gaming machines
The gaming machine improves entertainment value by distributing gaming media through variable members and dynamic pattern control, executing special games, and utilizing state control and effects to create engaging gameplay experiences.
Patent Information
- Application Number
- JP2023209634
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-12-12
- Publication Date
- 2025-12-16
- Estimated Expiration
- 2041-11-26
AI Technical Summary
Conventional gaming machines lack sufficient entertainment value in their gameplay.
The gaming machine employs a configuration that distributes gaming media between first and second gaming areas with variable members controlling prize accessibility, includes pattern control for dynamic and static displays, and executes special games based on these patterns, along with state control and effect execution to enhance player engagement.
This configuration increases the entertainment value of the game by providing varied and engaging gameplay experiences, encouraging player interaction and enhancing the likelihood of winning prizes.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine that determines whether or not to execute a special game and executes an effect based on the result of the determination. [Background technology]
[0002] In conventional gaming machines, when a gaming ball enters a starting hole and it is determined whether or not a special game will be executed, the special symbol display device variably displays the special symbol, and then a special symbol showing the determination result is displayed stationary. In the gaming machine described in Patent Document 1, a predetermined image display device variably displays decorative symbols as the variable display of the special symbol begins, and as the special symbol is displayed stationary, the decorative symbols are displayed stationary in a manner showing the determination result. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-183903 Summary of the Invention [Problem to be solved by the invention]
[0004] However, conventional gaming machines have room for improvement in terms of increasing the entertainment value of the game.
[0005] Therefore, an object of the present invention is to provide a gaming machine that can improve the entertainment value of the game. [Means for solving the problem]
[0006] In order to solve the above problems, the present invention employs the following configuration. The gaming machine according to the present invention is a gaming machine capable of distributing gaming media between a first gaming area and a second gaming area by a gaming operation means, Arranged in the first game areaWhen a first variable member that can be in an open state or a closed state is in the open state, it is easy for the game medium to win a prize in the first winning area, but when the first variable member is in the closed state, it is difficult for the game medium to win a prize. and arranged in the second game area a winning area including a second winning area; a special winning area in which it is easy for the game medium to win a prize when a second variable member that can be in an open state or a closed state is in the open state, but it is difficult for the game medium to win a prize when the second variable member is in the closed state; a pattern control means that variably displays a pattern and then displays the pattern in a static state; a special game execution means that executes the special game by operating the second variable member in response to the pattern control means displaying a static pattern indicating that a special game will be executed; and a first game state. than the first gaming state The aforementioned No. 2 Play in the winning area The medium A second gaming state in which it is easy to win a prize; than the second gaming state The aforementioned No. 2 Play in the winning area The mediuma third game state in which it is easy to win a prize; a storage means capable of holding the game state when power supply is stopped; a recovery means capable of starting a game based on the stored contents of the storage means when power supply is started; an initialization means for initializing the stored contents of the storage means; and an effect execution means for executing an effect. The game state control means controls the game to the first game state when the stored contents of the storage means are initialized by the initialization means, and when a symbol of a first mode indicating that the special game will not be executed is displayed stationary while the game is in the first game state, sets the game state to the second game state after the symbol is displayed stationary, and controls the game state to the second game state thereafter, and when a symbol of a second mode indicating that the special game will not be executed is displayed stationary while the game is in the first game state, sets the game state to the third game state after the symbol is displayed stationary, and controls the game state to the third game state thereafter, and executes the special game. When a symbol of a third mode shown in FIG. 1 is stopped and displayed, the special game is executed without setting the third game state as the game state after the symbol is stopped and displayed, and the third game state is set as the game state after the operation of the second variable member in the special game is completed, and the game state thereafter is controlled to be the third game state, and the performance execution means is capable of executing an attention call to call the player's attention and a shot instruction to instruct the shot of a game medium into the second game area, and the execution of the effect is triggered by the symbol of the third mode being stopped and displayed. When the machine is controlled to the third game state after a special game, the warning is executed, and when the machine is controlled to the first game state and the second pattern is displayed as a stopped symbol, the warning is not executed, and when the machine is controlled to the first game state and the first pattern is displayed as a stopped symbol, the shot instruction is not executed after the pattern is displayed as a stopped symbol, and when the machine is controlled to the first game state and the second pattern is displayed as a stopped symbol, the shot instruction is initiated after the pattern is displayed as a stopped symbol. [Effects of the Invention]
[0007] According to this invention, it is possible to improve the entertainment value of the game. [Brief explanation of the drawings]
[0008] [Figure 1] Schematic front view of gaming machine 1 [Figure 2] An explanatory diagram for explaining normal pattern determination [Figure 3] FIG. 10 is an explanatory diagram illustrating an example of the effect button 26. [Figure 4] Enlarged view of the display 4 in FIG. 1 [Figure 5] A block diagram showing an example of the configuration of a control device provided in the gaming machine 1. [Figure 6] FIG. 10 is an explanatory diagram illustrating information displayed on a performance display 113. [Figure 7] FIG. 10 is an explanatory diagram for explaining a setting change mode, a setting confirmation mode, and a RAM clear mode. [Figure 8] FIG. 10 is an explanatory diagram illustrating the display priority of the decorative pattern 55. [Figure 9] An explanatory diagram for explaining a specific example of the display mode of the decorative pattern 55 [Figure 10] A block diagram showing an example of the configuration of the main RAM 100c and various information stored in the main RAM 100c. [Figure 11] FIG. 10 is an explanatory diagram for explaining the transition of the game state in the first embodiment. [Figure 12] FIG. 10 is an explanatory diagram for explaining the result of the special symbol determination in the first embodiment. [Figure 13] FIG. 10 is an explanatory diagram for explaining the big win type and the small win type in the first embodiment; [Figure 14] FIG. 10 is an explanatory diagram for explaining types of misses (time reductions) in the first embodiment; [Figure 15] FIG. 10 is an explanatory diagram for explaining a modified example of the result of the first special symbol determination. [Figure 16] An explanatory diagram for explaining the fluctuation pattern (fluctuating time group) of the first special symbol in the first embodiment. [Figure 17] An explanatory diagram for explaining the fluctuation pattern (fluctuating time group) of the second special symbol in the first embodiment. [Figure 18] A flowchart showing an example of a main process executed in the game control board 100. [Figure 19] A flowchart showing an example of a timer interrupt process executed in the game control board 100. [Figure 20] Detailed flowchart of the switch process in step S2A of FIG. 19 [Figure 21] Detailed flowchart of the first start port switch processing in step S21 of FIG. 20 [Figure 22] Detailed flowchart of the second start port switch processing in step S22 of FIG. 20 [Figure 23] Detailed flowchart of special symbol processing in step S3A of FIG. 19 [Figure 24] Detailed flowchart of normal symbol processing in step S4A of FIG. [Figure 25] Detailed flowchart of the big win determination process in step S309 of FIG. 23 [Figure 26] Detailed flowchart of the fluctuation pattern determination process in step S310 of FIG. 23 [Figure 27] Detailed flowchart of the process during stoppage in step S319 of FIG. 23 [Figure 28] FIG. 10 is an explanatory diagram for explaining an example of a low-probability non-time-saving state in the first embodiment; [Figure 29] An explanatory diagram for explaining an example of a performance in which the first special symbol determination is suspended when transitioning from low-probability non-time reduction to low-probability time reduction in the first embodiment. [Figure 30] An explanatory diagram for explaining an example of a performance in which the first special symbol determination is not suspended when transitioning from low-probability non-time reduction to low-probability time reduction in the first embodiment. [Figure 31] FIG. 10 is an explanatory diagram for explaining an example of a transition from a low-probability non-time-saving to a low-probability minute-time-saving in the first embodiment. [Figure 32]FIG. 10 is an explanatory diagram for explaining an example of a transition from a low-probability minute time reduction to a low-probability non-time reduction in the first embodiment. [Figure 33] An explanatory diagram for explaining an example of a performance in which a normal reach performance is executed in a low-probability non-time-saving state in the first embodiment. [Figure 34] An explanatory diagram for explaining an example of a performance in which an SP reach performance is executed in a low probability non-time shortening state in the first embodiment. [Figure 35] An explanatory diagram for explaining an example of a performance immediately after a miss is notified in the SP reach performance in the low probability non-time shortening state in the first embodiment. [Figure 36] FIG. 10 is an explanatory diagram for explaining an example of a low-probability time-saving state in the first embodiment; [Figure 37] Detailed flowchart of the small prize opening control process in step S5A of FIG. [Figure 38] Detailed flowchart of the big prize opening control process in step S6A of FIG. [Figure 39] A flowchart showing an example of a timer interrupt process executed in the performance control board 130. [Figure 40] Detailed flowchart of the command reception process in step S10 of FIG. 39. [Figure 41] Detailed flowchart of fluctuation start command reception processing in step S15 of FIG. [Figure 42] FIG. 10 is an explanatory diagram for explaining the transition of the game state in the second embodiment. [Figure 43] FIG. 10 is an explanatory diagram for explaining the result of the special symbol determination in the second embodiment. [Figure 44] FIG. 10 is an explanatory diagram for explaining the big win type and the small win type in the second embodiment. [Figure 45] FIG. 10 is an explanatory diagram for explaining types of misses (time reductions) in the second embodiment; [Figure 46] An explanatory diagram for explaining the fluctuation pattern (fluctuating time group) of the first special symbol in the second embodiment. [Figure 47]An explanatory diagram for explaining the fluctuation pattern (fluctuating time group) of the second special symbol in the second embodiment. [Figure 48] An explanatory diagram for explaining an example of a performance in which a normal reach performance is executed in a low-probability non-time-saving state in the second embodiment. [Figure 49] An explanatory diagram for explaining an example of a performance in which an SP reach performance is executed in a low probability non-time shortening state in the second embodiment [Figure 50] An explanatory diagram for explaining an example of a performance immediately after a miss is notified in the SP reach performance in the low probability non-time shortening state in the second embodiment. [Figure 51] FIG. 10 is an explanatory diagram for explaining an example of a transition from a low-probability micro-time reduction to a low-probability time reduction in the second embodiment. [Figure 52] FIG. 10 is an explanatory diagram for explaining an example of a low-probability time-saving state in the second embodiment; DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, a gaming machine 1 according to one embodiment of the present invention will be described with reference to the drawings as needed.
[0010] [Example of schematic configuration of gaming machine 1] First, the schematic configuration of the gaming machine 1 will be described with reference to Figures 1 to 4. Figure 1 is a schematic front view of the gaming machine 1. As illustrated in Figure 1, the gaming machine 1 includes a gaming board 2 provided with accessories related to winning and judgment, and a frame member 3 that supports and fixes the gaming board 2. The frame member 3 supports a transparent glass plate that is arranged parallel to the gaming board 2 at a predetermined distance, and this glass plate and the gaming board 2 form a gaming area 10 into which gaming balls can flow down.
[0011] When a player grips the handle 20 and rotates the lever 21 clockwise, the game balls stored in the upper tray 28 are guided to a launching device (not shown) and launched into the game area 10 with a force corresponding to the rotation angle of the handle 20. This game area 10 is provided with game pegs, windmills, etc. (not shown), and the launched game balls are guided to an upper position in the game area 10 and fall along the game board 2 while changing their direction of movement as they come into contact with the game pegs, windmills, etc. Note that the launch of the game balls can be temporarily stopped by the player operating the stop button 22.
[0012] The upper tray 28 stores the game balls and prize balls to be supplied to the launching device. A lower tray 29 for storing prize balls is provided below the upper tray 28. When a player operates the ejection button 23 located adjacent to the lower tray 29, a portion of the underside of the lower tray 29 opens, and the game balls stored in the lower tray 29 fall into a box (not shown) located below the lower tray 29.
[0013] When the player rotates the handle 20 at a small rotation angle, a so-called "left hit," the game ball is launched with a relatively weak hitting force. In this case, the game ball flows down the left side of the play area 10, as shown by arrow 31. On the other hand, when the player rotates the handle 20 at a large rotation angle, a so-called "right hit," the game ball is launched with a relatively strong hitting force. In this case, the game ball flows down the right side of the play area 10, as shown by arrow 32.
[0014] In the path of a game ball hit from the left, there are provided first start hole 11 and three general prize holes 14 as devices related to winning and judgment. In addition, in the path of a game ball hit from the right, there are provided second start hole 12, large prize hole 13, general prize hole 14, gate 16, electric tulip 17, and small prize hole 19 as devices related to winning and judgment. When a player hits from the left, the game ball will not basically win in second start hole 12, and when a player hits from the right, the game ball will not basically win in first start hole 11.
[0015] If a gaming ball enters any of the first start opening 11, second start opening 12, large prize opening 13, general prize opening 14, and small prize opening 19 as it flows down the gaming board 2 and wins a prize, a predetermined number of prize balls corresponding to the winning position will be paid out to the upper tray 28 or the lower tray 29. Gaming balls that do not enter any of the above winning openings will be discharged from the gaming area 10 via the discharge opening 18.
[0016] In the gaming machine 1, when a gaming ball passes through the first start opening 11 and wins, or when a gaming ball passes through the second start opening 12 and wins, it is determined whether or not to execute a jackpot game (special game) that is advantageous to the player. In a jackpot game, a gaming ball can easily win a prize in the big prize opening 13, so the player can obtain a large number of gaming balls in response to the winning of the gaming ball in the big prize opening 13.
[0017] In the following description, the determination made on the condition that a gaming ball enters the first starting hole 11 is referred to as the "first special symbol determination," and the determination made on the condition that a gaming ball enters the second starting hole 12 is referred to as the "second special symbol determination." These determinations are collectively referred to as "special symbol determination." When a first special symbol determination is made, the first special symbol is displayed variably on the first special symbol display 41 (see FIG. 4), followed by a static display of the first special symbol indicating the determination result. When a second special symbol determination is made, the second special symbol is displayed variably on the second special symbol display 42 (see FIG. 4), followed by a static display of the second special symbol indicating the determination result. A player wins more prize balls in a jackpot game that is made on the condition that a second special symbol determination is made than in a jackpot game that is made on the condition that a first special symbol determination is made. Furthermore, a second special symbol determination is more likely to result in a jackpot game than a first special symbol determination. This makes it possible to increase the player's desire to have the game ball enter the second starting hole 12 rather than the first starting hole 11.
[0018] The first starting hole 11 is a starting hole that is always open. The second starting hole 12 is a starting hole that is only open when an electric tulip 17, which is a normal electric device, is operating. The electric tulip 17 is disposed close to the second starting hole 12 and has a pair of blade members. The electric tulip 17 is configured to be able to change its position between a closed position (see solid lines in Figure 1) in which the pair of blade members close the second starting hole 12, and an open position (see dashed lines in Figure 1) in which the second starting hole 12 is opened. When the electric tulip 17 is in the open position, it gathers game balls hit to the right toward the second starting hole 12.
[0019] The second starting hole 12 is normally blocked by the electric tulip 17, which is in a closed position. When a gaming ball passes through the gate 16, a determination is made as to whether or not to open the second starting hole 12, although no prize balls are paid out. In the following description, the determination as to whether or not to open the second starting hole 12 is referred to as the "normal symbol determination." When a normal symbol determination is made, the normal symbol is displayed variably on the normal symbol display 45 (see FIG. 4), and then a normal symbol indicating the determination result of the normal symbol determination is displayed stationary. The normal symbols indicating the determination result of the normal symbol determination include winning symbols indicating that the second starting hole 12 is to be opened and losing symbols indicating that the second starting hole 12 is not to be opened. Winning symbols include short opening symbols and long opening symbols. A short opening symbol is a symbol that has a short total opening time of the electric tulip 17 and therefore does not allow the gaming ball to enter the second starting hole 12 (for example, a total opening time of 0.2 seconds). The long-open symbol is a symbol that allows the total open time of the electric tulip to be long, and as long as the player hits the right button, it is easy for the game ball to enter the second starting hole 12 (for example, a total open time of 5 seconds). When any winning symbol is displayed, a pair of blade members of the electric tulip 17 will remain in the open position for a specified time and then return to the closed position a specified number of times in a manner predetermined according to the type of symbol. When a losing symbol is displayed, the electric tulip 17 will not open but will remain in the closed position, and the game ball will not enter the second starting hole 12.
[0020] Fig. 2 is an explanatory diagram for explaining normal symbol determination. Fig. 2(A) is an explanatory diagram for explaining the probability of determining that the second start hole 12 will be opened by normal symbol determination in the gaming machine 1. The probability of determining that the second start hole 12 will be opened by normal symbol determination includes a time-saving state (e.g., 1 / 1), a slight time-saving state (e.g., 10 / 65536) with a lower probability than the time-saving state, and a non-time-saving state (e.g., 1 / 65536) with a lower probability than the slight time-saving state (Fig. 2(A)). Note that the probability of determining that the second start hole 12 will be opened by normal symbol determination may be the same regardless of whether it is in the slight time-saving state or the non-time-saving state (e.g., 1 / 65536).
[0021] FIG. 2(B) is an explanatory diagram for explaining the opening time groups of the second start hole 12 in the gaming machine 1. The opening time of the second start hole 12 (i.e., the time during which the electric tulip 17 is controlled to the open position) is relatively longer in the time-shortening state than in the slight time-shortening state and the non-time-shortening state (FIG. 2(B)). Specifically, in the time-shortening state, the long opening symbol is displayed as a static display, whereas the short opening symbol is not displayed as a static display. Also, in the non-time-shortening state and the slight time-shortening state, the short opening symbol is displayed as a static display, whereas the long opening symbol is not displayed as a static display. In the non-time-shortening state and the slight time-shortening state, the game machine is basically configured in advance so that the game ball cannot enter the second start hole 12 in order to provide gameplay that encourages the player to aim for the first start hole 11 with the aim of transitioning to the time-shortening state in which the game ball is most likely to enter the second start hole 12.
[0022] In the gaming machine 1, no gate 16 is provided in the path of a gaming ball hit from the left. Therefore, in the gaming machine 1, when a gaming ball enters the normal winning port 14 in the micro-time-saving state, the prize ball is paid out and a normal symbol determination is performed. Note that the gaming machine 1 may have a gate 16 provided in the path of a gaming ball hit from the left.
[0023] FIG. 2(C) is an explanatory diagram for explaining the normal symbol fluctuation time group in the gaming machine 1. The normal symbol fluctuation time is relatively longer in the slight time-saving state than in the time-saving state, and relatively longer in the non-time-saving state than in the slight time-saving state (FIG. 2(C)). For example, the normal symbol fluctuation time in the time-saving state is 0.5 seconds, the normal symbol fluctuation time in the slight time-saving state is 59 seconds, and the normal symbol fluctuation time in the non-time-saving state is 60 seconds. The normal symbol fluctuation time in the non-time-saving state is not significantly different from the normal symbol fluctuation time in the slight time-saving state, and the normal symbol displayed as a stopped symbol and the opening time of the electric tulip 17 are the same in the non-time-saving state and the slight time-saving state. This makes it difficult to distinguish between the non-time-saving state and the slight time-saving state. The normal symbol fluctuation time may be the same regardless of whether the state is the slight time-saving state or the non-time-saving state (e.g., 60 seconds).
[0024] In addition, a state that corresponds to at least one of the following three may be considered to be a slight time-saving state. The probability that the second starting hole 12 will be opened in the normal pattern judgment is higher than in the non-time-saving state. -The probability of the long open pattern stopping is higher than in non-time-saving mode. · The time it takes for the normal pattern to change is shorter than in non-time-saving mode.
[0025] [Configuration example of presentation means of gaming machine 1] As illustrated in Figure 1, the gaming machine 1 is equipped with a liquid crystal display device 5, a performance device 7, a speaker 24, a board lighting device 74, a performance button 26, and a frame lighting device 10 to perform various performances.
[0026] The display screen (hereinafter referred to as "LCD screen 5") of the liquid crystal display device 5 (which may be an EL display device or the like) is an image display device that displays various effect images. The liquid crystal display device 5 is provided on the rear side (i.e., rearward side) of the gaming machine 1 relative to the gaming board 2, and can be viewed through an opening formed in the gaming board 2. As shown in FIG. 1, the liquid crystal screen 5 is provided in a position that is easily visible to the player. The liquid crystal screen 5 displays decorative symbols 55, small symbols 56, fourth symbols 57 and 59, CG or animated characters, etc.
