gaming machines

The gaming machine introduces multiple game states with varying advantages to enhance player engagement and enjoyment by offering higher chances of winning and increased payouts, addressing the need for more exciting game outcomes in pachinko machines.

JP7766926B2Active Publication Date: 2025-11-11SANSEI R&D KK
View PDF 5 Cites 0 Cited by

Patent Information

Application Number
JP2022120720
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-07-28
Publication Date
2025-11-11
Estimated Expiration
2042-07-28

AI Technical Summary

Technical Problem

There is a need to enhance the interest and enjoyment of time-saving games in gaming machines, particularly in pachinko gaming machines, by providing multiple game states with varying levels of advantage and increasing the excitement and unpredictability of game outcomes.

Method used

The gaming machine is equipped with a game control system that allows for multiple game states, including a normal state and four progressively more advantageous states, each with distinct features such as higher chances of winning, longer time-saving continuations, and increased payouts, achieved through a complex interplay of sensors, solenoids, and control boards that manage game states and outcomes.

Benefits of technology

This enhances player engagement and enjoyment by offering multiple levels of excitement and unpredictability, increasing the appeal and replay value of the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007766926000001
    Figure 0007766926000001
  • Figure 0007766926000002
    Figure 0007766926000002
  • Figure 0007766926000003
    Figure 0007766926000003
Patent Text Reader

Abstract

To increase interest of a game.SOLUTION: A game machine comprises game state control means that can set a game state to one of a plurality of game states including a normal state, a first advantageous state, a second advantageous state, a third advantageous state, and a fourth advantageous state, and start port switching means capable of switching the game machine to be in a first mode in which it is relatively easy for game balls to enter a first start port and it is relatively difficult for game balls to enter a second start port and in a second mode in which it is relatively difficult for game balls to enter the first start port and it is relatively easy for game balls to enter the second start port, when an ordinary symbol lottery result is a winning. In the first advantageous state and the second advantageous state, the game machine is more likely to be in the first mode than in the second mode when winning an ordinary symbol. In the third advantageous state and the fourth advantageous state, the game machine is more likely to be in the second mode than in the first mode when winning the ordinary symbol. The ball put-out expectation value, which is the number of put-out balls expected until returning to the normal state, during the second advantageous state, is higher than that during the first advantageous state, and the ball put-out expectation value during the fourth advantageous state is higher than that during the third advantageous state.SELECTED DRAWING: Figure 28
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] Conventionally, there is known a gaming machine that, upon execution of a jackpot game, transitions the gaming state to a time-shortened state (a time-shortened state) that is more advantageous to the player than the normal state (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2022-74687 Summary of the Invention [Problem to be solved by the invention]

[0004] However, there is room for further improvement in order to increase the interest in the time-saving game in such gaming machines.

[0005] 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]

[0006] The present invention has been made to solve at least part of the above-mentioned problems, and can be realized as the following application examples.

[0007] [Application example 1] a game control means that can set one of a plurality of game states including a normal state, a first advantageous state that is more advantageous than the normal state, a second advantageous state that is more advantageous than the first advantageous state, a third advantageous state that is more advantageous than the second advantageous state, and a fourth advantageous state that is more advantageous than the third advantageous state; The first starting hole will trigger the drawing of the special drawing 1 when the game ball enters, The second starting hole will trigger the special drawing 2 lottery when the game ball enters. ,of Preparation 、 During the second advantageous state Rutsu This is the number of balls expected to be released before returning to normal. Second The expected value of the balls is the first advantageous state. The first is the number of balls expected to be released before returning to normal during the game. Higher than the expected value of the payout, The fourth advantageous state The fourth is the number of balls expected to be released before returning to normal during the game. The expected value of the balls is the third advantageous state The third is the number of balls expected to be released before returning to normal during the game. Higher than expected payout value Ku, The first advantageous state and the second advantageous state are both time-saving states, The second expected value of balls being higher than the first expected value of balls being higher means that at least one of the following (1) to (5) is satisfied: A gaming machine characterized by: (1) The second advantageous state has a greater number of time-saving continuations, which is the number of special drawing draws that continue the time-saving state, than the first advantageous state. (2) The second advantageous state has a higher probability of winning in one special drawing than the first advantageous state. (3) If a winning game is won in the second advantageous state, the number of times the time-saving mode continues after the winning game ends is greater than if a winning game is won in the first advantageous state. (4) If a winning game is won in the second advantageous state, the probability of winning in a single special drawing in the time-saving state after the winning game ends is higher than if a winning game is won in the first advantageous state. (5) The second advantageous state has a higher average number of game balls that can be acquired in one win than the first advantageous state. [Effects of the Invention]

[0008] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. [Figure 2] FIG. 2 is a block diagram showing the electrical configuration of the main control board. [Figure 3] FIG. 1 is a diagram for explaining a sensor solenoid. [Figure 4] FIG. 2 is a block diagram showing the electrical configuration of the sub-control board. [Figure 5] A diagram for explaining the memory areas of the game control microcomputer and the presentation control microcomputer. [Figure 6] 10 is an explanatory diagram of a special symbol winning determination table and a normal symbol winning determination table. [Figure 7]An explanatory diagram of jackpot type determination tables 1 and 2. [Figure 8] This is an explanatory diagram of small win type determination tables 1 and 2. [Figure 9] An explanatory diagram of a fluctuation pattern determination table when the time is not reduced. [Figure 10] An explanatory diagram of a fluctuation pattern determination table during time-saving mode. [Figure 11] An explanatory diagram of the electric chute opening pattern determination table and details of the electric chute opening pattern. [Figure 12] 10 is a flowchart of a main control process. [Figure 13] 10 is a flowchart of a main-side timer interrupt process. [Figure 14] 10 is a flowchart of a special action process. [Figure 15] 10 is a flowchart of a special symbol waiting process. [Figure 16] 10 is a flowchart of a hit determination process. [Figure 17] a Flowchart of the time-saving status setting process (jackpot). [Figure 18] a Flowchart of the time-saving status setting process (small win). [Figure 19] 10 is a flowchart of a special symbol determination process. [Figure 20] 10 is a flowchart of a game status management process. [Figure 21] This is a flowchart of the special electric device processing (jackpot). [Figure 22] 10 is a flowchart of a game status setting process. [Figure 23] This is a flowchart of special electric device processing (small win). [Figure 24] 10 is a flowchart of a sub-control main process. [Figure 25] 10 is a flowchart of a sub-side timer interrupt process. [Figure 26] 10 is a flowchart of a received command analysis process. [Figure 27]10 is a flowchart of the variable effect start processing. [Figure 28] FIG. 1 is a diagram illustrating a game flow. [Figure 29] This is a diagram to explain example 1 of the presentation when a win occurs during the first time reduction. [Figure 30] This is a diagram to explain example 2 of the presentation when a win occurs during the first time reduction. [Figure 31] This is a diagram to explain example 3 of presentation when a win occurs during the first time reduction. [Figure 32] This is a diagram to explain presentation example 4 when a win occurs during the first time reduction. [Figure 33] This is a diagram to explain example 1 of the presentation when a win occurs during the second time reduction. [Figure 34] This is a diagram to explain example 2 of the presentation when a win occurs during the second time reduction. [Figure 35] This is a diagram to explain example 3 of presentation when a win occurs during the second time reduction. [Figure 36] This is a diagram to explain example 1 of the presentation when you win during the third time reduction. [Figure 37] This is a diagram to explain example 2 of the presentation when you win during the third time reduction. [Figure 38] This is a diagram to explain an example of the presentation when you win during the fourth time reduction. [Figure 39] FIG. 10 is a diagram for explaining a special symbol winning determination table A of the second embodiment. [Figure 40] FIG. 10 is a diagram for explaining the jackpot type determination table A (non-time reduction) of the second embodiment. [Figure 41] FIG. 10 is a diagram for explaining the big win type determination table A (time reduction) of the second embodiment. [Figure 42] FIG. 10 is a diagram for explaining the small win type determination table A (non-time reduction) of the second embodiment. [Figure 43] FIG. 10 is a diagram for explaining the small win type determination table A (time reduction) of the second embodiment. [Figure 44] A diagram for explaining the electric chute opening pattern determination table A of the second embodiment. [Figure 45] 10 is a flowchart of a hit determination process according to a second embodiment. [Figure 46] 10 is a flowchart of a game status setting process according to a second embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0010] First Embodiment 1. Structure of the gaming machine 1 is a front view of a gaming machine 1 according to one embodiment of the present invention. In the following description, the left-right direction of the gaming machine 1 will be described as coinciding with the left-right direction as seen by a player facing the gaming machine 1. The front direction of the gaming machine 1 will be described as the direction from the gaming machine 1 toward the player, and the rear direction of the gaming machine 1 will be described as the direction from the player toward the gaming machine 1.

[0011] 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.

[0012] The gaming machine 1 comprises a gaming machine frame 50 and a gaming board 2, and the gaming board 2 is attached to the inside of the gaming machine frame 50. In addition to a front frame (front frame portion) 53, the gaming machine frame 50 also comprises an outer frame (base frame portion) that forms the outer shell of the gaming machine, and an inner frame to which the gaming board 2 is attached inside the outer frame.

[0013] The front frame (front frame portion) 53 is a vertically rectangular unit 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, a select button 68, and a frame movable body 600. An opening is formed in the center of the front frame 53, and the playing area 3 of the playing board 2 can be seen through the opening.

[0014] 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 angle of rotation. A ball supply tray (upper tray) 61 is provided below the front frame 53 and stores game balls. A 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 (upper tray) 61.

[0015] 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 provided 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 pressed downward, and a second operation in which the sword button 65 at the tip is pressed.

[0016] The frame lamps 66 are arranged around the opening of the front frame 53 and provide light effects during play. The speakers 67 are arranged at the upper left and upper right of the front frame 53 and provide sound effects during play. The select button 68 is a so-called cross key, consisting of a left button, a right button, an up button, and a down button, and allows for various inputs. The frame movable body 600 is a movable gimmick provided at the top of the front frame 53. The frame movable body 600 is configured to be displaceable from a stored state in which it is stored inside the front frame 53 to an exposed state in which it protrudes above the front frame 53.

[0017] The game board 2 comprises a game area 3, a rail member 4, a board lamp 5, an image display device 7, a center decorative body 10, a fixed winning device (center) 19, a first normal variable winning device (first electric chute) 17, a second normal variable winning device (second electric chute) 22, a gate (through chucker) 28, a first large winning device (first attacker) 31, a second large winning device (second attacker) 36, a general winning port 27 (normal winning port 27), an outlet 85, and a display 40.

[0018] The game area 3 is an area where game balls launched by operating the handle 60 flow down, and has a plurality of game nails 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.

[0019] The image display device 7 is located 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 other image display devices such as an organic electroluminescence (EL) display device, a plasma display, a projector, or a dot matrix. The display screen 7a of the image display device 7 includes a display pattern display area in which the display patterns (decorative patterns) 8L, 8C, and 8R are displayed in a variable manner, a reserved image display area in which a reserved image 9A is displayed, and a reserved digestion image display area in which a reserved digestion image 9C is displayed. The reserved image 9A is an image representing a reserve and is also referred to as a reserved icon 9A. The reserved digestion image 9C is an image corresponding to the variable and is also referred to as the variable image 9C or the variable icon 9C. Note that the reserved digestion image 9C is an image corresponding to the variable and does not indicate a reserve, but for convenience, the reserved image 9A and the reserved digestion image 9C are collectively referred to as the reserved image.

[0020] The effect symbol display area includes three symbol display areas: left, center, and right. The left symbol display area displays the left effect symbol (left decorative symbol) 8L. The center symbol display area displays the center effect symbol (center decorative symbol) 8C. The right symbol display area displays the right effect symbol (right decorative symbol) 8R. The effect symbols 8L, 8C, and 8R are composed of multiple symbols representing numbers, for example, from "0" to "9." The variable display of the effect symbols 8L, 8C, and 8R is synchronized with the variable display of the first and second special symbols, described below. The image display device 7 can clearly display the results of the variable display of the first and second special symbols (jackpot lottery results) to the player by combining the effect symbols displayed in the left, center, and right symbol display areas. The first and second special symbols are collectively referred to as "special symbols."

[0021] For example, if a jackpot is won, a static display of a repeating number such as "777" is displayed. If a loss occurs, a static display of 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 lottery through the image display device 7. The display of the dynamic display of the dynamic symbols may be vertically scrolling or in other ways. The combination of dynamic 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 "dynamic display of the dynamic symbol," "decorative display of the dynamic symbol," or simply "dynamic display." Note that the dynamic display of the dynamic symbol during the period from when the special symbol starts to change until it stops (also referred to as the special symbol change period) is counted as one dynamic display. Therefore, even if the decorative symbol is temporarily stopped during the period from when the special symbol starts to change until it stops, the temporary stop effect is included in the decorative symbol change effect.

[0022] 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 a jackpot game (an example of a 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 a special symbol is changing or the result of a lottery for the special symbol. Note that the identification display (fourth symbol) may be displayed by a light-emitting device such as an LED provided in the play area 3.

[0023] The reserved image display area includes a first reserved display area that displays reserved images 9A according to the number of reserved first special symbols, which will be described later. By displaying reserved images 9A, the number of reserved first special symbols can be displayed in an easy-to-understand manner 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 displayed in an easy-to-understand manner to the player that the reserved first special symbol will be consumed ("consumption of reserved special symbols," which will be described later).

[0024] The center ornament 10 is disposed near the center of the game area 3 and in front of the image display device 7. A stage section 11 is formed at the bottom of the center decorative body 10. The stage section 11 has a shape that allows it to guide game balls rolling on the top surface of the stage section 11 to the first starting hole 20, which will be described later. A warp section 12 is provided at the bottom 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.

[0025] The fixed winning device (navel) 19 is disposed below the image display device 7 in the game area 3, and is provided with a 1A starting hole 20 that does not change the ease with which a game ball can enter. The entry of a game ball into the 1A starting hole 20 triggers a lottery for a first special symbol (jackpot lottery). In other words, the entry of a game ball into the 1A starting hole 20 triggers the acquisition of a winning random number, etc., and the determination of a jackpot, etc.

[0026] The first normal variable winning device (first electric chute) 17 is located at the top of the right play area 3B in the play area 3 and includes a first-B start opening 16. Like the first-A start opening 20, the entry of a game ball into the first-B start opening 16 triggers a lottery for a first special symbol (a jackpot lottery). The first electric chute 17 includes a first opening / closing member 18 in front of the first-B start opening 16, and the first-B start opening 16 is opened and closed by the operation of the first opening / closing member 18. The first opening / closing member 18 is driven by a first electric chute solenoid 25 (Figure 3). The first electric chute 17 allows game balls to enter the first-B start opening 16 when the first opening / closing member 18 is in the open position. It is sufficient for the first electric chute 17 to allow balls to enter the first-B start opening 16 more easily when the first opening / closing member 18 is in the open position than when it is in the closed position; however, the first electric chute 17 may allow balls to enter the first-B start opening 16 when the first opening / closing member 18 is in the closed position.

[0027] The second normal variable winning device (second electric chute) 22 is disposed below the first electric chute 17 in the gaming area 3 and includes a second starting hole 21. The entry of a gaming ball into the second starting hole 21 triggers a lottery for a second special symbol (a jackpot lottery). The second electric chute 22 includes a second opening / closing member 23 in front of the second starting hole 21, and the second starting hole 21 is opened and closed by the operation of the second opening / closing member 23. The second opening / closing member 23 is driven by a second electric chute solenoid 24 (FIG. 3). A gaming ball can enter the second starting hole 21 when the second opening / closing member 23 is in the open position. Note that the second electric chute 22 only needs to allow a ball to enter the second starting hole 21 more easily when the second opening / closing member 23 is in the open position than when it is in the closed position, and the ball may enter the second starting hole 21 when the second opening / closing member 23 is in the closed position.

[0028] The gate (through chucker) 28 is located above the first big prize device (first attacker) 31 in the gaming area 3, and is configured to allow the gaming ball to pass through. The passage of the gaming ball through the gate 28 triggers a normal symbol lottery that determines whether or not to open the first electric chute 17 and the second electric chute 22. In other words, the passage of the gaming ball through the gate 28 triggers the acquisition of a normal symbol random number and a win determination, etc.

[0029] Here, "lottery for special symbols" refers to the process of obtaining a random number for determining a special symbol when a gaming ball enters the 1A start slot 20, the 1B start slot 16, or the 2nd start slot 21, and comparing this obtained random number with a value corresponding to a predetermined "jackpot" to determine whether or not a jackpot has been won. The result of the "jackpot" lottery is not immediately notified to the player; rather, the display device 40 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), and the player is notified of the lottery result. The image display device 7 plays a pattern matching game in which effect symbols are displayed in a variable manner in synchronization with the variable display of the special symbols, and this pattern matching game more effectively notifies the player of the lottery result for a jackpot.

[0030] Furthermore, "lottery for normal symbols" refers to the process of obtaining a random number for determining normal symbols 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 lottery result for this normal symbol is also not immediately announced when the gaming ball passes through gate 28; rather, a fluctuating display of the normal symbol is made on display 40, 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 lottery result is announced to the player.

[0031] The first large prize device (first attacker) 31 is located below and to the right of the first starting hole 20 in the game area 3, and includes a first large prize opening 30, a V area 39, a non-V area 70, and a V-shaped opening / closing member 71. The first large prize opening 30 includes an opening / closing member 32 that swings open and close to allow or block the reception of game balls. The opening / closing member 32 is driven by a first large prize opening solenoid 33 (Figure 3). Game balls can enter the first large prize opening 30 when the opening / closing member 32 is in the open state.

[0032] The first large prize device 31 is equipped internally with a V area (specific area) 39, a V area sensor 39a (Figure 3), a non-V area (non-specific area) 70, a non-V area sensor 70a (Figure 3), a first large prize opening sensor 30a (Figure 3), a V opening / closing member 71, and a V opening / closing member solenoid 73 (Figure 3).

[0033] The V area (specific area) 39 and the non-V area (non-specific area) 70 are configured as areas inside the first large prize device 31 through which a gaming ball that has passed through the first large prize opening 30 can pass. The first large prize opening sensor 30a is arranged upstream of the V area 39 and the non-V area 70, and detects the entry of a gaming ball into the first large prize opening 30. The V area sensor 39a is arranged in the V area 39, and detects the passage of a gaming ball into the V area 39. The non-V area sensor 70a is arranged in the non-V area 70, and detects the passage of a gaming ball into the non-V area 70.

