the command sending process (FIG. 38: step 4315), the CPU 102 of the image control board 100 reads out a predetermined ending effect image from the ROM 103 and displays it on the display screen 7a of the image display device 7. Note that, in step S4535, if the normal symbol ending command has not been received (step S4535: NO), the above-mentioned normal symbol ending effect pattern determination process is skipped.

[0179] Next, the performance control microcomputer 91 performs other processing (step S4545). In other processing, for example, when the performance control microcomputer 91 receives a game state designation command, it stores information about the game state included in the game state designation command (whether the game is in a time-shortened state, the values ​​of the time-shortened counters C1, C2, and C3, etc.) in the sub-RAM 94. Also, when the performance control microcomputer 91 receives a V-pass command, it stores information about V-passed in the RAM 94. Also, the performance control microcomputer 91 performs processing based on commands other than those described above (such as a customer waiting command, a pre-determination command, and a RAM clear notification command), and then ends this processing.

[0180] [Variable performance start processing] FIG. 40 is a flowchart of the variable effect start process (FIG. 39: step S4460). The effect control microcomputer 91 first analyzes the variable effect start command (step S5000). Here, the effect control microcomputer 91 sets information about the special symbol stop symbol data included in the variable effect start command and information about the variable pattern in the sub-RAM 94. The set information includes game status information indicating the current game status, symbol information indicating the symbol as the determination result of the hit determination process for special symbol 1 or special symbol 2, and the like. The game status information and symbol information acquired here can be referenced by the effect control microcomputer 91 as appropriate.

[0181] Next, the effect control microcomputer 91 performs a variable effect pattern determination process (step S5015). In the variable effect pattern determination process, the effect control microcomputer 91 first obtains a variable effect pattern random number value for determining the effect. Then, it sets a variable effect pattern corresponding to the variable effect pattern indicated by the variable effect start command from the variable effect pattern determination table T51 stored in the sub-ROM 93. The effect control microcomputer 91 further determines the content of the preview effect, such as a so-called step-up preview effect or a chance-up preview effect, based on the variable effect pattern random number value, and further determines the combination of the effect patterns 8L, 8C, and 8R to be displayed as stopped symbols by referencing the stop symbol pattern determination table T52. Based on these, the effect control microcomputer 91 determines the type of variable effect to be performed. Furthermore, when executing a c-time-saving symbol change based on information about the special symbol stop symbol data included in the change start command, the effect control microcomputer 91 selects a stop symbol corresponding to the c-time-saving symbol change. Here, it is assumed that when the c-time-saving symbol change is selected, the decorative symbol may stop and be displayed as "595."

[0182] The performance control microcomputer 91 sets a variable performance start command in the performance command set area 94b (output buffer) of the sub-RAM 94 so that a variable performance based on the variable performance pattern determined in step S5015 above is realized (step S5020), and then ends this processing. When the variable performance start command set in the performance command set area 94b of the sub-RAM 94 is sent to the image control board 100 in the command sending processing (FIG. 38: step 4315), the CPU 102 of the image control board 100 reads out a predetermined variable performance image from the ROM 103 and displays it on the display screen 7a of the image display device 7.

[0183] 8. Operation of the moving plate The operation of the board movable body (first movable role 14, second movable role 15, etc.) will be described using Figures 41 to 49. The performance control microcomputer 91 performs drive control to operate movable roles such as the first movable role 14 and the second movable role 15 during game performance (display performance) or in the initial operation when power is turned on. The performance control microcomputer 91 also performs display and light emission control to display a specific image on the image display device 7 and to cause the first movable role 14, second movable role 15, etc. to emit light in a specific manner during game performance (display performance) or in the initial operation when power is turned on.

[0184] The operation of the first movable accessory 14 will be explained using Figures 41 and 42. Figure 41 is an explanatory diagram illustrating the movement of the first movable accessory 14 in the advancing direction (advancing direction movement). Figure 42 is an explanatory diagram illustrating the second state of the first movable accessory 14.

[0185] As shown in FIG. 41, the first movable accessory 14 includes a left-side movable accessory 14L and a right-side movable accessory 14R. The left-side movable accessory 14L and the right-side movable accessory 14R are each configured to be movable in the left-right direction, and half of a ring-shaped decorative part (the left decorative part and the right decorative part) is attached to the tip. In other words, the left decorative part and the right decorative part each have an arc shape that is half of a ring shape. As shown in FIG. 1, the first movable accessory 14 can be stopped in a retracted position (home position) where the left-side movable accessory 14L is stored to the left of the display screen 7a and the right-side movable accessory 14R is stored to the right of the display screen 7a (first mode). At this time, a portion of each of the left-side movable accessory 14L and the right-side movable accessory 14R is visible. The first movable role 14 advances from the state shown in FIG. 1 to the retreated position shown in FIG. 42 (deployed position) as the left and right movable roles 14L, 14R advance toward the center of the display screen 7a (in the direction toward each other) as shown in FIG. 41. The left and right decorative parts combine to form a single decorative element (combined role) (second mode). Here, the combined role forms the outline of a face. In this second mode, the combined role, in which the left and right decorative parts are combined, covers a portion of the center of the display screen 7a in front of the image display device 7, and remains stationary, allowing the display screen 7a to be viewed through the opening in the center. In other words, the combined role forms only the outline of a face, with no central portion of the face, allowing the display screen 7a to be viewed instead. The first movable role 14 can move (retract) from the retreated position shown in FIG. 42 via the state shown in FIG. 41 to the retreated position shown in FIG. 1, where it can remain stationary.

[0186] The operation of the second movable accessory 15 will be explained using FIG. 43. FIG. 43 is an explanatory diagram illustrating a second mode of the second movable accessory 15. The second movable accessory 15 has a rectangular decorative portion bearing the word "OARO" and is configured to be movable up and down. As shown in FIG. 1, the second movable accessory 15 can be stopped at a retracted position (home position) above the display screen 7a (first mode). At this time, a portion of the second movable accessory 15 becomes difficult to see. The second movable accessory 15 can move downward from the state shown in FIG. 1 toward the center of the display screen 7a and can be stopped at an extended position (deployed position) shown in FIG. 43 (second mode). In this second mode, the decorative portion stops on the front of the image display device 7 so as to cover a portion slightly above the center of the display screen 7a. The second movable accessory 15 can move upward (retract) from the extended position shown in FIG. 43 to the retracted position shown in FIG. 1, where it can be stopped.

[0187] FIG. 44 is an explanatory diagram illustrating the display effect of the illumination panel 18. The illumination panel (light guide plate) 18 is a transparent flat plate member attached to the opening in the center of the front frame 53, and the playing area 3 of the playing board 2 can be seen through the illumination panel 18. In other words, the illumination panel 18 is disposed in front of the image display device 7, and the image displayed on the image display device 7 can be seen through the illumination panel 18. The illumination panel 18 is configured to be able to display a predetermined image on its main surface by irradiating light from an LED from an end face. Here, an image of a smiling face is shown as an example. An image is displayed on the illumination panel 18. The illumination panel 18 is configured to be able to display several types of images in multiple colors by varying the direction and color of the LED light. The illumination panel (light guide plate) 18 may be located on the front side of the image display device 7, and does not necessarily have to be located on the front side of the first movable accessory 14 or the second movable accessory 15. In other words, the illumination panel (light guide plate) 18 may be located behind (on the back side of) the decorative member 10 or the third movable accessory 17, which will be described later, in addition to the first movable accessory 14 or the second movable accessory 15.

[0188] FIG. 45 is an explanatory diagram illustrating the light-emitting effects of the frame lamp 66. A plurality of LERs are arranged in a row on the surface of the frame lamp 66, and each is configured to be able to be switched on and off. This allows the frame lamp 66 to emit light in any color at any position. The frame lamp 66 may be configured as a liquid crystal panel.

[0189] FIG. 46 is an explanatory diagram illustrating a decorative member 10. The gaming machine 1 may have a configuration other than that described above. For example, the gaming machine may have a decorative member 10. Here, the decorative member 10 is fixed to the lower right of the display screen 7a, and has a sub-liquid crystal device 13 in the center. The decorative member 10 has a circular shape, and the sub-liquid crystal device 13 also has a circular shape. Any image can be displayed on the sub-liquid crystal device 13.