[0027] The decorative pattern 55, small pattern 56, and fourth patterns 57 and 59 are images that are displayed in a variable manner in synchronization with the variable display of the special pattern. The decorative pattern 55 is a pattern that represents any number from 1 to 9. As the variable display of the special pattern begins, the three decorative patterns 55 (and the three small patterns 56) begin to display in a variable manner side by side, and as the stopped display of the special pattern begins, the three decorative patterns 55 (and the three small patterns 56) are displayed in a stopped state side by side (called the "main stop"). The result of the special pattern determination is announced based on the combination of the three numbers. The combination of the decorative patterns 55 that are displayed in a stopped state is the same as the combination of the small patterns 56.
[0028] The fourth symbols 57 and 59 are expressed in color, and after varying in synchronization with the decorative symbol 55 (and the special symbol), they are displayed stationary at the same time as the decorative symbol 55 (and the special symbol). The fourth symbol 57 is synchronized with the first special symbol, and the fourth symbol 59 is synchronized with the second special symbol. The fourth symbols 57 and 59 are displayed in a varying manner by repeatedly displaying the fourth symbols "red," "blue," "green," "yellow," and "white" in this order in the same position for a fixed period of time (for example, 0.2 seconds). The varying display of the fourth symbols 57 and 59 may be realized by flashing the fourth symbol of a predetermined color (for example, blue) between on and off at fixed intervals (for example, every 0.2 seconds).
[0029] The combination of the decorative symbol 55 (and small symbol 56) and the color of the stopped and displayed fourth symbol 57 is predetermined to be different for each special symbol (see Figure 13). The combination of the decorative symbol 55 (and small symbol 56) and the fourth symbol 57 can notify the same content as that indicated by the stopped and displayed special symbol.
[0030] The fourth symbols 57 and 59 are small images displayed at the edge of the LCD screen 5, and are less noticeable than the decorative symbol 55 (and the small symbol 56). Therefore, even if the type of special symbol is indicated by the combination of the decorative symbol 55 and the fourth symbols 57 and 59, it is difficult for a player to notice. The fourth symbols 57 and 59 may be realized by a light-emitting element (for example, a full-color LED) provided near the right side of the LCD screen 5. This light-emitting element may be used as the fourth symbols 57 and 59 by lighting up in a predetermined color simultaneously with the display of the stopped decorative symbol 55, thereby unambiguously indicating the result of the special symbol determination.
[0031] The small symbol 56 and the fourth symbols 57 and 59 are always displayed in front of the other images in a position where they are not hidden by the special symbols 7 except during a jackpot game. Therefore, they do not become invisible or their visibility is reduced. In contrast, the decorative symbol 55 may become invisible by being superimposed behind other images, or may be hidden by the special symbols 7. In addition, the decorative symbol 55 may become partially or completely invisible regardless of whether the special symbol is being displayed in a variable manner.
[0032] The performance device 7 is provided between the front of the game board 2 and the glass plate, and is positioned above the center of the LCD screen 5. When not in operation, the performance device 7 is placed in an initial position above the LCD screen 5. When the time comes to operate the performance device 7, the performance device 7 moves downward while rotating from the initial position toward the center of the LCD screen 5 by the driving force of the performance device motor 71, and is then placed in front of the LCD screen 5. The performance device 7 is used for various effects by operating it between the initial position and the advanced position.
[0033] The performance element 7 is made of a translucent synthetic resin material. The performance element 7 is used for various effects by illuminating multiple built-in light-emitting elements (a type of board lighting device 74) in multiple colors or a single color. For example, the light-emitting elements built into the performance element 7 can be illuminated simultaneously in seven colors (specifically, red, orange, yellow, green, light blue, blue, and purple) to create a rainbow of colors as a whole. The performance element 7 is visible to players regardless of its position. Therefore, the decorations on the performance element 7 and the illumination of the performance element 7 can enhance the performance effect regardless of whether the performance element 7 is moving or not.
[0034] The performance element 7 may be provided, for example, between the game board 2 and the LCD screen 5, and may be difficult for the player to see in its initial position. The performance element 7 may also be movable up and down and left and right, and may also be capable of vibrating.
[0035] The speaker 24 outputs music, voice, sound effects, etc., either in synchronization with or asynchronous with the image display effect on the liquid crystal screen 5, to perform sound effects.
[0036] The board lighting device 74 is a collective term for a plurality of light-emitting elements (for example, full-color LEDs) provided on the game board 2. The frame lighting device 10 is a collective term for a plurality of light-emitting elements (for example, full-color LEDs) provided on the frame member 3. The frame lighting device 10 is composed of, for example, a left side lamp provided on the left side of the frame member 3, a right side lamp provided on the right side of the frame member 3, a center lamp provided between the two speakers 24, and a button lamp built into the effect button 26 (see FIG. 2) that can be operated by the player.
[0037] FIG. 3 is an explanatory diagram for explaining an example of the effect button 26. The effect button 26 is provided on the frame member 3, and a player can input operation information by operating (for example, pressing) the effect button 26. In the gaming machine 1, an effect may be generated in response to the operation of the effect button 26. The effect button 26 is configured so that its height can be controlled to change between a normal state in which its upper surface is at approximately the same height as the upper surface of the frame member 3, and a protruding state in which its upper surface protrudes a predetermined height (for example, 10 cm) above the upper surface of the frame member 3. Note that the effect button 26 can be operated regardless of the height it is controlled to between the normal state and the protruding state.
[0038] The frame member 3 is also provided with effect keys 27 (see FIG. 3) that allow the player to perform selection operations or cursor movement. The effect keys 27 are what is known as a cross key and are composed of an up key, a down key, a left key, and a right key. The effect keys 27 are used to adjust the light intensity of the LCD screen 5, the board lighting device 74, and the frame lighting device 10, and to adjust the volume of the speaker 24.
[0039] [Display unit 4 configuration example] Figure 4 is an enlarged view of the display 4 in Figure 1. The display 4 mainly displays information related to special symbol determination and normal symbol determination, and as illustrated in Figure 4, has a first special symbol display 41, a second special symbol display 42, a first special symbol reserved display 43, a second special symbol reserved display 44, a normal symbol display 45, a normal symbol reserved display 46, a game status display 47, a round display 48, and a right-hit lamp 49 that lights up to prompt the player to hit the right. The right-hit lamp 49 remains off during the low-probability non-time-shortening state and the low-probability slight-time-shortening state (i.e., in a non-alert mode), and remains lit during a jackpot game, a small jackpot game that opens the small prize slot 19, and during the low-probability time-shortening state (i.e., in an alert mode). In place of the right hit lamp 49 (or in addition to the right hit lamp 49), an image may be continuously displayed on the edge of the LCD screen 5, which becomes a white circle (i.e., a non-alert mode) in the low-probability non-time-shortening state and the low-probability minute-time-shortening state, and which continues to become a black circle (i.e., an alert mode) during a jackpot game, a small jackpot game that opens the small winning port 19, and the low-probability time-shortening state. Also, in place of the right hit lamp 49 (or in addition to the right hit lamp 49), a movable device (for example, a movable device modeled after a flag) may be provided, which falls down so that it is difficult for the player to see it in the low-probability non-time-shortening state and the low-probability minute-time-shortening state (i.e., a non-alert mode) and continues to stand so that it can be seen by the player during a jackpot game, a small jackpot game that opens the small winning port 19, and the low-probability time-shortening state (i.e., an alert mode).
[0040] When a first special pattern determination is made, the first special pattern display 41 notifies the result of the first special pattern determination by variably displaying the special pattern and then statically displaying the special pattern indicating the result of the first special pattern determination. When a second special pattern determination is made, the second special pattern display 42 notifies the result of the second special pattern determination by variably displaying the special pattern and then statically displaying the special pattern indicating the result of the second special pattern determination.
[0041] The first special symbol reserve display 43 displays the number of reserved balls for the first special symbol determination (hereinafter referred to as the "special 1 reserved number"). The second special symbol reserve display 44 displays the number of reserved balls for the second special symbol determination (hereinafter referred to as the "special 2 reserved number"). The LCD screen 5 displays a reserved icon 51 and a reserved number 52 that notify the same content as that displayed on the first special symbol reserve display 43 and the second special symbol reserve display 44, making it easy for the player to understand the number of reserved balls. The reserved icons 51 are displayed in the order in which they are reserved, up to the number of reserved balls (for example, a maximum of four).
[0042] Here, blue, green, red, and rainbow colors are used to indicate the likelihood of a jackpot or small win (hereinafter referred to as "reliability"). Each color is more likely to be used in the case of a jackpot and less likely to be used in the case of a loss, in the order mentioned above. Rainbow colors are used only when the reliability is 100% and the result is a jackpot, and are not used when the result is a loss. In the case of a jackpot or a loss where the special pattern variation time is relatively long, the reserve icon 51 is likely to be displayed in one of the colors indicating the likelihood of a jackpot or small win. In the following explanation, a white reserve icon 51 will be referred to as a normal reserve icon 51, and reserve icons 51 of the above colors other than white will be referred to as special reserve icons 51.
[0043] The reserved numbers 52 are numbers between 0 and 4 that are displayed in small letters on the left edge of the LCD screen 5 in synchronization with the reserved number of the first special symbol determination and the reserved number of the second special symbol determination, regardless of whether a jackpot has been won or not. The reserved numbers 52 include a first reserved number that indicates the reserved number with numbers between 0 and 4 in synchronization with the display of the first special symbol reservation indicator 43, and a second reserved number that indicates the reserved number with numbers between 0 and 4 in synchronization with the display of the second special symbol reservation indicator 44. For example, when the reserved number of the first special symbol determination increases by one, the first reserved number is displayed with a number incremented by 1, and when the reserved number of the second special symbol determination increases by one, the second reserved number is displayed with a number incremented by 1. Here, the reserved icon 51, like the decorative symbol 55, may be hidden, obscured by other images, or not displayed at all. In contrast, the reserved numbers 52, like the small symbol 56, are always displayed in front of other images, so they are not obscured by other images or their visibility is reduced.
[0044] When a normal pattern determination is made, the normal pattern display 45 notifies the result of the normal pattern determination by variably displaying the normal pattern and then statically displaying a normal pattern indicating the determination result of the normal pattern determination. The normal pattern reserve display 46 displays the number of reserved normal pattern determinations. The game status display 47 displays the game status at the time the gaming machine 1 is turned on. The round display 48 is basically unlit, and displays the number of rounds of the jackpot game in response to the jackpot pattern being statically displayed on the first special pattern display 41 or the second special pattern display 42. The round display 48 does not light up in response to the missing pattern or small jackpot pattern being statically displayed, but remains unlit.
[0045] [Configuration of the control device of the gaming machine 1 and overview of various determinations made by the gaming machine 1] 5, an example of the configuration of the control device provided in the gaming machine 1 and an overview of various determinations made in the gaming machine 1 will be described. FIG. 5 is a block diagram showing an example of the configuration of the control device provided in the gaming machine 1.
[0046] On the back side of the gaming board 2, in addition to a ball tank that stores gaming balls to be sent to the upper tray 28 or the lower tray 29, a control device that controls the operation of the gaming machine 1 is provided. As illustrated in Fig. 5, the control device of the gaming machine 1 is composed of a game control board 100 that controls the progress of the game, such as making various judgments and sending commands, a performance control board 130 that comprehensively controls the performance based on commands received from the game control board 100, an image and sound control board 140 that controls the performance using images and sounds, a lamp control board 150 that controls the performance using various lamps and performance gimmicks 7, and the like. Note that the configuration of the control device is not limited to this, and for example, the performance control board 130, image and sound control board 140, and lamp control board 150 may be composed of a single board.
[0047] In addition, communication between the game control board 100 and the payout control board 120 is configured to allow commands to be sent and received in both directions, and communication between the game control board 100 and the presentation control device 130A (presentation control board 130) is configured to allow commands to be sent in only one direction, from the game control board 100 to the presentation control device 130A (presentation control board 130).
[0048] The game control board 100 includes a main CPU 100a for performing arithmetic processing, a main ROM 100b in which a game control program and the like are stored, a main RAM 100c which serves as a work area during arithmetic processing, and input / output ports.
[0049] The input / output ports of the game control board 100 are connected to a general prize opening detection switch 43a, a gate detection switch 44a, a first start opening detection switch 45a, a second start opening detection switch 47a, a second start opening opening / closing solenoid 48b, a large prize opening detection switch 50a, a large prize opening opening / closing solenoid 51b, a small prize opening detection switch 50c, a small prize opening opening / closing solenoid 51c, a specific area detection switch 52a, a magnetic detection sensor 57a, a radio wave detection sensor 58a, an out ball detection switch 39a, a display 4, a performance display 113, an RWM clear switch 111a, and a setting key switch 112a. The specific area detection switch 52a inputs a signal when a game ball passes through a specific area provided inside the small prize opening 19 (hereinafter referred to as "V entry"). The RWM clear switch 111a inputs a signal to initialize the game control state other than the setting values stored in the main RAM 100c (i.e., initialize the gaming machine 1 to a low-probability non-time-shortening state). Initialization caused by operating the RWM clear switch 111a is called "RWM clear."
[0050] The setting key switch 112a inputs a signal to change the setting value or transition to a state where it can be confirmed by operating the setting key. The performance display 113 displays performance information and setting values that indicate the performance of the gaming machine 1. In addition, the input / output ports of the gaming control board 100 are connected to the gaming information output terminal board 90, the payout control board 120, and the performance control board 130.
[0051] The main CPU 100a reads the game control program stored in the main ROM 100b and performs calculations related to the game while using the main RAM 100c as a work area, thereby performing control processes according to detection signals from various input devices (detection switches, detection sensors, etc.), control processes for controlling various output devices (solenoids, displays, etc.), control processes for sending and receiving various control commands, and control processes for transmitting game information to the outside of the gaming machine (such as a hall computer) via the game information output terminal board 90.
[0052] "Game information" includes a start port entry signal output each time a game ball enters the first start port 11 or the second start port 12, a pattern confirmation signal output each time the variable display of the first special pattern or the second special pattern ends, a big win signal output throughout big win play, a small win signal output throughout small win play, an open signal output throughout round play (opening of the big win port), a signal output throughout the time-saving state, and a security signal output when a situation occurs that poses a problem (threatens) on the security of the game machine 1 (RWM clear, error, etc.).
[0053] The memory area of the main ROM 100b is arranged in order with a game ROM area in which programs and data related to the progress of the game are stored, and an information ROM area in which programs and data related to the performance display of the gaming machine are stored.
[0054] The game ROM area includes a game program area where a program related to the progress of the game is stored, and a game data area where data related to the progress of the game is stored.The information ROM area includes an information program area where a program related to the performance display of the gaming machine is stored, and an information data area where data related to the performance display of the gaming machine is stored.
[0055] The memory area of the main RAM 100c is provided with a game RWM area used as a work area when a game program is executed, and an information RWM area used as a work area when an information program is executed. The game RWM area is provided with a game work area used as a work area by the game program, and a game stack area for temporarily saving data being processed by the game program.
[0056] The game work area includes a setting value area for storing setting values, a judgment information area for storing judgment information (checksum) for determining abnormalities in the RWM area, and a game data area for storing game data that changes as the game progresses.
[0057] The information RWM area includes an information work area used by information programs as a work area, and an information stack area for temporarily saving data being processed by the information programs.
[0058] In the information work area, a performance information area for storing information relating to the performance of the gaming machine 1 and an error information area for storing information relating to various error determinations are arranged.
[0059] The payout control board 120 drives the payout device 95 to control the payout of game balls. The payout control board 120 also drives the launch device 26 to control the launch of game balls.
[0060] The dispensing control board 120 is equipped with a dispensing CPU 121a that performs calculation processing, a dispensing ROM 121b that stores dispensing programs and the like, a dispensing RAM 121c that serves as a work area during calculation processing, and input / output ports.
[0061] The input / output ports of the payout control board 120 are connected to an open detection switch, a full detection switch, a payout ball detection switch for detecting game balls being paid out from the payout device 95, and a payout motor for paying out game balls from the payout device 95.
[0062] The payout CPU 121a reads out the payout control program stored in the payout ROM 121b and performs arithmetic processing related to the payout of game balls while using the payout RAM 121c as a work area. This allows it to perform control processing for paying out game balls from the payout device 95 in response to a payout control command from the game control board 100, control processing for transmitting a command based on the result of the arithmetic processing to the game control board 100, etc.
[0063] The presentation control device 130A includes a presentation control board 130 that comprehensively controls the progress of the presentation based on the reception of presentation control commands from the game control board 100, an image and sound control board 140 that performs control processing for image display and audio output based on the reception of presentation control commands from the presentation control board 130, and a lamp control board 150 that performs control processing for various light-emitting elements (LEDs, etc.) and various driving sources (motors, etc.) based on the reception of presentation control commands from the presentation control board 130.
[0064] The performance control board 130 includes a sub-CPU 130a that performs arithmetic processing, a sub-ROM 130b that stores a performance control program, a sub-RAM 130c that serves as a work area during arithmetic processing, an RTC 130d that keeps track of the date and time, and an input / output port. The input / output port of the performance control board 130 is connected to a performance button detection switch 17a and a cross key detection switch 19a.
[0065] The sub-CPU 130a reads out the performance control program stored in the sub-ROM 130b and performs calculations related to the performance while using the sub-RAM 130c as a work area. This allows it to perform control processing for determining the mode of performance accompanying the variable display of special symbols, control processing for sending performance control commands based on the determination results to the image and sound control board 140, control processing in response to detection signals from various input devices (detection switches, etc.), control processing for controlling various output devices (lighting devices, motors, etc.), etc.
[0066] The image and sound control board 140 receives commands from the performance control board 130 and controls the display of a predetermined image on the liquid crystal screen 5 and the output of sounds from the speaker 24.
[0067] The image and sound control board 140 includes a central CPU 141a that performs central control of image display and audio output based on performance control commands received from the performance control board 130, a central ROM 141b that stores a central control program, a central RAM 141c that serves as a work area during calculations, a VDP 145 that generates images to be output to the LCD screen 5 based on display control commands (display lists) received from the central CPU 141a, a CGROM 146 that stores image data and the like, an audio control unit 148 (audio LSI) that controls the speaker 24 based on audio control commands received from the central CPU 141a, and an audio ROM that stores audio data and the like. Note that a configuration may be adopted in which the VDP 145 handles both drawing management and sound management. In this case, there is no need to provide a separate audio control unit 148.
[0068] The overall CPU 141a reads the overall control program stored in the overall ROM 141b and performs calculations related to the effects while using the overall RAM 141c as a work area, thereby performing control processing such as generating display control commands (display lists) that instruct effect images to be displayed on the liquid crystal screen 5 and transmitting them to the VDP 145, and generating audio control commands that instruct effect sounds to be output from the speaker 24 and transmitting them to the audio control unit 148 (audio LSI).
[0069] The image and sound control board 140 is also connected to the liquid crystal screen 5 and the speaker 24. The image and sound control board 140 (VDP 145 thereof) generates images at predetermined frame time intervals (for example, 1 / 30 seconds) and outputs the generated images to the liquid crystal screen 5. As a result, an image including, for example, a decorative pattern 55 is displayed on the liquid crystal screen 5. Furthermore, an audio signal generated by the image and sound control board 140 (audio control unit 148 thereof) is output to the speaker 24, thereby outputting sound.
[0070] A changeover switch 22 is also connected to the performance control device 130A. The changeover switch 22 is a switch for setting the volume value of the sound (performance sounds such as background music and sound effects) output from the speaker 24. For example, the volume value can be set to one of five levels from "1" to "5" depending on the operation of the changeover switch 22. The changeover switch 22 is also used as a switch for setting the light intensity value of the liquid crystal screen 5, the frame lighting device 10, and the board lighting device 74. The light intensity value can be set to one of five levels from "1" to "5" depending on the operation of the changeover switch 22.
[0071] Furthermore, the performance control device 130A is connected to a performance button detection switch 17a and a cross key detection switch 19a.
[0072] The lamp control board 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b that stores a lamp control program, a lamp RAM 150c that serves as a work area during arithmetic processing, and input / output ports.
[0073] The input / output ports of the lamp control board 150 are connected to the frame lighting device 10 (performance button light-emitting LEDs, etc.), performance props 7, board lighting device 74, and performance button drive device 17b (performance button drive motor, performance button vibration motor).
[0074] The lamp CPU 150a reads the lamp control program stored in the lamp ROM 150b and performs calculations related to the effects while using the lamp RAM 150c as a work area, thereby controlling the frame lighting device 10, the effect button driving device 17b, the effect prop 7, and the board lighting device 74.
[0075] The power supply board 160 generates the main power supply (operating power supply) required for the operation of the gaming machine from a power supply supplied from outside the gaming machine, and supplies this main power supply to the gaming machine 1 (gaming control board 100, payout control board 120, presentation control device 130A and various electronic components) (corresponding to a power supply means).