[0034] The V-opening / closing member 71 distributes gaming balls that have passed through the first large prize opening 30 to either the V region 39 or the non-V region 70. The V-opening / closing member solenoid 73 drives the V-opening / closing member 71. The V-opening / closing member 71 is configured to rotate (clockwise and counterclockwise relative to the gaming board 2), and when the V-opening / closing member solenoid 73 is energized, it rotates counterclockwise from the origin position to distribute gaming balls to the V region 39, entering a first state (rotating state). When the V-opening / closing member solenoid 73 is not energized, it is positioned at the origin and enters a second state (stopped state) to distribute 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 forward and backward relative to the gaming board 2 as long as it has the function of distributing gaming balls that have passed through the first large prize opening 30 to either the V region 39 or the non-V region 70. In other words, when the V-opening / closing member solenoid 73 is energized, it enters a retracted state (first state) in which the game balls are distributed 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 the game balls are distributed to the non-V region 70.

[0035] The first special prize device 31 of this embodiment further includes a first special prize device discharge sensor 31a (FIG. 3) that counts the number of game balls discharged from the first special prize device 31. The first special prize device discharge sensor 31a is provided at the point where the V area 39 and the non-V area 70 join downstream, and counts the number of game balls that have passed through the V area sensor 39a or the non-V area sensor 70a.

[0036] The second large prize winning device (second attacker) 36 is positioned below the center hole 19 in the game area 3, and is equipped with a second large prize winning opening 35. The second large prize winning opening 35 is equipped with a movable member 37 that blocks or allows the acceptance of game balls depending on its movement. The movable member 37 is driven by a second large prize winning opening solenoid 38 (Figure 3). Game balls can enter the second large prize winning opening 35 when the movable member 37 is in the open state. A prize winning into the second large prize winning opening 35 is detected by a second large prize winning opening sensor 35a. The second large prize winning device 36 of this embodiment further includes a second large prize winning device discharge sensor 36a (Figure 3) that counts the number of game balls discharged from the second large prize winning device 36.

[0037] The general winning opening 27 is provided at the bottom of the game area 3. The outlet 85 is provided at the bottom of the game area 3 and discharges game balls that do not enter any of the winning openings out of the game area 3. The display 40 is located near the center of the right side of the game board 2.

[0038] 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 a win in the 1A start gate 20. On the other hand, a right hit can aim for passing through the gate 28 and winning in the 1B start gate 16, the second start gate 21, the first large prize gate 30, and the second large prize gate 35.

[0039] In the gaming machine 1, when a game ball enters the 1A start port 20, the 1B start port (hereinafter, the 1A start port 20 and the 1B start port are collectively referred to as the first start port), or the second start port 21, the values ​​(numerical information) of various random numbers, such as the winning random number, acquired for that entry are temporarily stored in the command set area 84a or the special symbol reserve memory area 84e (FIG. 5). Specifically, if the game ball enters the 1A start port, it is stored as a first special symbol reserve in the 1st special symbol reserve memory area (FIG. 5). If the game ball enters the 2nd start port 21, a second start port ball entry command is stored in the command set area 84a. There is an upper limit to the number of special symbol reserves that can be stored in the special symbol reserve memory area 84e, and in this embodiment, the upper limit is four. The special symbol reserves stored in the special symbol reserve memory area 84e are consumed when variable display of special symbols based on the special symbol reserve becomes possible. "Consuming a reserved special symbol" means determining the winning random number, etc., corresponding to the reserved special symbol and executing the variable display of the special symbol to show the result of the determination. Therefore, in the gaming machine 1, even if the variable display of the special symbol based on the winning of the game ball into the first start port or the second start port 21 cannot be performed immediately after the winning, that is, even if the winning occurs while the variable display of the special symbol is being executed or while the special game is being executed, the right to draw a jackpot for that winning can be reserved up to a predetermined number.

[0040] In the gaming machine 1, when a gaming ball passes through gate 28, the value of the normal symbol random number acquired for that passage is temporarily stored as a normal symbol reserve in the normal symbol reserve memory area 84f (Figure 5). There is a limit to the number of normal symbol reserves that can be stored in the normal symbol reserve memory area 84f, and in this embodiment, the limit is four. The normal symbol reserves stored in the normal symbol reserve memory area 84f are consumed when variable display of normal symbols based on the normal symbol reserve becomes possible. Consumption of a normal symbol reserve refers to determining the normal symbol random number corresponding to the normal symbol reserve and executing variable display of normal symbols to indicate the determination result. Therefore, in the gaming machine 1, even if variable display of normal symbols based on the passage of a gaming ball through gate 28 cannot be performed immediately after the passage, i.e., even if a prize is won while variable display of normal symbols is being executed or an auxiliary game is being executed, the right to draw a normal symbol for that passage can be reserved up to a predetermined number.

[0041] 2. Electrical configuration of gaming machine The electrical configuration of the gaming machine 1 will be described with reference to Figures 2 to 4. Figure 2 is a block diagram showing the electrical configuration of the main control board side of the gaming machine 1. Figure 4 is a block diagram showing the electrical configuration of the sub-control board side of the gaming machine 1. The gaming machine 1 comprises a main control board 80 (Figure 2), a sub-control board 90 (Figure 4), an image control board 100 (Figure 4), a lamp control board 107 (Figure 4), a sound control board 106 (Figure 4), a payout control board 110 (Figure 2), and a power supply board 116 (Figure 2).

[0042] The main control board 80 is a game control board that controls game profits such as jackpot lottery draws and game state transitions, 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, lamp control board 107, and sound control board 106. The sub-control unit can be configured by at least including the sub-control board 90.

[0043] The main control board 80 is equipped with 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 transmits and receives data to and from other boards, etc. via the input / output circuit (I / O port section) 87. The input / output circuit 87 may be built into the game control microcomputer 81.

[0044] A sensor solenoid 44 is connected to the main control board 80 via an input / output circuit 87. The sensor solenoid 44 is a general term for various sensors and solenoids. As shown in Figure 3, examples of the sensors include a first A start opening sensor 20a, a first B start opening sensor 16a, a second start opening sensor 21a, a gate sensor 28a, a first large prize opening sensor 30a, a second large prize opening sensor 35a, a V-area sensor 39a, a non-V-area sensor 70a, a normal prize opening sensor 27a, a first large prize device ejection sensor 31a, and a second large prize device ejection sensor 36a.

[0045] The 1A 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 1B start hole sensor 16a is provided inside the 1B start hole 16 and detects game balls that have entered the 1B start hole 16. 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 large prize hole sensor 30a is provided inside the first large prize hole 30 and detects game balls that have entered the first large prize hole 30. The second large prize hole sensor 35a is provided inside the second large prize hole 35 and detects game balls that have entered the second large prize hole 35. The V area sensor 39a is provided in the V area 39 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 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. The first special prize device discharge sensor 31a detects game balls that are discharged from the first special prize device 31. The second special prize device discharge sensor 36a detects game balls that are discharged from the second special prize device 36.

[0046] As shown in FIG. 3, examples of solenoids include a first electric chute solenoid 25, a second electric chute solenoid 24, a first large prize opening solenoid 33, a second large prize opening solenoid 38, and a V-shaped opening / closing member solenoid 73. The first electric chute solenoid 25 drives the first opening / closing member 18 of the first electric chute 17. The second electric chute solenoid 24 drives the second opening / closing member 23 of the second electric chute 22. The first large prize opening solenoid 33 drives the opening / closing member 32 of the first large prize device 31. The second large prize opening solenoid 38 drives the movable member 37 of the second large prize device 36. The V opening / closing member solenoid 73 drives the V opening / closing member 71.

[0047] The main control board 80 is connected to the display 40 via an input / output circuit 87. The game control microcomputer 81 controls the display of the display 40. The main control board 80 is connected to the external terminal board 70 via an input / output circuit 87. The main control board 80 outputs to the external terminal board 70 winning ball information, door or frame opening information, the number of times the first special symbol or second special symbol has changed, the entry of game balls into the first start port or second start port 21, whether or not a jackpot is being won, and security signals.

[0048] A dispensing control board 110 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the dispensing control board 110 and receives signals from the dispensing control board 110 to monitor dispensing. The payout control board 110 is connected to a prize ball payout device 120, a loan ball payout device 130, and a card unit 135.

[0049] A power supply board 116 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 operates using power supplied from the power supply board 116 and distributes power to other boards (not shown). The launcher 112 is also connected via the power supply board 116.

[0050] A sub-control board 90 (FIG. 4) is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that 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.

[0051] The sub-control board 90 is equipped with 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 transmits and receives data to and from other boards, etc. via the input / output circuit 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 the input / output circuit 95.

[0052] The image control board 100 controls the display of the image display device 7 in accordance with a program. In addition to the program for performing display control, the CPU unit of the image control board 100 stores 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), background images, etc.

[0053] A speaker 67 is connected to the audio control board 106, and the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the audio control board 106 based on commands received from the main control board 80.

[0054] The lamp control board 107 is connected to the frame lamp 66 and the panel lamp 5 and controls them.

[0055] The relay board 108 is connected to the effect button 63, the select button 68, and the movable frame body 600. When the effect button 63 is pressed (pushed down) by the player, it outputs a switch signal to the sub-control board 90 via the relay board 108. In addition, the effect control microcomputer 91 operates the effect button 63 based on a command received from the main control board 80. The effect button 63 can not only be pressed, but can also be moved between a normal position (recessed position) in which the upper surface of the button body protrudes slightly, and a protruding position in which most of the button body protrudes. In other words, the effect button 63 rises as one of the effects. When the player presses (pushes down) the select button 68, it outputs a switch signal to the sub-control board 90 via the relay board 108.

[0056] The performance control microcomputer 91 operates the frame movable body 600 based on commands received from the main control board 80. The frame movable body 600 is a movable gimmick provided on the top of the front frame 53 (Fig. 1). The performance control microcomputer 91 creates movement pattern data (drive data) that determines the movement mode of the frame movable body 600, and controls the movement of the frame movable body 600 in accordance with the movement pattern data. Data stored in the sub-ROM 93 is used to create the movement pattern data. Note that a touch sensor or the like provided on the front frame 53 that outputs a detection signal when touched by a human body may be connected to 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 Figure 5. Figure 5(A) is a diagram illustrating a table stored in the main ROM 83 of the game control microcomputer 81. Figure 5(B) is a diagram illustrating a storage area provided in the main RAM 84 of the game control microcomputer 81. Figure 5(C) is a diagram illustrating a table stored in the sub-ROM 93 of the presentation control microcomputer 91. Figure 5(D) is a diagram illustrating a storage area provided in the sub-RAM 94 of the presentation control microcomputer 91.

[0058] The main ROM 83 (FIG. 5(A)) is provided with a table storage area 83a. This table storage area 83a stores a special symbol winning determination table, a reach determination table, a normal symbol winning determination table, a normal symbol variation pattern determination table, a big win type determination table, a variation pattern determination table, an electric chute opening pattern determination table, a big prize opening pattern determination table, etc. These determination tables are referenced by the game control microcomputer 81 in the main control main processing (described later) executed by the game control microcomputer 81.

[0059] The main RAM 84 (Figure 5(B)) has a command set area 84a, a flag set area 84b, a counter set area 84c, a status set area 84d, a special map reserved memory area 84e, and a regular map reserved memory area 84f.

[0060] The command set area 84a is an area (output buffer) where commands output from the main control unit to the sub-control unit are set during the main control main processing (described later), and includes pre-determination commands, reserved ball number commands, second starting port ball entry commands, fluctuation start commands, fluctuation stop commands, opening commands, round designation commands, ending commands, game state designation commands, etc.

[0061] The flag set area 84b is an area where flags indicating the state of the gaming machine and the game state are set in the main control main process (described later), and a big win flag, a small win flag, a time-shortening flag, etc. are set.

[0062] The counter set area 84c is an area where counters used in the main control process (described later) are set, such as a random number counter, a round counter, and a time-saving counter.

[0063] The status set area 84d is an area where a status in a special action process, which will be described later, and a time-saving status a are set.

[0064] The special symbol reserved memory area 84e includes a first special symbol reserved memory area in which the first special symbol reserved is stored. The first special symbol reserved memory area includes a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as random numbers for winning special symbols corresponding to the first, second, third, and fourth symbols of the first special symbol reserved, respectively.

[0065] The regular symbol reserved memory area 84f is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as regular symbol random numbers (winning random numbers) corresponding to the first, second, third, and fourth regular symbol reserved, respectively.

[0066] The sub-ROM 93 (FIG. 5(C)) is provided with a table storage area 93a. The table storage area 93a stores a look-ahead effect pattern determination table, a core effect pattern determination table, a chance-up effect pattern determination table, a stop symbol pattern determination table, etc. These determination tables are referenced by the effect control microcomputer 91 in the sub-control main processing (described later) executed by the effect control microcomputer 91.

[0067] The sub-RAM 94 (FIG. 5(D)) is provided with a command storage area 94a, an effect command set area 94b, a counter set area 94c, and a work area 94d. The command storage area 94a is an area (input buffer) in which commands input from the main control unit side during the sub-control main processing (described later) are stored, and stores therein a pre-determination command, a reserved ball count command, a ball entry command into the second starting hole, a fluctuation start command, a fluctuation stop command, an opening command, a round designation command, an ending command, a game state designation command, and the like. The effect command set area 94b is an area (output buffer) in which commands output from the sub-control board 90 to the image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108 during the sub-control main processing (described later) are set, and stores therein a fluctuation effect start command, a pre-fluctuation end command, a fluctuation effect end command, an opening effect start command, a round designation command, an ending designation command, a two-fluctuation composite effect command, a transition suggestion effect command, and the like. The counter set area 94c is an area where counters used in the sub-control main process (described later) are set, such as a random number counter, a first special symbol hold effect counter, a normal symbol hold effect counter, and a time-saving effect counter. The work area 94d is a work area that realizes temporary storage for calculations, etc. Note that the areas other than the work area 94d are backed up by a power supply (not shown), and their contents are retained even when the power to the gaming machine 1 is turned off.

[0068] Here, various random numbers acquired by the game control microcomputer 81 in the gaming machine 1 will be explained. The game control microcomputer 81 is configured to acquire the "special pattern winning random number," the "special pattern winning type random number," the "reach random number," the "variable pattern random number," the "normal pattern winning random number," and the "normal pattern winning type random number" at the timings described below. The "winning random number" is a random number used in the lottery to determine whether or not a jackpot has been won (jackpot determination), and takes a value in the range of 0 to 65535. The "special symbol winning type random number" is a random number used to determine the type of winning jackpot (judging the type of jackpot), and takes a value in the range of 0 to 127. The "reach random number" is a random number used to determine whether or not a reach occurs in the effect pattern variation effect that indicates a result when the jackpot determination is a miss, and takes a value in the range of 0 to 127. A reach is a state in which there is only one effect pattern remaining among multiple effect patterns (decorative patterns) that are being displayed in a variable manner, and depending on which of the effect patterns that are displayed in a variable manner stop, a combination of effect patterns that indicates a jackpot win (for example, a "7↓7" state) may be formed. Note that the effect pattern that is displayed in a stopped state in a reach state may be displayed as if it is swaying on the display screen 7a.

[0069] The "fluctuation pattern random number" is a random number used to determine a fluctuation pattern including a fluctuation time, and takes a value in the range of 0 to 127. The "normal symbol winning random number" and "normal symbol winning type random number" are used in the lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens the first electric chute 17 or the second electric chute 22. Both the normal symbol winning random number and the normal symbol winning type random number take values ​​in the range of 0 to 255. The "random number for special symbols," "random number for special symbol type," "reach random number," and "variable pattern random number" are obtained based on the ball entering the start port (first start port 20 or second start port 21). The random number group obtained based on the ball entering the first start port is stored in the first special symbol reserve memory area, and the random number group obtained based on the ball entering the second start port 21 is stored in the command set area 84a. The "random number for normal symbols" and "random number for normal symbol type" are obtained based on passing through gate 28. The obtained random number for normal symbols and random number for normal symbol type are stored in the normal symbol reserve memory area 84f.

[0070] Next, various random numbers acquired by the performance control microcomputer 91 in the gaming machine 1 will be explained. The performance control microcomputer 91 is configured to acquire a "pre-read performance random number", a "chance-up random number", and a "performance random number".

[0071] The "pre-reading effect random number" is obtained as the value of the pre-reading effect counter set in the counter set area 94c, and is a random number used to determine the pre-reading effect during variable effects, and takes a value in the range of 0 to 127. The "pre-reading effect random number" is obtained based on the output of a pre-determination command from the main control unit to the sub-control unit.

[0072] The "chance up random number" is a random number used to determine the chance up effect during the variable effect, and takes a value in the range of 0 to 127. The "chance up random number" is acquired based on the output of a variable start command from the main control unit to the sub-control unit. The acquired random number value is stored in the sub-RAM 94.

[0073] 4. Explanation of various tables FIG. 6(A) is a diagram for explaining the special symbol winning determination table. The special pattern hit determination table is a table that the game control microcomputer 81 refers to during the main control processing (described later) to determine whether the acquired hit random number value (any value between 0 and 65535) corresponds to a "big hit," a "small hit," or a "miss."

[0074] For the first special pattern, if the winning random number value is "0 to 655", it is determined to be a "jackpot", and if the winning random number value is "a number other than 0 to 655", it is determined to be a "miss". In other words, the probability of winning the jackpot with the first special symbol is 1 / 99.9.

[0075] For the second special pattern, if the winning random number value is "0 to 655", it is determined to be a "big win", and if it is "a number other than 0 to 655", it is determined to be a "small win". In other words, the probability of winning the big prize with the second special symbol is 1 / 99.9, and in all other cases, the winning prize is a small prize.

[0076] The reach determination table 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 of 0 to 127) corresponds to "reach" or "not reach." The reach determination in the reach determination table is made based on the gaming state of the gaming machine 1. In this embodiment, in the "non-time-shortened state," if the reach random number value is "0 to 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 "not reach." Also, in the "time-shortened state," if the reach random number value is "0 to 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 "not reach."

[0077] FIG. 6(B) is a diagram for explaining the normal symbol winning determination table. The normal symbol win determination table 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 win random number value (any of 0 to 255) corresponds to a "win" or a "lose." The determination in the normal symbol win determination table is made based on the gaming state of the gaming machine 1. In this embodiment, in the "non-time-saving state," if the normal symbol win random number value is "0 to 1," it is determined to be a "win," and if the normal symbol win random number value is "a number other than 0 to 1 (2 to 255)," it is determined to be a "lose." Also, in the "time-saving state," if the normal symbol random number value is "0 to 254," it is determined to be a "win," and if the normal symbol random number value is "a number other than 0 to 254 (255)," it is determined to be a "lose."

[0078] The normal symbol variation pattern determination table is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine how many seconds the normal symbol variation time is depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state", the normal symbol variation time is determined to be "30 seconds", and in the "time-saving state", the normal symbol variation time is determined to be "1 second".