[0190] The operation of the third movable accessory 17 will be described using Figures 47 and 48. Figure 47 is an explanatory diagram illustrating the movement of the third movable accessory 17. Figure 48 is an explanatory diagram illustrating the movement and display modes of the third movable accessory 17. The gaming machine 1 may have a configuration other than that described above. For example, the gaming machine may be equipped with a third movable accessory 17. The third movable accessory 17 is configured to be movable left and right in front of the image display device 7. It is configured to move (advance) from a retracted position toward the right end of the display screen 7a and move left and right in front of the display screen 7a. It can also stop at any advanced position in front of the display screen 7a. The movement mode of the third movable accessory 17 can be set arbitrarily. As shown in Figure 48, the third movable accessory 17 has a liquid crystal panel on its surface, allowing any image to be displayed. At least a portion of the third movable accessory 17 may be formed with a decorative portion or may be transparent.

[0191] Figure 49 is an explanatory diagram illustrating a combination performance of the first movable part 14, the second movable part 15, the third movable part 17, and the decorative member 10. As shown in Figure 49, the first movable part 14, the second movable part 15, the third movable part 17, and the decorative member 10 can be in a state where they partially overlap each other. In addition, the first movable part 14, the second movable part 15, and the third movable part 17 may be made of a liquid crystal panel and configured to be able to display any image, or at least a portion may be transparent so that the image displayed on the display screen 7a can be visible through the movable parts 14, 15, and 17.

[0192] 9. Other examples of effects, modifications, and aspects of this embodiment Below, each example of the performance (display performance example, role-moving performance example) of this embodiment will be explained. In addition, examples of effects, variations, and modes of the performance examples will also be explained. As mentioned above, the performances to be explained below are performances realized by the performance control microcomputer 91 (image control microcomputer 101) based on various information (win determination information, win type information, variation pattern information, advance determination information, etc.) transmitted from the game control microcomputer 81. Note that the following display performance examples are executed on the display screen 7a of the image display device 7. Also, although the hold display (hold icon) may be omitted in the display performance examples, it is actually displayed unless otherwise noted.

[0193] The following describes the display content change effects A to C when a condition is met, using Figures 50 to 52. These display content change effects when a condition is met can be executed during the decorative pattern variation effect, etc. That is, the image control microcomputer 101 analyzes the variable effect start command received from the sub-control board 90, and if the command contains an instruction to execute a display content change effect when a condition is met, it reads out corresponding image data from the ROM 103 and displays an image on the display screen 7a of the image display device 7. Also, the lamp control board 107 analyzes the variable effect start command received from the sub-control board 90, and if the command contains an instruction to execute a display content change effect when a condition is met, it drives movable parts such as the first movable part 14 and the second movable part 15.

[0194] [Display content change effect A when conditions are met] FIG. 50 is a diagram for explaining the effect A of changing the display content when a condition is met. The effect of changing the display content when a condition is met is an effect in which the effect content changes when a certain special pattern changes during a specific period, depending on whether or not a preset condition is met during the specific period in which the special pattern change is executed. Here, the "period during the time-saving state" is set as the "fixed period." Also, "execution of special pattern 2 change" is set as the "preset condition." "When a certain special pattern changes during a specific period" is set as "when the special pattern changes when there are 10 remaining times of time-saving" and "when the last special pattern changes during the time-saving state."

[0195] In the display content change performance A when the condition is met, it is explained that a special chart change (special chart 1 change or special chart 2 change) is being executed in the time-saving state after the jackpot game of the special chart 1 jackpot type "5R time-saving 100 times jackpot" (Figure 10). The player executes a right hit, and by passing through gate 28, electric chute 29 opens, and the game ball that entered electric chute winning hole 34 enters either first winning hole 75 or second winning hole 76 (see Figure 13 (B) "Special chart 1 time-saving state"). By the game ball entering first winning hole 75 or second winning hole 76, either first starting hole 30 or second starting hole 21 is opened, and by the game ball entering the opened starting hole 30, 21, a first special chart hold (special chart 1 hold) or second special chart hold (special chart 2 hold) is generated. Depending on the opening pattern of the electric chute 29 when passing through the gate 28, the probability of the first start gate 30 opening is approximately 277 / 278, and the probability of the second start gate 21 opening is approximately 1 / 279 (Fig. 13(B), Fig. 14). In the gaming machine 1, the consumption of the first special reserved symbol is executed in priority over the consumption of the second special reserved symbol (Fig. 21).

[0196] As shown in Figure 50(A), decorative symbols 8L, 8C, and 8R are displayed on the display screen 7a while the special symbol 1 is changing. The variable display here includes not only a display in which the decorative symbols 8L, 8C, and 8R are visible as they move at high speed, but also a display in which they are invisible due to their high speed movement. The decorative symbols 8L, 8C, and 8R are a set of symbols including a left decorative symbol 8L, a center decorative symbol 8C, and a right decorative symbol 8R. The variable display of the set of symbols represents the variable display of the special symbol (here, the special symbol 1 change), and the stationary display of the set of symbols notifies the result of the special symbol lottery (here, the special symbol 1 lottery result).

[0197] Display screen 7a displays a hold icon 9A representing the special chart 1 hold, a hold icon 9B representing the special chart 2 hold, and a variable icon (the relevant hold icon) 9C. Here, the variable icon (the relevant hold icon) 9C corresponds to the currently running special chart 1 lottery. Display screen 7a also displays a remaining time reduction display showing the remaining number of time reductions, which is displayed as "21 time reductions remaining," and a variable special chart display, which is displayed as "special chart 1 variable," showing the type of special chart currently being changed.

[0198] Figure 50(B) shows the state when the next Special Chart 1 variation after that shown in Figure 50(A) has ended. Decorative patterns 8L, 8C, and 8R are displayed frozen. Since no Special Chart 1 reserve was acquired during the period shown in Figures 50(A) and (B), and Special Chart 1 reserve became 0, Special Chart 2 reserve is consumed. On the display screen 7a, reserve icon 9A disappears, and reserve icon 9B shifts and becomes the variation icon (relevant reserve icon) 9C. After that, Special Chart 2 variation is executed.

[0199] When the special symbol 2 variation is executed, as shown in Figure 50(C), the display screen 7a displays the variation display of decorative symbols 8L, 8C, and 8R, which represent the variable display of the second special symbol (special symbol 2 variation). Additionally, the display screen 7a displays "19 remaining time reductions" as the remaining number of time reductions, and "special symbol 2 variation" as the special symbol display during variation. In other words, the special symbol 1 reserve, which is consumed preferentially, becomes 0, and the existence of the special symbol 2 reserve fulfills the condition that the special symbol 2 reserve is consumed during the time reduction state.

[0200] In this state, the first starting hole 30 is opened by the ball entering the first winning hole 75, and the ball entering the first starting hole 30 causes a new hold icon 9A to be displayed, as shown in Figure 50(D). After that, in Figure 50(E), the special chart 2 change ends and the decorative patterns 8L, 8C, and 8R are displayed as stopped symbols. Since there is one special chart 1 hold, the special chart 1 hold is consumed. On the display screen 7a, the hold icon 9A shifts and becomes the change icon (the hold icon in question) 9C. Then, the special chart 1 change is executed.

[0201] When the special symbol 1 variation is executed, as shown in Figure 50 (F), the display screen 7a displays the variable display of the decorative symbols 8L, 8C, and 8R, which represent the variable display of the first special symbol (special symbol 1 variation). In addition, the display screen 7a displays "18 times remaining in time reduction" as the remaining number of times of time reduction, and "special symbol 1 variation" as the special symbol display during the variation.

[0202] After that, when the special chart variation (special chart 1 variation or special chart 2 variation) is repeated, the remaining number of time-saving cycles is displayed as "10 remaining time-saving cycles," as shown in Figure 50(G). In other words, the remaining number of time-saving cycles becomes 10. At this time, a character image CG appears, as shown in Figure 50(H). This character image CG appears "at the time of the special chart variation when the remaining number of time-saving cycles is 10" when the condition "special chart 2 variation is executed during the time-saving state" is met. In this case, as shown in Figure 50(B), the condition is met because the special chart 2 variation is executed when 20 time-saving cycles remain. If the condition is not met when the 10th time-saving cycle remains, the character image CG will not be displayed "at the time of the 10th time-saving cycle variation." In other words, depending on whether or not the special chart 2 variation is executed during the time-saving state, the character image CG may or may not appear, and the presentation content will change. Here, the character image CG is a smiling face image, and is displayed superimposed on the variable display of the decorative symbols 8L, 8C, and 8R representing the variable display of the first special symbol (special symbol 1 variable). After that, as shown in Figure 50(I), the display of the character image CG disappears, and the decorative symbols 8L, 8C, and 8R are displayed stationary.