[0076] The power supply board 160 also has a power switch operable by a store clerk to switch between an ON state, which supplies main power to the gaming machine 1 (the gaming control board 100, the payout control board 120, the performance control device 130A, and various electronic components), and an OFF state, which stops the supply of power; when the power switch is turned ON, the supply of main power begins and the gaming machine 1 starts operating. In addition, in the event of a power outage (blackout), the supply of backup power to the gaming control board 100 is maintained. This means that the contents stored in the main RAM 100c are retained even in the event of a power outage (blackout), and the gaming control state can be restored to the state before the power outage (blackout) after recovery from the power outage (blackout).
[0077] The gaming machine 1 has a "low probability state" as the probability of winning a jackpot based on a special symbol determination, and has a "non-time-saving state," a "slight time-saving state," and a "time-saving state" as the probability of winning a jackpot based on a normal symbol determination. The gaming machine 1 is controlled in the following three game states as the game progresses. "Low probability non-time-saving state" which is both "low probability state" and "non-time-saving state" "Low probability state" and "slight time-saving state" "Low probability state" and "time-saving state" "Low probability time-saving state"
[0078] The gaming machine 1 is initially controlled to a low-probability, non-time-saving mode. There are six setting values, from "1" to "6," and the probability of winning a jackpot when a special symbol is determined is approximately 1 / 300 when the setting value is "1," approximately 1 / 280 when the setting value is "2," approximately 1 / 260 when the setting value is "3," approximately 1 / 240 when the setting value is "4," approximately 1 / 220 when the setting value is "5," and approximately 1 / 200 when the setting value is "6." The probability of winning a jackpot is the same when the machine is in a non-time-saving mode, a slight time-saving mode, or a time-saving mode.
[0079] In the gaming machine 1, the larger the set value, the higher the probability of winning a jackpot determined by a special symbol (i.e., it is advantageous for the player). Note that in the gaming machine 1, the smaller the set value, the higher the probability of winning a jackpot determined by a special symbol (i.e., it may be advantageous for the player to have a smaller set value).
[0080] In addition to the "low probability state," there may be a "high probability state" as a jackpot probability for special symbol determination. The "high probability state" is a predetermined arbitrary probability in which the jackpot probability for special symbol determination is 10 times or less than the low probability state. The transition from the low probability state to the high probability state occurs after the jackpot game ends.
[0081] Although backup power is not supplied to the dispensing control board 120 and the performance control board 130, backup power may be supplied to the dispensing control board 120 and the performance control board 130 so that the memory contents of the dispensing RAM 121c and the sub-RAM 130c are maintained even in the event of a power outage (power failure). Also, backup power may be supplied to only one of the dispensing control board 120 and the performance control board 130.
[0082] Next, the information displayed on the performance indicator 113 will be described with reference to Fig. 6. Fig. 6 is an explanatory diagram for explaining the information displayed on the performance indicator 113. The performance indicator 113 is configured to include four segment indicators 113a to 113d (see Fig. 6(A)). The performance indicator 113 displays a "base value" in a low-probability, non-time-shortening state. The "base value" is the total number of payouts that have been paid out in a specific section in a low-probability, non-time-shortening state, divided by the total number of game balls that have been shot by the player (specifically, (value of the prize ball counter for base calculation / value of the out counter for base calculation) x 100).
[0083] A base calculation prize ball counter, a base calculation out counter, and a total out counter are used to control the performance indicator 113. Each counter is provided, for example, in the main RAM 113. The base calculation prize ball counter counts (for example, adds or subtracts) the total number of payouts paid out in response to winning game balls in a specific section in the low probability non-time-shortened state. For example, when a game ball wins the first start port 11, "4" is added to the base calculation prize ball counter. Also, when a game ball wins the second start port 12, "1" is added to the base calculation prize ball counter. Also, when a game ball wins the large prize port 13, "15" is added to the base calculation prize ball counter.
[0084] The base calculation out counter counts (for example, adds or subtracts) the total number of game balls that the player has shot in a specific section in the low probability non-time-shortened state. In the gaming machine 1, when a game ball is detected by the out ball detection switch 39a, "1" is added to the base calculation out counter.
[0085] The base calculation out counter and the base calculation prize ball counter count in the low-probability non-time-saving state, but do not count in any other state. During a jackpot game, the game state is the low-probability non-time-saving state, but counting by the base calculation out counter and the base calculation prize ball counter is stopped (although counting may continue). When the game state is other than the low-probability non-time-saving state (i.e., when counting by the base calculation out counter and the base calculation prize ball counter is stopped), calculation of the base value may be stopped, or the base value may continue to be calculated periodically (for example, every time the processing of step S9A in Figure 19 is performed (for example, every 4 milliseconds)).
[0086] The total out counter counts (for example, adds or subtracts) the total number of game balls (called "total outs") shot by the player regardless of the game state. The total out counter counts regardless of whether the game is in a low-probability non-time-saving state or not. For this reason, for example, even when counting by the base calculation out counter and base calculation prize ball counter has stopped due to a transition from low-probability non-time-saving state to low-probability slight time-saving state (or low-probability time-saving state), counting by the total out counter continues.
[0087] The main CPU 100a calculates the real-time base value bL before the total number of outs reaches 60,000. Then, every time the total number of outs reaches 60,000, the main CPU 100a calculates and saves a base value from the current values of the base calculation prize ball counter and the base calculation out counter, and initializes the total out counter, the base calculation prize ball counter, and the base calculation out counter.
[0088] When one interval ends with the total number of outs reaching 60,000, the final base value of this interval is saved as the final base value of the previous interval. The performance indicator 113 can switch between displaying up to four base values at regular intervals (e.g., every 5 seconds) (see FIG. 6(B)). Specifically, the performance indicator 113 displays the real-time base value bL (current interval D) before the total number of outs reached 60,000, the final base value b1 for interval A three intervals ago, the final base value b2 for interval B two intervals ago, and the final base value b3 for interval C one interval ago, in that order.
[0089] Until the total number of outs reaches a predetermined total number (for example, 300), "--" is displayed as the real-time base value bL and the base values b1 to 3. This prevents the real-time base value immediately after the gaming machine 1 is turned on from differing greatly from the actual base value.
[0090] If the total number of outs is greater than the predetermined total but less than 60,000, only the real-time base value bL is displayed, and "--" is displayed as the base values b1-3. Also, if the number of saved final base values is less than three, "--" is displayed as the base values b1-3 for the interval in which no final base value is stored. The cyclic display of the real-time base value bL and the base values b1-3 on the performance indicator 113 continues even when the counting of the base calculation out counter and the base calculation prize ball counter has stopped due to a transition from low-probability non-time-saving to low-probability slight-time-saving (or low-probability time-saving). In other words, the cyclic display of the real-time base value bL and the base values b1-3 on the performance indicator 113 continues regardless of the game status.
[0091] Next, the setting change mode, setting confirmation mode, and RAM clear mode will be described with reference to Figure 7. The gaming machine 1 transitions to the setting change mode, setting confirmation mode, or RAM clear mode depending on the state of the setting key switch 112a and the RWM clear switch 111a when the power is turned on. The setting change mode is a mode in which the setting value can be changed. The setting confirmation mode is a mode in which the current setting value is displayed on the performance indicator 113. The RAM clear mode is a mode to which the gaming machine transitions when the game control state other than the setting value stored in the main RAM 100c is initialized (i.e., the gaming machine 1 is initialized to a low-probability non-time-shortening state).
[0092] Note that the power "ON" in FIG. 7 means that the power switch is turned on. Also, the setting key SW "ON" in FIG. 10 means that the rotating member of the setting key switch 112a is in the ON position due to operation of the setting key by a gaming facility employee. Also, the setting key SW "OFF" in FIG. 10 means that the rotating member of the setting key switch 112a is in the OFF position. Also, the RWM clear SW "ON" in FIG. 10 means that the RWM clear switch 111a is in an operated state. Also, the RWM clear SW "OFF" in FIG. 10 means that the RWM clear switch 111a is not in an operated state.
[0093] When the gaming machine 1 is in the power "OFF" state, if the power is turned "ON" with the setting key SW "ON" and the RWM clear SW "ON", the gaming machine 1 will transition to the setting change mode immediately after startup (see FIG. 7(B)). When transitioning to the setting change mode, the gaming control state of the gaming machine 1 other than the setting values stored in the main RAM 100c is initialized, and the gaming machine 1 is initialized to the low probability non-time-saving state (i.e., the RWM is cleared).
[0094] When the mode shifts to the setting change mode, the main CPU 100a lights up the currently stored setting value on the performance indicator 113 and outputs a voice message saying "settings are being changed" from the speaker 24. When the RWM clear switch 111a is operated during the setting change mode, the setting value is changed with each operation (flow from FIG. 7(B) to (C)). Accordingly, the changed setting value is displayed as a light on the performance indicator 113 and a voice message announcing the setting value (for example, "it is 3") is output from the speaker 24. Note that the voice message announcing the setting value does not have to be output from the speaker 24 to prevent information leakage.
[0095] The changed setting value is temporarily stored in the main RAM 100a, and is then re-stored as the current setting value in the main RAM 100a when the power to the gaming machine 1 is turned on again (specifically, when the power is on and the setting key SW is off and the RWM clear SW is off) after the setting key SW is turned off (flow from FIG. 7(C) to (D)). When the power to the gaming machine 1 is turned on again (specifically, when the power is on and the setting key SW is off and the RWM clear SW is off), the gaming machine 1 transitions to a state where a store employee can check the operation of the various drive sources (motors, etc.) (see FIG. 7(D)). In this state, the various drive sources (motors, etc.) operate, a voice message saying "Please check the operation of the solenoids" is output from the speaker 24, and the performance indicator 113 is turned off. Next, the decorative pattern 55 starts to be displayed on the liquid crystal screen 5, and the performance indicator 113 starts to blink, and then the base value starts to be displayed (see FIGS. 7(E) and (F)).
[0096] The setting value temporarily stored in the main RAM 100a as the changed setting value during the setting change mode may be re-stored in the main RAM 100a as the current setting value by turning the setting key SW to the "OFF" state during the setting change mode. Alternatively, the current setting value itself may be updated each time the RWM clear switch 111a is operated during the setting change mode. In these configurations, when the setting key SW is turned to the "OFF" state during the setting change mode, the gaming machine 1 transitions to a state where a staff member at the gaming facility can check the operation of various drive sources (motors, etc.).
[0097] When the gaming machine 1 is in the power "OFF" state, if the power is turned "ON" with the setting key switch "ON" and the RWM clear switch "OFF", the gaming machine 1 will transition to the setting confirmation mode immediately after startup (see Figure 7(G)). When the gaming machine 1 transitions to the setting confirmation mode, the game control state of the gaming machine 1 has not been initialized, and the gaming machine 1 will be controlled in the previous game state.
[0098] When the mode shifts to the setting confirmation mode, the main CPU 100a lights up the currently stored setting value on the performance indicator 113 and outputs a voice message saying "Checking settings" from the speaker 24. When the setting key SW is turned to the "OFF" state during the setting confirmation mode, the gaming machine 1 shifts to a state where the staff of the gaming facility can check the operation of various drive sources (motors, etc.) (see FIG. 7(D)). The subsequent flow is the same as the flow when the power is turned to the "ON" state with the setting key SW and RWM clear SW in the "OFF" state.
[0099] When the gaming machine 1 is in the power "OFF" state, if the power is turned "ON" with the setting key SW "OFF" and the RWM clear SW "ON", the gaming machine 1 will transition to RAM clear mode immediately after startup (see Figure 7(H)). When transitioning to RAM clear mode, the gaming control state of the gaming machine 1 other than the setting values is initialized, and the gaming machine 1 is initialized to a low probability non-time-saving state.
[0100] When the mode shifts to RAM clear mode, the main CPU 100a turns off the performance indicator 113 and outputs a voice message saying "RAM cleared" from the speaker 24. After that, when a predetermined time (for example, 3 seconds) has elapsed, the gaming machine 1 shifts to a state where a store clerk can check the operation of various drive sources (motors, etc.) (see FIG. 7(D)). The subsequent flow is the same as the flow when the power is turned "ON" with the setting key switch "OFF" and the RWM clear switch "OFF."
[0101] Next, the display priority of decorative pattern 55 will be explained with reference to Figure 8. In the low-probability non-time-saving state and the low-probability minute-time-saving state, decorative pattern 55 is composed of number portion 550 and character portion 551 (Figures 8(A) and (B)). For the decorative pattern in the left column (hereinafter referred to as the "left pattern"), the decorative pattern in the middle column (hereinafter referred to as the "middle pattern"), and the decorative pattern in the right column (hereinafter referred to as the "right pattern"), the display priority of number portion 550 and character portion 551 (specifically, the degree to which they are displayed closer to the player) changes during the variable display. Note that decorative pattern 55 may be composed of alphabets instead of number portion 550, or may be composed of an image representing an object instead of character portion 551.
[0102] There are five display patterns (HP1 to 5) for the display priority of the decorative symbols 55 in the low-probability non-time-saving state and the low-probability minute-time-saving state. For example, if the number portion 550 of the center symbol has priority "1," the character portion 551 of the center symbol has priority "2," the number portion 550 between the left and right symbols has priority "3," and the character portion 551 between the left and right symbols has priority "4" (HP1), the center symbol can be highlighted when the three decorative symbols overlap, as shown in FIG. 9(A). Also, if the number portion 550 of the center symbol has priority "3," the character portion 551 of the center symbol has priority "4," the number portion 550 between the left and right symbols has priority "1," and the character portion 551 between the left and right symbols has priority "2" (HP2), the impression of the center symbol can be reduced when the three decorative symbols overlap, as shown in FIG. 9(B). Also, for example, if the number portion 550 of the center pattern has a priority of "1," the character portion 551 of the center pattern has a priority of "3," the number portions 550 of the left and right patterns have a priority of "1," and the character portions 551 of the left and right patterns have a priority of "2" (HP3), the number portions of each decorative pattern can be highlighted when the three decorative patterns overlap as shown in Fig. 9(C). Also, for example, if the number portion 550 of each decorative pattern has a priority of "1," and the character portions 551 of each decorative pattern have a priority of "2" (HP4), the three decorative patterns can be displayed so that they do not overlap, making it easy to understand each decorative pattern. Also, for example, if the number portion 550 of the middle pattern has priority "3," the character portion 551 of the middle pattern has priority "4," the number portion 550 of the left pattern has priority "1," the character portion 551 of the left pattern has priority "2," the number portion 550 of the right pattern has priority "5," and the character portion 551 of the right pattern has priority "6" (HP5), it is possible to make the screen appear to have depth by overlapping the three decorative patterns as illustrated in Figure 9(E).
[0103] In the low-probability time-saving state, the decorative pattern 55 does not have a character portion 551 and is composed only of a number portion 550. There are four display patterns for the display priority of the decorative pattern 55 in the low-probability time-saving state (HP6-9). For example, if the number portion 550 of the center pattern has a priority of "1" and the number portions 550 of the left and right patterns have a priority of "2" (HP6), the center pattern can be highlighted when three decorative patterns overlap, as shown in FIG. 9(F). Also, if the number portion 550 of the center pattern has a priority of "2" and the number portions 550 of the left and right patterns have a priority of "1" (HP7), the impression of the center pattern can be reduced when three decorative patterns overlap, as shown in FIG. 9(G). Also, for example, if the number portion 550 of the center pattern has a priority of "2," the number portion 550 of the left pattern has a priority of "1," and the number portion 550 of the right pattern has a priority of "3" (HP8), it is possible to make the screen appear to have depth by overlapping the three decorative patterns as shown in Fig. 9(H). Also, for example, if the number portion 550 of each decorative pattern has a priority of "1" (HP9), it is possible to display each decorative pattern clearly by displaying the three decorative patterns so that they do not overlap as shown in Fig. 9(I).
[0104] In the gaming machine 1, the display priority of the decorative symbols 55 may be displayed in any of the display patterns HP1 to HP9 when the decorative symbols 55 are stopped. In the gaming machine 1, when the decorative symbols 55 are stopped, the number portions 550 are displayed so as not to overlap each other. This makes it possible to notify the player of the combination of the decorative symbols 55 in an easy-to-understand manner. Note that, since the combination can be notified to the player by the small symbols 56 that are stopped and displayed in the same combination as the decorative symbols 55, even when the display priority of the decorative symbols 55 is any of the display patterns HP1 to HP9, the number portions 550 may be displayed so as to overlap each other when the decorative symbols 55 are stopped.
[0105] [Main RAM 100c configuration example] 10 is an explanatory diagram for explaining an example of the configuration of the main RAM 100c in the game control board 100 and various information stored in the main RAM 100c. As illustrated in FIG. 10, the main RAM 100c is provided with a determination memory area 1030, a first reserved memory area 1031, a second reserved memory area 1032, a third reserved memory area 1033, a fourth reserved memory area 1034, a first reserved memory area 1035, a second reserved memory area 1036, a third reserved memory area 1037, and a fourth reserved memory area 1038.
[0106] The determination memory area 1030 is a memory area that stores various information used for determining a special symbol when the special symbol determination is actually executed. The various information used for determining a special symbol includes a jackpot random number, a symbol random number, a variable pattern random number, and a reach random number. The jackpot random number is a random number used to determine whether a jackpot, a miss, or a small win has occurred. The symbol random number is a random number used to determine the type of jackpot symbol when a jackpot has been determined, the type of small win symbol when a small win has been determined, and the type of miss symbol when a miss has been determined.
[0107] In the gaming machine 1, the gaming state can be changed depending on the gaming state and the missing symbols that are stopped and displayed. This allows the gaming state to be changed without going through a jackpot or small win, making it possible to get the player interested in the current gaming state and the missing symbols that are stopped and displayed. Also, in the gaming machine 1, the combination of the number of rounds of the jackpot game and the gaming state immediately after the end of the jackpot game differs for each jackpot symbol (and small win symbol). Therefore, the symbol random number can be said to be a random number that determines the gaming state and the type of jackpot game.
[0108] The fluctuation pattern random number is a random number for determining the fluctuation time (fluctuation pattern) from when the special symbol starts to fluctuate until it stops and displays in a manner that shows the result of the special symbol determination. The reach random number is a random number for selecting, when determining the fluctuation pattern in the case of a miss, from a group of miss fluctuation patterns that exceed a specific number of seconds (for example, 13.5 seconds) or other than the group of fluctuation patterns (i.e., a group of miss fluctuation patterns that are less than the specific number of seconds).
[0109] The first reserve memory area 1031 to the fourth reserve memory area 1034 are memory areas in which various information related to the first special symbol determination is stored in order from the first reserve memory area 1031 each time a gaming ball enters the first start hole 11. The first reserve memory area 1035 to the fourth reserve memory area 1038 are memory areas in which various information related to the second special symbol determination is stored in order from the first reserve memory area 1035 each time a gaming ball enters the second start hole 12.
[0110] For example, even if a gaming ball enters the first start slot 11 or the second start slot 12 when a special symbol is being displayed in a variable manner or during a big win game (or a small win game), it is not possible to immediately perform a special symbol determination or a variable display of the special symbol. Under such circumstances, the main CPU 100a stores various information related to the special symbol determination in the reserved memory areas 1031 to 1038 as information indicating the reservation of the special symbol determination. On the other hand, when a special symbol is not being displayed in a variable manner, the special symbol determination is not being reserved, and the game is not during a big win game (or a small win game), the main CPU 100a stores the acquired various random numbers, etc. in the first reserved memory area (1031 or 1035) corresponding to the start slot into which the gaming ball entered, and then shifts them to the determination memory area 1030.
[0111] For example, if a gaming ball enters the first starting hole 11 in a state where no information is stored in any of the first reservation memory area 1031 to the fourth reservation memory area 1034, various information related to the first special symbol determination acquired by this winning is stored in the first reservation memory area 1031, which is the top of the empty entries. Also, for example, if a gaming ball enters the first starting hole 11 in a state where information is stored in the first reservation memory area 1031 and the second reservation memory area 1032, various information related to the first special symbol determination acquired by this winning is stored in the third reservation memory area 1033, which is the top of the empty entries.