[0079] FIG. 7 is a diagram for explaining the jackpot type determination table. FIG. 7(A) is a table of jackpot type determination table 1. FIG. 7(B) is a table of jackpot type determination table 2. Jackpot type determination tables 1 and 2 are tables that the game control microcomputer 81 refers to in the main control main process (described later) to determine the "jackpot type" according to the acquired jackpot type random number value (any of 0 to 127). The game control microcomputer 81 is configured to determine the jackpot type based on jackpot type determination table 1 when the time-saving status a described later is 1, and to determine the jackpot type based on jackpot type determination table 2 when the time-saving status a described later is other than 1.

[0080] When the time-saving status is 1, as shown in Figure 7(A), if the first special symbol (special symbol 1) is selected, if the jackpot type random number is between "0 and 96," the player will win a 4R type 1 jackpot A; if the jackpot type random number is between "97 and 122," the player will win a 4R type 1 jackpot B; if the jackpot type random number is between "123 and 126," the player will win a 7R type 1 jackpot; and if the jackpot type random number is "127," the player will win a 10R type 1 jackpot. Also, if the second special symbol (special symbol 2) is selected, if it is a type 1 jackpot, it will be determined as a "10R type 1 jackpot" regardless of the jackpot type random number. If it is a type 2 jackpot, it will be determined as a "10R type 2 jackpot" regardless of the jackpot type random number.

[0081] When the time-saving status is not 1, as shown in Figure 7(B), if the first special symbol (special symbol 1) is selected, if the jackpot type random number is between 0 and 89, the player will win a 4R type 1 jackpot A; if the jackpot type random number is between 90 and 115, the player will win a 4R type 1 jackpot B; if the jackpot type random number is between 116 and 121, the player will win a 7R type 1 jackpot; and if the jackpot type random number is between 122 and 127, the player will win a 10R type 1 jackpot. Also, if the second special symbol (special symbol 2) is selected, if it is a type 1 jackpot, it will be determined as a "10R type 1 jackpot" regardless of the jackpot type random number. If it is a type 2 jackpot, it will be determined as a "10R type 2 jackpot" regardless of the jackpot type random number.

[0082] A Type 1 jackpot is a jackpot that is determined to be a jackpot in the jackpot determination process, and a Type 2 jackpot is a jackpot that is determined to be a small jackpot in the jackpot determination process and then becomes a jackpot by passing through the V area 39 inside the first large prize winning device 31.

[0083] FIG. 8 is a diagram for explaining the small win type determination table. FIG. 8(A) is a table of small win type determination table 1. FIG. 8(B) is a table of small win type determination table 2. Small win type determination tables 1 and 2 are tables that the game control microcomputer 81 refers to in the main control main process (described later) to determine the "type of small win" according to the acquired big win type random number value (any of 0 to 127). In addition, the game control microcomputer 81 is configured to determine the small win type based on small win type determination table 1 when the a time-saving status described later is other than 4, and to determine the small win type based on small win type determination table 2 when the a time-saving status described later is 4.

[0084] If the time-saving status is other than 4, when you win a small prize in the lottery for the second special pattern (Special Pattern 2), if the random number value for the big prize type is "0 to 108", it will be judged as "small prize A". Also, if the random number value for the big prize type is "109 to 121", it will be judged as "small prize B", and if the random number value for the big prize type is "122 to 127", it will be judged as "small prize C".

[0085] When the time-saving status is 4, if you win a small prize in the lottery for the second special symbol (Special Symbol 2), if the random number value for the big prize type is "0 to 101", it will be determined as "small prize A". Also, if the random number value for the big prize type is "102 to 114", it will be determined as "small prize B", and if the random number value for the big prize type is "115 to 127", it will be determined as "small prize C".

[0086] In addition, small wins A to C are all triggers of the same big win type, but the small win type is referenced in the setting of a time reduction that is executed after the big win game, which will be described later.

[0087] Fig. 9 is a diagram for explaining the fluctuation pattern determination table in the non-time-shortening state. Fig. 10 is a diagram for explaining the fluctuation pattern determination table in the time-shortening state. The fluctuation pattern determination table is a table that is referenced by the game control microcomputer 81 in the main control main processing (described later) to determine the fluctuation pattern according to the acquired fluctuation pattern random number value (0 to 127).

[0088] It is shown that when the ball enters the first starting hole 20 in the non-time-saving state, the special pattern hit determination table determines it as a "miss", the reach determination table determines it as a "reach", the number of reserved balls is "1 to 2", and the fluctuation pattern random number value is "0 to 60", the fluctuation pattern is determined as "P4".

[0089] In the time-saving mode, a fluctuation pattern determination table (time-saving fluctuation) is used (Figure 10). In the time-saving mode, a fluctuation pattern is selected regardless of the fluctuation pattern random number value and the number of reserved balls.

[0090] As shown in Figures 9 and 10, 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). A super reach is a reach effect in which the fluctuation time after the reach is longer than that of a normal reach. Here, three types of super reaches (SP1, SP2, SP3) with different fluctuation times are set. SP1 to 3 are executed in a progressive manner after a normal reach. The difference between SP1 to 3 may be, for example, the presence or absence of a pseudo-consecutive win.

[0091] Fig. 11(A) is an explanatory diagram of the electric chute opening pattern determination table, and Fig. 11(B) is a table showing details of the electric chute opening patterns.

[0092] The electric chute opening pattern determination table 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 first electric chute 17 and the second electric chute 22 depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state," the opening pattern is determined to be "opening pattern H11" regardless of the normal symbol winning type random number value. Also, in the "time-saving state" and when the time-saving status a is 1 or 2, if the normal symbol winning type random number value is "0 to 126," the opening pattern is determined to be "opening pattern H12," and if the normal symbol winning type random number value is "127," the opening pattern is determined to be "opening pattern H13." In addition, when the "time-saving state" and the a time-saving status is 3 or 4, if the random number value for the normal pattern hit type is "0", the opening pattern is determined to be "opening pattern H12", and if the random number value for the normal pattern hit type is "1 to 127", the opening pattern is determined to be "opening pattern H13".

[0093] As shown in Figure 11 (B), in opening pattern 11, the first electric chute 17 is opened once and for an opening time of 0.2 seconds. In opening pattern 12, the first electric chute 17 is opened three times, with an opening time of 2.0 seconds per opening and an interval (opening interval) of 1.0 seconds. In opening pattern 13, the second electric chute 22 is opened three times, with an opening time of 2.0 seconds per opening and an interval (opening interval) of 1.0 seconds. Therefore, if opening pattern 11 is determined, it is difficult to win at both the first B starting hole 16 and the second starting hole 21. If opening pattern 12 is determined, it is easy to win at the first A starting hole 16 but difficult to win at the second starting hole 21. If opening pattern 13 is determined, it is difficult to win at the first A starting hole 16 but easy to win at the second starting hole 21. However, if a predetermined number of game balls have won (a maximum of 10), the first electric chute 17 and the second electric chute 22 will be closed even if there is still time left for them to be opened. The time-saving status a will be described in detail later.

[0094] From the above, when the time-shortening state is active and the a-time-shortening status is 1 or 2 (i.e., during the first and second time-shortening states described below), the first electric chute 17 is more likely to open and make it easier to score a ball into the firstB starting hole 16 than when the second electric chute is open and makes it easier to score a ball into the second starting hole 21. In contrast, when the time-shortening state is active and the a-time-shortening status is 3 or 4 (i.e., during the third and fourth time-shortening states described below), the second electric chute 22 is more likely to open and make it easier to score a ball into the second starting hole 21 than when the first electric chute is open and makes it easier to score a ball into the firstB starting hole 16.

[0095] The large prize opening pattern determination table is a table that is referenced by the game control microcomputer 81 in the main control process (described later) to determine the opening pattern of the first large prize opening 30 and the second large prize opening 35.

[0096] In the case of "4R Type 1 Big Win A" and "4R Type 1 Big Win B", the second large winning slot 35 is opened once for a long time of 29.5 seconds in the first to fourth rounds. In the case of a "7R Type 1 jackpot", the second large prize slot 35 is opened once for a long time of 29.5 seconds in the 1st to 7th rounds. In the case of a "10R Type 1 jackpot", the second large prize slot 35 is opened once for a long time of 29.5 seconds in the 1st to 10th rounds. In the case of a "10R two-type jackpot," the first large prize slot 30 opens five times in the first round with an opening time of 0.3 seconds, and the second large prize slot 35 opens once in the second to tenth rounds with an opening time of 29.5 seconds. However, if a predetermined number of game balls are won (the specified number of winning balls, up to 9), the facility will be closed even if there is still time left for opening.

[0097] 5. Explanation of jackpots etc. In the gaming machine 1, there are two types of jackpots: a type 1 jackpot and a type 2 jackpot. A type 1 jackpot occurs when the acquired winning random number corresponds to a "jackpot." On the other hand, a type 2 jackpot occurs when the acquired winning random number corresponds to a "small jackpot" and then the gaming ball passes through the V area 39 in the first big winning device 31, resulting in a jackpot.

[0098] When a jackpot is hit, a "jackpot game" is played. Jackpot games are an example of special games. Jackpot games include multiple rounds of play (unit open games), 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) during which the jackpot entry port is closed between rounds of play is included in the open round of play before that closure.

[0099] 6. Explanation of game status The gaming states of the gaming machine 1 will now be described. The gaming control microcomputer 81 can execute "variation time reduction control" for the special symbols displayed on the display 40. The state in which the gaming control microcomputer 81 is executing variation time reduction control for the special symbols on the display 40 is referred to as the "time reduction state," while the state in which variation time reduction control is not executed is referred to as the "non-time reduction state (normal 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 variation pattern determination table (Figures 8 and 9) that is determined so that a variation pattern with a short variation time is selected more frequently in the time reduction state than in the non-time reduction state. In other words, when the gaming control microcomputer 81 is executing variation time reduction control for the special symbols, a short variation time is more likely to be selected as the variation time for the variable display of the special symbols than when variation time reduction control is not executed. As a result, in the time-saving state, the pace of consumption of the special reserved symbols becomes faster, and effective winnings (winnings that can be stored as special reserved symbols) in the starting slot become more likely to occur. This allows you to aim for a jackpot while playing smoothly.

[0100] The game control microcomputer 81 executes the probability variation control and variation time shortening control for the normal symbols in parallel with the variation time shortening control for the special symbols. That is, the game control microcomputer 81 executes the probability variation control and variation time shortening control for the normal symbols in the time shortening state, but does not execute them in the non-time shortening state.

[0101] The game control microcomputer 81 performs probability fluctuation control for normal symbols, and performs hit determination (determination of normal symbols) using a normal symbol hit determination table in which the number of normal symbol random number values ​​(win random number values) determined to be a hit is greater in the time-shortened state than in the non-time-shortened state. Therefore, in the time-shortened state, the hit probability is higher than in the normal probability state for normal symbols. In other words, when the game control microcomputer 81 is executing probability fluctuation control for normal symbols, the probability that the display result (stopped symbol) of the variable display of the normal symbol by the display device 40 will be a winning symbol is higher than when probability fluctuation control is not being executed.

[0102] In the time-shortened state, the normal symbol variation time is shorter than in the non-time-shortened state. Here, the normal symbol variation time is 30 seconds in the non-time-shortened state, but 1 second in the time-shortened state. Furthermore, in the time-shortened state, the opening time of the first electric chute 17 and the second electric chute 22 in the auxiliary game is longer than in the non-time-shortened state. That is, the game control microcomputer 81 executes control to extend the opening time for the first electric chute 17 and the second electric chute 22. In addition, in the time-shortened state, the first electric chute 17 and the second electric chute 22 open more times in the auxiliary game than in the non-time-shortened state. That is, the game control microcomputer 81 executes control to increase the number of times they open for the first electric chute 17 and the second electric chute 22.

[0103] When the game control microcomputer 81 is executing the probability fluctuation control and fluctuation time reduction control for the normal symbols on the display 40, as well as the opening time extension control and opening count increase control for the first electric chute 17 and the second electric chute 22, the first electric chute 17 and the second electric chute 22 open more frequently than when these controls are not being executed, and game balls land more frequently in the firstB start slot 16 or the second start slot 21. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, a state in which these controls are being executed is called a "high base state," and a state in which they are not being executed is called a "low base state." In the high base state, players can aim for a jackpot without significantly reducing their available game balls. The high base state is a state in which so-called electric support control (control that supports the first electric chute 17 in winning the firstB start slot 16 and control that supports the second electric chute 22 in winning the second start slot 21) is being executed.

[0104] The high base state (electric support control state) does not have to execute all of the above controls. That is, by executing one or more of the following controls: probability fluctuation control for the normal symbols on the display device 40, fluctuation time reduction control for the normal symbols on the display device 40, opening time extension control for the first electric chute 17 and the second electric chute 22, and opening count increase control for the first electric chute 17 and the second electric chute 22, it is sufficient if the first electric chute 17 and the second electric chute 22 are more likely to open than when the control is not executed. Also, the high base state (electric support control state) may be controlled independently of the time-shortening state.

[0105] In a high base state, hitting the ball with the right hand to enter the right play area 3B (Figure 1) is advantageous for gameplay. This is because the electric support control makes the first electric chute 17 and the second electric chute 22 more likely to open than in a low base state, making it easier to win in the first B start slot 16 or the second start slot 21 than in the first A start slot 20. For this reason, in a high base state, hitting the ball with the right hand is performed to have the ball enter the first B start slot 16 or the second start slot 21 while passing through the gate 28, which triggers the normal symbol lottery. This allows for more start slot wins (winning in the start slots) than hitting with the left hand. In the gaming machine 1, playing is performed with the right hand even during jackpot play.

[0106] On the other hand, in the low base state, it is more advantageous to hit the ball from the left to enter the left game area 3A (Figure 1) to progress the game. Because electric support control is not being executed, the first electric chute 17 and the second electric chute 22 are less likely to open than in the high base state, making it easier to win in the 1A start port 20 than in the 1B start port 16 or the second start port 21. For this reason, in the low base state, the left is used to hit the ball to enter the 1A start port 20. This allows for more start wins than hitting from the right.

[0107] 7. Operation of the gaming control microcomputer 81 The operation of the game control microcomputer 81 provided on the main control board 80 (FIG. 2) will be described with reference to Figures 12 to 23. Counters, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the main RAM 84.

[0108] [Main control main processing] FIG. 11 is a flowchart of the main control processing. 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 processing from the main ROM 83. In the main control processing, the gaming control microcomputer 81 first performs initialization processing (step S001). In the initialization processing, for example, 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 initialization processing is executed only once after the power is turned on and is not executed thereafter.

[0109] After the initialization process, 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 updates various random number counter values ​​(win random number value, jackpot type random number value, reach random number value, variable pattern random number value, and normal symbol random number value) by incrementing them by 1. 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, 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.

[0110] After the normal and special symbol main random number update process, the game control microcomputer 81 allows interrupt processing (step S004). While the interrupt is allowed, the main timer interrupt process (step S005) can be executed. The main timer interrupt process is executed based on an interrupt pulse that is repeatedly input at a predetermined cycle (for example, every 4 msec). That is, the main timer interrupt process is executed every predetermined cycle (for example, every 4 msec). Then, from the time the main timer interrupt process ends until the next main timer interrupt process starts, 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 when the interrupt is disabled, the main timer interrupt process does not start immediately, but starts after the interrupt is allowed.

[0111] [Main timer interrupt processing] FIG. 13 is a flowchart of the main timer interrupt processing (FIG. 12: step S005). In the main timer interrupt processing, the game control microcomputer 81 first performs random number update processing (step S101). Specifically, the game control microcomputer 81 updates various random number counter values. 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. 10) described above. In other words, the update processing of various random number counter values ​​is performed both during the execution period of the main timer interrupt processing and during other periods (the period from the end of the main timer interrupt processing to the start of the next main timer interrupt processing).

[0112] 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 1A start hole sensor 20a, the 1B start hole sensor 16a, the 2nd start hole sensor 21a, the 1st large winning hole sensor 30a, the 2nd large winning hole sensor 35a, and the normal winning hole sensor 27a (FIG. 3).

[0113] After the input process, the game control microcomputer 81 performs a start gate sensor detection process (step S103). In the start gate sensor detection process, the game control microcomputer 81 determines whether a game ball has passed through the gate 28, acquires the value of the normal symbol random number counter, and stores the acquired random number value in a memory area corresponding to the current number of normal symbol reserved balls among the first to fourth memory areas of the normal symbol reserved memory area 84f of the main RAM 84. The game control microcomputer 81 also determines whether a game ball has entered the first start gate 20, and acquires the value of the win random number counter, the value of the jackpot type random number counter, the value of the small symbol type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the acquired random number group in a memory area corresponding to the current number of special symbol 1 reserved balls among the first to fourth memory areas of the first special symbol reserved memory area. Furthermore, the game control microcomputer 81 determines whether a game ball has entered the second starting hole 21, and obtains the value of the hit random number counter, the value of the jackpot type random number counter, the value of the reach random number counter, and the value of the fluctuation pattern random number counter.

[0114] The game control microcomputer 81 performs a preliminary determination of a jackpot in the start port sensor detection process. Based on the above-mentioned random number group, it determines whether or not a jackpot has occurred, and if so, the type of jackpot and the fluctuation pattern. Then, it creates a preliminary determination command from the preliminary determination result and sets it in the command set area 84a of the main RAM 84.

[0115] Next, the game control microcomputer 81 performs normal operation processing (step S104). In the normal operation processing, the game control microcomputer 81 controls the operation of the first electric chute 17 or the second electric chute 22. Specifically, the game control microcomputer 81 determines whether the number of reserved balls for the normal pattern is "0," and if the number of reserved balls is 1 or more, it determines whether a win has occurred by referring to the normal pattern win determination table. Next, the game control microcomputer 81 selects a variation pattern by referring to the normal pattern variation pattern determination table. The game control microcomputer 81 sets the selected normal pattern variation pattern, thereby starting the normal pattern variation display. Thereafter, it stops the variation display, and in the case of a "win," it sets the electric chute opening pattern by referring to the electric chute opening pattern determination table (Figure 10), and activates the first electric chute 17 or the second electric chute 22.

[0116] Next, the game control microcomputer 81 performs a special action process (step S105). This special action process will be described later. Next, the game control microcomputer 81 performs a V-area sensor detection process (step S106). In the V-area sensor detection process, the game control microcomputer 81 first determines whether or not a game ball has been detected by the V-area sensor 39a, and if detected, determines whether or not the V-effective period is in progress. If the V-effective period is in progress, the game control microcomputer 81 turns on the V flag and sets a V-pass command.

[0117] Next, the game control microcomputer 81 performs reserved ball count processing (step S107). The game control microcomputer 81 first reads the number of reserved balls for special symbol 1 and the number of reserved balls for normal symbols stored in the main RAM 84. Next, the game control microcomputer 81 sets a 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, and includes information regarding the number of reserved balls for special symbol 1 and the number of reserved balls for normal symbols.