[0203] If the special chart variation (either the special chart 1 variation or the special chart 2 variation) is subsequently repeated, the remaining number of times the time-saving function is activated will display "0 times remaining," as shown in Figure 50(J). In other words, this is the "last special chart variation during the time-saving mode." At this time, as shown in Figure 50(K), a result image appears, indicating the number of times the special chart 2 variation was performed during the time-saving mode, indicated as "1 special chart 2 variation." This result image is displayed at the "last special chart variation during the time-saving mode" when the condition "a special chart 2 variation is performed during the time-saving mode" is met. In this case, as shown in Figure 50(B), the condition is met because one special chart 2 variation has been performed when 20 times the time-saving mode remains. If the condition is not met when 0 times the time-saving mode remains, the result image will not be displayed at the "last special chart variation during the time-saving mode." In other words, the result image may or may not appear depending on whether or not a special chart 2 variation was performed during the time-saving mode, resulting in different effects. Here, the result image consists of a rectangular frame image and a character image drawn inside the frame image, and is displayed superimposed on the variable display of decorative symbols 8L, 8C, and 8R, which represent the variable display of the first special symbol (special symbol 1 variation). After that, as shown in Figure 50(L), the display of the result image is maintained even after the decorative symbols 8L, 8C, and 8R are stopped and displayed.

[0204] [Display content change effect B when conditions are met] FIG. 51 is a diagram for explaining the display content change effect B when a condition is met. The content change effect is an effect in which the effect content changes when a certain special chart changes during a specific period depending on whether or not a preset condition is met during the specific period in which the special chart change is performed. Here, the "period during the time-saving state" is set as the "fixed period." Also, the "preset condition" is set as "the occurrence of special chart 2 reservation." The "time of a certain special chart change during a specific period" is set as "when the special chart changes when there are 10 remaining time-saving attempts" and "when the last special chart changes during the time-saving state." Figures 51(A) to (F) show the flow of the effect when the conditions are met, and Figures 51(G) to (L) show the flow of the effect when the conditions are not met.

[0205] In the display content change performance B when the condition is met, it is explained that a special chart change (special chart 1 change or special chart 2 change) is being executed in the time-saving state after the jackpot game of the special chart 1 jackpot type "5R time-saving 100 times jackpot" (Figure 10). The player executes a right hit, and by passing through gate 28, electric chute 29 opens, and the game ball that entered electric chute winning hole 34 enters either first winning hole 75 or second winning hole 76 (see Figure 13 (B) "Special chart 1 time-saving state"). By the game ball entering first winning hole 75 or second winning hole 76, either first starting hole 30 or second starting hole 21 is opened, and by the game ball entering the opened starting hole 30, 21, a first special chart hold (special chart 1 hold) or second special chart hold (special chart 2 hold) is generated. Depending on the opening pattern of the electric chute 29 when passing through the gate 28, the probability of the first start gate 30 opening is approximately 277 / 278, and the probability of the second start gate 21 opening is approximately 1 / 279 (Fig. 13(B), Fig. 14). In the gaming machine 1, the consumption of the first special reserved symbol is executed in priority over the consumption of the second special reserved symbol (Fig. 21).

[0206] Figures 51(A)-(F) show the flow of the presentation when the conditions are met. As shown in Figure 51(A), decorative symbols 8L, 8C, and 8R are displayed variably on the display screen 7a during the Special Symbol 1 variation. The variable display here includes not only a display in which the decorative symbols 8L, 8C, and 8R are visible as they move at high speed, but also displays in which they are invisible due to their high speed movement. The decorative symbols 8L, 8C, and 8R are a set of symbols including a left decorative symbol 8L, a center decorative symbol 8C, and a right decorative symbol 8R. The variable display of the set of symbols represents the variable display of the special symbol (here, the Special Symbol 1 variation), and the static display of the set of symbols notifies the result of the special symbol lottery (here, the Special Symbol 1 lottery result).

[0207] The display screen 7a displays a hold icon 9A representing the special chart 1 hold, and a variable icon (the relevant hold icon) 9C. The hold icon 9B representing the special chart 2 hold is not displayed. Here, the variable icon (the relevant hold icon) 9C corresponds to the currently running special chart 1 lottery. The display screen 7a also displays a remaining time reduction display, which indicates the remaining number of time reductions, displayed as "21 time reductions remaining," and a variable special chart display, which indicates the type of special chart currently being changed, displayed as "Special chart 1 change."

[0208] Figure 51(B) shows the state when the remaining time-saving count display shows "18 times remaining." The display shows the decorative symbols 8L, 8C, and 8R, which represent the variable display of the first special symbol (special symbol 1 variation). At this time, the game ball passes through gate 28, and according to the opening pattern of electric chute 29, the ball enters second winning hole 76, opening second starting hole 21. The ball entering second starting hole 21 causes a new hold icon 9B to be displayed.

[0209] After that, the special symbol changes (either Special Symbol 1 or Special Symbol 2) repeatedly, and Figure 51(C) shows the state when the remaining time-saving count display shows "15 remaining time-saving counts." The display shows the decorative symbols 8L, 8C, and 8R, which represent the variable display of the first special symbol (Special Symbol 1). At this time, the game ball passes through gate 28, and the opening pattern of electric chute 29 causes the ball to enter second winning slot 76, opening second starting slot 21. The ball's entry into second starting slot 21 causes the second hold icon 9B to appear.

[0210] After that, the special symbol variation (special symbol 1 variation or special symbol 2 variation) is repeated. Figure 51(D) shows the state when the remaining time-saving cycle count display shows "10 cycles remaining." In other words, the state is "when the special symbol variation occurs when there are 10 cycles remaining." The decorative symbols 8L, 8C, and 8R, representing the variable display of the first special symbol (special symbol 1 variation), are displayed. At this time, a character image CG appears. This character image CG appears when the condition "special symbol 2 reservation occurs during the time-saving cycle" is met, "when the special symbol variation occurs when there are 10 cycles remaining." Here, as shown in Figures 51(B) and (C), the condition is met because the special symbol 2 reservation occurs at 18 and 15 cycles remaining. In gaming machine 1, the probability of the second start gate 21 opening is approximately 1 / 279 depending on the opening pattern of the electric chute 29 when passing through gate 28, making it difficult for the special symbol 2 reservation to occur. Therefore, the appearance of this character image CG can give the player a sense of accomplishment. If the conditions are not met when the time-saving feature is 10 times remaining, the character image CG will not be displayed when the time-saving feature changes to 10 times remaining. In other words, depending on whether or not a special symbol 2 hold occurs during the time-saving feature, the character image CG may or may not appear, and the presentation changes. In this case, the character image CG is a smiling face image, and the same number of character images CG as the number of special symbol 2 holds that occur will appear. After that, the character image CG disappears, and decorative symbols 8L, 8C, and 8R are displayed in a static state.

[0211] If the special pattern variation (either the special pattern 1 variation or the special pattern 2 variation) is repeated, the remaining number of times the time-saving function is activated will display "0 times remaining," as shown in Figure 51(E). This means that the "last special pattern variation during the time-saving function" will occur. At this time, as shown in Figure 51(F), a result image will appear, indicating the number of special pattern 2 reserves that occurred during the time-saving function, labeled "2 special pattern 2 reserves." This result image will be displayed at the "last special pattern variation during the time-saving function" when the condition "a special pattern 2 reserve occurs during the time-saving function" is met. In this case, as shown in Figures 51(B) and 51(C), the condition is met because the special pattern 2 reserve occurred at 18 and 15 times remaining in the time-saving function. If the condition is not met at the time of the 0th time-saving function, the result image will not be displayed at the "last special pattern variation during the time-saving function." In other words, the result image may or may not appear depending on whether or not the special pattern 2 reserve occurred during the time-saving function, resulting in different effects. Here, the result image consists of a rectangular frame image and a character image drawn inside the frame image, and is displayed superimposed on the variable display of decorative symbols 8L, 8C, and 8R, which represent the variable display of the first special symbol (special symbol 1 variation). After that, the display of the result image is maintained even after the decorative symbols 8L, 8C, and 8R are stopped and displayed.