[0112] Furthermore, for example, the reserved memory areas 1031-1038 also store "preliminary determination information." When a gaming ball enters a start slot, a preliminary determination is made to determine whether or not a jackpot has been reached based on the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number prior to the special symbol determination. The preliminary determination information is information obtained by the preliminary determination, and includes "winning start slot information," information indicating whether or not a jackpot has been reached, information indicating the type of jackpot symbol if a jackpot has been reached, information indicating the type of minor win symbol if a minor win has been reached, information indicating the type of loss symbol if a loss has been reached, information indicating the variation pattern of the special symbol, and information indicating the game status. The "winning start slot information" indicates which of the first start slot 11 and the second start slot 12 each random number stored in the same reserved memory area was acquired as a result of entering the first start slot 11 or the second start slot 12. The preliminary determination information, including this information, is stored in the same reserved memory area as the jackpot random number used for the preliminary determination.
[0113] When the information stored in the first reserved memory area 1031 is shifted to the determination memory area 1030 upon execution of the first special symbol determination, the information stored in the entries lower than the first reserved memory area 1031 is shifted up by one entry. For example, when information is stored in each of the first reserved memory area 1031 to the third reserved memory area 1033, and the information stored in the first reserved memory area 1031 is shifted to the determination memory area 1030, the information stored in the second reserved memory area 1032 is shifted to the first reserved memory area 1031, and the information stored in the third reserved memory area 1033 is shifted to the second reserved memory area 1032.
[0114] Such information shifting processing is also performed in the first reserve memory area 1035 to the fourth reserve memory area 1038, in which information related to the second special symbol determination is stored. In the gaming machine 1, when both the first special symbol determination and the second special symbol determination are reserved, i.e., when information is stored in both the first reserve memory area 1031 and the first reserve memory area 1035, the shifting processing in the first reserve memory area 1035 to the fourth reserve memory area 1038 is performed preferentially before the shifting processing in the first reserve memory area 1031 to the fourth reserve memory area 1034. Therefore, when the second special symbol determination is reserved, various information stored in the first reserve memory area 1035 is shifted to the determination memory area 1030. Furthermore, when the second special symbol determination is not reserved, i.e., when only the first special symbol determination is reserved, various information stored in the first reserve memory area 1031 is shifted. Note that a configuration capable of variably displaying the first special symbol and the second special symbol simultaneously may be employed. In such a configuration, two determination storage areas 1030 for determining the first special symbol and for determining the second special symbol may be provided. In this case, the shift processing in the first reserved storage area 1031 to the fourth reserved storage area 1034 may be performed independently of the shift processing in the first reserved storage area 1035 to the fourth reserved storage area 1038.
[0115] Below, two embodiments with partially different configurations are described. The first embodiment is characterized in that the low-probability minute time-saving state is the most disadvantageous state for the player, and the low-probability non-time-saving state is more advantageous to the player than the low-probability minute time-saving state. Specifically, in the first embodiment, a transition to the low-probability time-saving state is possible in response to a specific losing symbol being displayed in the low-probability non-time-saving state, whereas a transition to the low-probability time-saving state is not possible in response to a specific losing symbol being displayed in the low-probability minute time-saving state (and the low-probability time-saving state). The second embodiment is characterized in that the low-probability non-time-saving state is the most disadvantageous state for the player, and the low-probability minute time-saving state is more advantageous to the player than the low-probability non-time-saving state. Specifically, in the second embodiment, a transition to the low-probability time-saving state is possible in response to a specific losing symbol being displayed in the low-probability minute time-saving state, whereas a transition to the low-probability time-saving state is not possible in response to a specific losing symbol being displayed in the low-probability non-time-saving state (and the low-probability time-saving state).
[0116] [First embodiment] First, the first embodiment will be described. FIG. 11 is an explanatory diagram for explaining the transition of game states in the first embodiment. Here, the gaming machine 1 is controlled to a low-probability non-time-shortened state when RWM clearing (specifically, RWM clearing with or without a setting change) is performed. Therefore, in the gaming machine 1 of the first embodiment, when RWM clearing is performed, game play can start in a low-probability non-time-shortened state, which is more advantageous than a low-probability slightly time-shortened state. This makes it possible for the gaming machine 1 of the first embodiment to motivate players to play immediately after the gaming parlor opens.
[0117] In the first embodiment, when a losing (time-saving A) symbol different from a "normal losing symbol" is displayed in a low-probability non-time-saving state, the state is controlled to a low-probability time-saving state, and the number of time-saving times is set to 700 (the flow shifts from FIG. 11(a) to (a3) to (b)). Specifically, the number of time-saving times J1 for the first special symbol is set to 10, the number of time-saving times J2 for the second special symbol is set to 700, and the number of time-saving times J3 for the combined first and second special symbols is set to 700. The "normal losing symbol" is a losing symbol that does not change the game state in response to its display in a stopped state in any game state.
[0118] In the gaming machine 1, the low-probability time-saving state is a game state in which a player can aim for a jackpot (and a small jackpot) by targeting the second starting port 12, and therefore the low-probability time-saving state can be said to be more advantageous to the player than the low-probability non-time-saving state (and the low-probability minute time-saving state) that targets the first starting port 11. In the first embodiment, the low-probability time-saving state is also controlled in response to the end of a jackpot game, the execution condition of which is the stopped display of a jackpot pattern indicating a jackpot A or D. For example, when a jackpot game related to a jackpot A or D is executed, the number of time-saving times is set to 700. Specifically, the number of time-saving times J1 related to the first special pattern is set to 10, the number of time-saving times J2 related to the second special pattern is set to 700, and the number of time-saving times J3 related to the sum of the first special pattern and the second special pattern is set to 700.
[0119] Thus, in the first embodiment, when a predetermined condition (specifically, when a miss or jackpot occurs) is met in the low-probability non-time-shortening state, the game transitions from the low-probability non-time-shortening state to the low-probability time-shortening state at the combined probability of the probability of a miss (time-shortening A) symbol and the probability of a jackpot A or D. In the first embodiment, when a predetermined condition (specifically, when a miss or jackpot occurs) is met in the low-probability minute-time-shortening state, the game transitions from the low-probability minute-time-shortening state to the low-probability time-shortening state at the probability of a jackpot A or D. For this reason, the probability of transitioning to the low-probability time-shortening state is greater in the low-probability non-time-shortening state than in the low-probability minute-time-shortening state by the amount of the probability of a miss (time-shortening A) symbol. Therefore, the low-probability minute-time-shortening state is a game state that is relatively more disadvantageous to the player than the low-probability non-time-shortening state.
[0120] In addition, the low-probability time-saving state is controlled regardless of the game state by 750 consecutive misses after changing the setting, 750 consecutive misses after clearing the RWM, or 750 consecutive misses after the end of a jackpot game, and the number of time-saving times is set to 1000. Specifically, the number of time-saving times J1 related to the first special pattern is set to 10, the number of time-saving times J2 related to the second special pattern is set to 1000, and the number of time-saving times J3 related to the sum of the first special pattern and the second special pattern is set to 1000. This number of time-saving times is greater than the number of time-saving times set for a jackpot (or small jackpot), so it can be said to be a more advantageous state for the player.
[0121] In the following description, 750 consecutive misses after a setting change, 750 consecutive misses after clearing the RWM, or 750 consecutive misses after the end of a jackpot game are referred to as "750 consecutive misses." In gaming machine 1, when the condition for 750 consecutive misses is met, the number of time-saving modes is set to be greater than the number of time-saving modes controlled to low-probability mode when other conditions are met. Therefore, the low-probability time-saving mode controlled in gaming machine 1 when the condition for 750 consecutive misses is met is a game mode that is more advantageous to the player than the low-probability time-saving mode controlled when other conditions are met. The number of time-saving modes set when the condition for 750 consecutive misses is met may be less than or equal to the number of time-saving modes set when a jackpot (or small win) is achieved. Furthermore, the number of time-saving modes set when the condition for 750 consecutive misses is met may be less than or equal to the number of time-saving modes set when a specific losing symbol is displayed.
[0122] If the condition for 750 consecutive misses is met once, and then the condition for 750 consecutive misses is met again without a jackpot being played, the game state will not change.If the condition for 750 consecutive misses is met once, and then the jackpot is played and then the condition for 750 consecutive misses is met again, the game state will be controlled to the low probability time-saving state, just as when the condition for 750 consecutive misses was met the first time.
[0123] The low-probability minute time-saving state is controlled by the static display of a miss (time-saving B) symbol, which is different from the normal miss symbol in the low-probability non-time-saving state. When a miss (time-saving B) symbol is statically displayed, the number of time-saving times is set to 500. Specifically, the number of time-saving times J1 for the first special symbol is set to 500, the number of time-saving times J2 for the second special symbol is set to 0, and the number of time-saving times J3 for the combined first and second special symbols is set to 500. Note that even if a miss (time-saving B) symbol is statically displayed in the low-probability minute time-saving state or the low-probability time-saving state, the number of time-saving times is not incremented and the game state does not change.
[0124] In the following explanation, a losing symbol that is different from a normal losing symbol and that changes the game state in response to being stopped and displayed in at least one game state will be referred to as a "specific losing symbol." For example, a losing symbol (time-saving A) and a losing symbol (time-saving B) are specific losing symbols. Unlike the losing symbol (time-saving B), the losing symbol (time-saving A) is a losing symbol that is controlled by low-probability time-saving, and therefore is a losing symbol that is more advantageous to the player than the losing symbol (time-saving B).
[0125] The low-probability minute time-saving state is controlled by the end of a jackpot game, which is executed when the jackpot pattern indicating jackpot B or C is displayed. For example, when a jackpot game related to jackpot B is executed, the number of time-saving times is set to 99. Also, when a jackpot game related to jackpot C is executed, the number of time-saving times is set to 500.
[0126] The low-probability non-time-saving state is controlled when the game is in the initial state (including startup after a change in the setting value), or when the number of time-saving cycles ends in the low-probability time-saving state or the low-probability minute time-saving state. In this way, when the low-probability time-saving state ends, the game transitions to the low-probability non-time-saving state, which is less advantageous to the player than the low-probability time-saving state but more advantageous to the player than the low-probability minute time-saving state. Furthermore, when the low-probability minute time-saving state ends, the game transitions to the relatively advantageous low-probability non-time-saving state.
[0127] In addition, the low-probability non-time-saving state is controlled by winning a small jackpot a predetermined number of times (for example, twice) in the low-probability minute time-saving state. In addition, the low-probability non-time-saving state is controlled by the end of the jackpot game related to jackpot E (low-probability non-time-saving state as a game state). In addition, the low-probability non-time-saving state is controlled by the end of the jackpot game executed following the small jackpot game if a V win occurs during the small jackpot game related to small jackpot C. In addition, the low-probability non-time-saving state is controlled by the end of the small jackpot game if a V win does not occur during the small jackpot game related to small jackpot C. In addition, the low-probability non-time-saving state is controlled by the end of the small jackpot game if a V win does not occur during the small jackpot game related to small jackpot B.
[0128] It is not necessary to have a losing (time-saving A) symbol while having a losing (time-saving B) symbol.
[0129] In addition, the losing (time-saving B) symbol may be a first losing (time-saving B) symbol that is given a small number of time-saving times when stopped and displayed in a low-probability non-time-saving state, and a second losing (time-saving B) symbol that is given a larger number of time-saving times than the first losing (time-saving B) symbol when stopped and displayed in a low-probability non-time-saving state. For example, when the first losing (time-saving B) symbol is stopped and displayed, the number of time-saving times is set to 99 (specifically, the number of time-saving times J1 related to the first special symbol is set to 99, the number of time-saving times J2 related to the second special symbol is set to 0, and the number of time-saving times J3 related to the sum of the first special symbol and the second special symbol is set to 99). When the second miss (time-saving B) symbol is stopped and displayed, the number of time-saving times is set to 500 (specifically, the number of time-saving times J1 for the first special symbol is set to 500, the number of time-saving times J2 for the second special symbol is set to 0, and the number of time-saving times J3 for the sum of the first and second special symbols is set to 500). The fourth symbol 57 is stopped and displayed as a symbol corresponding to the type of miss (time-saving B) symbol, while the decorative symbol 55 is stopped and displayed as a combination of "459" regardless of the type of miss (time-saving B) symbol. Because this makes it impossible to distinguish between the first miss (time-saving B) symbol and the second miss (time-saving B) symbol depending on the combination of decorative symbol 55, it is possible to have the player play in the low-probability, minute time-saving state while expecting the number of time-saving times to be 99.
[0130] FIG. 12 is an explanatory diagram for explaining the results of the special symbol determination in the first embodiment. The big win has been described above, so a detailed explanation will be omitted. In the first embodiment, the first special symbol determination results in a small win with a probability of about 1 / 200 regardless of the setting value. Also, the first special symbol determination results in a miss (time-saving A or B) that causes a slight time-saving state or a time-saving state with a probability of about 1 / 10 regardless of the setting value. And, the probability of a normal miss that does not change the game state will be determined other than a big win, a small win, or a miss (time-saving).
[0131] In the first embodiment, regardless of the setting value in the second special symbol determination, there is a probability of about 1 / 7 of winning a small prize. Also, regardless of the setting value in the second special symbol determination, there is no loss (time reduction). Unless it is determined to be a big win or a small win, it is a normal loss that does not change the game state.
[0132] A feature of the results of the special symbol determination in the first embodiment is that the probability of being determined as a miss (time reduction) is different between the first special symbol determination and the second special symbol determination. This provides a new game feature in which the first special symbol determination aims to change the game state by winning a jackpot or a miss (time reduction), and the second special symbol determination aims to change the game state by winning a jackpot or a small jackpot.
[0133] Figure 13 is an explanatory diagram for explaining the jackpot types and small jackpot types in the first embodiment. As illustrated in Figure 13(A), jackpot A is a jackpot in which a round game is executed twice, opening and closing the large prize winning port 13 so that the game ball can easily pass through, and immediately after the jackpot game ends, the game shifts to a low-probability time-shortening state. Jackpot B and C are jackpots in which a round game is executed twice, and immediately after the jackpot game ends, the game shifts to a low-probability, small-time-shortening state. Jackpot D is a jackpot in which a round game is executed ten times, and immediately after the jackpot game ends, the game shifts to a low-probability time-shortening state. Jackpot E is a jackpot in which a round game is executed twice, and immediately after the jackpot game ends, the game shifts to a low-probability, non-time-shortening state.
[0134] Jackpots B and C are jackpots that set the upper limit of small wins to "2", while jackpots A, D, and E are jackpots that do not set an upper limit of small wins. When an upper limit of small wins is set, if you draw a small win until the upper limit of small wins is reached in the low probability micro-time-saving state, the state will transition to a low probability non-time-saving state. Note that the upper limit of small wins can be any number other than "2" as long as it is a predetermined number, and can be, for example, 1 or 5 times.
[0135] In the case of jackpot A, three identical decorative symbols 55 are stopped and displayed, whereas in the case of jackpots B and C, a special decorative symbol (time-saving symbol) is stopped and displayed to notify the player of a transition to a low-probability minute time-saving state. Although the manner in which the fourth symbol is stopped and displayed differs for jackpots B and C, the player cannot tell whether it is jackpot B or C from the manner in which the decorative symbol 55 is stopped and displayed. For this reason, players who are not familiar with the game can continue playing without knowing the number of time-saving times that will be set in the low-probability minute time-saving state.
[0136] The degree of advantage of each jackpot game to the player increases in the order of jackpot C<jackpot B<jackpot E<jackpot A<jackpot D.
[0137] In addition, as a result of the first special pattern determination, there may be a jackpot that transitions to a low-probability non-time-saving state immediately after the end of the jackpot game.
[0138] As illustrated in FIG. 13(B), small win A is a small win that executes a small win game that opens and closes the small winning opening 19 to make it difficult for the game ball to pass through, preventing a V win. Even if a small win game related to small win A is executed, a V win generally does not occur, so a jackpot game is not executed immediately after the end of the small win game, and the game state does not change. Small win B is a small win that executes a small win game that opens and closes the small winning opening 19 to make a V win easy. When a small win game related to small win B is executed, a V win generally occurs, and a jackpot game is executed immediately after the end of the small win game. In this jackpot game, 10 round games are executed, and immediately after the end of the jackpot game, the game transitions to a low-probability time-shortened state. Small win C is a small win that executes a small win game that opens and closes the small winning opening 19 to make a V win easy. When a small win game related to small win C is executed, a V win generally occurs, and a jackpot game is executed immediately after the end of the small win game. In the jackpot game, two round games are played, and immediately after the jackpot game ends, the game shifts to a low probability non-time shortening state.
[0139] The degree of advantage of each small win game is small win A<small win C<small win B in order of the degree of advantage to the player.
[0140] FIG. 14 is an explanatory diagram for explaining the types of misses (time reduction) in the first embodiment. A miss (time reduction A) is a miss that, when stopped and displayed in a low-probability non-time reduction state (i.e., the time reduction game flag is OFF) at the start of fluctuation, causes a transition to a low-probability time reduction state without executing a jackpot game or a small jackpot game. When a miss (time reduction A) is stopped and displayed in a low-probability non-time reduction state, counting by the total out counter continues, but measurement by the base calculation out counter and base calculation prize ball counter stops, and calculation of the real-time base value bL also stops. Accordingly, while counting the number of times the special symbol fluctuates continues, a new count of the number of time reductions begins. That is, the main CPU 100a of the game control board 100 adds 1 to the number of times the special symbol fluctuates this time and subtracts 1 from the number of time reductions in response to the next special symbol determination. The number of times the special symbol changes is set to 0 when the setting is changed, the RWM is cleared, or a jackpot game is played, and is incremented by 1 each time a special symbol is determined.
[0141] When a miss (time reduction A) is displayed in a stopped state in the non-time reduction state, the number of remaining time reductions starts to be notified on the liquid crystal screen 5, and the right hit lamp 49 starts to light up.
[0142] When a miss (time-saving A) is displayed, the decorative symbols 55 are displayed as a combination of "227." The combination of "227" is not displayed as a stop along with any special symbol other than a miss (time-saving A), so the player can recognize that it is a miss (time-saving A) by looking at the decorative symbols 55.
[0143] If a miss (time-saving B) is displayed as a stop when the game is in a low-probability non-time-saving state at the start of the game change, the game will transition to a low-probability minute-time-saving state without executing a jackpot or small jackpot game. The number of minute-time-saving times is set to 500. When a miss (time-saving B) is displayed as a stop in a low-probability non-time-saving state, the total out counter continues counting, but the base calculation out counter and base calculation prize ball counter stop counting, and calculation of the real-time base value bL also stops. Accordingly, while the count of the number of special symbol fluctuations continues, a new count of the number of time-saving times begins. In other words, the main CPU 100a of the game control board 100 adds 1 to the number of special symbol fluctuations this time and subtracts 1 from the number of time-saving times in response to the next special symbol determination.
[0144] When a miss (time reduction B) is displayed as stopped in the low probability non-time reduction state, unlike when a miss (time reduction A) is displayed as stopped in the non-time reduction state, the notification of the remaining number of time reductions does not start on the liquid crystal screen 5 and the right hit lamp 49 continues to be turned off. This makes it difficult to distinguish between the low probability non-time reduction state and the low probability minute time reduction state.
[0145] When a miss (time-saving B) is displayed, the decorative symbols 55 are displayed as a combination of "459." The combination of "459" is not displayed as a stop along with any special symbols other than the miss (time-saving B), so the player can recognize that it is a miss (time-saving B) by looking at the decorative symbols 55.
[0146] When a miss (time-saving A) is displayed in a stopped state in the low-probability non-time-saving state, the next normal symbol change display will display a normal symbol with the change time for low-probability time-saving, and the electric tulip 17 will be opened in the opening pattern for low-probability time-saving. The change time of the normal symbol for low-probability time-saving is shorter than the change time of the normal symbol for low-probability non-time-saving (and low-probability minute time-saving). Also, when a miss (time-saving A) is displayed in a stopped state in the low-probability non-time-saving state, the next special symbol change display will display a special symbol with the change time for low-probability time-saving. The change time of the special symbol for low-probability time-saving is shorter than the change time of the special symbol for low-probability non-time-saving (and low-probability minute time-saving).
[0147] If a miss (time-saving A) or miss (time-saving B) is displayed as a stopped ball when the game is in the low-probability minute time-saving state or the low-probability minute time-saving state (i.e., the time-saving game flag is ON) at the start of the fluctuation, the big win game and small win game will not be executed, and the game state will not change, resulting in a miss. In other words, if the game is in the low-probability minute time-saving state, when a miss (time-saving A) or miss (time-saving B) is displayed as a stopped ball, the number of minute time-saving times is reduced by one, and no new number of time-saving times is added. If the number of minute time-saving times is not 0, the low-probability minute time-saving state continues as is. On the other hand, if the number of minute time-saving times is 0, the game will transition from the low-probability minute time-saving state to the low-probability non-time-saving state. For this reason, for example, when a miss (time-saving A) or miss (time-saving B) is displayed as a stopped ball during the final minute time-saving fluctuation in the low-probability minute time-saving state, measurement by the base calculation out counter and the base calculation prize ball counter will resume, and calculation of the real-time base value bL will also resume.