[0118] After processing the number of reserved balls, the game control microcomputer 81 performs output processing (step S108). 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 S109). In other processing, for example, based on the number of reserved balls in special chart 1, the display device 40 is controlled to display that number.

[0119] [Special Action Processing] FIG. 14 is a flowchart of the special operation process (FIG. 13: step S105). Here, the process for the display device 40 and the big prize devices (first big prize device 31 and second big prize device 36) is divided into four stages, and each stage is called "special operation status" "1," "2," "3," "4," and "5," respectively. 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 big win determination, a variation pattern selection, etc. are performed.

[0120] When the "special operation status" is "2" (step S1301: NO, step S1303: YES), special symbol variation processing is performed (step S1304). In the special symbol variation processing, after the variation time has elapsed, a variation stop command is output, etc. The game control microcomputer 81 first judges whether the variation time of the special symbol has elapsed and ended, and if the variation time has elapsed, sets a variation stop command and sets the special operation status to "3".

[0121] When the "special action status" is "3" (steps S1301, S1303: NO, step S1305: YES), a special symbol determination process is performed (step S1306). The special symbol determination process will be described in detail later.

[0122] When the "special operation status" is "4" (steps S1301, S1303, S1305: NO, S1307: YES), special electric device processing (jackpot) is performed (step S1308). In the special electric device processing (jackpot), a jackpot game is executed. The special electric device processing (jackpot) will be described in detail later.

[0123] When the "special operation status" is "5" (steps S1301, S1303, S1305: NO, S1307: NO), special electric device processing (small win) is performed (step S1309). In the special electric device processing (small win), a small win game is executed. The special electric device processing (small win) will be described in detail later.

[0124] [Special pattern standby process] Fig. 15 is a flowchart of the special symbol standby process (Fig. 13: step S1302). In the special symbol standby process, the game control microcomputer 81 first determines whether or not a second start opening ball entry command has been received (step S1401). If the command has not been received (step S1401: NO), the process proceeds to step S1407. If the second start opening ball entry command has been received (step S1401: YES), the game control microcomputer 81 executes a win determination process (step S1402). The details of the win determination process will be described later.

[0125] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1403). In the variation pattern selection process, the variation pattern determination table (FIGS. 8 and 9) is referenced, and a variation pattern is selected based on the game state of the gaming machine 1 (time-saving state or non-time-saving state), the result of the hit determination process (step S1402), and the number of reserved balls (no special chart 2 reserved, maximum of 4 special chart 1 reserved).

[0126] Next, the game control microcomputer 81 performs special symbol 2 variation start processing (step S1404). In the special symbol 2 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the variable display of the second special symbol is started, and a variation time timer is set. A variation time determined according to the variation pattern selected in the variation pattern selection processing is set in the variation time timer. In addition, the game control microcomputer 81 sets the special operation status to "2." Note that the variation start command set in the special symbol 2 variation start processing (special symbol 2 variation start command) includes information related to the special symbol stop pattern data set in the hit determination processing (step S1402) and information related to the variation pattern set in the variation pattern selection processing (step S1403) (including information related to the variation time).

[0127] In step S1401, if the second starting hole ball entry command has not been received (step S1401: NO), the game control microcomputer 81 determines whether the number of reserved balls for special symbol 1 is "0" (step S1407). If the number of reserved balls for special symbol 1 is "0" (step S1407: YES), that is, if the first special symbol reservation memory area does not store a random number group acquired as a result of winning at the first starting hole 20, the process proceeds to step S1413. If the number of reserved balls for special symbol 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes a hit determination process (step S1408). The details of the hit determination process will be described later.

[0128] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1409). In the variation pattern selection process, the variation pattern determination table (FIGS. 8 and 9) is referenced, and a variation pattern is selected based on the game state of the gaming machine 1 (time-saving state or non-time-saving state), the result of the hit determination process (step S1408), and the number of reserved balls. After the variation pattern selection process, the number of reserved balls for the special game is decremented (step S1410).

[0129] Next, the game control microcomputer 81 shifts the storage locations of the various random number values ​​stored in the first to fourth memory areas of the first special symbol reservation memory area by one position from their current positions toward the read side, and clears the reserved information stored in the first special symbol reservation memory area in the location farthest from the read side (step S1411). Through these steps, the first reserved symbols are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A corresponding to the first memory area of ​​the first special symbol reservation memory area (the rightmost reserved image 9A of the four reserved images 9A) shifts toward the reserved consumption image display area and is displayed as reserved consumption image 9C. Furthermore, the reserved images 9A corresponding to the second to fourth memory areas of the first special symbol reservation memory area (the second, third, and fourth reserved images 9A from the right of the four reserved images 9A) each shift one position to the right (Figure 1). This allows the player to recognize that one reserved first symbol has been consumed.

[0130] Next, the game control microcomputer 81 performs special symbol 1 variation start processing (step S1412). In the special symbol 1 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the display of the first special symbol variation is started, and a variation time timer is set. A variation time determined according to the variation pattern selected in the variation pattern selection processing is set in the variation time timer. In addition, the game control microcomputer 81 sets the special operation status to "2" (step S1412). Note that the variation start command set in the special symbol 1 variation start processing (special symbol 1 variation start command) includes information related to the special symbol stop pattern data set in the hit determination processing (step S1408) and information related to the variation pattern set in the variation pattern selection processing (step S1409) (including information related to the variation time).

[0131] In step S1407, if the number of reserved balls for special symbol 1 is "0" (step S1407: YES), the game control microcomputer 81 determines whether the display screen 7a of the image display device 7 is a standby screen (step S1413). The standby screen is a demo screen for 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 standby screen is present (step S1413: YES), this process ends. If the standby screen is not present (step S1413: NO), the game control microcomputer 81 waits for a predetermined standby time to elapse, sets a standby command for displaying the standby screen in the command set area 84a of the main RAM 84 (step S1414), and then ends this process. As described above, according to the special symbol standby process of this embodiment, the display of the change of the special symbol based on the reservation of the first special symbol is executed only when the change based on the ball entering the second special symbol is not executed. That is, the consumption of the second special symbol is executed in priority to the consumption of the first special symbol reservation. Also, according to the jackpot type determination table of this embodiment, the second special symbol lottery is more likely to win a jackpot (a jackpot planned to pass V) that is more profitable for the player than the lottery based on the first special symbol reservation.

[0132] [Collision detection processing] 16 is a flowchart of the hit determination process (FIG. 15: steps S1402 and S1408). The hit determination process for special drawing 2 (step S1402) and the hit determination process for special drawing 1 (step S1408) have similar processing flows, so they will be explained together.

[0133] In the winning determination process, first, the game control microcomputer 81 performs winning determination (step S1501). The winning determination is executed by referring to the special symbol winning determination table (FIG. 6(A)).

[0134] Next, the game control microcomputer 81 determines whether or not a jackpot has occurred (step S1502). If it is determined to be a jackpot (step S1502: YES), the game control microcomputer 81 turns on the jackpot flag (step S1503) and determines whether or not the time-saving status a at this time is 1 (step S1504). If the time-saving status a is 1 (step S1504: YES), the game control microcomputer 81 determines the jackpot type by referring to jackpot type determination table 1 (FIG. 7(A)) (step S1505), and the process proceeds to step S1520. On the other hand, if the time-saving status a is not 1 (step S1504: NO), the game control microcomputer 81 determines the jackpot type by referring to jackpot type determination table 2 (FIG. 7(B)) (step S1506), and the process proceeds to step S1520.

[0135] In step S1520, the time-saving status setting process (jackpot) is executed, and the win determination process is terminated. The time-saving status setting process (jackpot) will be described in detail later.

[0136] If it is determined in step S1502 that the result is not a big win (step S1502: NO), the game control microcomputer 81 determines whether or not the result is a small win (step S1507). If it is determined that the result is a small win (step S1507: YES), the game control microcomputer 81 turns on the small win flag (step S1508), and then determines whether or not the a time-saving status at this time is 4 (step S1509). If the a time-saving status is not 4 (step S1509: NO), the game control microcomputer 81 determines the small win type by referring to small win type determination table 1 (step S1510), and the process proceeds to step S1530. On the other hand, if the a time-saving status is 4 (step S1509: YES), the game control microcomputer 81 determines the small win type by referring to small win type determination table 2 (step S1511), and the process proceeds to step S1530. In step S1530, the game control microcomputer 81 executes a time-shortening status setting process (small win), and ends the win determination process.

[0137] In step S1507, if it is determined that the winning combination is not a small winning combination (step S1505: NO), the game control microcomputer 81 ends the winning combination determination process. That is, it is determined that the winning combination is a loss. [Time-saving status setting process (jackpot)] FIG. 17 is a flowchart of the time-saving status setting process (jackpot) (FIG. 15: step S1520).

[0138] In the time-saving status setting process (jackpot), the game control microcomputer 81 first determines whether the special drawing lottery that resulted in a jackpot was triggered by a ball entering the second starting hole 21, that is, whether it is the result of the special drawing lottery 2 (step S1701). If it is the result of the special drawing lottery 2 (step S1701: YES), the process proceeds to step S1710. On the other hand, if it is not the result of the special drawing lottery 2 (step S1701: NO), the process proceeds to step S1702.

[0139] In step S1702, the game control microcomputer 81 determines whether the special drawing whose result was determined to be a jackpot was triggered by a ball entering the 1A starting hole 20. If the special drawing was triggered by a ball entering the 1A starting hole 20 (step S1702: YES), the game control microcomputer 81 sets the time-saving status a to 1 (step S1703) and ends this process.

[0140] On the other hand, if the hit is not triggered by the ball entering the 1A starting hole 20 (step S1702: NO), the game control microcomputer 81 determines whether the hit type is a "4R type one jackpot A" (step S1704). If it is a "4R type one jackpot A" (step S1704: YES), the game control microcomputer 81 sets the a time-saving status to 1 (step S1703) and ends this process.

[0141] On the other hand, if the winning type is not "4R type 1 jackpot A" (step S1704: NO), the game control microcomputer 81 determines whether the winning type is "4R type 1 jackpot B" (step S1705). If the winning type is "4R type 1 jackpot B" (step S1705: YES), the game control microcomputer 81 sets the a time-saving status to 2 (step S1706) and ends this process.

[0142] On the other hand, if it is not a "4R type 1 jackpot B" (step S1515: NO), the game control microcomputer 81 determines whether the winning type is a "7R type 1 jackpot" (step S1707). If it is a "7R type 1 jackpot" (step S1707: YES), the game control microcomputer 81 sets the a time-saving status to 3 (step S1708) and ends this process. On the other hand, if it is not a "7R type 1 jackpot" (step S1707: NO), that is, if the winning type is a "10R type 1 jackpot", the game control microcomputer 81 sets the a time-saving status to 4 (step S1709) and ends this process.

[0143] In step S1710, the game control microcomputer 81 determines whether the time-saving status a at this time is 3. If the time-saving status a is not 3 (step S1710: NO), the game control microcomputer 81 sets the time-saving status a to 3 (step S1711) and ends this process. On the other hand, if the time-saving status a is 3 (step S1710: YES), the game control microcomputer 81 sets the time-saving status a to 4 (step S1712) and ends this process.

[0144] [Time-saving status setting process (small win)] FIG. 18 is a flowchart of the time-saving status setting process (small win) (FIG. 15: step S1520).

[0145] In the a time-shortening status setting process (small win), the game control microcomputer 81 first determines whether the a time-shortening status at this time is 3 or not (step S1751).

[0146] If the a time-saving status is 3 (step S1751: YES), the game control microcomputer 81 next determines whether the small win type is "small win A" (step S1752). If it is "small win A" (step S1752: YES), the game control microcomputer 81 sets the a time-saving status to 3 (step S1753) and ends this process. On the other hand, if it is not "small win A" (step S1752: NO), the game control microcomputer 81 determines whether the small win type is "small win B" (step S1754). If it is "small win B" (step S1754: YES), the game control microcomputer 81 sets the a time-saving status to 5 (step S1755) and ends this process. On the other hand, if it is not "small win B" (step S1754: NO), that is, if the small win type is "small win C", the game control microcomputer 81 sets the a time-saving status to 4 (step S1756) and terminates this processing.

[0147] In step S1751, if the time-saving status a is not 3 (step S1751: NO), the game control microcomputer 81 determines whether the small win type is "small win C" (step S1757). If it is "small win C", the game control microcomputer 81 sets the time-saving status a to 5 (step S1758) and ends this process. On the other hand, if it is not "small win C" (step S1757: NO), the game control microcomputer 81 sets the time-saving status a to 4 (step S1759) and ends this process.

[0148] [Special design confirmation process] FIG. 19 is a flowchart of the special symbol determination process (FIG. 14: step S1306).

[0149] In the special symbol determination process, the game control microcomputer 81 first determines whether the stop time of the special symbol has ended (step S1800). If the stop time has not elapsed (step S1800: NO), the special symbol determination process ends. On the other hand, if the stop time has elapsed (step S1800: YES), the game control microcomputer 81 executes a game status management process (step S1810). The game status management process is a process for switching the game status depending on the number of times the special symbol has changed during the time-saving state, and its details will be described later. After the game status management process, it is determined whether the special symbol 1 jackpot flag is ON (step S1822).

[0150] If the jackpot flag is ON (step S1822: YES), the game control microcomputer 81 sets the opening pattern of the large prize opening according to the type of jackpot that has been won (step S1823). Specifically, the game control microcomputer 81 refers to the large prize opening opening pattern determination table, determines the opening pattern of the large prize opening from the special symbol stop pattern data, and sets the determined opening pattern. In addition, together with 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 that has been won. The round counter counts the number of unit opening games (round games) executed during the jackpot game.

[0151] After the opening pattern is set, if the time-saving flag is ON (step S1824: YES), the game control microcomputer 81 switches it to OFF (step S1825). As a result, the time-saving state is not established during the execution of the type 1 jackpot game. After that, in order to start the type 1 jackpot game, an opening command for the type 1 jackpot game is set (step S1826), and the opening of the jackpot game begins. After that, the special operation status is set to "4" (step S1827), and this process ends.

[0152] In step S1822, if the big win flag is OFF (step S1822: NO), the game control microcomputer 81 determines whether the small win flag is ON (step S1830). If the small win flag is ON (step S1830: 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 S1831). Specifically, as in step S1823 described above, the game control microcomputer 81 refers to the big prize opening opening pattern determination table, determines the opening pattern of the big prize opening from the special symbol stop pattern data, and sets the determined opening pattern. In addition, together with 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.

[0153] After setting the opening pattern, the game control microcomputer 81 switches the V opening / closing member operation flag to ON (step S1832). The V opening / closing member operation flag is a flag indicating that it is the period in which the V opening / closing member 71 is to be operated. When the V opening / closing member operation flag is ON, the V opening / closing member 71 is operated in a predetermined operation pattern. After that, to start the small win game, a small win opening command is set (step S1833), and the opening of the small win game begins. After that, the special operation status is set to "5" (step S1834), and this processing ends.

[0154] In step S1830, if the small win flag is OFF (step S1830: NO), the game control microcomputer 81 sets the special operation status to 1 (step S1840), and ends the special symbol determination process.

[0155] [Game status management processing] FIG. 20 is a flowchart of the game state management process (FIG. 19: step S1810). The game control microcomputer 81 first determines whether the time-saving flag is ON or not (step S1811). If the time-saving flag is OFF (step S1811: NO), that is, in the non-time-saving state, the process skips to step S1816. If the time-saving flag is ON (step S1811: YES), that is, in the time-saving state, the game control microcomputer 81 decrements the value of the time-saving counter by 1 (step S1812). The time-saving counter counts the number of times the special symbols have changed during the time-saving state (the sum of the number of times the first special symbol has changed and the number of times the second special symbol has changed).

[0156] The game control microcomputer 81 determines whether the value of the time-saving counter has become "0" as a result of step S1812 (step S1813). If the value of the time-saving counter is not "0" (step S1813: NO), the process skips to step S1816. If the value of the time-saving counter is "0" (step S1813: YES), the time-saving flag is switched to OFF (step S1814), and the a time-saving status is set to 1 (step S1815). By step S1814, the game state is switched from the time-saving state to the non-time-saving state.

[0157] In step S1816, the game control microcomputer 81 sets the game state designation command in the command set area 84a of the main RAM 84, and ends the game state management process. The game state designation command includes information about the currently set game state (whether it is in the time-shortening state, the value of the time-shortening counter, etc.).

[0158] [Special electric accessory processing (jackpot)] FIG. 21 is a flowchart of the special electric device processing 1 (FIG. 12: 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.

[0159] If the first special prize opening 30 is not open (step S2202: NO), the game control microcomputer 81 determines whether it is the time (timing) to open the first special prize opening 30 (step S2203). The time (timing) to open the first special prize opening 30 includes, for example, when the opening time of the jackpot game has passed and it is time to start opening for the first round of game, or when the interval time (closing time) until the first special prize opening 30, which was temporarily closed after opening, has passed and it is time to start opening again. If it is not the time (timing) to open the first special prize opening 30 (step S2203: NO), the process proceeds to step S2220.

[0160] If it is time (timing) to open the first large prize opening 30 (step S2203: YES), the game control microcomputer 81 executes a large prize opening process (step S2207). In the large prize opening process, the game control microcomputer 81 opens the first large prize opening 30 according to an opening pattern corresponding to the type of win (large prize type or small prize type). After the large prize 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 prize game and large prize 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 one round of game. However, in another embodiment, when the first large prize opening 30 is opened multiple times during one round of play, the game control microcomputer 81 may determine whether the opening of the first large prize opening 30 is the first opening in one round or not, and set the round designation command only if it is the first opening. After setting the round designation command, this process ends.

[0161] In step S2202 described above, if the first major prize opening 30 is open (step S2202: YES), the game control microcomputer 81 determines whether 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 the special electric device processing (jackpot). On the other hand, if the closing condition for the first large prize opening 30 is met (step S2210: YES), the game control microcomputer 81 closes (blocks) the first large prize opening 30 (step S2211) and ends the special electric device processing (jackpot).

[0162] 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 the special electric device processing (jackpot).

[0163] If the round of play has ended (step S2220: YES), the game control microcomputer 81 decrements the round counter value by 1 (step S2221) and determines whether the round counter value has reached "0" (step S2226). If the round counter value is not "0" (step S2226: NO), that is, if the specified number of rounds of play have not yet been played, the special electric device processing (jackpot) is terminated. On the other hand, if the round counter value is "0" (step S2226: YES), the jackpot end processing that ends the jackpot game is performed by setting an ending command for the jackpot game in the command set area 84a of the main RAM 84 (step S2227), setting the jackpot end flag to ON (step S2228), and terminating the special electric device processing (jackpot). The ending command includes information regarding the special symbol stop pattern data.