[0212] Figures 51(G) to (L) show the flow of the presentation when the conditions are not met. Figure 51(G) is the same as Figure 51(A). Figure 51(H) shows the state when the remaining number of time-saving times display is "18 time-saving times remaining." A variable display of decorative patterns 8L, 8C, and 8R, which represent the variable display of the first special pattern (special pattern 1 variable), is displayed. Unlike Figure 51(B), no ball enters the second starting hole 21, and the hold icon 9B is not displayed.

[0213] After that, the special symbol changes (special symbol 1 change or special symbol 2 change) repeatedly, and Figure 51(I) shows the state when the remaining time-saving number display shows "15 remaining time-saving times." The display shows the decorative symbols 8L, 8C, and 8R, which represent the variable display of the first special symbol (special symbol 1 change). Unlike Figure 51(C), no ball enters the second starting hole 21, and the reserved icon 9B is not displayed.

[0214] After that, the special pattern change (special pattern 1 change or special pattern 2 change) is repeated, and Figure 51 (J) shows the state when the remaining number of time-saving times is "10 remaining times of time-saving". In other words, it is "when the special pattern changes when the remaining number of time-saving times is 10". The display shows the change of decorative patterns 8L, 8C, and 8R, which represent the variable display of the first special pattern (special pattern 1 change). Figure 51 (D) Unlike the previous example, the character image CG does not appear. The character image CG is displayed when the condition "Special graphic 2 reservation occurs during time-saving mode" is met, and when the "special graphic changes when the remaining number of times in time-saving mode is 10." In Figures 51(G)-(L), the special graphic 2 reservation has never occurred after time-saving mode has occurred. In the gaming machine 1, the probability of the second starting gate 21 opening is approximately 1 / 279 depending on the opening pattern of the electric chute 29 when passing through the gate 28, so the special graphic 2 reservation is unlikely to occur. Therefore, there are cases where the character image CG does not appear. Thus, depending on whether or not the special graphic 2 reservation occurs during the time-saving mode, the character image CG may or may not appear, and the presentation content changes.

[0215] If the special pattern variation (special pattern 1 variation or special pattern 2 variation) is repeated, the remaining number of times the time-saving feature is activated will display "0 times remaining," as shown in Figure 51(K). In other words, this is the "last special pattern variation during the time-saving feature." Unlike Figure 51(F), the result image indicating the number of special pattern 2 reserves generated during the time-saving feature, represented as "Number of special pattern 2 reserves acquired: XX," does not appear. This result image is displayed at the "last special pattern variation during the time-saving feature" when the condition "special pattern 2 reserve occurs during the time-saving feature" is met. In Figures 51(G)-(L), no special pattern 2 reserve has occurred since the time-saving feature was activated, and the conditions for displaying the result image are not met. Thus, the result image may or may not appear depending on whether or not a special pattern 2 reserve occurred during the time-saving feature, resulting in different effects.

[0216] [Display content change effect when conditions are met C] FIG. 52 is a diagram for explaining the display content change effect C when a condition is met. The display content change effect when a condition is met is an effect in which the effect content changes when a certain special pattern changes during a specific period depending on whether or not a preset condition is met during the specific period in which the special pattern change is executed. Here, the "period during the time-saving state" is set as the "fixed period." Also, "occurrence of special pattern 2 reservation" is set as the "preset condition." "When a certain special pattern changes during a specific period" is set as "when the special pattern changes when the remaining number of time-saving times is 10" and "when the last special pattern changes during the time-saving state." Figures 52(A) to (F) show the flow of the effect when the condition is met, and Figures 52(G) to (L) show the flow of the effect when the condition is not met.

[0217] In the display content change effect C when the condition is met, it is explained that a special chart change (special chart 1 change or special chart 2 change) is being executed in the time-saving state after the jackpot game of the special chart 1 jackpot type "5R time-saving 100 times jackpot" (Figure 10). The player executes a right hit, and by passing through gate 28, electric chute 29 opens, and the game ball that entered electric chute winning hole 34 enters either first winning hole 75 or second winning hole 76 (see Figure 13 (B) "Special chart 1 time-saving state"). By the game ball entering first winning hole 75 or second winning hole 76, either first starting hole 30 or second starting hole 21 is opened, and by the game ball entering the opened starting hole 30, 21, a first special chart hold (special chart 1 hold) or second special chart hold (special chart 2 hold) is generated. Depending on the opening pattern of the electric chute 29 when passing through the gate 28, the probability of the first start gate 30 opening is approximately 277 / 278, and the probability of the second start gate 21 opening is approximately 1 / 279 (Fig. 13(B), Fig. 14). In the gaming machine 1, the consumption of the first special reserved symbol is executed in priority over the consumption of the second special reserved symbol (Fig. 21).

[0218] Figures 52(A) to (F) show the flow of the presentation when the conditions are met. As shown in Figure 52(A), decorative symbols 8L, 8C, and 8R are displayed in a variable manner on the display screen 7a while the special symbol 1 is changing. The variable display here includes not only a display in which the decorative symbols 8L, 8C, and 8R are visible as they are moving at high speed, but also those that are not visible due to their high speed movement. The decorative symbols 8L, 8C, and 8R are a set of symbols including a left decorative symbol 8L, a middle decorative symbol 8C, and a right decorative symbol 8R, and the variable display of the set of symbols indicates the variable display of the special symbol (here, special symbol 1 change), and the stopped display of the set of symbols indicates the result of the special symbol lottery (here, special symbol 1 lottery result). The results will be reported.

[0219] Display screen 7a displays a hold icon 9A representing the special chart 1 hold, a hold icon 9B representing the special chart 2 hold, and a variable icon (the relevant hold icon) 9C. Here, the variable icon (the relevant hold icon) 9C corresponds to the currently running special chart 1 lottery. Display screen 7a also displays a remaining time reduction display showing the remaining number of time reductions, which is displayed as "21 time reductions remaining," and a variable special chart display, which is displayed as "special chart 1 variable," showing the type of special chart currently being changed.

[0220] The special symbol variation (special symbol 1 variation or special symbol 2 variation) is repeated. Figure 52(B) shows the state when the remaining time-saving cycle count display shows "10 remaining time-saving cycles." In other words, it is "when the special symbol variation occurs when there are 10 remaining time-saving cycles." The decorative symbols 8L, 8C, and 8R, which represent the variable display of the first special symbol (special symbol 1 variation), are displayed. At this time, a result image appears, displaying the number of special symbol 2 reserves generated during the time-saving cycle, labeled "Number of special symbol 2 reserves acquired: 1." Specifically, a result image appears, displaying the number of special symbol 2 reserves generated from the start of the time-saving cycle to the current time during the time-saving cycle. This result image is always displayed when the special symbol variation occurs when there are 10 remaining time-saving cycles. When the condition "Special symbol 2 reserves generated during the time-saving cycle" is met, the "〇" portion of "Number of special symbol 2 reserves acquired: 〇" changes. In this case, since one special symbol 2 reserve has been generated, the "〇" portion is displayed as "1." In this example, even if the Special 2 Reserve is generated and consumed, and the Special 2 Reserve is 0 when the "Special 2 Reserve Changes When the Time-Saving Remaining Cycle is 10," the "Number of Special 2 Reserves Acquired" will be "1." On the other hand, if the Special 2 Reserve is generated and consumed, and the Special 2 Reserve is 0 when the "Special 2 Reserve Changes When the Time-Saving Remaining Cycle is 10," the "Number of Special 2 Reserves Acquired" may be displayed as "0." In gaming machine 1, the probability of the second start opening 21 opening is approximately 1 / 279 depending on the opening pattern of the electric chute 29 when passing through gate 28, making the Special 2 Reserve unlikely to occur. Therefore, displaying the number of Special 2 Reserves acquired in this result image can give the player a sense of accomplishment. If the conditions are not met with 10 remaining time-saving cycles, a different result image is displayed, as shown in Figure 52(H). In other words, the content of the result image changes depending on whether the Special 2 Reserve occurred during the time-saving period. Here, the result image consists of a rectangular frame image and a character image drawn inside the frame image, and is displayed superimposed on the variable display of decorative symbols 8L, 8C, and 8R, which represent the variable display of the first special symbol (special symbol 1 variation). After the result image is displayed, the display disappears after a predetermined time has passed, and then the decorative symbols 8L, 8C, and 8R are displayed stationary.