[0148] Also, when in the low-probability time-saving state, if a miss (time-saving A) or a miss (time-saving B) is displayed as stopped, the number of time-saving times is simply subtracted by 1, and no new time-saving times are added. If the number of time-saving times is not 0, the low-probability time-saving state continues as is. On the other hand, if the number of time-saving times is 0, the state transitions from the low-probability time-saving state to the low-probability non-time-saving state. For this reason, for example, when a miss (time-saving A) or a miss (time-saving B) is displayed as stopped during the final time-saving fluctuation in the low-probability time-saving state, measurement by the base calculation out counter and base calculation prize ball counter resumes, and calculation of the real-time base value bL also resumes.
[0149] In the low-probability non-time-saving state, a player can aim to transition to the low-probability time-saving state by hitting a jackpot or missing (time-saving A), whereas in the low-probability minute-time-saving state, a player basically aims to transition to the low-probability time-saving state by hitting a jackpot. The probability of transitioning to the low-probability time-saving state in the low-probability non-time-saving state is the sum of the probability of hitting a jackpot and the probability of missing (time-saving A), whereas the probability of transitioning to the low-probability time-saving state in the low-probability minute-time-saving state is the probability of hitting a jackpot only. Therefore, the probability of transitioning to the low-probability time-saving state in the low-probability non-time-saving state is higher than the probability of transitioning to the low-probability time-saving state in the low-probability minute-time-saving state. Therefore, the low-probability non-time-saving state is more likely to transition to the low-probability time-saving state than the low-probability minute-time-saving state, which is advantageous for the player. This allows the first embodiment to provide gameplay that allows players to start playing in a relatively advantageous game state in the initial state (e.g., after changing settings or clearing the RWM).
[0150] If the game transitions to the low-probability micro-time-saving state, once the micro-time-saving count is over, the game will transition to a low-probability non-time-saving state, which is more advantageous to the player. In addition to a miss (time-saving B) that sets the micro-time-saving count to 500, a miss that sets the micro-time-saving count to 99 may also be provided. If there are 99 consecutive misses after transitioning to the low-probability micro-time-saving state, and there are subsequent consecutive misses until the micro-time-saving count reaches 0, the game will always transition to the low-probability non-time-saving state. Since it is possible to transition to the low-probability non-time-saving state even after consecutive misses, it is possible to motivate the player to continue playing while looking forward to the low-probability non-time-saving state.
[0151] As illustrated in FIG. 15, the probability of a miss (time reduction) in the non-time-reduction play state in the first embodiment may be relatively high. In the example of FIG. 15, the probability of a miss (time reduction) is approximately 1 / 1. That is, in the configuration illustrated in FIG. 15, when a first special symbol determination is made in a low-probability non-time-reduction state, the game basically transitions to a low-probability time-reduction state or a low-probability slight time-reduction state. This allows for a relatively high probability of transitioning to the low-probability time-reduction state, for example, by determining the first special symbol immediately (e.g., the first time) after transitioning from the low-probability time-reduction state to the low-probability non-time-reduction state. Therefore, even though the low-probability non-time-reduction state is once intervened, the low-probability time-reduction state appears to be connected, resulting in a gameplay experience in which jackpots in the low-probability time-reduction state appear to be connected even though the low-probability non-time-reduction state has once intervened.
[0152] 16 is an explanatory diagram for explaining the fluctuation pattern (fluctuation time group) of the first special symbol in the first embodiment. A characteristic feature of the fluctuation pattern of the first special symbol is that in the low probability non-time-saving state (and the low probability minute time-saving state), the fluctuation time of a miss (time-saving A or B) is likely to be longer than the fluctuation time of a normal miss. Note that the time for which a miss (time-saving A or B) is displayed as stopped is the same as the time for which a normal miss is displayed as stopped, but the time for which a miss (time-saving A or B) is displayed as stopped may be longer or shorter than the time for which a normal miss is displayed as stopped.
[0153] In the low-probability non-time-saving state (and the low-probability minute-time-saving state), the change time of the first special symbol is almost the same for a miss (time-saving A) and a miss (time-saving B), and the effects executed in conjunction with the change display of the first special symbol are also similar. This makes it difficult to tell whether it is a miss (time-saving A) or a miss (time-saving B) depending on the change time of the first special symbol and the effects executed. Note that the change time of the first special symbol may include one that confirms a miss (time-saving A) and one that confirms a miss (time-saving B). Also, the effects executed in conjunction with the change display of the first special symbol may include one that confirms a miss (time-saving A) and one that confirms a miss (time-saving B). Also, the change time of the first special symbol may be shorter or longer for a miss (time-saving B) than for a miss (time-saving A).
[0154] In the low probability non-time-saving state (and the low probability minute time-saving state), the effects executed in conjunction with the variable display of a miss (time-saving A and B) are the same as the effects executed in conjunction with the variable display of a jackpot and a normal miss, except for the combination of decorative symbols 55. This makes it difficult to recognize whether it is a jackpot, a normal miss, or a miss (time-saving A and B) based on the effects executed in conjunction with the variable display of the first special symbol.
[0155] In the low-probability time-saving state, a distinctive feature of the first special symbol fluctuation pattern is that the fluctuation time of a miss (time-saving A or B) is the same as the fluctuation time of a normal miss. The effect executed in conjunction with the fluctuation display of a miss (time-saving A and B) in the low-probability time-saving state is an effect that simply notifies the miss, similar to the effect executed in conjunction with the fluctuation display of a normal miss in the low-probability time-saving state. Here, the fluctuation pattern H113 of the first special symbol in the low-probability time-saving state has the same fluctuation time as the fluctuation pattern H201 of the second special symbol in the low-probability time-saving state. The effect executed in conjunction with the fluctuation display of fluctuation pattern H113 is the same as the effect executed in conjunction with the fluctuation display of fluctuation pattern H201 (specifically, the effect that simply notifies the miss).
[0156] The decorative symbols 55 displayed in a stopped state by the variable display of a miss (time-saving A and B) in the low-probability time-saving state and the low-probability minute time-saving state are the same combination as the decorative symbols 55 displayed in a stopped state by the variable display of a miss (time-saving A and B) in the low-probability non-time-saving state. In other words, the decorative symbols 55 displayed in a stopped state by the variable display of a miss (time-saving A and B) in the low-probability time-saving state and the low-probability minute time-saving state are combinations that indicate a miss and are advantageous to the player. However, even if the missing symbols (time-saving A and B) are displayed in a stopped state in the low-probability time-saving state and the low-probability minute time-saving state, the game state does not change. Therefore, the decorative symbols 55 displayed in a stopped state by the variable display of a miss (time-saving A and B) in the low-probability time-saving state and the low-probability minute time-saving state may be combinations that simply indicate a miss and do not indicate an advantage to the player, like the decorative symbols 55 displayed in a stopped state by the variable display of a normal miss. In other words, the decorative pattern 55 that is displayed in a stopped state by the changing display of a miss (time-saving A and B) in the low-probability time-saving state and the low-probability minute time-saving state may be different from the combination of decorative patterns 55 that is displayed in a stopped state by the changing display of a miss (time-saving A and B) in the low-probability non-time-saving state.
[0157] 17 is an explanatory diagram for explaining the fluctuation pattern (fluctuation time group) of the second special symbol in the first embodiment. A characteristic feature of the fluctuation pattern of the second special symbol is that the fluctuation time is relatively shorter than that of the first special symbol in the low probability non-time-saving state (and the low probability slight time-saving state).
[0158] [Main processing by the game control board 100] FIG. 18 is a flowchart showing an example of main processing executed in the game control board 100. As illustrated in FIG. 18, the main processing begins with initial settings (step MS1). The initial settings include, for example, setting the interrupt time, setting the main CPU 100a, and resetting various flags and counters. The initial value of the flag is "OFF," and the initial value of the counter is "0." The initial settings also include processing in response to setting changes, processing in response to setting confirmation, and processing in response to RWM clearing. The initial settings are executed only once after power is turned on, and are not executed thereafter.
[0159] Following the initial setting (step MS2), interrupts are prohibited (step MS2), and a random number update process (step MS3) is executed to update the various random numbers used for determining normal and special symbols. In this random number update process, the various random numbers are updated by adding 1. When the various random numbers reach their upper limit, they return to "1" and are added again. Note that the period initial value of the various random numbers may be other than "1" or may be changed randomly.
[0160] Following the random number update process (step MS3), an interrupt is permitted (step MS4). While the interrupt is permitted, the game control board 100 can execute a timer interrupt process (step MS5). The timer interrupt process will be described in detail later with reference to FIG. 19.
[0161] [Timer interrupt processing by the game control board 100] Next, the timer interrupt processing executed in the gaming control board 100 will be described with reference to Fig. 19. Here, Fig. 19 is a flowchart showing an example of the timer interrupt processing executed in the gaming control board 100. The gaming control board 100 is set so that a timer interrupt occurs periodically at fixed intervals (for example, 4 milliseconds) during normal operation, except for special cases such as when the power is turned on or off. When a timer interrupt occurs, the gaming control board 100 executes a series of processes exemplified in Fig. 19. The processes shown in Figs. 19 to 27 are performed in accordance with commands issued by the main CPU 100a based on a program stored in the main ROM 100b.
[0162] First, the main CPU 100a of the game control board 100 executes a random number update process for updating the symbol random number, reach random number, variable pattern random number, and normal symbol random number by software (step S1A).
[0163] For example, each random number is incremented by "1" each time the processing of step S1A is performed. Note that a loop counter is used as the counter that performs the processing of step S1A, and each random number is reset to "1" and updated after reaching a preset maximum value. Note that the jackpot random number may be preset to be updated by software, or to generate each random number by calculating a value generated by the random number circuit 104 and a value generated by software.
[0164] Following the processing of step S1A, the main CPU 100a executes switch processing to determine the state of detection signals input from each switch, such as the first start hole detection switch 45a for detecting that a gaming ball has entered the first start hole 11, and the second start hole detection switch 47a for detecting that a gaming ball has entered the second start hole 12 (step S2A). This switch processing will be described in detail later with reference to FIG. 20.
[0165] Following the processing of step S2A, the main CPU 100a executes special pattern determination, variably displays the special pattern on the first special pattern display device 41 or the second special pattern display device 42, and then executes special pattern processing (step S3A), including processing for statically displaying the special pattern indicating the determination result of the special pattern determination. In the special pattern processing, whether or not a jackpot has been reached, the type of jackpot, the type of minor jackpot, the type of loss, the variation pattern of the special pattern, etc. are determined. This special pattern processing will be described in detail later with reference to FIG. 23.
[0166] Following the processing of step S3A, the main CPU 100a executes normal symbol determination, variably displays the normal symbol on the normal symbol display 45, and then executes normal symbol processing including processing for stopping and displaying the normal symbol indicating the result of the normal symbol determination (step S4A). This normal symbol processing will be described in detail later with reference to FIG.
[0167] Following the processing of step S4A, if the main CPU 100a determines that a small win has been reached in the processing of step S3A, it executes a small prize opening control process (step S5A) that controls the small prize opening opening solenoid 51c to open the small prize opening 19. The small prize opening control process is a process that controls a small prize game, and is executed when a special symbol (small prize symbol) indicating that a small prize game has been determined to be played is stopped and displayed. This small prize opening control process will be described in detail later with reference to FIG. 37.
[0168] Following the processing of step S5A, if the main CPU 100a determines in the processing of step S3A that a big win has occurred, it executes a big prize opening control processing (step S6A) that controls the big prize opening opening solenoid 51b to open the big prize opening 13. This big prize opening control processing will be described in detail later with reference to FIG.
[0169] Following the processing of step S6A, the main CPU 100a executes a prize ball process that controls the payout of prize balls according to the winning of the game balls (step S7A). Following step S7A, the main CPU 100a executes a game ball counting process (step S8A). Specifically, the main CPU 100a performs a measurement using a base calculation prize ball counter, which is the number of prize balls paid out based on the winning of game balls into various winning ports (specifically, the general winning port, the large winning port, the small winning port, and the starting port) during the low-probability non-time-shortening state; a measurement using a base calculation out counter, which is the number of game balls detected by the out ball detection switch 39a during the low-probability non-time-shortening state; and a measurement using a total out counter, which is the number of game balls detected by the out ball detection switch 39a regardless of the game state.
[0170] The values of the total out counter, the base calculation out counter, and the base calculation prize ball counter are game information unrelated to the setting value, and are not affected by changing the setting value. This makes it possible to display performance (base value display) without being affected by the setting value.
[0171] Following the process of step S8A, the main CPU 100a executes a performance information calculation and setting process (step S9A). Specifically, the main CPU 110a calculates and stores the base value bL for the current section delimited by the total out. The main CPU 110a also causes the performance display 113 to display the base value bL and base values b1 to b3.
[0172] Following the processing of step S9A, the main CPU 100a executes a transmission process to transmit to the performance control board 130 various commands set (stored) in the main RAM 100c in the processing steps prior to step S7A and information necessary to determine the content of the performance associated with the variable display of special patterns (step S10A).
[0173] [Switch processing by the game control board 100] Fig. 20 is a detailed flowchart of the switch processing in step S2A of Fig. 19. Following the processing of step S1A, the main CPU 100a determines whether or not there is a detection signal from the gate detection switch 44a (step S2A1). If there is no detection signal from the gate detection switch 44a (step S2A1: NO), it determines whether or not there is a slight time-shortening state (step S2A2). If there is a slight time-shortening state (step S2A2: YES), it determines whether or not there is a detection signal from the general winning port detection switch 43a (step S2A3).
[0174] If step S2A3 is YES, or if step S2A1 is YES, it is determined whether or not the display of normal symbol variations is on hold (step S2A4). "On hold" for the display of normal symbol variations means that the display of normal symbol variations is not being executed, and the 17 is not being opened while the machine is powered. If the display of normal symbol variations is on hold (step S2A4: YES), a normal symbol random number is acquired and stored in the main RAM 100ca (step S2A5).
[0175] If step S2A2 is NO, if step S2A3 is NO, or if step S2A4 is NO, the presence or absence of a detection signal input from the first start hole detection switch 45a is monitored, and first start hole switch processing is executed (step S2A6), including processing to obtain random numbers for determining special symbols (jackpot random number, symbol random number, reach random number, and variable pattern random number) at the time the detection signal from the first start hole detection switch 45a is input. This first start hole switch processing will be described in detail later with reference to FIG. 21.
[0176] Next, the main CPU 100a monitors whether or not a detection signal is input from the second start hole detection switch 47a, and executes second start hole switch processing, including processing to acquire a random number for determining a special symbol at the time the detection signal is input from the second start hole detection switch 47a (step S2A7). This second start hole switch processing will be described in detail later with reference to FIG.
[0177] [First start port switch processing by the game control board 100] Figure 21 is a detailed flowchart of the first start port switch processing in step S2A6 of Figure 20. As illustrated in Figure 21, the main CPU 100a determines whether the first start port detection switch 45a has turned "ON" based on whether a detection signal has been input from the first start port detection switch 45a (step S2101). For example, when an ON signal indicating that the first start port detection switch 45a has turned "ON" is input, it is determined that the first start port detection switch 45a has turned "ON".
[0178] When the main CPU 100a determines that the first start hole detection switch 45a has turned "ON" (step S2101: YES), it acquires the jackpot random number, pattern random number, reach random number, and variation pattern random number as acquired information to be used for determining the first special pattern (steps S2102-2105).
[0179] Next, the main CPU 100a determines whether the number of pending first special pattern determinations U1 stored in the main RAM 100c is less than the maximum number of pending first special pattern determinations Umax1 (e.g., "4") stored in the main ROM 100b (step S2106).
[0180] When the main CPU 100a determines that the reserved number U1 is less than the maximum reserved number Umax1 (step S2106: YES), it updates the value of the reserved number U1 by adding "1" (step S2107).
[0181] Following the processing of step S2107, the main CPU 100a determines whether or not it is in a low-probability time-shortening state (step S2108). When the main CPU 100a determines that it is not in a low-probability time-shortening state (step S2108: NO), it executes a preliminary determination process (step S2109). Specifically, prior to the jackpot determination process (see FIG. 25) and the variation pattern determination process (see FIG. 26) described later, the main CPU 100a determines in advance whether or not it is determined to be a jackpot and what type of variation pattern will be determined, based on the acquired information acquired by the processing of steps S2102 to S2105.
[0182] Following the process of step S2109, the main CPU 100a stores the pre-determination information obtained by the pre-determination process of step S2109 and the various random numbers acquired by the processes of steps S2102 to S2105 in a reserved storage area in the main RAM 100c (step S2110).
[0183] When the main CPU 100a determines that it is in the low-probability time-shortening state (step S2108: YES), it stores the various random numbers acquired in the processes of steps S2102 to S2105 in a reserved storage area in the main RAM 100c (step S2111).
[0184] When the main CPU 100a executes the process of step S2110 or step S2111, it sets a hold command for the first special symbol determination in the main RAM 100c (step S2112). This hold command is a command notifying that the first special symbol determination has been put on hold, and includes the preliminary determination information obtained in the process of step S2109. The hold command is transmitted to the performance control board 130 by the transmission process of step S10A.
[0185] When the processing of step S2112 is executed, when it is determined that the first start port detection switch 45a is not "ON" (step S2101: NO), or when it is determined that the number of reserved items U1 is not less than the maximum number of reserved items Umax1 (step S2106: NO), the main CPU 100a terminates the processing shown in Figure 21.
[0186] [Second start port switch processing by the game control board 100] Figure 22 is a detailed flowchart of the second start port switch processing in step S2A7 of Figure 20. As illustrated in Figure 22, following the first start port switch processing in step S21, the main CPU 100a determines whether the second start port detection switch 47a has turned "ON" based on whether a detection signal has been input from the second start port detection switch 47a (step S2201). For example, if an ON signal indicating that the second start port detection switch 47a has turned "ON" is input, it is determined that the second start port detection switch 47a has turned "ON".
[0187] When the main CPU 100a determines that the second start hole detection switch 47a has turned "ON" (step S2201: YES), it acquires the jackpot random number, pattern random number, reach random number, and variation pattern random number as acquired information to be used for determining the second special pattern (steps S2202-2205).
[0188] Next, the main CPU 100a determines whether the number of pending second special pattern determinations U2 stored in the main RAM 100c is less than the maximum number of pending second special pattern determinations Umax2 (e.g., "4") stored in the main ROM 100b (step S2206).
[0189] When the main CPU 100a determines that the reserved number U2 is less than the maximum reserved number Umax2 (step S2206: YES), it updates the value of the reserved number U2 by adding "1" (step S2207).
[0190] Following the processing of step S2207, the main CPU 100a executes a preliminary determination process (step S2208). Note that the second starting port 12 is in a low probability time-shortened state (i.e., when the time-shortened game flag is "ON") and no prize is won, but the preliminary determination process may be executed only when the time-shortened game flag is "ON".
[0191] Following the process of step S2208, the main CPU 100a stores the pre-determination information obtained by the pre-determination process of step S2208 and the various random numbers acquired by the processes of steps S2202 to S2205 in a reserved storage area in the main RAM 100c (step S2209).
[0192] Following the processing of step S2209, the main CPU 100a sets a hold command for the second special symbol determination in the main RAM 100c (step S2110). This hold command is a command notifying that the second special symbol determination has been put on hold, and includes the preliminary determination information obtained in the processing of step S2209. The hold command is transmitted to the performance control board 130 by the transmission processing of step S10A.
[0193] When the processing of step S2210 is executed, when it is determined that the second start port detection switch 47a is not "ON" (step S2201: NO), or when it is determined that the number of reserved items U2 is not less than the maximum number of reserved items Umax2 (step S2206: NO), the main CPU 100a terminates the processing shown in Figure 22.
[0194] [Special symbol processing by the game control board 100] Next, the special symbol processing executed by the game control board 100 will be described in detail with reference to Fig. 23. Here, Fig. 23 is a detailed flowchart of the special symbol processing in step S3A of Fig. 19.