[0164] In the above-mentioned step S2200, if the jackpot end flag is ON (step S2200: YES), the 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 the special electric device processing (jackpot). 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) and turns OFF the jackpot flag (step S2232). Next, the game control microcomputer 81 sets the special operation status to "1" (step S2233), executes the game status setting process (step S2234) described below, and ends this process. The game state setting process (FIG. 22) is a process for setting the game state (time-shortened state) after a big win game and setting the initial value (number of time-shortened times) in the time-shortened counter.

[0165] [Game status setting process] 22 is a flowchart of the game status setting process (FIG. 21: step S2234). The game control microcomputer 81 first determines whether the a-time reduction status is 5 (step S2301). If the a-time reduction status is 5 (step S2301: YES), the game control microcomputer 81 sets the a-time reduction status to 1 (step S2308), and the process proceeds to step S2309.

[0166] If the a-time-shortening status is not 5 (step S2301: NO), the game control microcomputer 81 turns on the time-shortening flag (step S2302) and determines whether the a-time-shortening status is greater than 2 (step S2303). If the a-time-shortening status is greater than 2 (step S2303: YES), the game control microcomputer 81 sets the time-shortening counter to 100 (step S2307) and proceeds to step S2309. On the other hand, if the a-time-shortening status is 2 or less (step S2303: NO), the game control microcomputer 81 determines whether the a-time-shortening status is 1 (step S2304). If the a-time-shortening status is 1 (step S2304: YES), the game control microcomputer 81 sets the time-shortening counter to 120 (step S2305) and proceeds to step S2309. On the other hand, if the time-saving status a is not 1 (step S2304: NO), that is, if the time-saving status a is 2, the game control microcomputer 81 sets the time-saving counter to 140 (step S2306), and the process proceeds to step S2309.

[0167] In step S2309, the game control microcomputer 81 sets a game state designation command and ends this process.

[0168] [Special electric accessory processing (small prize)] FIG. 23 is a flowchart of the special electric accessory process (small win) (FIG. 14: step S1309).

[0169] The game control microcomputer 81 determines whether the closing condition for the first major prize opening 30 has been met (step S1601). The closing condition is met when either a specified number (9) of game balls enter the game opening or the opening time (for example, 1.5 seconds (5 × 0.3 seconds)) has elapsed. If it is determined that the closing condition for the first major prize opening 30 has been met (step S1601: YES), the first major prize opening 30 is closed (step S1602), and the process proceeds to step S1604. On the other hand, if it is determined that the closing condition for the first major prize opening 30 has not been met (step S1601: NO), the first major prize opening 30 is opened (step S1603), and the process proceeds to step S1604. Note that if the first major prize opening 30 is already open, it remains open.

[0170] In step S1604, the game control microcomputer 81 determines whether or not game balls have been discharged from the first special winning device 31. This determination is made to determine whether or not all of the game balls determined to have won by the first special winning opening sensor 30a have been discharged. This process is a process for determining whether or not all of the game balls that entered the first special winning opening 30 have been discharged from the first special winning device 31, based on a signal from the first special winning device discharge sensor 31a. If it is determined here that all game balls have been discharged (step S1604: YES), the process proceeds to step S1605. On the other hand, if there are game balls that have not been discharged (step S1604: NO), the process ends without executing the subsequent processes.

[0171] In step S1605, the game control microcomputer 81 determines whether the gaming ball has passed through the V region 39. This determination is made based on whether the V flag in the flag set area 84b of the main RAM 84 is ON. If it is determined that the gaming ball has passed through the V region (step S1605: YES), a V passing command is set (step S1606), a jackpot opening command is set (step S1607), the special action status is set to "4" (step S1608), and the process proceeds to step S1609. On the other hand, if it is determined that the gaming ball has not passed through the V region (step S1605: NO), the special action status is set to 1 (step S1611), the a time-saving status is set to 1 (step S1612), and the process ends.

[0172] In step S1609, the game control microcomputer 81 determines whether the time-shortening flag is ON. If it is ON (step S1609: YES), the game control microcomputer 81 turns the time-shortening flag OFF (step S1610) and ends this process. On the other hand, if it is OFF (step S1609: NO), the game control microcomputer 81 ends this process.

[0173] 8. Operation of the performance control microcomputer 91 The operation of the performance control microcomputer 91 provided on the sub-control board 90 (FIG. 4) will be described with reference to Figures 24 to 27. 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.

[0174] [Sub-control main processing] FIG. 24 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 initialization processing (step S4000). In the 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 initialization processing is executed only once after the power is turned on, and is not executed thereafter.

[0175] After the initialization process, the performance control microcomputer 91 disables interrupts from the interrupt process (step S4001) and performs a random number update process (step S4002). In this random number update process, the performance control microcomputer 91 updates the random number counter value shown in FIG. 6(B) by adding 1. When each random number counter value reaches a set upper limit value, 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.

[0176] After the random number update process, the performance control microcomputer 91 allows the interrupt process to be interrupted (step S4003). While the interrupt is allowed, the sub-side timer interrupt process (step S4004) 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.

[0177] [Sub-side timer interrupt processing] FIG. 25 is a flowchart of the sub-side timer interrupt processing (FIG. 21: step S4004). The performance control microcomputer 91 first performs received command analysis processing (step S4100). The received command analysis processing will be described in detail later. After the received command analysis processing, the performance control microcomputer 91 performs variable performance processing (step S4110). The variable performance processing will be described later. After the variable performance processing, the performance control microcomputer 91 performs switch processing (step S4120). After the switch processing, the performance control microcomputer 91 performs command transmission processing (step S4130). In the command transmission processing, the performance control microcomputer 91 transmits the various commands that were set in the performance command set area 94b (output buffer) of the sub-RAM 94 during the received command analysis processing, etc., to the image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108. 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 S4140) and ends this process. Other processes include random number update processing.

[0178] [Received command analysis process] FIG. 26 is a flowchart of the received command analysis process (FIG. 22: step S4100). The performance control microcomputer 91 first determines whether or not a pre-determination command has been received from the main control board 80 (step S4180). If a pre-determination command has been received (step S4180: YES), a look-ahead process is performed (step S4190). In the look-ahead process, information included in the pre-determination command (determination result) is stored in the determination result storage area 94d of the sub-RAM 94. On the other hand, if a pre-determination command has not been received (step S4180: NO), the above-mentioned look-ahead performance determination process is skipped.

[0179] Next, the effect control microcomputer 91 determines whether a reserved ball count command has been received from the main control board 80 (step S4200). If a reserved ball count command has been received (step S4200: YES), the reserved ball display process is performed (step S4210). In the reserved ball display process, 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 94c 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, included in the reserved ball count command. This allows information on the number of reserved balls to be maintained 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 and the normal symbol reserved effect counter. On the other hand, if a reserved ball count command has not been received (step S4200: NO), the reserved ball display process described above is skipped.

[0180] Next, the performance control microcomputer 91 determines whether or not a variation start command has been received from the main control board 80 (step S4220). If a variation start command has been received (step S4220: YES), a variation performance start process is performed (step S4230). 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 S4220: NO), the above-mentioned variation performance start process is skipped.

[0181] Next, the performance control microcomputer 91 determines whether or not a variation stop command has been received from the main control board 80 (step S4240). If a variation stop command has been received (step S4240: YES), a variation performance end process is performed (step S4250). The "variation performance end process" is a process for stopping the variation performance executed while the special symbol is varying. In the variation performance end process, the performance control microcomputer 91 sets a counter based on the analysis result of the variation stop command, and sets a variation performance end command for ending the variation performance. As a result, the performance symbol corresponding to the currently varying special symbol 1 or special symbol 2 is stopped and displayed. Note that if a variation stop command has not been received (step S4240: NO), the above-mentioned variation performance end process is skipped.

[0182] Next, the effect control microcomputer 91 determines whether a win-related command has been received from the main control board 80 (step S4260). Win-related commands include a jackpot opening command, a round designation command, an ending command, a minor win opening command, a round designation command, and an ending command. If a win-related command has been received (step S4260: YES), the microcomputer 91 performs a win-related effect pattern determination process corresponding to each command (step S4270). For example, if a jackpot opening command has been received, the microcomputer 91 selects a preset opening effect pattern corresponding to the type of jackpot, and sets an opening effect start command for starting the selected opening effect in the effect command set area 94b of the sub-RAM 94. When the opening effect start command set in the effect command set area 94b is sent to the image control board 100 in the command sending process (step S4130 in FIG. 22), the image control board 100 reads out a predetermined opening effect image and displays it on the display screen 7a of the image display device 7. The same applies to other commands. On the other hand, if it has not been received (step S4260: NO), the process of step S4270 is skipped. Next, the performance control microcomputer 91 executes other processes (step S4280) and ends the received command analysis process.

[0183] [Variable performance start processing] FIG. 27 is a flowchart of the variable effect start process (FIG. 23: step S4230). The effect control microcomputer 91 first analyzes the variable effect start command (step S4401). 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.

[0184] Next, the performance control microcomputer 91 performs a core performance pattern determination process (step S4402). The core performance pattern determination process is a process that determines the basic configuration of the variable performance using a performance pattern table. The basic configuration of the variable performance includes, for example, the display and switching of background images on the image display device 7, the display and movement of predetermined characters, the output of melodies and sound effects using the speaker 67, and the lighting control of lamps. The variable performance is completed by superimposing additional performances such as chance-up performances on this core performance.

[0185] The effect control microcomputer 91 determines a core effect pattern by referring to the effect pattern table stored in the sub-ROM 93. After determining the core effect pattern, the effect control microcomputer 91 performs chance-up effect pattern determination processing (step S4403). The chance-up effect pattern determination processing is processing for determining additional effects to be superimposed on variable effects. The effect control microcomputer 91 acquires the value of the chance-up random number counter, and determines a chance-up effect pattern by referring to the acquired random number value and a chance-up effect pattern determination table stored in the sub-ROM 93. After determining the chance-up effect pattern, the effect control microcomputer 91 may further refer to the random number value and the stop symbol pattern determination table to determine a combination of effect symbols 8L, 8C, 8R, etc. to be stopped and displayed.

[0186] 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 steps S4401 to S4403 above is realized (step S4404). 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 process (FIG. 22: step S4130), the image control board 100 reads out the variable performance image and displays it on the display screen 7a of the image display device 7.

[0187] Next, the performance control microcomputer 91 sets the variable performance timer (step S4405) and ends the variable performance start process. The variable performance timer is set with a variable time according to the variable pattern included in the variable start command.

[0188] 9. Game flow in the gaming machine 1 of this embodiment The flow of the game in the gaming machine 1 of this embodiment will be described below.

[0189] [Game Flow] FIG. 28 is a diagram for explaining the game flow in the gaming machine 1. For convenience of explanation, the game state (FIG. 28(A)) in which a player hits the ball from the left side to aim for the ball to land in the 1A starting hole 20 in order to win the lottery opportunity for Special Figure 1 will be referred to as the "normal state." Of the time-saving states granted after a jackpot game, the time-saving state when the a time-saving status is 1 and the number of continuations is 120 (FIG. 28(B)) will be referred to as the "first time-saving state." The time-saving state when the a time-saving status is 2 and the number of continuations is 140 (FIG. 28(C)) will be referred to as the "second time-saving state." The time-saving state with the number of continuations of 100 executed when the a time-saving status is 3 (FIG. 28(D)) will be referred to as the "third time-saving state." The time-saving state with the number of continuations of 100 executed when the a time-saving status is 4 (FIG. 28(E)) will be referred to as the "fourth time-saving state." Note that the manner of variable presentation differs depending on the mode. Each mode will be described below.

[0190] In the normal state shown in FIG. 28(A), when a first-class jackpot is won, the game shifts to the second time-saving state shown in FIG. 28(B) regardless of the type of win.

[0191] As mentioned above, the first time-saving mode shown in Figure 28(B) is a game state in which the aim is to hit the ball into the first B starting hole 16 with a right-hand hit and win. If a Type 1 jackpot is won during the first time-saving mode, and the winning type is a "4R Type 1 jackpot A," the first time-saving mode is reset as the "a" time-saving mode after the jackpot play. If the winning type is a "4R Type 1 jackpot B," the second time-saving mode is set as the "a" time-saving mode after the jackpot play. If the winning type is a "7R Type 1 jackpot," the third time-saving mode is set as the "a" time-saving mode after the jackpot play. If the winning type is a "10R Type 1 jackpot," the fourth time-saving mode is set as the "a" time-saving mode after the jackpot play. On the other hand, if 120 special drawing lots are performed during the first time-saving mode without winning a jackpot, the game returns to the normal mode. The probability of winning a Type 1 jackpot between the start and end of the first time-saving mode is approximately 70%. Also, as mentioned above, the first time reduction is a high base state in which the amount of game balls lost is relatively small, so the first time reduction is more advantageous to the player than the normal state.

[0192] As mentioned above, the second time-saving mode shown in Figure 28(C) is a game state in which the aim is to hit the ball into the 1B starting hole 16 with a right-hand shot and win. If a Type 1 jackpot is won during the second time-saving mode, and the winning type is a "4R Type 1 jackpot A" or "4R Type 1 jackpot B," the second time-saving mode is reset as the "a" time-saving mode after the jackpot play. If the winning type is a "7R Type 1 jackpot," the third time-saving mode is set as the "a" time-saving mode after the jackpot play. If the winning type is a "10R Type 1 jackpot," the fourth time-saving mode is set as the "a" time-saving mode after the jackpot play. On the other hand, if 140 special drawing lots are performed during the second time-saving mode without winning a jackpot, the game returns to the normal mode. The probability of winning a Type 1 jackpot between the start and end of the second time-saving mode is approximately 75%. In addition, the second time reduction is a high base state in which the amount of game balls lost is relatively small, and the second time reduction has a higher probability of winning the winning types ("7R Type 1 Jackpot" and "10R Type 1 Jackpot") that transition to more advantageous game states than the first time reduction. Therefore, the second time reduction is more advantageous for players than the first time reduction.

[0193] As mentioned above, the third time-saving mode shown in Figure 28(D) is a game state in which the aim is to hit the ball into the second starting hole 21 with a right-hand hit and win. If a Type 2 jackpot is won during the third time-saving mode, and the Type 2 jackpot is a "small jackpot A trigger," the third time-saving mode is reset to "a" after the jackpot play. If the "small jackpot B trigger," the "a" time-saving mode is not set and the game returns to normal play. If the "small jackpot C trigger," the fourth time-saving mode is set to "a" after the jackpot play. Although omitted from Figure 28, the fourth time-saving mode is also set to "a" after the jackpot play even if a Type 1 jackpot is won. Therefore, if a jackpot is won during the third time-saving mode, there is an approximately 85% chance that the game will enter the time-saving mode again. Furthermore, if a recommended play is performed during the third time-saving mode, a special drawing 2 lottery is executed, and the result of the special drawing 2 lottery is always a jackpot or a small jackpot. Furthermore, the first and second type jackpots in the special drawing 2 are both 10R. From the above, the third time reduction is more advantageous for players than the second time reduction.

[0194] The fourth time-saving mode shown in Figure 28(E) is almost the same as the third time-saving mode, and as mentioned above, it is a game state in which the aim is to hit the ball into the second starting hole 21 with a right-hand hit and win. If a Type 2 jackpot is won during the fourth time-saving mode, and the Type 2 jackpot is a "small win A trigger" or a "small win B trigger," the fourth time-saving mode is reset to "a" after the jackpot game. If the "small win C trigger" is a "small win C trigger," the a time-saving mode is not set and the game returns to the normal mode after the jackpot game. Although omitted from Figure 28, the fourth time-saving mode is also reset to "a" after the jackpot game even if a Type 1 jackpot is won. Therefore, if a jackpot is won during the fourth time-saving mode, there is an approximately 90% chance that the game will enter the fourth time-saving mode again. Therefore, the fourth time-saving mode is more advantageous for the player than the third time-saving mode.

[0195] The above is the flow of each game state in the gaming machine 1. As described above, the gaming machine 1 can execute four different advantageous game states: the normal state and the first, second, third, and fourth time-saving modes. Furthermore, as shown in the electric chute opening pattern determination table (FIG. 11(A)) and the details of the electric chute opening patterns (FIG. 11(B)), during the first and second time-saving modes, the first electric chute 17 is activated with a probability of 99%, making it relatively easy to score a ball into the firstB start hole 16. During the third and fourth time-saving modes, the second electric chute 22 is activated with a probability of 99%, making it relatively easy to score a ball into the second start hole 21. Furthermore, the game states are configured such that the advantages to the player increase in the order of the first, second, third, and fourth time-saving modes.

[0196] The term "advantage" here is synonymous with the expected value of balls to be dispensed. The expected value of balls to be dispensed is the product of the average number of consecutive wins and the average number of balls dispensed in one jackpot game. In the gaming machine 1, when a jackpot game is executed, 150 balls are dispensed per round, as explained below.

[0197] First, in the fourth time-saving mode, the probability of winning is 100% (see Figure 6(A)), and if you win, the jackpot game will always be 10R (see Figure 7(B)). The probability of a jackpot without time-saving mode is 10%, which is the trigger for small jackpot C (see Figure 8(B), Figure 18, Figure 22). Therefore, the average number of consecutive wins is about 10, and the expected number of balls to be won is about 15,000.

[0198] Next, in the third time-saving mode, the probability of winning is practically 100% (see Figure 6(A)), and if a win occurs, the jackpot game is always 10R (see Figure 7(B)). The probability of a jackpot without time-saving mode is 15%, which triggers a small jackpot B (see Figures 8(A), 18, and 22). Therefore, the average number of consecutive wins when looping in the third time-saving mode is about 5 times. Furthermore, when the probability of entering the fourth time-saving mode is taken into account, the expected number of balls released is 1500 * 5 + 0.05 * 15000 = 8250 (balls). Similarly, the expected number of balls released in the second time-saving mode is about 2790 balls, and the expected number of balls released in the first time-saving mode is about 2490 balls.

[0199] From the above, it can be said that the fourth time reduction has a higher expected value of balls coming out than the third time reduction, and the second time reduction has a higher expected value of balls coming out than the first time reduction.