[0221] After that, the special symbol changes (either Special Symbol 1 or Special Symbol 2) repeatedly, and Figure 52(C) shows the state when the remaining time-saving count display shows "5 times remaining." The display shows the decorative symbols 8L, 8C, and 8R, which represent the variable display of the first special symbol (Special Symbol 1). At this time, the game ball passes through gate 28, and the opening pattern of electric chute 29 causes the ball to enter second winning slot 76, opening second starting slot 21. The ball entering second starting slot 21 causes the second reserved icon 9B to be displayed.

[0222] After that, if the special chart fluctuation (special chart 1 fluctuation or special chart 2 fluctuation) is repeated, the remaining number of times of time reduction will be displayed as "0 times of time reduction remaining" as shown in Figure 52 (D). In other words, it will be the "last special chart fluctuation during the time reduction state." At this time, the second result image during the time reduction will appear, displayed as "Number of special chart 2 reserved acquisitions: 2." Specifically, a second result image will appear, showing the number of special chart 2 reserves that have occurred since the start of the time reduction state to the current point during the time reduction state. This second result image will always be displayed at the "last special chart fluctuation during the time reduction state," and when the condition "special chart 2 reserve occurs during the time reduction state" is met, the display content of the "〇" part of "Number of special chart 2 reserves acquired: 〇" will change. In this case, since two special chart 2 reserves have occurred, the "〇" part is displayed as "2." In this case, even if the special chart 2 reserve is consumed after it occurs and there are 0 special chart 2 reserves at the "last special chart fluctuation during the time reduction state," the "number of special chart 2 reserves acquired" will be The result will be "2 pieces." On the other hand, if the Special Chart 2 reserve is generated and consumed, and the Special Chart 2 reserve is 0 at the "last Special Chart change during the time-saving state," the "Number of Special Chart 2 Reserves Obtained" may be displayed as "0 pieces." If the conditions are not met at the last Special Chart change during the time-saving state, a result image with different content will be displayed, as shown in Figure 52 (J). In other words, the display content of the result image changes depending on whether or not the Special Chart 2 reserve occurred during the time-saving state. When the Special Chart 1 change in Figure 52 (D) stops, the game state switches from the time-saving state to the normal state.

[0223] After that, as shown in Figure 52(E), the display of the result image remains, and the Special Chart 1 variation is repeatedly executed until there are no more Special Chart 1 reserved. In this case, there are three Special Chart 1 reserved at the time of Figure 52(D), so the Special Chart 1 lottery is executed three times. At this time, the remaining number of time reductions displayed remains as "0 time reductions remaining," and the Special Chart display during the variation is displayed as "Special Chart 1 variation."

[0224] When all the reserved special charts 1 are gone, the reserved special chart 2 is consumed and the special chart 2 change is executed, as shown in Figure 52 (F). At this time, the text image "Special chart 2 change start!!" is displayed. During the change, the special chart display is displayed as "Special chart 2 change."

[0225] Figures 52(G)-(L) show the flow of the presentation when the conditions are not met. In Figure 52(G), as in Figure 52(A), a count display showing "21 times remaining in time reduction" is displayed, a special symbol display showing "Special symbol 1 change" during change is displayed, and a display showing the change of decorative symbols 8L, 8C, and 8R corresponding to the special symbol 1 change is displayed. However, unlike Figure 52(A), the hold icon 9B representing the special symbol 2 hold is not displayed. In other words, the special symbol 2 hold has not yet been acquired in the time reduction state.

[0226] Figure 52(H) shows the state when the remaining time-saving count display indicates "10 remaining time-saving counts." The display shows the decorative symbols 8L, 8C, and 8R, which represent the variable display of the first special symbol (Special Symbol 1 variation). Unlike Figure 51(B), no ball has entered the second starting hole 21, and the hold icon 9B is not displayed. At this time, a result image appears, indicating that no Special Symbol 2 hold has occurred during the time-saving state, displaying "Special Symbol 2 Hold Not Yet Acquired." Specifically, a result image appears, indicating the number of Special Symbol 2 holds that have occurred since the start of the time-saving state until the current time during the time-saving state. This image indicates that the number of Special Symbol 2 holds that have occurred during the time-saving state until the current time has been zero. This result image is always displayed when the Special Symbol changes when there are 10 remaining time-saving counts. If the condition "Special Symbol 2 Hold Occurs During Time-Saving State" is not met, the message "Special Symbol 2 Hold Not Yet Acquired" is displayed, which is different from the message displayed when the condition is met.

[0227] After that, the special symbol changes (special symbol 1 change or special symbol 2 change) repeatedly, and Figure 52(I) shows the state when the remaining time reduction display shows "5 times remaining time reduction." The display shows the decorative symbols 8L, 8C, and 8R, which represent the variable display of the first special symbol (special symbol 1 change). Unlike Figure 52(C), no ball enters the second starting hole 21, and the reserved icon 9B is not displayed.

[0228] After that, the special chart change (special chart 1 change or special chart 2 change) is repeated, and Figure 52 (J) shows the state when the remaining number of time-saving times is "0 remaining times." In other words, it becomes "the last special chart change during the time-saving state." At this time, a result image appears, which is displayed as "special chart 2 reserved not obtained," indicating that no special chart 2 reserved occurred during the time-saving state. Specifically, a second result image appears, which indicates the number of special chart 2 reserved that occurred from the start of the time-saving state to the current time during the time-saving state. Here, it is displayed that the number of special chart 2 reserved that occurred during the time-saving state up to the current time. This second result image is always displayed at the "last special chart change during the time-saving state," and when the condition "special chart 2 reserved occurs during the time-saving state" is not met, it displays "special chart 2 reserved not obtained," and the content displayed is different from when the condition is met. Here, the special chart 2 reserved is consumed after it occurs, and it becomes "the last special chart change during the time-saving state." If the Special Chart 2 Reserve is 0, it will be "Number of Special Chart 2 Reserve Acquired: 〇". When the Special Chart 1 fluctuation in Figure 52 (J) stops, the game state will switch from the time-saving state to the normal state.

[0229] After that, as shown in Figure 52(K), the decorative symbols 8L, 8C, and 8R are displayed, and when the variable icon (the reserved icon) 9C is consumed, the reserved icon 9A shifts to start the next special symbol 1 variation. At this time, as shown in Figure 52(L), the text image "Normal state start!!" is displayed.

[0230] [Example of effect] Below are some examples of the effects of the display content changing when the conditions are met. [Effect 1] In the gaming machine 1 of the above embodiment, as shown in FIG. 50, during the time-saving mode in which the special symbol change is executed, the content of the effects displayed on the display screen 7a changes "when the number of times remaining for the time-saving mode is 10" and "when the last special symbol change during the time-saving mode" depending on whether or not the condition "special symbol 2 change is executed" is met. Also, as shown in FIGS. 51 and 52, during the time-saving mode in which the special symbol change is executed, the content of the effects displayed on the display screen 7a changes "when the number of times remaining for the time-saving mode is 10" and "when the last special symbol change during the time-saving mode" depending on whether or not the condition "special symbol 2 reservation occurs" is met. With this configuration, it is possible to visually entertain the player with unprecedented and innovative effects, and it is possible to increase the interest. [Effect 2] In the gaming machine 1 of the above embodiment, special symbol changes are executed multiple times during a specific period (during a short time period), and a certain special symbol change is the last special symbol change during the specific period (during a short time period). According to this configuration, a novel and unprecedented presentation can visually entertain the player and increase the interest. [Effect 3] In the gaming machine 1 of the above embodiment, the specific period is the period during the time-saving state. With this configuration, the player can be visually entertained by the unprecedented and novel presentation, and the interest can be enhanced. [Effect 4] In the gaming machine 1 of the above embodiment, the preset condition is the occurrence of a special drawing 2 reservation due to a winning. According to this configuration, the unprecedented and innovative presentation can visually entertain the player and increase the interest. [Effect 5] In the gaming machine 1 of the above embodiment, the special symbol 2 reserve is the special symbol reserve that is not consumed preferentially between the special symbol 1 reserve and the special symbol 2 reserve. According to this configuration, a novel and unprecedented presentation can be provided to the player visually, thereby increasing the player's interest. [Effect 6] In the gaming machine 1 of the above embodiment, if a preset condition is met, a first effect is executed in which, for example, a character image CG or a result image is displayed, and if the preset condition is not met, a second effect is executed in which neither a character image CG nor a result image is displayed. This configuration allows the player to be visually entertained by an unprecedented and innovative effect, thereby increasing the player's interest.