[0195] As illustrated in FIG. 23, the main CPU 100a determines whether a jackpot game or a small jackpot game is in progress (step S301). The main CPU 100a determines whether a jackpot game is in progress, for example, based on whether a jackpot game flag stored in the main RAM 100c is set to "ON." This jackpot game flag is a flag indicating whether a jackpot game is being executed, and is set to "ON" at the start of the jackpot game and is set to "OFF" at the end of the jackpot game. The main CPU 100a also determines whether a small jackpot game is in progress, for example, based on whether a small jackpot game flag is set to "ON." This small jackpot game flag is a flag indicating whether a small jackpot game is being executed, and is set to "ON" at the start of the small jackpot game and is set to "OFF" at the end of the small jackpot game. Here, if it is determined that a big win game or a small win game is being played (step S301: YES), the process proceeds to normal symbol processing in step S4A.
[0196] When the main CPU 100a determines that a jackpot game is not being played (step S301: NO), it determines whether or not a special symbol is being displayed in a variable manner (step S302). Here, when it determines that a special symbol is not being displayed in a variable manner (step S302: NO), it determines whether or not the reserved number U2 of the second special symbol determination stored in the main RAM 100c is "1" or more (step S303). Here, when it determines that the reserved number U2 is "1" or more (step S303: YES), it updates the reserved number U2 to a value obtained by subtracting "1" (step S304).
[0197] When the main CPU 100a determines that the reserved number U2 is not "1" or more (step S303: NO), it determines whether the reserved number U1 of the first special symbol determination stored in the main RAM 100c is "1" or more (step S305). Here, when it is determined that the reserved number U1 is not "1" or more (step S305: NO), the process proceeds to the normal symbol processing of step S4.
[0198] When the main CPU 100a determines that the reservation number U1 is equal to or greater than "1" (step S305: YES), it updates the reservation number U1 to a value obtained by subtracting "1" from the reservation number U1 (step S306).
[0199] Following the processing of step S304 or step S306, the main CPU 100a executes a shift process on the reserved storage area of the main RAM 100c (step S308). Specifically, when executing the shift process following the processing of step S304, the main CPU 100a shifts the earliest acquired information stored in the reserved storage area for the second special symbol determination to the determination storage area, and shifts the remaining acquired information up one entry at a time. The determination storage area is a storage area in which various information used for the special symbol determination when the special symbol determination is actually performed is stored. Furthermore, when executing the shift process following the processing of step S306, the main CPU 100a shifts the earliest acquired information stored in the reserved storage area for the first special symbol determination to the determination storage area, and shifts the remaining acquired information up one entry at a time.
[0200] Following the process of step S308, the main CPU 100a executes a jackpot determination process based on the random number stored in the determination storage area (step S309). This jackpot determination process will be described in detail later with reference to FIG.
[0201] Following the process of step S309, the main CPU 100a executes a variation pattern determination process for selecting a variation pattern of the special symbol (step S310). This variation pattern determination process will be described in detail later with reference to FIG.
[0202] Following the processing of step S310, the main CPU 100a sets a fluctuation start command in the main RAM 100c (step S311), which includes the setting information of the special pattern determined in the processing of step S309, information indicating whether the setting information of the special pattern relates to the first special pattern determination or the second special pattern determination, the setting information of the fluctuation pattern determined in the processing of step S310, and information regarding the gaming status of the gaming machine 1.
[0203] This variation start command is a command to instruct the start of the effect accompanying the variable display of the special symbol, and is transmitted to the effect control board 130 by the transmission process of step S10A. As a result, the variable display of the decorative symbol 55 on the liquid crystal screen 5, etc., is started.
[0204] Following the processing of step S311, the main CPU 100a starts the variable display of the special symbols based on the setting information of the variable pattern included in the variable start command set in the processing of step S311 (step S312). At that time, if the processing of steps S309 to S311 is performed with the acquired information (random number) related to the first special symbol determination stored in the determination storage area, the variable display of the special symbols is started on the first special symbol display device 41. On the other hand, if the processing of steps S309 to S311 is performed with the acquired information (random number) related to the second special symbol determination stored, the variable display of the special symbols is started on the second special symbol display device 42.
[0205] Next, the main CPU 100a starts measuring the variable time, which is the time that has elapsed since the variable display started in step S312 (step S313).Then, the main CPU 100a clears the customer waiting state flag (step S314).
[0206] When the main CPU 100a executes the process of step S314 or when it is determined that the special symbol is being displayed (step S302: YES), it determines whether or not the change time corresponding to the change pattern selected by the process of step S310 has elapsed since the start of measurement of the change time in step S313 (step S315). Here, when it is determined that the change time has not elapsed (step S315: NO), the process proceeds to the normal symbol process of step S4.
[0207] When the main CPU 100a determines that the variation time has elapsed (step S315: YES), it sets in the main RAM 100c a symbol determination command that notifies that a special symbol indicating the result of the special symbol determination will be statically displayed on the first special symbol display device 41 or the second special symbol display device 42 (step S316). This symbol determination command is sent to the performance control board 130 by the transmission process in step S9. As a result, a process is performed in which the decorative symbol 55 that has been variably displayed on the liquid crystal screen 5 is statically displayed in a manner that indicates the result of the special symbol determination.
[0208] Following the processing of step S316, the main CPU 100a ends the variable display of the special symbol that began in the processing of step S312 (step S317). Specifically, the special symbol (jackpot symbol or losing symbol) determined in the processing of step S309 is displayed in a static manner on the special symbol display device that has been displaying the variable display. Note that the static display of the special symbol continues until at least a predetermined symbol determination time (e.g., 1 second) has elapsed.
[0209] In this way, the main CPU 100a causes the first special pattern display device 41 or the second special pattern display device 42 to display a variable special pattern, and then causes the first special pattern display device 41 or the second special pattern display device 42 to display a static special pattern indicating the result of the jackpot determination process.
[0210] Following the processing of step S317, the main CPU 100a resets the variable time measurement started in the processing of step S313 (step S318), and executes processing during the stoppage, including processing for setting an opening command to start a big win game if a big win has occurred, or to start a small win game if a small win has occurred (step S319). When this opening command is transmitted to the performance control board 130 by the transmission processing of step S9A (see FIG. 19), the sub-CPU 130a of the performance control board 130 sets, for example, an OP performance start command in the sub-RAM 130c, which instructs the start of an OP performance corresponding to the type of big win (or small win). The OP performance starts in response to the transmission of this OP performance start command to the image / sound control board 140 and the lamp control board 150 by the transmission processing of step S30 (see FIG. 39). The processing during the stoppage will be described in detail later with reference to FIG. 27.
[0211] If the determination in step S305 is NO, it is determined whether or not there is a customer waiting state flag indicating that the machine is in a customer waiting state (step S320). If there is no customer waiting state flag, the customer waiting state flag is set (step S321). When the customer waiting state flag is set, a customer waiting state designation command is sent from the game control board 100 to the performance control board 130 by the transmission process of step S10A. In response to receiving the customer waiting state designation command, the performance control board 130 starts a performance indicating that the machine is in a customer waiting state (for example, displaying an image indicating that the volume can be controlled).
[0212] [Normal symbol determination process by the game control board 100] Fig. 24 is a detailed flowchart of the normal symbol processing in step S4A of Fig. 19. The main CPU 100a determines whether the electric tulip 17 is operating (step S4A1). If the electric tulip 17 is not operating (step S4A1: NO), it determines whether the normal symbol is being displayed stationary (from the start to the end of the normal symbol stop time) (step S4A2). If the normal symbol is not being displayed stationary (step S4A2: NO), it determines whether the normal symbol is being displayed in a variable manner (step S4A3). If the normal symbol is not being displayed in a variable manner (step S4A3: NO), it determines whether the normal symbol random number is stored (step S4A4). If the normal symbol random number is not stored (step S4A4: NO), the normal symbol determination process ends.
[0213] If the answer is YES in step S4A4, the system determines the winning / losing status, the normal symbol, and the time for the normal symbol to change according to the game status (step S4A5), and starts displaying the normal symbol changes (step S4A6). In addition, a normal symbol change start command is set to the performance control board 130 to notify it of the start of the normal symbol change.
[0214] If the normal symbol is being displayed (step S4A3: YES), it is determined whether the normal symbol variation time has elapsed (step S4A7), and if not, the process ends. On the other hand, if the result in step S4A7 is NO, the normal symbol is stopped with a display result according to the result of the normal symbol determination (step S4A8). In addition, in response to this, a normal symbol variation stop command is set to the performance control board 130 to notify the stop of the normal symbol variation. Then, the main CPU 100a sets the normal symbol stop time (for example, 0.5 seconds) (step S4A9).
[0215] If the normal symbol is stopped and displayed (step S4A2: YES), it is determined whether the normal symbol stop time has elapsed (step S4A11), and if not, the process ends. On the other hand, if the time has elapsed (step S4A11: YES), it is determined whether or not there is a win (step S4A12), and if there is no win, the process ends (step S4A12: NO).
[0216] If the result is a win (step S4A12: NO), the opening pattern of the electric tulip 17 is set (step S4A13), and the electric tulip 17 is operated according to the opening pattern that has been set (step S4A14).
[0217] If the electric tulip 17 is in operation (step S4A15), it is determined whether the operation time of the electric tulip 17 has elapsed (step S4A15), and if it has not elapsed, the process ends (step S4A15: NO). On the other hand, if it has elapsed (step S4A15: NO), the operation of the electric tulip 17 is terminated (step S4A16).
[0218] [Jackpot Determination Processing by the Gaming Control Board 100] Figure 25 is a detailed flowchart of the jackpot determination process in step S309 of Figure 23. The main CPU 100a executes jackpot determination based on the jackpot random number stored in the determination storage area (step S3091). For example, in the jackpot determination table, determination values to be compared with the jackpot random number are pre-assigned to jackpot, minor win, or miss. The main CPU 100a determines whether or not there is a jackpot based on whether the value of the jackpot random number acquired in the process of step S2102 of Figure 21 (or the process of step S2202 of Figure 22) matches any of the determination values defined in the jackpot determination table set in the main RAM 100c.
[0219] Following the processing of step S3091, the main CPU 100a determines whether the result of the jackpot determination is a jackpot (step S3092). If it is determined to be a jackpot (step S3092: YES), the main CPU 100a refers to a symbol determination table pre-stored in the main ROM 100b, determines the type of jackpot symbol based on the symbol random number stored in the determination storage area together with the jackpot random number used in the jackpot determination of step S3091, and sets the setting information in the main RAM 100c (step S3093). The type of jackpot symbol is determined by determining the type of jackpot symbol. Specifically, for example, if the symbol random number is related to the first special symbol determination, the main CPU 100a determines the jackpot symbol based on which determination value specified in the symbol determination table for the first starting hole (not shown) the symbol random number matches. In addition, if the pattern random number is related to the second special pattern determination, the main CPU 100a determines the jackpot pattern based on which determination value specified in the pattern determination table for the second starting port (not shown) the pattern random number matches.
[0220] On the other hand, if the main CPU 100a determines that the winning combination is not a big win (step S3092: NO), the main CPU 100a determines whether the winning combination is a small win or not (step S3094). If the winning combination is a small win (step S3094: YES), the main CPU 100a refers to a symbol determination table stored in advance in the main ROM 100b, determines the type of small win symbol based on the symbol random number, and sets the setting information in the main RAM 100c (step S3095).
[0221] On the other hand, when the main CPU 100a determines that the result is not a small win (step S3094: NO), it determines whether the result is a specific miss (time reduction) that generates a slight time-saving state or a time-saving state without executing a jackpot game (step S3096). If the answer is NO in step S3096, the setting information for the normal symbol is set in the main RAM 100c (step S3097). As a result, in the processing of step S317, a normal miss symbol is stopped and displayed on the first special symbol display device 41 or the second special symbol display device 42. In this case, a jackpot game is not executed, and the slight time-saving state or the time-saving state is not generated.
[0222] If the answer is YES in step S3096, the main CPU 100a determines the type of losing symbol based on the symbol random number and sets the setting information in the main RAM 100c (step S3098). As a result, in the processing of step S317, a specific losing symbol is stopped and displayed on the first special symbol display device 41 or the second special symbol display device 42. In this case, a jackpot game is not played, and a slight time-saving state or a time-saving state may be generated depending on the game state.
[0223] [Variation pattern determination process by the game control board 100] Fig. 26 is a detailed flowchart of the variation pattern determination process in step S310 of Fig. 23. The main CPU 100a determines whether or not the time-shortening game flag is "ON" (step S3101).
[0224] If the result of the process in step S3101 is NO, the main CPU 100a reads out from the main ROM 100b a variation pattern table for turning off the time-saving game flag according to the type of special symbol and sets it in the main RAM 100c (step S3102). The variation pattern table is a table in which the type of special symbol, the variation pattern of the special symbol, a judgment value for comparison with the variation pattern random number, and (in the case of a miss, the number of reserved special symbol judgments) are associated with each other, and is a table that is pre-stored in the main ROM 100b for each game state.
[0225] The main CPU 100a determines a variation pattern by referring to the table set in the process of step S3102 (step S3103), and then adds "1" to the number of variations of the special symbol (step S3104).
[0226] If the determination in step S3101 is YES, the main CPU 100a reads from the main ROM 100b a variation pattern table for turning on the time-saving game flag corresponding to the type of special symbol and sets it in the main RAM 100c (step S3105). Then, the main CPU 100a determines a variation pattern by referring to the table set in the processing of step S3105 (step S3106). The setting information for the variation pattern is included in a variation start command together with the setting information for the special symbol set in the main RAM 100c by the jackpot determination processing of step S3091 described above, and is transmitted to the performance control board 130 by the transmission processing of step S10A. With this, the main CPU 100a ends the processing shown in FIG. 26.
[0227] [Processing during stoppage by the game control board 100] Figure 27 is a detailed flowchart of the processing during stoppage in step S319 of Figure 23. As exemplified in Figure 27, the main CPU 100a determines whether the result of the special symbol determination is a jackpot or not based on the result of the jackpot determination processing in step S3091 (step S3191A). Then, when the main CPU 100a determines that there is a jackpot (step S3191A: YES), it sets the jackpot game flag stored in the main RAM 100c to "ON" (step S3192A).
[0228] Following the processing of step S3192A, the main CPU 100a sets the probability variable game flag stored in the main RAM 100c to "OFF" and clears various time-saving counts (step S3193A). Then, the main CPU 100a sets an opening command for a jackpot in the main RAM 100c (step S3194A). This opening command is a command for causing the performance control board 130 to perform an opening performance indicating that a jackpot game will begin, and this command is transmitted to the performance control board 130 by executing the output processing of step S10A in FIG. 10.
[0229] On the other hand, if the main CPU 100a determines that the jackpot has not been reached (step S3191A: NO), it determines whether the time-saving game flag is "ON" (step S3195A). If it determines that the time-saving game flag is set to "ON" (step S3195A: YES), it determines whether the first special symbol has been stopped and displayed (step S3196A). If the result in step S3196A is YES, it subtracts "1" from the time-saving count J1 related to the first special symbol, and also subtracts "1" from the time-saving count J3 related to the sum of the first special symbol and the second special symbol (step S3197A). These time-saving counts are stored in the main RAM 100c.
[0230] If the answer is NO in step S3196A, the main CPU 100a subtracts "1" from the number of time-saving times J2 related to the second special symbol and also subtracts "1" from the number of time-saving times J3 related to the sum of the first special symbol and the second special symbol (step S3198A). The number of time-saving times J2 is stored in the main RAM 100c.
[0231] If the determination in step S3195A is NO, if the processing of step S3197A is executed, or if the processing of step S3198A is executed, the main CPU 100a determines whether the result of the special symbol determination is a small win or not (step S3199A). If it is a small win (step S3199A: YES), the main CPU 100a determines whether the main RAM 100c has a setting for the upper limit number of small wins (step S3191B).
[0232] If the answer is YES in step S3191B, the main CPU 100a subtracts "1" from the remaining number of small wins (step S3192B). Then, the main CPU 100a determines whether the remaining number of small wins is "0" (step S3193B). If the answer is YES in step S3193B, the probability variable game flag is set to "OFF" and various time-saving counts are cleared (step S3194B).
[0233] When the processing of step S3194B is executed, when step S3191B is NO, or when step S3193B is NO, the main CPU 100a sets an opening command for a small win in the main RAM 100c (step S3195B). This opening command is a command for causing the performance control board 130 to perform an opening performance indicating that a small win game will start, and this command is transmitted to the performance control board 130 by executing the output processing of step S10A in FIG.
[0234] If the answer is NO in step S3199A, the main CPU 100a determines whether the result of the special symbol determination is a miss (time reduction) (step S3197B). If the answer is YES in step S3197B, the main CPU 100a sets the number of time reductions according to the time reduction game flag and the type of special symbol (step S3198B).
[0235] If the processing of step S3198B is executed, or if the answer is NO in step S3197B, it is determined whether the number of times the special symbol has changed has reached 750 (step S3199B). The number of times the special symbol has changed reaches 750 when there are 750 consecutive misses after a setting change, when there are 750 consecutive misses after clearing the RWM, or when there are 750 consecutive misses after the end of a jackpot game. If the answer is YES in step S3199B, the main CPU 100a sets the number of time-saving times (J1=10, J2=1000, J3=1000) in the main RAM 103a (step S3191C).
[0236] When the processing of step S3191C is executed, when the processing of step S3196B is executed, or when the answer is NO in step S3199B, the main CPU 100a determines whether any of the time-saving counts J1 to J3 is 0 (step S3192C). When the answer is YES in step S3192C, the main CPU 100a sets the time-saving game flag to OFF (step S3193C). When the time-saving game flag is set to OFF, a low-probability non-time-saving normal pattern variation pattern is selected from the next normal pattern variation display. Then, if this normal pattern determination is a win, the electric tulip 17 is opened in the low-probability non-time-saving opening pattern. Furthermore, when the time-saving game flag is set to OFF, a low-probability non-time-saving special pattern variation pattern is selected from the next special pattern variation display. The variation pattern of the second special symbol for the low-probability non-time-saving state when transitioning from the low-probability time-saving state to the low-probability non-time-saving state is relatively shorter than the variation pattern of the second special symbol for the low-probability time-saving state (Figure 17). Note that the variation pattern of the second special symbol for the low-probability non-time-saving state when transitioning from the low-probability time-saving state to the low-probability non-time-saving state may be relatively longer than (or may be the same length as) the variation pattern of the second special symbol for the low-probability time-saving state.
[0237] When the processing of step S3193C is executed, or when the result of step S3192C is NO, the main CPU 100a sets a game state designation command corresponding to the current game state identified from the state of the time-saving game flag in the main RAM 103a. This game state designation command is a command for updating the game state on the performance control board 130, and the command is transmitted to the performance control board 130 by executing the output processing of step S10A in FIG. 10.
[0238] Next, an example of the presentation of the low probability non-time-saving state in the first embodiment will be described with reference to Figure 28. Figure 28 shows the movement of the decorative symbols 55 when a normal losing symbol is stopped and the variable pattern H107 is selected. In the gaming machine 1, when a normal losing symbol is stopped and displayed, the decorative symbols 55 are stopped and displayed in a combination other than the "227" combination and other than the "459" combination. Note that, in the gaming machine 1, if the combination of the decorative symbols 55 stopped and displayed with the normal losing symbol and other special symbols and the fourth symbol 57 stopped and displayed is different, the decorative symbols 55 may be stopped and displayed in the "227" combination or the "459" combination when a normal losing symbol is stopped and displayed.
[0239] As illustrated in FIG. 28, in the first embodiment, when a special symbol can be displayed in a variable manner in a low-probability non-time-saving mode, the effect is controlled in Heaven mode. In Heaven mode, a background image for Heaven mode is displayed, and the words "Heaven mode," representing the effect mode name, are always displayed in the lower left corner of the LCD screen 5. FIG. 28(A) illustrates an example of a state in which a normal losing symbol is displayed as the first special symbol while a first special symbol is reserved in a low-probability non-time-saving mode. At this time, three decorative symbols 55 are stopped in a losing state, and a small symbol 56 having the same combination as the decorative symbols 55 is stopped. Additionally, a fourth symbol 57, indicating a loss, is displayed. In the gaming machine 1, when a normal losing symbol is displayed, the display priority of the decorative symbol 55 is the display pattern HP3. Note that, in the gaming machine 1, when a normal losing symbol is displayed, the display priority of the decorative symbol 55 may be any of the display patterns HP1 to HP5.