[0200] 10. Example of the performance of this embodiment Examples of the effects of this embodiment are shown below. In particular, examples of the effects when a win occurs during the first time-saving period, the second time-saving period, the third time-saving period, and the fourth time-saving period are described below. In the gaming machine 1 of this embodiment, when a win occurs, the effect symbols 8L, 8C, and 8R all stop to display the same decorative pattern. In particular, during the first and second time-saving periods, when a "4R Type A Jackpot" is won, the effect symbols 8L, 8C, and 8R all stop to display any even number other than 8. When a "4R Type B Jackpot" is won, the effect symbols 8L, 8C, and 8R all stop to display "8." When a "7R Type A Jackpot" is won, the effect symbols 8L, 8C, and 8R all stop to display any odd number other than 7. When a "10R Type A Jackpot" is won, the effect symbols 8L, 8C, and 8R all stop to display "7." In addition, when a Type 2 jackpot is won in the third time reduction, if the trigger is "small win A", the performance symbols 8L, 8C, and 8R will all stop and display any odd number other than 7, if the trigger is "small win B", the performance symbols 8L, 8C, and 8R will all stop and display any even number, and if the trigger is "small win C", the performance symbols 8L, 8C, and 8R will all stop and display "7". Furthermore, when a Type 2 jackpot is won in the fourth time reduction, if the trigger is "small win A" or "small win B", the performance symbols 8L, 8C, and 8R will all stop and display any odd number, and if the trigger is "small win C", the performance symbols 8L, 8C, and 8R will all stop and display any even number.

[0201] [Example 1 of the display when winning during the first time shortening period] Figure 29 is a diagram for explaining Example 1 of the performance when winning during the first time reduction. Figure 29 shows an example of the performance when winning "4R Type 1 Big Win A" during the first time reduction. The following will be explained in chronological order, starting from the scene when winning Type 1 Big Win in the normal state.

[0202] First, as shown in Figure 29 (A), after the variable effect in the normal state, the effect symbols stop in a kind of jackpot mode. Here, the effect symbols 8L, 8C, and 8R stop at "6", "6", and "6", respectively. After this, the explanation will continue assuming that the jackpot game has ended.

[0203] Next, as shown in Figures 29(B) and (C), the opening effect of the first time reduction is executed. In Figure 29(B), a message image OM1 is displayed saying, "Start of 120 time reductions!" In Figure 29(C), a message image OM2 is displayed saying, "If you win with an odd number symbol, you have a chance!? If you win with a 7, you have a big chance!?!?" The content of the message image OM2 suggests that if you win with an odd number symbol (a 7R type jackpot), you will enter the third time reduction, which is more advantageous than the first time reduction, and if you win with a "7" symbol (a 10R type jackpot), you will enter the fourth time reduction, which is more advantageous than the third time reduction. This also applies to the following.

[0204] Next, as shown in FIG. 29(D), the first variation effect of the first time-saving mode begins. Here, the effect symbols 8L, 8C, and 8R are rapidly varying. Also displayed are a remaining number image JN indicating the number of remaining variation effects for which the time-saving mode will continue, a right-hit image RH encouraging the player to hit the right, and a message image CM1 saying, "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?" The following explanation will continue assuming that 65 variations, including this variation, were misses, and the result of the 66th variation was a "4R Type 1 Jackpot A."

[0205] Next, as shown in FIG. 29(E), after the 66th variable effect in the first time reduction is executed, the effect symbols stop in the form of a 4R type 1 jackpot A. Here, the effect symbols 8L, 8C, and 8R stop at "4," "4," and "4," respectively. Also displayed are a remaining number image JN indicating the number of remaining variable effects for which the time reduction state will continue, a right-hit image RH to encourage the player to hit the right, and a message image CM1 saying, "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?" Note that the explanation will continue assuming that the jackpot game has ended after this.

[0206] Next, as shown in Figures 29(F) and (G), the opening effect of the first time reduction is executed. This is the same as Figures 29(B) and (C), so the explanation will be omitted.

[0207] Next, as shown in Figure 29(H), the first variable effect in the first time-saving mode is executed. Here, the effect symbols 8L, 8C, and 8R are rapidly varying. Also displayed are a remaining number image JN, which indicates the number of remaining variable effects for which the time-saving mode will continue, a right-hit image RH, which encourages the player to hit the right, and a message image CM1 that reads, "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?" The above is an example of what happens when you win a 4R Type A jackpot during the first time-saving period.

[0208] [Example 2 of the display when winning during the first time-saving period] Figure 30 is a diagram for explaining the second example of the performance when winning during the first time reduction. Figure 30 shows an example of the performance when winning "4R Type 1 Big Win B" during the first time reduction. The following will be explained in chronological order, starting from the scene when winning the Type 1 Big Win in the normal state.

[0209] First, as shown in Figure 30 (A), after the variable effect in the normal state, the effect symbols stop in a kind of jackpot mode. Here, the effect symbols 8L, 8C, and 8R stop at "6", "6", and "6", respectively. After this, the explanation will continue assuming that the jackpot game has ended.

[0210] Next, as shown in Figures 30(B) and (C), the opening effect of the first time reduction is executed. In Figure 30(B), a message image OM1 is displayed saying, "Start of 120 time reductions!" In Figure 30(C), a message image OM2 is displayed saying, "If you win with an odd number symbol, you have a chance!? If you win with a 7, you have a big chance!?!?" The content of the message image OM2 suggests that if you win with an odd number symbol (a 7R type jackpot), you will enter the third time reduction, which is more advantageous than the first time reduction, and if you win with a "7" symbol (a 10R type jackpot), you will enter the fourth time reduction, which is more advantageous than the third time reduction. This also applies to the following.

[0211] Next, as shown in Figure 30(D), the first variation effect of the first time-saving mode begins. Here, the effect symbols 8L, 8C, and 8R are rapidly varying. Also displayed are a remaining number image JN indicating the number of remaining variation effects for which the time-saving mode will continue, a right-hit image RH encouraging the player to hit the right, and a message image CM1 saying, "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?" After this, the explanation will continue assuming that 65 variations, including this variation, were misses, and the result of the 66th variation was a "4R Type 1 Big Hit B."

[0212] Next, as shown in FIG. 30(E), after the 66th variable effect in the first time reduction is executed, the effect symbols stop in the form of a 4R type 1 jackpot B. Here, the effect symbols 8L, 8C, and 8R stop at "8," "8," and "8," respectively. Also displayed are a remaining number image JN indicating the number of remaining variable effects for which the time reduction state will continue, a right-hit image RH to encourage the player to hit the right, and a message image CM1 saying, "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?" Note that the explanation will continue assuming that the jackpot game has ended after this.

[0213] Next, as shown in Figures 30(F) and (G), the opening effect of the second time-saving is executed. In Figure 30(F), a message image OM5 saying "Start of 140 times time-saving!" is displayed. In Figure 30(G), a message image OM2 saying "If you win with an odd number symbol, it's a chance!? If you win with a 7, it's a big chance!?!?" is displayed.

[0214] Next, as shown in Figure 30(H), the first variable effect in the second time-saving mode is executed. Here, the effect symbols 8L, 8C, and 8R are rapidly varying. Also displayed are a remaining number image JN, which indicates the number of remaining variable effects for which the time-saving mode will continue, a right-hit image RH, which encourages the player to hit the right, and a message image CM1 that reads, "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?" The above is an example of what happens when you win a 4R Type B jackpot during the first time-saving period.

[0215] [Example 3 of the display when winning during the first time-saving period] Figure 31 is a diagram for explaining a performance example 3 when winning during the first time reduction. Figure 31 shows a performance example when winning "7R type 1 jackpot" during the first time reduction. The explanation will be made in chronological order starting from the scene when winning type 1 jackpot in the normal state.

[0216] First, as shown in Figure 31 (A), after the variable effect in the normal state, the effect symbols stop in a kind of jackpot mode. Here, the effect symbols 8L, 8C, and 8R stop at "6", "6", and "6", respectively. After this, the explanation will continue assuming that the jackpot game has ended.

[0217] Next, as shown in Figures 31(B) and (C), the opening effect of the first time reduction is executed. In Figure 31(B), a message image OM1 is displayed saying, "Start of 120 time reductions!" In Figure 31(C), a message image OM2 is displayed saying, "If you win with an odd number symbol, you have a chance!? If you win with a 7, you have a big chance!?!?" The content of the message image OM2 suggests that if you win with an odd number symbol (a 7R type jackpot), you will enter the third time reduction, which is more advantageous than the first time reduction, and if you win with a "7" symbol (a 10R type jackpot), you will enter the fourth time reduction, which is more advantageous than the third time reduction. This also applies to the following.

[0218] Next, as shown in FIG. 31(D), the first variation effect of the first time-saving mode begins. Here, the effect symbols 8L, 8C, and 8R are rapidly varying. Also displayed are a remaining number image JN indicating the number of remaining variation effects for which the time-saving mode will continue, a right-hit image RH encouraging the player to hit the right, and a message image CM1 saying, "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?" The following explanation will continue assuming that 65 variations, including this variation, were misses, and the result of the 66th variation was a "7R Type 1 jackpot."

[0219] Next, as shown in Figure 31(E), after the 66th variable effect in the first time-saving mode is executed, the effect symbols stop in the form of a 7R type 1 jackpot. Here, the effect symbols 8L, 8C, and 8R stop at "1," "1," and "1," respectively. Also displayed are a remaining number image JN indicating the number of remaining variable effects for which the time-saving mode will continue, a right-hit image RH to encourage the player to hit the right, and a message image CM1 that reads, "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?"

[0220] Next, as shown in Figure 31 (F), a jackpot opening effect is executed to notify the player that an odd number symbol has been selected as a winning symbol (7R type 1 jackpot) and that a jackpot game has been played. Here, a message image OH1 saying "You won with 1!!! Chance!!!" is displayed. After this, the explanation will continue assuming that the jackpot game has ended.

[0221] Next, as shown in Figure 31 (G), the opening effect of the third time reduction is executed. Here, a message image OM3 is displayed saying, "If you win with 7, it's a big chance!?!?" The content of the message image OM3 suggests that if you win with the "7" symbol (a type 2 jackpot triggered by a small win C), you will enter the fourth time reduction, which is more advantageous than the third time reduction.

[0222] Next, as shown in Figure 31(H), the first variable effect in the third time-saving mode is executed. Here, the effect symbols 8L, 8C, and 8R are fluctuating at high speed. Also displayed are an execution count image JI indicating the number of variable effects executed in the time-saving mode, a right-hit image RH to encourage the player to hit the right, and a message image CM2 saying, "If you hit 7, it's a big chance!?" The above is an example of what will happen if you win a 7R Type 1 jackpot during the first time-saving period.

[0223] [Example 4 of the first winning time] Figure 32 is a diagram for explaining Example 4 of the performance when winning during the first time reduction. Figure 32 shows an example of the performance when winning "10R Type 1 jackpot" during the first time reduction. The following will be explained in chronological order, starting from the scene when winning Type 1 jackpot in the normal state.

[0224] First, as shown in Figure 32 (A), after the variable effect in the normal state, the effect symbols stop in a kind of jackpot mode. Here, the effect symbols 8L, 8C, and 8R stop at "6", "6", and "6", respectively. After this, the explanation will continue assuming that the jackpot game has ended.

[0225] Next, as shown in Figures 32(B) and (C), the opening effect of the first time reduction is executed. In Figure 32(B), a message image OM1 is displayed saying, "Start of 120 time reductions!" In Figure 32(C), a message image OM2 is displayed saying, "If you win with an odd number symbol, you have a chance!? If you win with a 7, you have a big chance!?!?" The content of the message image OM2 suggests that if you win with an odd number symbol (a 7R type jackpot), you will enter the third time reduction, which is more advantageous than the first time reduction, and if you win with a "7" symbol (a 10R type jackpot), you will enter the fourth time reduction, which is more advantageous than the third time reduction. This also applies to the following.

[0226] Next, as shown in Figure 32(D), the first variation effect of the first time-saving mode begins. Here, the effect symbols 8L, 8C, and 8R are rapidly varying. Also displayed are a remaining number image JN indicating the number of remaining variation effects for which the time-saving mode will continue, a right-hit image RH encouraging the player to hit the right, and a message image CM1 saying, "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?" The following explanation will continue assuming that 65 variations, including this variation, were misses, and the result of the 66th variation was a "10R Type 1 jackpot."

[0227] Next, as shown in Figure 32(E), after the 66th variable effect in the first time-saving mode is executed, the effect symbols stop in a 10R type 1 jackpot mode. Here, the effect symbols 8L, 8C, and 8R stop at "7," "7," and "7," respectively. Also displayed are a remaining number image JN indicating the number of remaining variable effects for which the time-saving mode will continue, a right-hit image RH encouraging the player to hit the right, and a message image CM1 saying, "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?"

[0228] Next, as shown in Figure 32 (F), a jackpot opening effect is executed to notify the player that a "7" symbol has been hit (a 10R type jackpot) and that a jackpot game has been played. Here, a message image OH7 saying "I won with 7!!! Big chance!!!" is displayed. After this, the explanation will continue assuming that the jackpot game has ended.

[0229] Next, as shown in Figure 32 (G), the opening performance of the fourth time reduction is executed. Here, a message image OM4 saying "If you win with an odd number, the time reduction will be reset!!!" is displayed. The contents of the message image OM4 suggest that if you win with an odd number pattern (a type 2 jackpot triggered by a small win A or a small win B, or a type 1 jackpot), the fourth time reduction will be reset.

[0230] Next, as shown in Figure 32(H), the first variable effect in the fourth time-saving mode is executed. Here, the effect symbols 8L, 8C, and 8R are fluctuating at high speed. Also displayed are an execution count image JI indicating the number of variable effects executed in the time-saving mode, a right-hit image RH encouraging the player to hit the right, and a message image CM3 saying, "Keep hitting odd numbers!!!" The above is an example of what will happen if you win a 10R Type 1 jackpot during the first time-saving period.

[0231] [Example 1 of a winning display during the second time-saving period] Figure 33 is a diagram for explaining Example 1 of the performance when winning during the second time reduction. Figure 33 shows an example of the performance when winning "4R Type 1 Big Win A" or "4R Type 1 Big Win B" during the first time reduction. The explanation will be made in chronological order, starting from the scene when "4R Type 1 Big Win B" is won during the first time reduction.

[0232] First, as shown in Figure 33 (A), after the variable performance in the normal state, the performance symbol stops in the form of 4R type 1 jackpot B. Here, the performance symbols 8L, 8C, and 8R stop at "8", "8", and "8", respectively. After this, the explanation will continue assuming that the jackpot game has ended.

[0233] Next, as shown in Figures 33(B) and (C), the opening effect of the second time reduction is executed. In Figure 33(B), a message image OM5 is displayed saying, "Start of 140 time reductions!" In Figure 33(C), a message image OM2 is displayed saying, "If you win with an odd number symbol, you have a chance!? If you win with a 7, you have a big chance!?!?" The content of the message image OM2 suggests that if you win with an odd number symbol (a 7R type jackpot), you will enter the third time reduction, which is more advantageous than the second time reduction, and if you win with a "7" symbol (a 10R type jackpot), you will enter the fourth time reduction, which is more advantageous than the third time reduction. This also applies to the following.

[0234] Next, as shown in Figure 33(D), the first variation effect of the second time-saving mode begins. Here, the effect symbols 8L, 8C, and 8R are rapidly varying. Also displayed are a remaining number image JN indicating the number of remaining variation effects for which the time-saving mode will continue, a right-hit image RH encouraging the player to hit the right, and a message image CM1 saying, "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?" After this, the explanation will continue assuming that 85 variations, including this variation, were misses, and the result of the 86th variation was either a "4R Type 1 Jackpot A" or a "4R Type 1 Jackpot B."

[0235] Next, as shown in FIG. 33(E), after the 86th variable effect in the first time-saving mode is executed, the effect symbols stop in the form of a 4R type 1 jackpot. Here, the effect symbols 8L, 8C, and 8R stop at "2," "2," and "2," respectively. Also displayed are a remaining number image JN indicating the number of remaining variable effects for which the time-saving mode will continue, a right-hit image RH encouraging the player to hit the right, and a message image CM1 saying, "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?" Note that the explanation will continue assuming that the jackpot game has now ended.

[0236] Next, as shown in Figures 33(F) and (G), the opening effect of the second time reduction is executed. This is the same as Figures 33(B) and (C), so the explanation will be omitted.

[0237] Next, as shown in Figure 33(H), the first variable effect in the second time-saving mode is executed. Here, the effect symbols 8L, 8C, and 8R are fluctuating at high speed. Also displayed are a remaining number image JN, which indicates the number of remaining variable effects for which the time-saving mode will continue, a right-hit image RH, which encourages the player to hit the right, and a message image CM1 that reads, "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?" The above is an example of what will happen if you win a 4R Type 1 jackpot A or a 4R Type 1 jackpot B during the second time-saving period.

[0238] [Example 2 of the winning display during the second time-saving period] Figure 34 is a diagram for explaining Example 2 of the performance when winning during the second time reduction. Figure 34 shows an example of the performance when winning "7R Type 1 jackpot" during the second time reduction. The explanation will be made in chronological order starting from the scene when winning 4R Type 1 jackpot B during the first time reduction.

[0239] First, as shown in Figure 34 (A), after the variable performance in the normal state, the performance symbol stops in the form of 4R type 1 jackpot B. Here, the performance symbols 8L, 8C, and 8R stop at "8", "8", and "8", respectively. After this, the explanation will continue assuming that the jackpot game has ended.

[0240] Next, as shown in Figures 34(B) and (C), the opening effect of the second time reduction is executed. In Figure 34(B), a message image OM5 is displayed saying, "Start of 140 time reductions!" In Figure 34(C), a message image OM2 is displayed saying, "If you win with an odd number symbol, you have a chance!? If you win with a 7, you have a big chance!?!?" The content of the message image OM2 suggests that if you win with an odd number symbol (a 7R type jackpot), you will enter the third time reduction, which is more advantageous than the second time reduction, and if you win with a "7" symbol (a 10R type jackpot), you will enter the fourth time reduction, which is more advantageous than the third time reduction. This also applies to the following.

[0241] Next, as shown in Figure 34(D), the first variation effect of the second time-saving mode begins. Here, the effect symbols 8L, 8C, and 8R are rapidly varying. Also displayed are a remaining number image JN indicating the number of remaining variation effects for which the time-saving mode will continue, a right-hit image RH encouraging the player to hit the right, and a message image CM1 saying, "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?" The following explanation will continue assuming that 85 variations, including this variation, were misses, and the result of the 86th variation was a "7R Type 1 jackpot."

[0242] Next, as shown in Figure 34(E), after the 86th variable effect in the first time-saving mode is executed, the effect symbols stop in the form of a 7R type 1 jackpot. Here, the effect symbols 8L, 8C, and 8R stop at "1," "1," and "1," respectively. Also displayed are a remaining number image JN indicating the number of remaining variable effects for which the time-saving mode will continue, a right-hit image RH to encourage the player to hit the right, and a message image CM1 that reads, "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?"

[0243] Next, as shown in Figure 34 (F), a jackpot opening effect is executed to notify the player that an odd number symbol has been selected as a winning symbol (7R type 1 jackpot) and that a jackpot game has been played. Here, a message image OH1 saying "You won with 1!!! Chance!!!" is displayed. After this, the explanation will continue assuming that the jackpot game has ended.