[0231] [Variations] Below, a modified example of the display content change effect when a condition is met is shown. [Variation 1] In the display content change effects A to C when the conditions are met, the effect content is changed twice when the conditions are met: "when the special chart changes when the number of times remaining for time-saving is 10" and "when the last special chart changes during time-saving mode." However, the effect content may change only when either "when the special chart changes when the number of times remaining for time-saving is 10" or "when the last special chart changes during time-saving mode."

[0232] [Variation 2] In the display content change effects A to C when a condition is met, when the condition is met, a character image CG is displayed "when the special chart changes when the remaining number of times for time-saving is 10," and when the condition is not met, the character image CG is not displayed. However, the manner in which the effect content changes depending on whether or not the condition is met is not limited to this. For example, depending on whether or not the condition is met, a different character image, a different background image, a different story image, etc. may be displayed, different music may be played, or a different role action may be executed. Furthermore, when the condition is met, the above effect may be executed "when the last special chart changes during the time-saving state."

[0233] [Variation 3] In the display content change effects A to C when a condition is met, a character image CG is displayed when the "special chart changes when the remaining number of times for time reduction is 10" when the condition is met. However, the character image CG may also be displayed when the "final special chart change during the time reduction state" when the condition is met. Also, the character image CG and the result image may be displayed together.

[0234] [Example of situation] The gaming machine of this embodiment can achieve the following aspects. ◇[Aspect A1-1] A performance display means capable of displaying a plurality of types of performances; A gaming machine equipped with a special chart display means capable of displaying special chart variations, Depending on whether or not a predetermined condition is met during a specific period in which the special chart change is executed, the content of the effect displayed on the effect display means when a certain special chart change occurs during the specific period changes. A gaming machine characterized by: ◇[Aspect A1-2] The gaming machine according to aspect A1-1, During the specific period, the special chart change is executed multiple times, The certain special chart change time is the last special chart change time during the specific period, A gaming machine characterized by: ◇[Aspect A1-3] The gaming machine according to aspect A1-1 or A1-2, The specific period is a period during a time-saving state. A gaming machine characterized by: ◇[Aspect A1-4] A gaming machine according to any one of Aspects A1-1 to A1-3, The preset condition is the occurrence of a special drawing reservation due to winning. A gaming machine characterized by: ◇[Aspect A1-5] The gaming machine according to aspect A1-4, The special drawing reservation is the special drawing reservation that is not given priority among the special drawing 1 reservation and the special drawing 2 reservation. A gaming machine characterized by: ◇[Aspect A1-6] A gaming machine according to any one of Aspects A1-1 to A1-3, When the preset condition is satisfied, a first effect is executed, If the preset condition is not met, a second effect is executed. A gaming machine characterized by:

[0235] Below, icon display effects A to C will be explained using Figures 53 to 55. The icon display effect can be executed during the decorative symbol variation effect, etc. In other words, the image control microcomputer 101 analyzes the reserved ball number command, game state designation command, variation effect start command, etc. received from the sub-control board 90, and if an instruction to execute the icon display effect is included, reads out the corresponding image data from the ROM 103 and displays the image on the display screen 7a of the image display device 7.

[0236] [Icon display effect A] Figure 53 is a diagram for explaining icon display effect A. The icon display effect is an effect in which an icon is displayed when the ball enters the starting hole during the first period, and the icon is not displayed in the subsequent second period even if the ball enters the starting hole. Here, "reserved icon 9B" is set as the "icon," and the "first period" is set to "the period from the start of the time-saving until the special chart 1 reserve is consumed and disappears" in Figures 53(A) to (G), and the "second period" is set to "the period from the start of the special chart 2 reserve consumption until the special chart 2 reserve is consumed and disappears" in Figures 53(H) to (L).

[0237] In icon display performance A, we will explain that a special chart change (special chart 1 change or special chart 2 change) is being executed in the time-saving state after a jackpot game of the special chart 1 jackpot type "5R time-saving 100-time jackpot" (Figure 10). The player executes a right hit, and by passing through gate 28, electric chute 29 opens, and the game ball that entered electric chute winning hole 34 enters either first winning hole 75 or second winning hole 76 (see Figure 13(B) "Special chart 1 time-saving state"). By the game ball entering first winning hole 75 or second winning hole 76, either first starting hole 30 or second starting hole 21 is opened, and by the game ball entering the opened starting hole 30, 21, a first special chart hold (special chart 1 hold) or second special chart hold (special chart 2 hold) is generated. Depending on the opening pattern of the electric chute 29 when passing through the gate 28, the probability of the first start gate 30 opening is approximately 277 / 278, and the probability of the second start gate 21 opening is approximately 1 / 279 (Fig. 13(B), Fig. 14). In the gaming machine 1, the consumption of the first special reserved symbol is executed in priority over the consumption of the second special reserved symbol (Fig. 21).

[0238] As shown in Figure 53(A), decorative symbols 8L, 8C, and 8R are displayed on the display screen 7a while the special symbol 1 is changing. The variable display here includes not only a display in which the decorative symbols 8L, 8C, and 8R are visible as they move at high speed, but also a display in which they are invisible due to their high speed movement. The decorative symbols 8L, 8C, and 8R are a set of symbols including a left decorative symbol 8L, a center decorative symbol 8C, and a right decorative symbol 8R. The variable display of the set of symbols represents the variable display of the special symbol (here, the special symbol 1 change), and the stationary display of the set of symbols notifies the result of the special symbol lottery (here, the special symbol 1 lottery result).

[0239] The display screen 7a displays three hold icons 9A representing the special chart 1 hold, and a variable icon (the relevant hold icon) 9C. Here, the variable icon (the relevant hold icon) 9C corresponds to the currently running special chart 1 lottery. The display screen 7a also displays a remaining time reduction display, which indicates the remaining number of time reductions, indicated as "50 time reductions remaining," and a variable special chart display, which indicates the type of special chart currently being changed, indicated as "Special chart 1 change."

[0240] In FIG. 53(A), at this time, the game ball passes through the gate 28, and depending on the opening pattern of the electric chute 29, the game ball enters the second winning hole 76, and the game ball enters the opened second starting hole 21, causing the number of memories of the second special symbol reservation (number of special symbol 2 reservations) to become "1". In other words, a special symbol 2 reservation has occurred. With the occurrence of the special symbol 2 reservation, one new reservation icon 9B is displayed on the display screen 7a.

[0241] In Figure 53(B), the state where the next special symbol 1 variation of the special symbol 1 variation shown in Figure 53(A) has ended is shown. The decorative symbols 8L, 8C, and 8R are displayed as stopped symbols. At this time, the game ball passes through the gate 28, and the opening pattern of the electric chute 29 causes the game ball to enter the second winning slot 7. The ball enters the second starting hole 21, and the number of memories of the second special symbol reservation (number of special symbol 2 reservations) becomes "2". In other words, a new special symbol 2 reservation is generated. With the generation of the special symbol 2 reservation, one reservation icon 9B is added to the display screen 7a, and two reservation icons 9B are displayed.

[0242] After that, the Special Chart 1 variation is repeated, and Figure 53(C) shows the state when the remaining time-saving count display shows "20 times remaining." The decorative patterns 8L, 8C, and 8R corresponding to the Special Chart 1 variation are displayed. At this time, a specific number notification image appears saying "20 times remaining!" After the remaining 20 time-saving counts have ended, when the time-saving count changes thereafter, even if a Special Chart 2 hold occurs, the hold icon 9B is not displayed immediately, but is displayed at a delayed time. The display screen 7a continues to display two hold icons 9B corresponding to the Special Chart 2 hold acquired in Figures 53(A) and (B).

[0243] After that, the Special 1 variation is repeated, and Figure 53(D) shows the state when the remaining time-saving count display shows "10 time-saving counts remaining." The decorative symbols 8L, 8C, and 8R corresponding to the Special 1 variation are displayed. At this time, the game ball passes through gate 28, and due to the opening pattern of electric chute 29, the game ball enters second winning slot 76. The game ball then enters the opened second starting slot 21, causing the number of memories for the second Special 2 reserve (Special 2 reserve number) to become "3." However, despite the occurrence of a new Special 2 reserve, no reserve icon 9B is added to display screen 7a, and the two reserve icons 9B continue to be displayed.