[0240] In the example of FIG. 28(A), the reserved number 52 indicates that the number of reserved first special symbol determinations is 3, and the number of reserved second special symbol determinations is 0. Note that the number of reserved special symbol determinations does not increase midway in the example of FIG. 28. When a predetermined fixed stop period (e.g., 1 second) has elapsed since the first special symbol was stopped and displayed, the next first special symbol begins to change. Accordingly, the number portion 550 and character portion 551 move, and the size of the decorative symbol 55 increases (see FIG. 28(B)). In the gaming machine 1, when the decorative symbol 55 starts to change in the low-probability non-time-saving state and the low-probability slight time-saving state, the display priority of the decorative symbol 55 changes from display pattern HP3 to HP2, as shown in the example of FIG. 28(B). In addition, in the gaming machine 1, when the decorative pattern 55 starts to change display in the low probability non-time-saving state and the low probability slight time-saving state, the display priority of the decorative pattern 55 may change to a pattern other than display pattern H2, or the display priority of the decorative pattern 55 may not change.
[0241] When the decorative symbol 55 begins to change, the small symbol 56 also begins to change rapidly. At the same time, an animation is displayed in which the reserved icon 51 is moved to the right so that the first reserved icon 51 is displayed as the changing icon 53. The value of the number reserved 52, which indicates the number of reserved symbols for the first special symbol determination, decreases by one. As illustrated in Figures 28(C)-(H), the decorative symbol 55 that has started to change rapidly changes and then permanently stops via a "temporary stop display." The temporary stop display is a display mode in which the decorative symbol 55 (or small symbol 56) moves slightly up and down without changing its display position, or slightly expands and contracts repeatedly. In the gaming machine 1, the display priority of the decorative symbol 55 from the time when the decorative symbol 55 is changing rapidly until just before the stop display is set to display pattern HP2 in the low-probability non-time-saving state and the low-probability slight time-saving state. In addition, in the gaming machine 1, the display priority of the decorative pattern 55 from when the decorative pattern 55 is rapidly fluctuating in the low probability non-time-saving state and the low probability slight time-saving state until just before the stop display can be any of the display patterns HP1 to HP5.
[0242] In the example of Figure 28, a normal losing symbol is displayed, so decorative symbol 55 is displayed as a temporary stop with a combination other than "227" and other than "459", and then stops permanently. The game state does not change depending on this permanent stop. Therefore, the next first special symbol starts to change while the game remains in the low probability non-time-saving state (see Figure 28 (I)).
[0243] Next, referring to FIG. 29, an example of a performance in which the first special symbol determination is suspended when transitioning from low-probability non-time-saving to low-probability time-saving in the first embodiment will be described. FIGS. 29(A)-(D) show the behavior when transitioning from low-probability non-time-saving to low-probability time-saving in response to a specific missing symbol (specifically, a missing (time-saving A) symbol) being statically displayed when the condition of 750 consecutive missing symbols is not met. FIG. 29(A) illustrates the state when a missing (time-saving A) symbol is statically displayed as the first special symbol in a low-probability non-time-saving state with only the first special symbol reserved. In the example of FIG. 29(A), the reserved number 52 indicates that the number of reserved first special symbol determinations is 3, and the number of reserved second special symbol determinations is 0.
[0244] When a losing (time-saving A) symbol is stopped and displayed, three decorative symbols 55 are stopped in a losing manner, and a small symbol 56 having the same combination as the decorative symbol 55 is stopped and displayed. In addition, a fourth symbol 57 indicating a loss is stopped and displayed accordingly. In the gaming machine 1, when a losing (time-saving A) symbol is stopped and displayed, the decorative symbol 55 is stopped and displayed in the combination "227." Note that, in the gaming machine 1, if the combination of the decorative symbol 55 stopped and displayed with the losing (time-saving A) symbol and another special symbol is different from the combination of the fourth symbol 57 stopped and displayed, the decorative symbol 55 may be stopped and displayed in a combination other than "227" when the losing (time-saving A) symbol is stopped and displayed.
[0245] In the gaming machine 1, when a losing (time-saving A) symbol is stopped and displayed in a low-probability non-time-saving state, the display priority of the decorative symbol 55 is the display pattern HP3. Note that in the gaming machine 1, when a losing (time-saving A) symbol is stopped and displayed in a low-probability non-time-saving state, the display priority of the decorative symbol 55 may be any of the display patterns HP1 to HP5.
[0246] When a predetermined fixed stop period (for example, 1 second) has elapsed since a missing (time-saving A) symbol was displayed in the low-probability non-time-saving state, the system transitions from the low-probability non-time-saving state to the low-probability time-saving state. In Figure 29(A), the condition of 750 consecutive misses is not met, so the number of time-saving times is set to 700. In the example of Figure 29(B), the first special symbol determination is pending, but the second special symbol determination is not pending. Therefore, the first special symbol begins to change as the first variable display after the transition to the low-probability time-saving state (see Figure 29(B)). If the second special symbol determination is pending during this variable display, the second special symbol begins to change as the next variable display, as illustrated in Figures 29(B) to (D).
[0247] As shown in FIG. 29(B), a door image emphasizing the resumption of gameplay begins to be displayed in response to the first start of the special symbol variation display after the transition to the low-probability time-saving state. The door image displays a moving image of a door closing, covering the entire screen, and then opening (see FIGS. 29(B) and 29(C)). The display of the door image ends when a predetermined time (e.g., 2.5 seconds) has elapsed since its display. As shown in FIG. 29(C), if the first determination result of the first special symbol after the transition to the low-probability time-saving state is a specific losing symbol, the display of the door image ends while the losing symbol is displayed. Even if a specific losing symbol is displayed in the low-probability time-saving state, the time-saving count is not incremented and the game state does not change. Here, in the gaming machine 1, the decorative symbol 55, the icon 53, and the reserved icon 51 have lower display priority than the door image. Therefore, the decorative symbol 55, the icon 53, and the reserved icon 51 are temporarily hidden by the door image being displayed in front. On the other hand, in the gaming machine 1, the small symbol 56 and the fourth symbols 57 and 59 have a higher display priority than the door image. Therefore, while the door image is being displayed, the player can know the result of the first first special symbol determination after the transition to the low-probability time-saving state by looking at the small symbol 56 and the fourth symbol 57 that are stopped and displayed after the high-speed fluctuation.
[0248] Even if the result of the first first special symbol determination after the transition to the low-probability time-saving state is a jackpot symbol, the time when the door image is hidden occurs before the jackpot is anticipated or notified. Therefore, while the door image is displayed after the transition to the low-probability time-saving state, it is impossible to execute a performance that anticipates a jackpot, and it is also impossible to execute a performance for notifying a jackpot, such as operating the performance device 7.
[0249] The door image may be displayed in such a manner that a black image overlaps the entire screen, or in such a manner that the entire screen is covered with a door image appearing in a mosaic pattern. The door image display may end in such a manner that the transparency of the door image covering the entire screen increases until the door image is finally hidden, or in such a manner that the door image is chipped away in a mosaic pattern until the door image is finally hidden.
[0250] The board lighting device 74 and the frame lighting device 10 emit light in a light emission pattern for displaying a door image (for example, a light emission pattern that flashes yellow) while the door image is being displayed. Note that a light emitting means (for example, a right side lamp) that can emit light when in the low-probability time-shortening state but does not emit light when not in the low-probability time-shortening state may be provided, and the light emitting means may emit light in a light emission pattern for displaying a door image while the door image is being displayed after transition to the low-probability time-shortening state.
[0251] In the gaming machine 1, text prompting the player to hit right begins to be displayed in response to the first special symbol variation display after a transition to a low-probability time-saving state. Text prompting the player to hit right includes the capitalized "Right Hit →" and the lowercase "Right Hit" (for example, Figures 29(B) and (C) and Figures 51(B) and (C)). The capitalized "Right Hit →" ends its display upon the end of the first variation display after a change in gaming state. On the other hand, the lowercase "Right Hit" ends its display upon a transition from a low-probability time-saving state to another gaming state. Text prompting the player to hit right, like a door image, is an image that indicates an advantage to the player. In the gaming machine 1, the door image has a lower display priority than the text prompting the player to hit right. Therefore, the door image is displayed behind the text prompting the player to hit right, so the text prompting the player to hit right is not obscured by the door image. In addition, the capital letters "Right Hit →" may end being displayed during the first change display after the game status changes, or may be displayed over multiple (e.g., two) change displays from the first change display after the game status changes.
[0252] In the gaming machine 1, the speaker 24 outputs a voice message saying "RUSH mode started" to notify the player that the game has transitioned to the RUSH mode in response to the start of the first special symbol variation display after the transition to the low-probability time-shortening state. Here, in the gaming machine 1, when the game transitions to the low-probability time-shortening state via a jackpot game, a first warning message is displayed simultaneously to warn the player not to become absorbed in the game during the jackpot game, and a second warning message is displayed simultaneously to warn the player not to forget to remove the prepaid card. In contrast, in the gaming machine 1, when the game transitions to the low-probability time-shortening state via the static display of a specific losing symbol, the game transitions to the low-probability time-shortening state without displaying the warning message. Note that when the game transitions to the low-probability time-shortening state via the static display of a specific losing symbol, the first warning message may be displayed for a predetermined time (e.g., 2.5 seconds) in response to the start of the first special symbol variation display after the transition to the low-probability time-shortening state.
[0253] As shown in Figure 29(D), in low-probability time-saving mode, the effects are controlled by RUSH mode. In RUSH mode, a background image for RUSH mode is displayed, and the words "RUSH mode," which indicate the name of the effect mode, are always displayed in the lower left corner of the LCD screen 5. In addition, in RUSH mode, the "remaining number of time-saving times," which indicates the remaining number of time-saving times, is basically displayed in the upper right corner of the LCD screen 5. In the gaming machine 1, the background image, the name of the effect mode, and the remaining number of time-saving times have lower display priority than the door image. For this reason, to the player, it appears as if the Heaven mode screen configuration has changed to the RUSH mode screen configuration via the display of the door image.
[0254] In Heaven mode, a reserved icon 51 indicating the number of reserved first special symbol determinations and an icon 53 indicating that the first special symbol is fluctuating are displayed. In contrast, in RUSH mode, a reserved icon 51 indicating the number of reserved second special symbol determinations and an icon 53 indicating that the second special symbol is fluctuating are displayed. In RUSH mode, the reserved icon 51 indicating the number of reserved first special symbol determinations and the icon 53 indicating that the first special symbol is fluctuating are hidden. In RUSH mode, the appearance (for example, shape and display position) of the reserved icon 51 and the icon 53 differs from that in Heaven mode.
[0255] When the game machine 1 transitions to the low-probability time-saving state, the display priority of the decorative pattern 55, which was the display pattern HP3 when the screen configuration was in the Heaven mode, changes to the display pattern HP9 via the display of a door image. Note that in the gaming machine 1, the display priority of the decorative pattern 55 may be the same between the Heaven mode immediately before the transition to the low-probability time-saving state and when the game machine 1 transitions to the RUSH mode via the display of a door image.
[0256] The appearance of the left, middle, and right symbols may be different or the same in the heaven mode just before the door image is displayed and in the RUSH mode just after the door image is displayed. Also, the display area of the left, middle, and right symbols may be different or the same in the heaven mode just before the door image is displayed and in the RUSH mode just after the door image is displayed. Also, the appearance and display area of the small symbol 56 may be the same or different in the heaven mode just before the door image is displayed and in the RUSH mode just after the door image is displayed.
[0257] The transition from Figure 29(E) to Figure 29(B) and from Figure 29(F) to Figure 29(B) shows the behavior when transitioning from low-probability non-time-saving to low-probability time-saving due to 750 consecutive misses after changing the settings, 750 consecutive misses after clearing RWM, or 750 consecutive misses after the end of a jackpot. In the low-probability non-time-saving state, if the condition of 750 consecutive misses is met with only the first special symbol reserved, the transition from low-probability non-time-saving to low-probability time-saving occurs regardless of whether a specific missing symbol or a regular missing symbol is displayed. If a missing symbol that meets the condition of 750 consecutive misses is displayed, the time-saving count is set to 1000.
[0258] FIG. 29(E) is an example of a case where the losing symbol that satisfies the condition of 750 consecutive losses is a specific losing symbol. FIG. 29(E) shows an example of a case where a losing (time-saving B) symbol is stopped and displayed as a specific losing symbol, but a losing (time-saving A) symbol may also be stopped and displayed as a losing symbol that satisfies the condition of 750 consecutive losses. When a losing (time-saving B) symbol is stopped and displayed, decorative symbol 55 is stopped and displayed in the combination "459." Note that, in gaming machine 1, if the combination of decorative symbol 55 stopped and displayed with a losing (time-saving B) symbol and another special symbol and the fourth symbol 57 stopped and displayed is different, decorative symbol 55 may be stopped and displayed in a combination other than "459" when a losing (time-saving B) symbol is stopped and displayed.
[0259] 29(F) is an example of a case where the losing symbol that satisfies the condition of 750 consecutive losses is a normal losing symbol. In the gaming machine 1, when a normal losing symbol is stopped and displayed, the decorative symbol 55 is stopped and displayed in a combination other than "227" and a combination other than "459".
[0260] In the gaming machine 1, when a losing (time-saving B) symbol and a normal losing symbol are stopped and displayed, the display priority of the decorative symbol 55 is the display pattern HP3. Note that, in the gaming machine 1, when a losing (time-saving B) symbol and a normal losing symbol are stopped and displayed, the display priority of the decorative symbol 55 may be any of the display patterns HP1 to HP5.
[0261] When a predetermined fixed stop period (for example, 1 second) has elapsed since the stop display of a losing symbol that meets the condition of 750 consecutive losses, the game transitions from low-probability non-time-saving to low-probability time-saving. The flow from Figure 29(B) onwards is basically the same as when the condition of 750 consecutive losses is not met and a losing (time-saving A) symbol is stopped and displayed in low-probability non-time-saving mode. The difference is that when the condition of 750 consecutive losses is not met, the initial number of remaining time-saving times is 699, whereas when the condition of 750 consecutive losses is met, the initial number of remaining time-saving times is 999.
[0262] If the condition for 750 consecutive losses is met without changing the settings, clearing the RWM, or playing a jackpot, and then 750 consecutive losses occur, the game state does not change depending on the display of the missing symbol. On the other hand, if the condition for 750 consecutive losses is met and a jackpot is played, and the condition for 750 consecutive losses is met after the jackpot, the game will transition to low-probability time-saving mode depending on the display of the missing symbol, and the number of time-saving modes will be set to 1000. If the condition for 750 consecutive losses is met and a jackpot is played, and the condition for 750 consecutive losses is then met during RUSH mode, the game will remain in RUSH mode (i.e., the low-probability time-saving mode will remain) and the number of time-saving modes will be overwritten to 1000 (see Figure 29(G)). Similarly, if you have not met the condition of 750 consecutive misses up until now, and you meet the condition of 750 consecutive misses during RUSH mode, the number of time-saving times will be overwritten to 1000 while you remain in RUSH mode (i.e., you will remain in low-probability time-saving mode).
[0263] In addition, when transitioning from low probability non-time reduction to low probability time reduction, the following configuration may also be used. The size of the entire middle pattern in RUSH mode immediately after the door image is displayed may be larger, smaller, or the same size as that in Heaven mode immediately before the door image is displayed. The size of the number portion 550 of the middle pattern may be larger, smaller, or the same size in RUSH mode immediately after the door image is displayed than in Heaven mode immediately before the door image is displayed. When transitioning from low probability non-time-saving to low probability time-saving, the size of the entire left pattern (and right pattern) in RUSH mode immediately after the door image is displayed may be larger, smaller, or the same size as when in Heaven mode immediately before the door image is displayed. When transitioning from low probability non-time-saving to low probability time-saving, the size of the number portion 550 of the left image (and right image) in RUSH mode immediately after the door image is displayed may be larger, smaller, or the same size as when in Heaven mode immediately before the door image is displayed. In Heaven mode just before the door image is displayed, the middle symbol is larger than the left symbol (and right symbol), and in RUSH mode just after the door image is displayed, the left, middle, and right symbols may be the same size. The size ratio between the left, middle, and right patterns may be the same in Heaven mode just before the door image is displayed and in RUSH mode just after the door image is displayed. Just before the door image is displayed, it lights up in the Heaven mode lighting pattern, and just after the door image is displayed, it lights up in the RUSH mode lighting pattern.
[0264] Next, referring to FIG. 30, we will explain an example of a performance in which the first special symbol determination is not reserved when transitioning from low-probability non-time-saving to low-probability time-saving in the first embodiment. FIGS. 30(A)-(D) show the behavior when transitioning from low-probability non-time-saving to low-probability time-saving in response to a specific missing symbol (specifically, a missing (time-saving A) symbol) being displayed in a static state when the condition of 750 consecutive missing symbols is not met. FIG. 30(A) illustrates an example of a state in which a missing (time-saving A) symbol is displayed as the first special symbol in a low-probability non-time-saving state without a reserved first special symbol. In the example of FIG. 30(A), the reserved number 52 indicates that the number of reserved first special symbol determinations is 0, and the number of reserved second special symbol determinations is 0.
[0265] When a predetermined fixed stop period (e.g., 1 second) elapses after a missing (time-saving A) symbol is displayed during low-probability non-time-saving mode, the mode transitions from low-probability non-time-saving mode to low-probability time-saving mode. In Figure 30(A), the condition of 750 consecutive misses is not met, so the number of time-saving cycles is set to 700. In the example of Figure 30(B), both the pending first special symbol determination and the pending second special symbol determination are 0. Therefore, upon the expiration of the fixed stop period, a customer waiting command is sent from the gaming control board 100 to the presentation control board 130 to notify the player that the game has entered a customer waiting state. After that, upon the expiration of a predetermined time (e.g., 10 seconds) without any special symbol changes, a setting image for setting the volume and light intensity values begins to be displayed. After that, upon the expiration of a further predetermined time (e.g., 20 seconds) without any special symbol changes, the customer waiting presentation begins. In the customer waiting performance, a demo video to advertise the gaming machine 1, the name of the company that manufactures the gaming machine 1, and the like are repeatedly displayed in a switching manner.
[0266] When the gaming machine 1 is in a waiting state for customers and a gaming ball passes through the gate 16, a normal symbol determination is made. In the gaming machine 1, when a normal symbol determination is made in a low-probability time-saving state, the second start gate 12 is opened long with a 100% probability (see Figure 2(A)). When the gaming ball enters the second start gate 12, the second special symbol begins to change as the first change display after the transition to the low-probability time-saving state (see Figure 30(B)). Note that, as illustrated in Figures 30(B) to (D), if one hold for the first special symbol determination and one hold for the second special symbol determination occur during the change display, the second special symbol begins to change in the next change.
[0267] As shown in FIG. 30(B), after the transition to the low-probability time-saving state, a door image and text encouraging a right hit begin to be displayed in response to the first start of the second special symbol variation display. As shown in FIGS. 29 and 30, the door image and text encouraging a right hit are the same regardless of the type of special symbol that is displayed for the first time after the transition to the low-probability time-saving state. In FIG. 30(B), unlike FIG. 29(B), the second special symbol is displayed in a variable manner, so an icon 53 indicating that the second special symbol is displayed in a variable manner is displayed while the door image is displayed. Also, in FIG. 30(C), unlike FIG. 29(C), the second special symbol determination is pending, so a pending icon 51 indicating the number of pending second special symbol determinations is displayed while the door image is displayed.
[0268] As shown in Figure 30(C), if the result of the first determination of the second special symbol after the transition to the low-probability time-saving state is a normal losing symbol, the display of the door image will end while the losing symbol is stopped. While the door image is being displayed, the player can know the result of the first determination of the second special symbol after the transition to the low-probability time-saving state by looking at the small symbol 56 and the fourth symbol 57 that are stopped and displayed after the high-speed fluctuation.
[0269] Even if the result of the first second special symbol determination after the transition to the low-probability time-saving state is a jackpot symbol, the time when the door image is hidden occurs before the jackpot is anticipated or notified. Therefore, while the door image is displayed after the transition to the low-probability time-saving state, it is impossible to execute a performance that anticipates a jackpot, and it is also impossible to execute a performance for notifying a jackpot, such as operating the performance device 7.
[0270] The flow from Figure 30(E) to Figure 30(B) and the flow from Figure 30(F) to Figure 30(B) show the behavior when transitioning from low-probability non-time-saving to low-probability time-saving due to 750 consecutive misses after changing the settings, 750 consecutive misses after clearing RWM, or 750 consecutive misses after the end of a jackpot. If the condition of 750 consecutive misses is met in the low-probability non-time-saving state without a reserved special symbol, the transition from low-probability non-time-saving to low-probability time-saving occurs regardless of whether a specific missing symbol or a regular missing symbol is displayed. If a missing symbol that meets the condition of 750 consecutive misses is displayed, the time-saving count is set to 1000.