[0244] Next, as shown in Figure 34 (G), the opening effect of the third time reduction is executed. Here, a message image OM3 is displayed saying, "If you win with 7, it's a big chance!?!?" The content of the message image OM3 suggests that if you win with the "7" symbol (a type 2 jackpot triggered by a small win C), you will enter the fourth time reduction, which is more advantageous than the third time reduction.

[0245] Next, as shown in Figure 34(H), the first variable effect in the third time-saving mode is executed. Here, the effect symbols 8L, 8C, and 8R are rapidly varying. Also displayed are an execution count image JI indicating the number of variable effects executed in the time-saving mode, a right-hit image RH to encourage the player to hit the right, and a message image CM2 saying, "If you hit 7, it's a big chance!?" The above is an example of what will happen if you win a 7R Type 1 jackpot during the second time-saving period.

[0246] [Example 3 of the display when winning during the second time-saving period] Figure 35 is a diagram for explaining Example 3 of the performance when winning during the second time reduction. Figure 35 shows an example of the performance when winning "10R type 1 jackpot" during the second time reduction. The explanation will be made in chronological order, starting from the scene when winning the 4R type 1 jackpot during the first time reduction.

[0247] First, as shown in Figure 35 (A), after the variable effect in the normal state, the effect symbols stop in a kind of jackpot mode. Here, the effect symbols 8L, 8C, and 8R stop at "8", "8", and "8", respectively. After this, the explanation will continue assuming that the jackpot game has ended.

[0248] Next, as shown in Figures 35(B) and (C), the opening effect of the second time-saving mode is executed. In Figure 35(B), a message image OM5 is displayed saying, "Start of 140 time-saving modes!" In Figure 35(C), a message image OM2 is displayed saying, "If you win with an odd number symbol, you have a chance!? If you win with a 7, you have a big chance!?!?" The content of the message image OM2 suggests that if you win with an odd number symbol (a 7R type jackpot), you will enter the third time-saving mode, which is more advantageous than the first time-saving mode, and if you win with a "7" symbol (a 10R type jackpot), you will enter the fourth time-saving mode, which is more advantageous than the third time-saving mode. This also applies to the following.

[0249] Next, as shown in Figure 35(D), the first variation effect of the second time-saving mode begins. Here, the effect symbols 8L, 8C, and 8R are rapidly varying. Also displayed are a remaining number image JN indicating the number of remaining variation effects for which the time-saving mode will continue, a right-hit image RH encouraging the player to hit the right, and a message image CM1 saying, "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?" The following explanation will continue assuming that 85 variations, including this variation, were misses, and the result of the 86th variation was a "10R Type 1 jackpot."

[0250] Next, as shown in Figure 35(E), after the 86th variable effect in the first time-saving mode is executed, the effect symbols stop in a 10R type 1 jackpot mode. Here, the effect symbols 8L, 8C, and 8R stop at "7," "7," and "7," respectively. Also displayed are a remaining number image JN indicating the number of remaining variable effects for which the time-saving mode will continue, a right-hit image RH encouraging the player to hit the right, and a message image CM1 saying, "If you hit an odd number, you have a chance!? If you hit a 7, you have a big chance!?"

[0251] Next, as shown in Figure 35 (F), a jackpot opening effect is executed to notify the player that a "7" symbol has been hit (a 10R type jackpot) and that a jackpot game has been played. Here, a message image OH7 saying "I won with 7!!! Big chance!!!" is displayed. After this, the explanation will continue assuming that the jackpot game has ended.

[0252] Next, as shown in Figure 35 (G), the opening performance of the fourth time reduction is executed. Here, a message image OM4 saying "If you win with an odd number, the time reduction will be reset!!!" is displayed. The contents of the message image OM4 suggest that if you win with an odd number pattern (a type 2 jackpot triggered by a small win A or a small win B, or a type 1 jackpot), the fourth time reduction will be reset.

[0253] Next, as shown in Figure 35(H), the first variable effect in the fourth time-saving mode is executed. Here, the effect symbols 8L, 8C, and 8R are fluctuating at high speed. Also displayed are an execution count image JI indicating the number of variable effects executed in the time-saving mode, a right-hit image RH to encourage the player to hit the right, and a message image CM3 saying, "Keep hitting odd numbers!!!" The above is an example of what will happen if you win a 10R Type 1 jackpot during the second time-saving mode.

[0254] [Example 1 of a winning display during the 3rd time shortening period] Figure 36 is a diagram for explaining Example 1 of the performance when winning during the third time reduction. Figure 36 shows an example of the performance when winning a type 2 jackpot triggered by a "small win A" during the third time reduction. The following will be explained in chronological order, starting from the scene where a 7R type 1 jackpot was won during the first time reduction.

[0255] First, as shown in Figure 36 (A), after the variable effect in the first time reduction, the effect symbol stops in a 5R type 1 jackpot mode. Here, the effect symbols 8L, 8C, and 8R stop at "3", "3", and "3", respectively. After this, the explanation will continue assuming that the jackpot game has ended.

[0256] Next, as shown in Figure 36(B), the opening effect of the third time reduction is executed. This is the same as Figure 34(G), so the explanation will be omitted.

[0257] Next, as shown in FIG. 36(C), the first variable effect of the third time reduction begins. Here, the effect symbols 8L, 8C, and 8R are fluctuating at high speed. Also displayed are an execution count image JI indicating the number of variable effects executed in the time reduction state, a right-hit image RH to encourage the player to hit the right, and a message image CM2 saying, "If you hit 7, it's a big chance!?" The result of this fluctuation is a "small win A," and the explanation will continue assuming that the gaming ball then passes through the V area 39.

[0258] Next, as shown in Figure 36(D), after the first variable effect in the third time-saving mode is executed, the effect symbols stop in a 10R double jackpot mode triggered by a small win A. Here, the effect symbols 8L, 8C, and 8R stop at "9," "9," and "9," respectively. Also displayed are an execution count image JI indicating the number of variable effects executed in the time-saving mode, a right-hit image RH encouraging the player to hit the right, and a message image CM2 saying, "If you hit 7, it's a big chance!?"

[0259] Next, as shown in Figure 36 (E), a jackpot opening effect is executed to notify the player that an odd number symbol has been selected as a win (a type 2 jackpot triggered by a small win A) and that a jackpot game has been played. Here, a message image OH9 saying "I won with 9!!! Chance!!!" is displayed. After this, the explanation will continue assuming that the jackpot game has ended.

[0260] Next, as shown in Figure 36 (F), the opening effect of the third time reduction is executed. Here, a message image OM3 is displayed saying, "If you win with 7, it's a big chance!?!?" The content of the message image OM3 suggests that if you win with the "7" symbol (a type 2 jackpot triggered by a small win C), you will enter the fourth time reduction, which is more advantageous than the third time reduction.

[0261] Next, as shown in Figure 36(H), the first variable effect in the third time-saving mode is executed. Here, the effect symbols 8L, 8C, and 8R are fluctuating at high speed. Also displayed are an execution count image JI indicating the number of variable effects executed in the time-saving mode, a right-hit image RH to encourage the player to hit the right, and a message image CM2 saying, "If you hit 7, it's a big chance!?" The above is an example of what happens when you win a Type 2 jackpot triggered by a small jackpot A during the third time reduction.

[0262] [Example 2 of a winning display during the 3rd time shortening period] Figure 37 is a diagram for explaining the second example of the performance when winning during the third time reduction. Figure 37 shows an example of the performance when winning a second type jackpot triggered by a "small win C" during the third time reduction. The following will be explained in chronological order, starting from the scene where a 7R first type jackpot was won during the first time reduction.

[0263] First, as shown in Figure 37 (A), after the variable effect in the first time reduction, the effect symbol stops in a 7R type 1 jackpot mode. Here, the effect symbols 8L, 8C, and 8R stop at "3", "3", and "3", respectively. After this, the explanation will continue assuming that the jackpot game has ended.

[0264] Next, as shown in Figure 37(B), the opening effect of the third time reduction is executed. This is the same as Figure 34(G), so the explanation will be omitted.

[0265] Next, as shown in Figure 37(C), the first variable effect of the third time reduction begins. Here, the effect symbols 8L, 8C, and 8R are fluctuating at high speed. Also displayed are an execution count image JI indicating the number of variable effects executed in the time reduction state, a right-hit image RH to encourage the player to hit the right, and a message image CM2 saying, "If you hit 7, it's a big chance!?" The result of this fluctuation is a "small win C," and the explanation will continue assuming that the gaming ball then passes through the V area 39.

[0266] Next, as shown in Figure 37(D), after the first variable effect in the third time-saving mode is executed, the effect symbols stop in a 10R double jackpot mode triggered by a small win C. Here, the effect symbols 8L, 8C, and 8R stop at "7," "7," and "7," respectively. Also displayed are an execution count image JI indicating the number of variable effects executed in the time-saving mode, a right-hit image RH encouraging the player to hit the right, and a message image CM2 saying, "If you hit 7, it's a big chance!?"

[0267] Next, as shown in Figure 37(E), a jackpot opening effect is executed to notify the player that a "7" symbol has been hit (a type 2 jackpot triggered by a small win C) and that a jackpot game has been played. Here, a message image OH7 saying "I won with 7!!! Big chance!!!" is displayed. After this, the explanation will continue assuming that the jackpot game has ended.

[0268] Next, as shown in Figure 37 (F), the opening performance of the 4th time reduction is executed. Here, a message image OM4 saying "If you win with an odd number, the time reduction will be reset!!!" is displayed. The contents of the message image OM4 suggest that if you win with an odd number pattern (a type 2 jackpot triggered by a small win A or a small win B, or a type 1 jackpot), the 4th time reduction will be reset.

[0269] Next, as shown in Figure 37(H), the first variable effect in the fourth time-saving mode is executed. Here, the effect symbols 8L, 8C, and 8R are fluctuating at high speed. Also displayed are an execution count image JI indicating the number of variable effects executed in the time-saving mode, a right-hit image RH to encourage the player to hit the right, and a message image CM3 saying, "Keep hitting odd numbers!!!" The above is an example of what happens when you win a Type 2 jackpot triggered by a small jackpot C during the third time reduction.

[0270] [Example of a winning display during the 4th time shortening period] Figure 38 is a diagram for explaining an example of a performance when a win occurs during the fourth time reduction. Figure 38 shows an example of a performance when a two-type jackpot is won, triggered by "small win A" or "small win B", during the fourth time reduction. The following will explain the chronological order, starting with the scene where a 10R type one jackpot is won during the first time reduction.

[0271] First, as shown in Figure 38 (A), after the variable effect in the first time reduction, the effect symbol stops in a 10R type jackpot mode. Here, the effect symbols 8L, 8C, and 8R stop at "7", "7", and "7", respectively. After this, the explanation will continue assuming that the jackpot game has ended.

[0272] Next, as shown in Figure 38 (B), the opening performance of the fourth time reduction is executed. Here, a message image OM4 saying "If you win with an odd number, the time reduction will be reset!!!" is displayed. The contents of the message image OM4 suggest that if you win with an odd number pattern (a type 2 jackpot triggered by a small win A or a small win B, or a type 1 jackpot), the fourth time reduction will be reset.

[0273] Next, as shown in Figure 38(C), the first variable effect of the fourth time-saving mode begins. Here, the effect symbols 8L, 8C, and 8R are fluctuating at high speed. Also displayed are an execution count image JI indicating the number of variable effects executed in the time-saving mode, a right-hit image RH encouraging the player to hit the right, and a message image CM3 saying, "Keep hitting odd numbers!!!" The explanation continues assuming that the result of this fluctuation is a "small win A" or a "small win B," and then the gaming ball passes through the V area 39.

[0274] Next, as shown in Figure 38(D), after the first variable effect in the fourth time-saving mode is executed, the effect symbols stop in a 10R double jackpot mode triggered by small win A or small win B. Here, the effect symbols 8L, 8C, and 8R stop at "5," "5," and "5," respectively. Also displayed are an execution count image JI indicating the number of variable effects executed in the time-saving mode, a right-hit image RH to encourage the player to hit the right, and a message image CM3 saying, "Keep hitting odd numbers!!!"

[0275] Next, as shown in Figure 38(E), a jackpot opening effect is executed to notify the player that an odd-numbered symbol has been hit (a double jackpot triggered by a small jackpot A or a small jackpot B) and that a jackpot game has been started. Here, a message image OH5 is displayed saying, "Win on 5!!! Time-saving reset!!!" After this, the explanation will continue assuming that the jackpot game has ended.

[0276] Next, as shown in Figure 38 (F), the opening performance of the third time reduction is executed. Here, a message image OM4 saying "If you win with an odd number, the time reduction will be reset!!!" is displayed. The contents of the message image OM4 suggest that if you win with an odd number pattern (a type 2 jackpot triggered by a small win A or a small win B, or a type 1 jackpot), the fourth time reduction will be reset.

[0277] Next, as shown in Figure 38(H), the first variable effect in the fourth time-saving mode is executed. Here, the effect symbols 8L, 8C, and 8R are fluctuating at high speed. Also displayed are an execution count image JI indicating the number of variable effects executed in the time-saving mode, a right-hit image RH to encourage the player to hit the right, and a message image CM3 saying, "Keep hitting odd numbers!!!" The above is an example of the performance when you win a two-type jackpot triggered by small win A or small win B in the fourth time shortening.

[0278] Second Embodiment 11. Differences between the second embodiment and the first embodiment The following describes the differences between the gaming machine 1A of the second embodiment and the gaming machine 1 of the first embodiment. The gaming machine 1A of the second embodiment has a configuration generally similar to that of the gaming machine 1 of the first embodiment, except for the points described below.

[0279] 39 is an explanatory diagram of the special symbol winning determination table A. The game control microcomputer 81 of the gaming machine 1A of the second embodiment determines whether the special symbol lottery is successful by using the special symbol winning determination table A instead of the special symbol winning determination table shown in FIG.

[0280] For the first special pattern, if the winning random number is "0 to 204", it is determined to be a "big win", if the winning random number is "300 to 750", it is determined to be a "small win", and if the winning random number is "a number other than 0 to 204 or 300 to 750", it is determined to be a "miss". In other words, with the first special pattern, there is a 1 / 319.7 probability of winning a big prize and a 1 / 145.3 probability of winning a small prize.

[0281] For the second special pattern, if the winning random number is "0 to 204", it is determined to be a "big win", if the winning random number is "300 to 60299", it is determined to be a "small win", and if it is "a number other than 0 to 204 or 300 to 60299", it is determined to be a "miss". In other words, with the second special symbol, there is a 1 / 319.7 chance of winning a big prize and a 1 / 1.1 chance of winning a small prize.

[0282] Figure 40 is an explanatory diagram of the jackpot type determination table A (non-time-shortening). Figure 41 is an explanatory diagram of the jackpot type determination table A (time-shortening). The game control microcomputer 81 of the gaming machine 1A determines the jackpot type using the jackpot type determination table A (non-time-shortening) and the jackpot type determination table A (time-shortening) instead of the jackpot type determination tables 1 and 2 shown in Figures 7(A) and (B). The small jackpot counter setting value and the a time-shortening status setting value will be described later.

[0283] Figure 42 is an explanatory diagram of small win type determination table A (non-time reduction). Figure 43 is an explanatory diagram of small win type determination table A (time reduction). The game control microcomputer 81 of the gaming machine 1A performs determination of the small win type using small win type determination table A (non-time reduction) and small win type determination table A (time reduction) instead of the small win type determination tables 1 and 2 shown in Figures 8 (A) and (B).

[0284] Figure 44 is a diagram for explaining the electric chute opening pattern determination table A in the gaming machine 1A. When a normal symbol is won, the gaming machine 1A determines the electric chute opening pattern by referring to the electric chute opening pattern determination table A instead of the electric chute opening pattern determination table shown in Figure 11(A). The contents of each opening pattern are assumed to be the same as the detailed electric chute opening pattern contents shown in Figure 11(B).

[0285] The electric chute opening pattern determination table A is a table that the game control microcomputer 81 refers to in the main control main processing to determine the opening pattern of the first electric chute 17 and the second electric chute 22 depending on the game state (non-time-shortened state or time-shortened state). In the second embodiment, in the "non-time-shortened state", the opening pattern is determined to be "opening pattern 11", in the "time-shortened state" and the a time-shortened status is 1, the opening pattern is determined to be "opening pattern 12", and in the "time-shortened state" and the a time-shortened status is 2, the opening pattern is determined to be "opening pattern 13".

[0286] 45 is a flowchart of the win determination process (steps S1402A, S1408A). The game control microcomputer 81 of the gaming machine 1A executes steps S1402A and S1408A instead of steps S1402 and S1408 in the special symbol waiting process (FIG. 15).

[0287] In steps S1402A and S1408A, the game control microcomputer 81 does not execute steps S1520 and S1530 in steps S1402 and S1408 of the first embodiment, but executes steps S1504A to S1514A instead of steps S1504 to S1511. Since the configuration is otherwise the same, a description thereof will be omitted.

[0288] In step S1504A, the game control microcomputer 81 determines whether the time-shortening flag is ON. If the time-shortening flag is ON (step S1504A: YES), the game control microcomputer 81 determines the jackpot type by referring to the jackpot type determination table (time-shortening) shown in Fig. 41 (step S1506A), and ends the win determination process. On the other hand, if the time-shortening flag is OFF (step S1504A: NO), the game control microcomputer 81 determines the jackpot type by referring to the jackpot type determination table (non-time-shortening) shown in Fig. 40 (step S1505A), and ends the win determination process.

[0289] In step S1509A, the game control microcomputer 81 decrements the value of the small win counter by 1, and then determines whether the value of the small win counter is 0 (step S1510A). If the value is 0 (step S1510A: YES), the game control microcomputer 81 turns off the time-shortening flag (step S1511A), and the process proceeds to step S1512A. On the other hand, if the value of the small win counter is not 0 (step S1510A: NO), the game control microcomputer 81 skips step S1511A and proceeds to the process of step S1512A.

[0290] In step S1512A, the game control microcomputer 81 determines whether the time-shortening flag is ON. If it is ON (step S1512A: YES), the game control microcomputer 81 determines the small win type by referring to the small win type determination table (time-shortening) shown in Fig. 43 (step S1514A) and ends the win determination process. On the other hand, if the time-shortening flag is OFF (step S1512A: NO), the game control microcomputer 81 determines the big win type by referring to the small win type determination table (non-time-shortening) shown in Fig. 42 (step S1505A) and ends the win determination process. The above is the difference between steps S1402A and S1408A and steps S1402 and S1408.

[0291] 46 is a flowchart of the game status setting process (step S2234A). The game control microcomputer 81 of the gaming machine 1A executes step S2234A instead of step S2234 in the special electric accessory process (jackpot) shown in FIG.