[0244] After that, the special symbol 1 variation is repeated, and Figure 53(E) shows the state when the remaining time-saving count display shows "0 time-saving times remaining." The decorative symbols 8L, 8C, and 8R corresponding to the special symbol 1 variation are displayed frozen. At this time, the game ball passes through gate 28, and due to the opening pattern of electric chute 29, the game ball enters second winning slot 76. The game ball then enters the opened second starting slot 21, causing the number of second special symbol reserves (number of special symbol 2 reserves) to become "4." However, despite the occurrence of a new special symbol 2 reserve, no reserve icon 9B is added to display screen 7a, and the two reserve icons 9B continue to be displayed. With the end of the final time-saving variation, the game state switches from the time-saving state to the normal state.

[0245] After that, the special chart 1 variation is repeated, and Figure 53 (F) shows the state in which the first variation (special chart 1 variation) is being performed after the time-saving feature has ended. The decorative symbols 8L, 8C, and 8R are displayed in a varying manner. At a predetermined timing during this variation, two additional reserved icons 9B are displayed, resulting in a performance in which four reserved icons 9B are displayed. In other words, the two reserved icons 9B corresponding to the special chart 2 reserved acquired in Figures 53 (D) and (E) are displayed with a delay. Thus, in the "period from the start of the time-saving feature until the special chart 1 reserved is consumed and gone" shown in Figures 53 (A) to (G), if a ball enters the second starting hole 21 during this period, the special chart 2 reserved will be displayed within the same period, even if the timing of the display is delayed.

[0246] Figure 53(G) shows the state after the special chart 1 variation shown in Figure 53(F) has ended. The decorative symbols 8L, 8C, and 8R are displayed as stopped symbols. At this time, the variation icon (the relevant reserved icon) 9C is consumed. Because it is in the normal state, even if the player performs a right hit and passes through gate 28, electric chute 29 almost never opens (Figure 13(A)). Therefore, there is almost no addition of special chart 1 reserve or special chart 2 reserve, and there is no special chart 1 reserve to be consumed with priority.

[0247] Since there is no reserve icon 9A corresponding to the special chart 1 reserve, the special chart 2 change starts due to the consumption of the special chart 2 reserve, as shown in Figure 53 (H). At this time, the four reserve icons 9B do not shift and remain displayed in the same position. The change icon (relevant reserve icon) 9C is not displayed in the position where it should be displayed (change icon display position). In this state, the special chart 2 change starts, and the decorative patterns 8L, 8C, and 8R start to display the change. Special When the Figure 2 change begins, the number of memories for the second special chart hold (number of special chart 2 holds) decreases by one to "3", but the number of hold icons 9B displayed does not decrease, and four hold icons 9B continue to be displayed.

[0248] Figure 53(I) shows a state in which a small jackpot is won in the Special Chart 2 lottery, and three decorative symbols 8L, 8C, and 8R, each with a smiling character image, are displayed in a stopped state. In the gaming machine 1, the Special Chart 2 lottery is always a win (either a big jackpot or a small jackpot) (Figure 9(A)). In the gaming machine 1, the odds of a big jackpot are approximately 1 in 312, and a small jackpot are approximately 311 in 312. When a small jackpot is won in the Special Chart 2 lottery, whether in the time-saving mode or not (non-time-saving mode in this case), either a "3R time-saving single small jackpot" or a "3R normal small jackpot" is selected. There is an approximately 50% chance of a "3R time-saving single small jackpot" and an approximately 50% chance of a "3R normal small jackpot." Here, the decorative symbols 8L, 8C, and 8R, each with a smiling character image, indicate a small jackpot win in the "3R time-saving single small jackpot." The number of reserved icons 9B displayed does not decrease, and four reserved icons 9B are continuously displayed. The four reserved icons 9B are continuously displayed even during a jackpot game.

[0249] Figure 53(J) shows the time-saving feature during one cycle after a jackpot game associated with a "3R time-saving, one-time small win." The special symbol 2 cycle begins, and the decorative symbols 8L, 8C, and 8R begin to change. The start of the special symbol 2 cycle reduces the number of reserved second special symbols (number of reserved special symbols 2) by one to "2," while the number of reserved symbols 9B remains the same, with four reserved symbols 9B continuing to be displayed. During the time-saving feature during one cycle after a jackpot game associated with a "3R time-saving, one-time small win," when the player hits the right button and the electric chute 29 opens through gate 28, any game ball that enters electric chute winning slot 34 always enters second winning slot 76 (see Figure 13(B) "Special symbol 2 time-saving state"). When a game ball enters the second winning port 76, the second starting port 21 is opened, and when a game ball enters the second starting port 21, a second special symbol reservation (special symbol 2 reservation) is generated. As a result, the number of memories of the second special symbol reservation (special symbol 2 reservation number) increases by one to "3." The number of reservation icons 9B does not increase or decrease, and four reservation icons 9B are continuously displayed. In this way, in the "period from when the special symbol 2 reservation consumption starts until the special symbol 2 reservation is consumed and disappears" in Figures 53(H) to (L), even if a ball enters the second starting port 21 during the period, no additional reservation icons 9B are displayed.

[0250] Figure 53(K) shows a state in which a small jackpot is won in the Special Chart 2 lottery, and three circular decorative symbols 8L, 8C, and 8R are displayed in a stopped state. As described above, the gaming machine 1 never loses in the Special Chart 2 lottery and always wins (either a big jackpot or a small jackpot) (Figure 9(A)). The gaming machine 1 has an approximately 1 / 312 chance of winning a big jackpot and an approximately 311 / 312 chance of winning a small jackpot. When a small jackpot is won in the Special Chart 2 lottery, whether in the time-saving mode or not (time-saving mode in this case), either a "3R time-saving single small jackpot" or a "3R normal small jackpot" is selected. There is an approximately 1 / 2 chance of a "3R time-saving single small jackpot" and an approximately 1 / 2 chance of a "3R normal small jackpot." Here, the circular decorative symbols 8L, 8C, and 8R indicate a "3R normal small jackpot" small jackpot win. At this time, of the four reserved icons 9B that were displayed, the oldest one on the far left disappears, and the remaining three reserved icons 9B continue to be displayed. The three reserved icons 9B that continue to be displayed shift to the left by one. In other words, here, the reserved icon 9B may or may not disappear depending on the result of the corresponding lottery. Specifically, if the result of the lottery is a "3R time-saving single small win," it will not disappear, and if it is a "3R normal small win," it will disappear. The three reserved icons 9B continue to be displayed even during a jackpot game.

[0251] Figure 53 (L) shows the normal state after the big win game with "3R normal small win". The special chart 2 change starts, and the decorative patterns 8L, 8C, and 8R start to change. With the start of the special chart 2 change, the number of memories of the second special chart reserve (special chart 2 reserve number) decreases by one to "2". Meanwhile, the number of reserved icons 9B displayed does not decrease, and three reserved icons 9B continue to be displayed. As described above, in the gaming machine 1, the special chart 2 lottery never results in a miss and always results in a win (big win or small win) (Figure 9(A)). When a small win occurs on the special chart 2, either a "3R time-saving single small win" or a "3R normal small win" is selected, regardless of whether the time-saving mode is on or off (here, the time-saving mode is off). This continues until the special chart 2 reserve is depleted. Thus, in the "period from the start of the special chart 2 reserve consumption until the special chart 2 reserve is consumed and depleted" shown in Figures 53(H) to (L), even if a ball enters the second starting hole 21 during the period, as shown in Figure 53(J), no additional special chart 2 reserves (reservation icons 9B) are displayed during the period.

[0252] [Icon display effect B] Figure 54 is a diagram for explaining icon display effect B. The icon display effect is an effect in which an icon is displayed when the ball enters the starting hole during the first period, and the icon is not displayed in the subsequent second period even if the ball enters the starting hole. Here, "reserved icon 9B" is set as the "icon," the "first period" is set to "the period from the start of the time-saving until the special chart 1 reserve is consumed and disappears" in Figures 54(A) to (D), and the "second period" is set to "the period from the start of the special chart 2 reserve consumption until the special chart 2 reserve is consumed and disappears" in Figures 54(E) to (J).

[0253] In icon display performance B, we will explain that a special chart change (special chart 1 change or special chart 2 change) is being executed in the time-saving state after a jackpot game of the special chart 1 jackpot type "5R time-saving 100-time jackpot" (Figure 10). The player executes a right hit, and by passing through gate 28, electric chute 29 opens, and the game ball that entered electric chute winning hole 34 enters either first winning hole 75 or second winning hole 76 (see Figure 13(B) "Special chart 1 time-saving state"). By the game ball entering first winning hole 75 or second winning hole 76, either first starting hole 30 or second starting hole 21 is opened, and by the game ball entering the opened starting hole 30, 21, a first special chart hold (special chart 1 hold) or second special chart hold (special chart 2 hold) is generated. Depending on the opening pattern of the electric chute 29 when passing through the gate 28, the probability of the first start gate 30 opening is approximately 277 / 278, and the probability of the second start gate 21 opening is approximately 1 / 279 (Fig. 13(B), Fig. 14). In the gaming machine 1, the consumption of the first special reserved symbol is executed in priority over the consumption of the second special reserved symbol (Fig. 21).

[0254] As shown in Figure 54(A), decorative symbols 8L, 8C, and 8R are displayed on the display screen 7a while the special symbol 1 is changing. The variable display here includes not only a display in which the decorative symbols 8L, 8C, and 8R are visible as they move at high speed, but also a display in which they are invisible due to their high speed movement. The decorative symbols 8L, 8C, and 8R are a set of symbols including a left decorative symbol 8L, a center decorative symbol 8C, and a right decorative symbol 8R. The variable display of the set of symbols represents the variable display of the special symbol (here, the special symbol 1 change), and the stationary display of the set of symbols notifies the result of the special symbol lottery (here, the special symbol 1 lottery result).

[0255] The display screen 7a displays three hold icons 9A representing the special chart 1 hold, and a variable icon (the relevant hold icon) 9C. Here, the variable icon (the relevant hold icon) 9C corresponds to the currently running special chart 1 lottery. The display screen 7a also displays a remaining time reduction display, which indicates the remaining number of time reductions, indicated as "50 time reductions remaining," and a variable special chart display, which indicates the type of special chart currently being changed, indicated as "Special chart 1 change."

[0256] In FIG. 54(A), at this time, the game ball passes through the gate 28, and according to the opening pattern of the electric chute 29, the game ball enters the second winning hole 76, and the game ball enters the opened second starting hole 21, and the memory number of the second special symbol reservation (special symbol 2 reservation number) becomes "1". In other words, a special symbol 2 reservation has occurred. However, even though a special symbol 2 reservation has occurred, the reservation icon 9B is not displayed on the display screen 7a.

[0257] Figure 54(B) shows the state where the next special symbol 1 variation after the special symbol 1 variation shown in Figure 54(A) has ended. The decorative symbols 8L, 8C, and 8R are displayed as stopped symbols. At this time, the game ball passes through the gate 28, and due to the opening pattern of the electric chute 29, the game ball enters the second winning slot 76. The game ball enters the opened second starting slot 21, and the number of memories for the second special symbol reservation (number of special symbol 2 reservations) becomes "2." In other words, a new special symbol 2 reservation has been created. However, even though two special symbol 2 reservations have been created, the reservation icon 9B is not displayed on the display screen 7a.

[0258] After that, the Special Chart 1 variation is repeated, and Figure 54(C) shows the state when the remaining time-saving count display shows "20 time-saving counts remaining." The decorative patterns 8L, 8C, and 8R corresponding to the Special Chart 1 variation are displayed. At this time, a specific count notification image appears saying "20 time-saving counts remaining!" At the end of the 20 time-saving counts remaining variation, two additional reserved icons 9B corresponding to the Special Chart 2 reserved acquired in Figures 54(A) and (B) are displayed.

[0259] After that, the Special 1 variation is repeated, and Figure 54(D) shows the state when the remaining time-saving count display shows "10 time-saving counts remaining." The decorative symbols 8L, 8C, and 8R corresponding to the Special 1 variation are displayed. At this time, the game ball passes through gate 28, and due to the opening pattern of electric chute 29, the game ball enters second winning slot 76. The game ball then enters the opened second starting slot 21, causing the number of second special reserved balls (Special 2 reserved balls) to become "3." However, despite the occurrence of a new Special 2 reserved ball, no reserved icon 9B is added to display screen 7a, and the two reserved icons 9B continue to be displayed.

[0260] After that, the special chart 1 fluctuation is repeated, and when the final fluctuation during the time-saving period ends, the game state switches from the time-saving state to the normal state, the special chart 1 reserve disappears, and the fluctuation corresponding to the special chart 2 reserve begins. In the normal state, even if the player performs a right hit and passes through gate 28, electric chute 29 almost never opens (Figure 13(A)). Therefore, the special chart 1 reserve or special chart 2 reserve is almost never added, and the special chart 1 reserve that is consumed first disappears.

[0261] When the special chart 1 reserve is exhausted, one reserve icon 9B is additionally displayed, and three reserve icons 9B are displayed, as shown in Figure 54(E). That is, one reserve icon 9B corresponding to the special chart 2 reserve acquired in Figure 54(D) is displayed with a delay. In this way, in the "period from the start of the time reduction until the special chart 1 reserve is consumed and exhausted" in Figures 54(A) to (E), if a ball enters the second starting hole 21 during the period, the special chart 2 reserve will be displayed within the same period, even if the timing of the display is delayed. After that, the special chart 2 fluctuation will begin due to the consumption of the special chart 2 reserve.

[0262] The presentation of the "period from the start of the special chart 2 reserve consumption until the special chart 2 reserve is consumed and disappears" in Figures 54(E) to (J) is the same as that of Figures 53(H) to (L) in the icon display presentation A. Unlike Figures 53(H) to (L), Figures 54(E) to (J) show a state in which "3R normal small win" happens to be selected for all small wins. In Figures 54(E) to (J), as in Figure 53(J), even if a game ball enters the second start hole 21, a second special chart reserve (special chart 2 reserve) occurs, and the number of second special chart reserves (special chart 2 reserve number) increases by one, the number of reserve icons 9B does not increase or decrease. In other words, in the "period from the start of the special chart 2 reserve consumption until the special chart 2 reserve is consumed and disappears" in Figures 54(E) to (J), even if a ball enters the second start hole 21 during the period, no additional reserve icons 9B are displayed.

[0263] As shown in Figure 54(E), when the special chart 2 change starts due to the consumption of the special chart 2 reservation, the three reservation icons 9B do not shift and remain displayed in the same position. The position where the change icon (the reservation icon) 9C is displayed (the change icon display position) is displayed. Control 9C is not displayed. In this state, the special chart 2 change begins, and the decorative patterns 8L, 8C, and 8R begin to change. When the special chart 2 change begins, the number of memories for the second special chart hold (special chart 2 hold number) decreases by one to "2," but the display of the hold icon 9B does not decrease, and three hold icons 9B continue to be displayed.

[0264] Figure 54(F) shows a state in which a small jackpot is won in the Special Chart 2 lottery, and three circular decorative symbols 8L, 8C, and 8R are displayed in a stopped state. In the gaming machine 1, the Special Chart 2 lottery is always a win (either a big jackpot or a small jackpot) (Figure 9(A)). In the gaming machine 1, the chance of a big jackpot is approximately 1 / 312, and the chance of a small jackpot is approximately 311 / 312. When a small jackp...

Claims

[Claim 1] A gaming machine having a display means capable of executing a plurality of display effects and an operation means operable by a player, A first display effect may be performed as one of the plurality of display effects, A second display effect may be performed as one of the plurality of display effects, A third display effect may be performed as one of the plurality of display effects, the first display effect is a display effect that displays a first image, the second display effect is a display effect in which an operation means image representing the operation means is superimposed on the first image, the third display effect is a display effect in which the first image is changed from a first color to a second color by operating the operating means, the object represented by the first image displayed in the first display performance changes in shape, The operation means image displayed in the second display performance is displayed in an area different from an area in which a decorative pattern is displayed, A combination effect including the first display effect, the second display effect, and the third display effect may be performed. In the combination effect, the first display effect is performed, then the second display effect is performed, and then the third display effect is performed. A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2015096104A

  • Game machine

    JP2016182376A

  • Game machine

    JP2016198339A

  • Game machine

    JP2016202930A

  • Game machine

    JP2017000206A