[0292] In step S2234A, the game control microcomputer 81 first sets the time-saving flag to ON / OFF according to the type of big win or small win determined in the win determination process (step S1402A or S1408A) shown in FIG. 45, and sets the time-saving counter, a time-saving status, and small win counter to their respective set values ​​(step S2301A). For example, if the small win type is determined to be small win F shown in FIG. 43 in step S1408A, the time-saving flag is set to ON, the time-saving counter is set to 10000, the a time-saving status is set to 2, and the small win counter is set to 2. After step S2301A, the game control microcomputer 81 sets a game status designation command (step S2302A) and ends the game status setting process (step S2234A). Details of the game status designation command are the same as those in the first embodiment, so a detailed description will be omitted.

[0293] These are the differences between the gaming machine 1A of the second embodiment and the gaming machine 1 of the first embodiment. This gaming machine 1A can also provide the same gameplay as the gaming machine 1, and the game flow is as shown in FIG. 28, except for the number of rounds of jackpot play and the probability of transitioning to each time-saving state after a jackpot play. Therefore, the gaming machine 1 can execute four different advantageous game states: a normal state and a first time-saving state, a second time-saving state, a third time-saving state, and a fourth time-saving state. Furthermore, as shown in the electric chute opening pattern determination table (FIG. 11(A)) and the details of the electric chute opening pattern (FIG. 11(B)), during the first and second time-saving states, the first electric chute 17 is activated with a probability of 99%, making it relatively easy to score a ball into the firstB start hole 16. During the third and fourth time-saving states, the second electric chute 22 is activated with a probability of 99%, making it relatively easy to score a ball into the second start hole 21. Furthermore, the game is configured so that the advantage to the player increases in the order of the first time reduction, the second time reduction, the third time reduction, and the fourth time reduction.

[0294] 12. Examples of Effects, Modifications, and Aspects of the Present Embodiment [Example of effect] Examples of the effects of this embodiment are shown below. [Effect 1] The gaming machine 1 of the above embodiment includes a game control microcomputer 81 that can be set to one of a plurality of game states including a normal state, a first time reduction that is more advantageous than the normal state, a second time reduction that is more advantageous than the first time reduction, a third time reduction that is more advantageous than the second time reduction, and a fourth time reduction that is more advantageous than the third time reduction, a first B start hole 16 that triggers a special drawing lottery when a game ball enters, a second start hole 21 that triggers a special drawing lottery when a game ball enters, and an opening pattern 1 in which it is relatively easy for a game ball to enter the first B start hole 16 and relatively difficult for a game ball to enter the second start hole 21 when the normal drawing lottery result is a winning result. The game machine is equipped with a first electric chute 17 and a second electric chute 22 that can execute pattern 2, and pattern 13, in which it is relatively difficult for the game ball to enter the first B starting hole 16 and relatively easy for the game ball to enter the second starting hole 21. In the first and second time reductions, when a normal game is won, pattern 12 is more likely to be selected than pattern 13, and in the third and fourth time reductions, when a normal game is won, pattern 13 is more likely to be selected than pattern 12. Furthermore, the second time reduction has a higher expected ball output value than the first time reduction, and the fourth time reduction has a higher expected ball output value than the third time reduction (Figures 1, 11, 28). This configuration allows players to enjoy a unique and innovative game using four advantageous game states with different degrees of advantage, thereby increasing the enjoyment of the game.

[0295] [Effect 2] In the gaming machine 1 of the above embodiment, when a jackpot is won during the first time reduction, the game control microcomputer 81 may execute the first time reduction again, or may transition to the second time reduction, or may transition to the third time reduction, after the jackpot game ends. When a jackpot is won during the second time reduction, the game control microcomputer 81 may execute the second time reduction again, or may transition to the third time reduction, or may transition to the fourth time reduction, after the jackpot game ends. When a jackpot is won during the third time reduction, the game control microcomputer 81 may execute the third time reduction again, or may transition to the fourth time reduction, after the jackpot game ends. When a jackpot is won during the fourth time reduction, the game control microcomputer 81 may execute the fourth time reduction again, after the jackpot game ends (FIG. 28). This configuration increases the player's anticipation for a transition to a more advantageous game state, thereby increasing the player's interest in the game.

[0296] [Effect 3] In the gaming machine 1 of the above embodiment, the first B starting hole 16 and the second starting hole 21 are respectively positioned so that a gaming ball shot by a player toward the right gaming area 3B of the gaming area 3 can enter either one of them (FIG. 1). With this configuration, in the gaming machines shown in Effect 1 and Effect 2, a novel game can be provided to the player, thereby increasing the interest in the game.

[0297] [Effect 4] In the gaming machine 1 of the above embodiment, the first time reduction corresponding to the first advantageous state and the second time reduction corresponding to the second advantageous state are both time-shortened states, and when a win occurs in the second time reduction, the average number of times the time reduction continues in the time-shortened state after the end of a winning game is configured to be greater than when a win occurs in the first time reduction (FIG. 28). This configuration increases the likelihood that the player will have expectations for a transition to a more advantageous game state, thereby increasing the player's interest in the game.

[0298] Furthermore, in a gaming machine in which any of the following variant examples 1, 2, 3, and 4 is implemented, the gaming state corresponding to the second advantageous state can be configured to satisfy one of the following: a greater number of times the time-saving state continues than the gaming state corresponding to the first advantageous state; a higher probability of winning in one special drawing; a greater number of times the time-saving state continues after the winning game ends if a winning game is won; or a higher average number of gaming balls that can be obtained in one win.In this case, too, the player is more likely to have expectations of moving to a more advantageous gaming state, which can increase the enjoyment of the game.

[0299] [Effect 5] In the gaming machine 1 of the above embodiment, the third time reduction corresponding to the third advantageous state and the fourth time reduction corresponding to the fourth advantageous state are both time-shortened states, and when a win occurs in the fourth time reduction, the average number of times the time reduction continues in the time-shortened state after the end of a winning game is configured to be greater than when a win occurs in the third time reduction (FIG. 28). This configuration increases the likelihood that the player will have expectations for a transition to a more advantageous game state, thereby increasing the player's interest in the game.

[0300] Furthermore, in a gaming machine in which any of the following variants 1, 2, and 3 is implemented, the gaming state corresponding to the fourth advantageous state can be configured to satisfy one of the following: a greater number of times the time-saving state continues than the gaming state corresponding to the third advantageous state, or a higher probability of winning in one special drawing, or a greater number of times the time-saving state continues after the winning game ends if a winning combination is won.In this case, too, the player is more likely to have expectations of moving to a more advantageous gaming state, which can increase the enjoyment of the game.

[0301] [Variations] A modified example of this embodiment is shown. [Variation 1] In the above embodiment, the game was configured to be played according to the game flow shown in FIG. 28. In contrast, in each of the normal state, the first time reduction, the second time reduction, the third time reduction, and the fourth time reduction, the combination of the winning type and the game state after the winning game may be changed as appropriate. For example, in the third time reduction, if a type 2 jackpot triggered by a small win B is won, the first time reduction may be set after the jackpot game. Also, for example, in the fourth time reduction, if a type 2 jackpot triggered by a small win C is won, the second time reduction may be set after the jackpot game.

[0302] [Variation 2] In the first and second embodiments, the special drawing 2 lottery was configured to always result in a big win or a small win trigger to win a type 2 big win. In contrast, by making it possible to have one or more reserved special drawing 2 lotteries and lowering the probability of winning a small win in the special drawing 2 lottery, the third and fourth time reductions may not be effectively time-saving states that continue until the next big win, but may be playable like ST in a probability-changing machine.

[0303] For example, the number of special drawing lotteries during which the third time reduction continues is set to 100, the number of special drawing lotteries during which the fourth time reduction continues is set to 150, and the probability of winning a small prize in the special drawing lottery is set to 1 / 55. In addition, in a type 1 / 2 hybrid machine in which the third and fourth time reductions have the above-mentioned playability, the consumption of the reserved special drawing lottery at the time of the final change of the third or fourth time reduction will be consumed in the normal state, but winning in this reservation is not included in the content of returning to the normal state in the "expected value of balls expected until returning to the normal state" described in claim 1.

[0304] [Variation 3] The gaming machine 1 of the above embodiment is a type 1 / type 2 mixed machine. However, for example, the gaming machine may be a V probability variable machine in which the first time reduction is a low probability time reduction state, and the second and third time reductions are high probability time reduction states.

[0305] [Variation 4] In the configurations of the first and second embodiments, the number of rounds in the jackpot game when a type 1 jackpot or type 2 jackpot is won may be configured to increase as the time reduction progresses from the first time reduction to the second time reduction and then to the third time reduction. For example, when the first time reduction is won, the number of rounds is always 2 rounds, when the second time reduction is won, the number of rounds is always 4 rounds, when the third time reduction is won, the number of rounds is always 7 rounds, and when the fourth time reduction is won, the number of rounds is always 10 rounds.

[0306] [Variation 5] In the first and second embodiments, the first electric chute 17 and the second electric chute 22 were configured so that either one would be opened by the activation of a solenoid if the result of the normal symbol lottery for a ball entering gate 28 was a winning symbol. In contrast, it would also be possible to have only one electric chute installed, with the flow path inside the electric chute branching into two, with a distribution device installed at the branching point, so that passing through one flow path would activate a non-electric device corresponding to the first B starting hole 16, and passing through the other flow path would activate a non-electric device corresponding to the second starting hole 21. In this case, the distribution device corresponds to the "starting hole switching means" recited in claim 1.

[0307] [Variation 6] In the gaming machine 1 of the above embodiment, the opening pattern of the first electric chute 17 or the second electric chute 22 is selected from among patterns corresponding to the game state and time-saving status a when a normal symbol is won (FIG. 11). Alternatively, a predetermined opening pattern corresponding to the game state and time-saving status a when a normal symbol is won may be selected. For example, when the time-saving state is in effect and the time-saving status a is 1, opening pattern H12 is always selected.

[0308] [Variation 7] In the gaming machine 1 of the above embodiment, in the third and fourth time reduction modes, the type of small prize when a small prize is won is selected from three types: small prize A, small prize B, and small prize C (FIGS. 7 and 28). In contrast, different types of small prizes may be won depending on the time reduction mode. Also, the number of types of small prizes that can be won may be different depending on the time reduction mode. For example, in the third time reduction mode, one of three types: small prize A, small prize B, and small prize C can be won, and in the fourth time reduction mode, one of four types: small prize D, small prize E, small prize F, and small prize G can be won.

[0309] [Variation 8] In the gaming machine 1 of the above embodiment, regardless of the small win type, the type 2 jackpot type is always configured to be a 10R type 2 jackpot (FIG. 7). In contrast, there may be multiple type 2 jackpot types, and the type 2 jackpot type may be selected corresponding to the small win type. Also, there may be only one type of small win, and after the type 2 jackpot type is selected by lottery using a win type random number, the time-saving status a may be selected in correspondence with the type 2 jackpot type.

[0310] [Variation 9] In the gaming machine 1 of the above embodiment, when a type 1 or type 2 jackpot is won, the game state after the jackpot game is determined based on the jackpot type or minor jackpot type of the win (Figure 28). In contrast, when a type 1 or type 2 jackpot is won, the game state after the jackpot game may be configured so that the player can freely select it.

[0311] [Variation 10] In the gaming machine 1 of the above embodiment, the third time reduction is configured to be more advantageous to the player than the second time reduction (FIG. 28). However, the second time reduction may be configured to be more advantageous to the player than the third time reduction.

[0312] [Example of situation] The gaming machine of this embodiment can achieve the following aspects. [Aspect 1] a game control means that can set one of a plurality of game states including a normal state, a first advantageous state that is more advantageous than the normal state, a second advantageous state that is more advantageous than the first advantageous state, a third advantageous state that is more advantageous than the second advantageous state, and a fourth advantageous state that is more advantageous than the third advantageous state; The first starting hole will trigger the drawing of the special drawing 1 when the game ball enters, The second starting hole will trigger the drawing of the special drawing 2 when the game ball enters, and a start port switching means that can switch between a first mode in which it is relatively easy for the game ball to enter the first start port and relatively difficult for the game ball to enter the second start port when the result of the general lottery is a winning one, and a second mode in which it is relatively difficult for the game ball to enter the first start port and relatively easy for the game ball to enter the second start port, In the first advantageous state and the second advantageous state, when a normal winning occurs, the first mode is more likely to occur than the second mode, In the third advantageous state and the fourth advantageous state, when a normal winning is made, the second mode is more likely to occur than the first mode, During the second advantageous state, the expected value of balls to be dispensed, which is the number of balls expected to be dispensed before returning to the normal state, is higher than the expected value of balls to be dispensed during the first advantageous state, The expected value of ball payout during the fourth advantageous state is higher than the expected value of ball payout during the third advantageous state. A gaming machine characterized by: [Aspect 2] The gaming machine according to aspect 1, The game control means When a winning game is won in the first advantageous state, after the winning game ends, the game state may be reset to the first advantageous state or may be set to the second advantageous state, When a winning game is won in the second advantageous state, after the winning game ends, the game state may be reset to the second advantageous state or may be set to the third advantageous state, When a winning combination is achieved in the third advantageous state, the game state may be reset to the third advantageous state or the fourth advantageous state after the winning combination is achieved. When a winning game is won in the fourth advantageous state, the game state may be reset to the fourth advantageous state after the winning game ends. A gaming machine characterized by: [Aspect 3] The gaming machine according to aspect 1, The first starting hole and the second starting hole are respectively arranged at positions where a game ball shot in a predetermined direction by a player can enter either one of them. A gaming machine characterized by: [Aspect 4] A gaming machine according to any one of aspects 1 to 3, The first advantageous state and the second advantageous state are both time-saving states, The high expected value of the payout balls means that at least one of the following (1) to (5) is satisfied: A gaming machine characterized by: (1) The second advantageous state has a greater number of time-saving continuations, which is the number of special drawing draws that continue the time-saving state, than the first advantageous state. (2) The second advantageous state has a higher probability of winning in one special drawing than the first advantageous state. (3) If a winning game is won in the second advantageous state, the number of times the time-saving mode continues after the winning game ends is greater than if a winning game is won in the first advantageous state. (4) If a winning game is won in the second advantageous state, the probability of winning in a single special drawing in the time-saving state after the winning game ends is higher than if a winning game is won in the first advantageous state. (5) The second advantageous state has a higher average number of game balls that can be acquired in one win than the first advantageous state. [Aspect 5] A gaming machine according to any one of aspects 1 to 3, The third advantageous state and the fourth advantageous state are both time-saving states, The average value being high means that at least one of the following (1) to (5) is satisfied: A gaming machine characterized by: (1) The fourth advantageous state has a greater number of time-saving continuations, which is the number of special drawing draws that continue the time-saving state, than the third advantageous state. (2) The fourth advantageous state has a higher probability of winning in one special drawing than the third advantageous state. (3) If a winning game is won in the fourth advantageous state, the number of times the time-saving mode continues after the winning game ends is greater than if a winning game is won in the third advantageous state. (4) If a winning game is won in the fourth advantageous state, the probability of winning in a single special drawing in the time-saving state after the winning game ends is higher than if a winning game is won in the third advantageous state. (5) The fourth advantageous state has a higher average number of game balls that can be acquired per win than the third advantageous state.

[0313] [Other variations] The various display effects described above may not include some of the effects, or may include effects other than those described above.

[0314] The gaming machine 1 of the above embodiment has been described using a pachinko gaming machine as an example, but is not limited to this. For example, instead of a pachinko gaming machine, the present invention may be applied to a reel-type gaming machine such as a slot machine, an arrange ball gaming machine, or a mahjong ball gaming machine. When the gaming machine 1 is a slot machine, the gaming medium may be changed from gaming balls to gaming medals.

[0315] The gaming machine 1 of the above embodiment is a gaming machine equipped with a payout device for paying out balls, but is not limited to this. For example, instead of the gaming machine 1, the present invention may be applied to a gaming machine that does not have a payout device, such as a so-called enclosed gaming machine.

[0316] Furthermore, two or more of the above-described multiple effect examples and / or modified examples may be combined. Furthermore, the gaming machine 1 may be provided with a sub-display device in addition to the image display device 7. In this case, the above-described display effects may be executed on the sub-display device.

[0317] While the present aspect has been described above based on embodiments and modifications, the above-described embodiments are intended to facilitate understanding of the present aspect and are not intended to limit the present aspect. The present aspect may be modified or improved without departing from the spirit and scope of the claims, and equivalents thereof are also included in the present aspect. [Explanation of symbols]

[0318] 1...Amusement machines 3...Gaming area 3B…Right gaming area 7...Image display device 7a…Display screen 16...1B starting gate 17...First electric tube 21...Second starting point 22...2nd electric tube 28...Gate 81...Game control microcomputer 91...Performance control microcomputer

Claims

[Claim 1] a game control means capable of setting one of a plurality of game states including a normal state, a first advantageous state more advantageous than the normal state, a second advantageous state more advantageous than the first advantageous state, a third advantageous state more advantageous than the second advantageous state, and a fourth advantageous state more advantageous than the third advantageous state; The first starting hole, which triggers the drawing of the special drawing 1 when the game ball enters, A second starting hole that triggers the drawing of the special drawing 2 when the game ball enters the hole, a second expected value of balls being dispensed, which is the number of balls expected to be dispensed during the second advantageous state until the state returns to the normal state, is higher than a first expected value of balls being dispensed, which is the number of balls expected to be dispensed during the first advantageous state until the state returns to the normal state; A fourth expected value of balls to be dispensed, which is the number of balls expected to be dispensed during the fourth advantageous state until the game returns to the normal state, is higher than a third expected value of balls to be dispensed, which is the number of balls expected to be dispensed during the third advantageous state until the game returns to the normal state, The first advantageous state and the second advantageous state are both time-saving states, The second expected value of balls being higher than the first expected value of balls being higher means that at least one of the following (1) to (5) is satisfied: A gaming machine characterized by: (1) The second advantageous state has a greater number of time-saving continuations, which is the number of special drawing draws that continue the time-saving state, than the first advantageous state. (2) The second advantageous state has a higher probability of winning in one special drawing than the first advantageous state. (3) If a winning game is won in the second advantageous state, the number of times the time-saving state continues after the winning game ends is greater than if a winning game is won in the first advantageous state. (4) If a winning game is won in the second advantageous state, the probability of winning in a single special drawing in the time-saving state after the winning game ends is higher than if a winning game is won in the first advantageous state. (5) The second advantageous state has a higher average number of game balls that can be won per hit than the first advantageous state.

Citation Information

Patent Citations

  • Game machine

    JP2015116343A

  • Game machine

    JP2016209767A

  • Pinball game machine

    JP2017124163A

  • Game machine

    JP2018015343A

  • Game machine

    JP2022074687A