[0271] Figure 30(E) is an example of a case where the losing symbol that satisfies the condition of 750 consecutive losses is a specific losing symbol. Figure 30(E) shows an example of a case where a losing symbol (time-saving B) is stopped and displayed as a specific losing symbol, but a losing symbol (time-saving A) may also be stopped and displayed as a losing symbol that satisfies the condition of 750 consecutive losses. Figure 30(F) is an example of a case where the losing symbol that satisfies the condition of 750 consecutive losses is a normal losing symbol.
[0272] When a predetermined fixed stop period (e.g., 1 second) has elapsed since the display of a losing symbol that satisfies the condition of 750 consecutive losses, the low-probability non-time-saving mode transitions to the low-probability time-saving mode. In the examples of Figures 30(E) and (F), both the pending first special symbol determination and the pending second special symbol determination are 0. Therefore, a customer waiting command is sent from the game control board 100 to the performance control board 130 in response to the elapse of the fixed stop period. After that, when a predetermined time (e.g., 10 seconds) has elapsed without any special symbol variable display, a setting image for setting the volume value and light intensity value begins to be displayed. After that, when a further predetermined time (e.g., 20 seconds) has elapsed without any special symbol variable display, the customer waiting performance begins.
[0273] When the gaming machine 1 is in a waiting state for customers and a gaming ball passes through the gate 16, a normal symbol determination is made. If, as a result of the normal symbol determination, a gaming ball enters the long-opened second starting port 12, the second special symbol begins to change as the first change display after the transition to the low-probability time-saving state (see Figure 30(B)). The flow from Figure 30(B) onwards is basically the same as when the condition for 750 consecutive misses is not met and a miss (time-saving A) symbol is displayed stationary in the low-probability non-time-saving state. The difference is that when the condition for 750 consecutive misses is not met, the initial number of remaining times for the time-saving is 699, whereas when the condition for 750 consecutive misses is met, the initial number of remaining times for the time-saving is 999.
[0274] Next, referring to Figure 31, an example of a transition from low-probability non-time-saving to low-probability minute-time-saving in the first embodiment will be described. Figure 31 shows the movement when a transition from low-probability non-time-saving to low-probability minute-time-saving occurs in the case where the condition of 750 consecutive misses is not met and a specific miss symbol (specifically, a miss (time-saving B) symbol) is displayed as a stopped symbol. Figure 31(A) illustrates the state when a miss (time-saving B) symbol is displayed as a stopped symbol as the first special symbol in a low-probability non-time-saving state with only the first special symbol reserved. In the example of Figure 31(A), the reserved number 52 indicates that the number of reserved symbols for the first special symbol determination is 3 and the number of reserved symbols for the second special symbol determination is 0.
[0275] In the low probability non-time-saving state, when a miss (time-saving B) symbol is displayed and a predetermined fixed stop period (for example, 1 second) has elapsed, the low probability non-time-saving state will transition to the low probability micro-time-saving state. In Figure 31 (A), the condition of 750 consecutive misses is not met, so the number of time-saving times is set to 500. In addition, the upper limit of the number of small wins is set to 2.
[0276] After the transition to the low probability minute time-saving state, the first special symbol begins to change as the first change display (see Figure 31(B)). The display priority of decorative symbol 55, which was display pattern HP3 during the stopped display, changes to display pattern HP2 at the start of the change display, as shown in Figure 31(B). In the example of Figure 31(B), the reserved number 52 indicates that the number of reserved symbols for the first special symbol determination is 2, and the number of reserved symbols for the second special symbol determination is 0.
[0277] As shown in FIG. 31(B), in the first embodiment, the effects are controlled in Hell mode during low-probability minute time-saving. In Hell mode, a background image for Hell mode is displayed, and the words "Hell mode," representing the name of the effect mode, are always displayed in the lower left corner of the LCD screen 5. In Hell mode, the remaining number of time-saving turns is not displayed. When transitioning from Heaven mode to Hell mode, a door image and text encouraging right-hit play are not displayed. Therefore, to the player, the Heaven mode screen configuration appears to have changed to the Hell mode screen configuration in response to the start of the next variation. Note that a door image may be displayed in response to the start of the first variation display of the first special symbol after transitioning to the low-probability minute time-saving state. Note that the decorative pattern 55 in Hell mode may be the same as or different from the decorative pattern 55 in Heaven mode.
[0278] Thereafter, if a specific losing symbol is displayed in a low probability minute time-saving state as illustrated in Figures 31(C) and (E), the number of time-saving times is not added and the game state does not change.
[0279] As shown in Figure 31 (F), when a small win A is displayed in a stopped state in the low probability minute time-saving state, a heart image indicating that a small win has occurred is displayed in the upper right corner of the LCD screen 5 in response to the stopped display. In the low probability minute time-saving state, one heart image is added each time a small win occurs (see Figure 31 (H)). When the number of heart images reaches the upper limit number of small wins, the state transitions from the low probability minute time-saving state to the low probability non-time-saving state (see Figure 31 (I)).
[0280] If the result of the 99th first special symbol determination in the low-probability micro-time-saving state is a normal losing symbol or a specific losing symbol, the background image changes to a special background image for Hell mode in response to the start of the next variation, as shown in Figure 31(G). The special background image is the image displayed until the game transitions from the low-probability micro-time-saving state to another game state, and indicates that if thereafter 400 consecutive losses, the game will definitely transition to Heaven mode (i.e., low-probability non-time-saving mode). In the first embodiment, the low-probability non-time-saving mode is more advantageous to the player than the low-probability micro-time-saving mode, so by looking at the special background image, the player can continue playing with the peace of mind that if they continue to lose, they will definitely transition to the low-probability non-time-saving mode.
[0281] Next, referring to FIG. 32, an example of a transition from low-probability micro-time-saving to low-probability non-time-saving in the first embodiment will be described. FIG. 32 shows a variation display that does not meet the condition of 750 consecutive misses, and depicts the movement when the final variation of the low-probability micro-time-saving is performed. In the example of FIG. 32(A), the reserved number 52 indicates that the number of reserved symbols for the first special symbol determination is 2 and the number of reserved symbols for the second special symbol determination is 0. As illustrated in FIG. 32(A), the background image changes to that for the final variation of the Hell mode in response to the start of the final variation of the low-probability micro-time-saving. Note that the same background image may be displayed regardless of the number of remaining times for the low-probability micro-time-saving. Furthermore, the background image for the final variation of the Hell mode may be the same as the special background image for the Hell mode, which indicates that if 400 consecutive misses are subsequently achieved, the mode will transition to Heaven mode (i.e., low-probability non-time-saving). As illustrated in FIG. 31(G),
[0282] As shown in FIG. 32(B), when a normal losing symbol is displayed during the final variation of the low-probability micro-time-saving mode, the game transitions from the low-probability micro-time-saving mode to the low-probability non-time-saving mode after a predetermined fixed stop period (e.g., 1 second) has elapsed. Here, in the gaming machine 1, when the final variation of the low-probability micro-time-saving mode is displayed, the time-saving game flag remains ON and the number of time-saving cycles is set according to the type of losing symbol. Therefore, as shown in FIG. 32(D), when a specific losing symbol (a losing (time-saving A) symbol in the example of FIG. 32(D)) is displayed during the final variation of the low-probability micro-time-saving mode, the game transitions from the low-probability micro-time-saving mode to the low-probability non-time-saving mode after a predetermined fixed stop period (e.g., 1 second) has elapsed, just as when a normal losing symbol is displayed. In the example of FIG. 32(D), regardless of the number of time-saving cycles remaining, when a specific losing symbol is displayed during the low-probability micro-time-saving mode, no text urging a player to hit the right, no door image, and no background image for the low-probability time-saving mode are displayed. In the examples of Figures 32(B) and (D), the condition of 750 consecutive misses is not met, so the number of time-saving times is cleared. Also, the upper limit number of small wins is cleared. When the game transitions to the low probability non-time-saving mode, the counting by the base calculation out counter and base calculation prize ball counter resumes.
[0283] After the transition to the low-probability non-shortened state, the first special symbol begins to change as the first change (see FIG. 32(C)). Accordingly, the screen configuration for the final change of the Hell mode changes to the screen configuration for the Heaven mode. Note that a countdown may be performed each time the first special symbol starts to change, from the change display a predetermined number of times (e.g., 10 changes) before the final change of the low-probability micro-time-saving until ...
[0284] In addition, when the final variation of the low-probability micro-time-saving feature is displayed as a static display, the time-saving game flag may be turned OFF and the number of time-saving cycles may be set according to the type of losing symbol. In such a case, as illustrated in Figure 32(E), when a losing symbol (time-saving A) is displayed as a static display during the final variation of the low-probability micro-time-saving feature, the game transitions from the low-probability micro-time-saving feature to the low-probability time-saving feature after a predetermined fixed stop period (e.g., 1 second) has elapsed. When the game transitions to the low-probability time-saving feature, the counting by the base calculation out counter and the base calculation prize ball counter remains stopped. In the example of Figure 32(E), the condition of 750 consecutive losses is not met, so the number of time-saving cycles is set to 700. In addition, the upper limit on the number of small wins is cleared. Figure 32(F), which follows Figure 32(E), illustrates the first special symbol beginning to change as the first variation display after the transition to the low-probability time-saving feature, accompanied by the display of a door image and a message encouraging the player to hit the right. In this way, in the example of Figure 32(E), in the final variation in the low-probability minute time-saving mode, in response to the stop display of a specific losing symbol, characters urging a right hit, a door image, and a background image for the low-probability time-saving mode begin to be displayed. In contrast, in both the examples of Figures 32(D) and (E), in the variation display before the final variation in the low-probability minute time-saving mode, characters urging a right hit, a door image, and a background image for the low-probability time-saving mode are not displayed in response to the stop display of a specific losing symbol.
[0285] Next, referring to Figs. 33 to 35, an example of a performance in which a reach performance is executed in a low-probability non-time-saving state will be described. Fig. 33 is an explanatory diagram for explaining an example of a performance in which a normal reach performance is executed in a low-probability non-time-saving state in the first embodiment. In the example of Fig. 33, unlike the examples of Figs. 28 and 31 in which the icon 53 is displayed in white, the icon 53 is displayed in a special mode. Fig. 34 is an explanatory diagram for explaining an example of a performance in which an SP reach performance is executed in a low-probability non-time-saving state in the first embodiment. Fig. 35 is an explanatory diagram for explaining an example of a performance immediately after a miss is notified in the SP reach performance in a low-probability non-time-saving state in the first embodiment. Note that in the examples of Figs. 33 to 35, the condition of 750 consecutive misses is not met.
[0286] As illustrated in FIGS. 33(A) and (B), in this example, a reach is achieved with the "2" symbol. As illustrated in FIG. 33(C), when a predetermined time (e.g., 0.5 seconds) has elapsed since the reach was achieved, a reach line is displayed to highlight the left and right decorative symbols 55 (hereinafter referred to as "reach symbols") in the reach-achived state, and the sound "reach" is output from the speaker 24 to emphasize the reach. The reach line is an effect image extending from the left edge of the screen (or the left edge of the left symbol) to the right edge of the screen (or the right edge of the right symbol), and is displayed for a predetermined time (e.g., 2 seconds) in front of the decorative symbols 55. In the gaming machine 1, the character portion 550 (or the entire decorative symbol 55) is illuminated in conjunction with the display of the reach line to emphasize the reach. Note that the character portion 550 (or the entire decorative symbol 55) does not necessarily have to be illuminated in conjunction with the display of the reach line. In the example of FIG. 33(C), the small symbol 56 continues to fluctuate at a high speed. In addition, when a reach is achieved, the small symbol 56 may be displayed in the same reach mode as the decorative symbol 55.
[0287] In the gaming machine 1, the display priority of the decorative symbol 55 is display pattern HP2 from the start of the variable display until the reach line is hidden. The center symbol fluctuates at high speed from the start of the variable display until the reach is established, and fluctuates at a slower speed during the "normal reach effect" that starts when the reach is established. The center symbol is displayed dark while the reach line is displayed. The "normal reach effect" is an effect mode in which the reach symbol is displayed large in the center of the LCD screen 5 and scrolls at a relatively slow speed. The normal reach effect is more likely to be executed in the event of a miss than in the event of a jackpot. For this reason, the normal reach effect can be said to be a reach effect with a relatively low reliability (for example, a reliability of 0.01%).
[0288] In the gaming machine 1, during the normal reach effect, the display priority of the decorative symbol 55 is the display pattern HP1. That is, the display priority of the middle symbol is higher before and after the reach effect is achieved. Note that during the normal reach effect, the display priority of the decorative symbol 55 may be the display pattern HP2.
[0289] In the gaming machine 1, the left symbols (and right symbols) other than the decorative symbols temporarily stopped as reach symbols are hidden. The hidden decorative symbols 55 will not be displayed again until the variable display ends. Note that the hidden decorative symbols 55 may be displayed again just before the variable display ends.
[0290] In the gaming machine 1, the distance between the left and right symbols is wider during a normal reach effect than when a reach is achieved. Also, the center symbol is displayed larger during a normal reach effect than when a reach is achieved. Therefore, the display area of the decorative symbol 55 changes between when a reach is achieved and during a normal reach effect. On the other hand, the appearance of the decorative symbol 55 is the same when a reach is achieved and during a normal reach effect.
[0291] Continuing from FIG. 33(D), in the case of a variation pattern in which a missing (time-saving A) symbol is stopped and displayed in a normal reach effect (i.e., a variation corresponding to variation pattern H102), the normal reach effect results in a provisional stop display of the reach miss symbol "272" and then the actual stop (see FIG. 33(E) and (F)). When the provisional stop display of the reach miss symbol begins, the spacing between the left and right symbols narrows, and the center symbol shrinks to the same size as when the change started. Therefore, the display area of the decorative symbol 55 changes before and after the provisional stop display of the center symbol in the normal reach effect. Also, during the provisional stop display of the reach miss symbol, the display priority of the decorative symbol 55 changes from display pattern HP1 to HP3. Note that in the gaming machine 1, the display priority of the decorative symbol 55 when a missing symbol is stopped and displayed in a normal reach effect may be any of the display patterns HP1 to HP5. The small symbols 56 fluctuate at high speed until just before the reach miss symbol actually stops, and are displayed as stopping in the same combination as the decorative symbols 55 according to the stop display of the decorative symbols 55. As shown in FIG. 33(F), when a miss (time-saving A) symbol stops, the game transitions from low-probability non-time-saving to low-probability time-saving.
[0292] Following Figure 33(D), in the case of a fluctuation pattern in which a normal losing symbol stops in a normal reach performance (that is, in the case of corresponding to fluctuation pattern H108), a temporary stop is displayed with a reaching losing symbol other than "272" as a result of the normal reach performance, and then the actual stop is performed (see Figure 33(I)). When a normal losing symbol stops, the next fluctuation starts with low probability and no time reduction.
[0293] Continuing from FIG. 33(D), in the case of a variation pattern in which a jackpot A is displayed in a normal reach effect (i.e., corresponding to variation pattern O101), the normal reach effect results in a temporary stop display of the pattern "222" and then the actual stop (see FIG. 33(G)). When the temporary stop display of the pattern alignment begins, the spacing between the left and right symbols narrows, and the center symbol shrinks to the same size as when the change started. Therefore, the display area of the decorative symbol 55 changes before and after the temporary stop display of the center symbol in the normal reach effect. Also, during the temporary stop display of the pattern alignment, the display priority of the decorative symbol 55 changes from display pattern HP1 to HP4. Note that in the gaming machine 1, the display priority of the decorative symbol 55 when the jackpot symbol is displayed in a normal reach effect may be any of display patterns HP1 to HP5. The small symbols 56 fluctuate rapidly until just before the jackpot symbol actually stops, and are displayed in the same combination as the decorative symbols 55 according to the display of the jackpot symbol. As shown in Figure 33(G), when jackpot A stops, the jackpot game (low probability non-time-saving game state) is executed. At the end of the jackpot game, a first warning is displayed to warn the player not to get too absorbed in the game, and a second warning is displayed to warn the player not to forget to remove the prepaid card. After the jackpot game ends, the game transitions to low probability time-saving mode.
[0294] Continuing from FIG. 33(D), in the case of a variation pattern in which a jackpot B is stopped and displayed in a normal reach effect (i.e., a variation pattern O108), a special decorative symbol (a time-saving symbol) is temporarily displayed as a result of the normal reach effect and then permanently stops (see FIG. 33(H)). The time-saving symbol is, for example, a decorative symbol including the word "Hell" which suggests a transition to a low-probability minute time-saving mode. Note that, if the combination of decorative symbol 55 displayed when a jackpot B is stopped with another special symbol in gaming machine 1 and the fourth symbol 57 displayed is different, decorative symbol 55 may be displayed as a matching symbol when a jackpot B is stopped and displayed.
[0295] When the time-saving symbol begins to temporarily stop, the spacing between the left and right symbols narrows, and the center symbol shrinks to the same size as when it first fluctuated. Therefore, in a normal reach performance, the display area of the decorative symbol 55 changes before and after the center symbol temporarily stops. Also, while the time-saving symbol is temporarily stopped, the display priority of the decorative symbol 55 changes from display pattern HP1 to HP3. The small symbol 56 fluctuates rapidly until just before the symbol alignment stops permanently, and is displayed in the same combination as the decorative symbol 55 according to the display of the decorative symbol 55. As shown in Figure 33(H), when the jackpot B stops, a jackpot game is executed. At the end of the jackpot game, the first and second warnings are displayed simultaneously. After the jackpot game ends, the game transitions to a low-probability, minute time-saving mode.
[0296] Following Figure 33(D), the normal reach effect may develop into an "SP reach effect." The SP reach effect is an effect in which one of characters A to D fights an enemy. During the SP reach effect, the light-emitting element (not shown) representing the character corresponding to the SP reach effect remains lit, while the light-emitting element (not shown) representing the character not corresponding to the SP reach effect remains unlit. A new character may appear during the SP reach effect. When a new character appears, the light-emitting element (not shown) representing that character remains lit.
[0297] In the case of a variation pattern that develops from a normal reach performance to an SP reach performance, the middle symbol begins to vary at high speed at the end of the normal reach performance (see Figure 34 (A)). After that, the middle symbol is hidden and the SP reach performance begins. Along with this, the reach symbol consisting of the number portion 550 and the character portion 551 changes to a reach symbol consisting of only the number portion 550. Before and after the start of the SP reach performance, the display priority of the decorative symbol 55 changes from the display pattern HP2 to HP7. In response to the start of the SP reach performance, the icon 53 and the reserved icon 51 are hidden. During the SP reach performance, the small symbol 56 continues to vary at high speed. Note that during the SP reach performance, the small symbol 56 may be displayed as a temporary stop in the same combination as the reach symbol.
[0298] In the case of a variation pattern in which jackpot A stops without a reach failure symbol being displayed as a temporary stop in the SP reach performance (i.e., corresponding to variation pattern O105), following Figure 34(C), the enemy is defeated at the end of the SP reach performance, the pattern alignment is displayed as a temporary stop, and then it stops permanently. When jackpot A stops, the jackpot game is executed. At the end of the jackpot game, the first and second warnings are displayed simultaneously. After the jackpot game ends, it transitions to low-probability time-saving. In the case of a variation pattern in which jackpot B stops in the SP reach performance (i.e., corresponding to variation pattern O115), the enemy is defeated at the end of the SP reach performance, the time-saving symbol is displayed as a temporary stop, and then it stops permanently. During the pattern alignment or the time-saving symbol's temporary stop display, it is possible to execute a jackpot notification effect that activates the effect device 7, but it is not possible to execute a challenge effect that suggests the variable display will continue.
[0299] During the provisional stop display of a matching symbol or a time-saving symbol, the display priority of the decorative symbol 55 changes from display pattern HP7 to HP4. That is, the decorative symbol 55 consisting only of the number portion 550 changes to the decorative symbol 55 consisting of the number portion 550 and a character portion 551. In the gaming machine 1, the display priority of the decorative symbol 55 when the jackpot symbol is stopped and displayed in the SP reach effect may be any of the display patterns HP1 to HP5. The small symbols 56 fluctuate at high speed until just before the jackpot symbol actually stops, and are displayed in the same combination as the decorative symbols 55 according to the stopped display of the jackpot symbol. During the jackpot notification, the small symbols 56 may be displayed in the same combination as the decorative symbols 55.
[0300] As shown in FIG. 34(D), there is a variation pattern in which a reach-miss symbol is temporarily displayed after the enemy wins at the end of the SP reach effect (i.e., a case corresponding to variation patterns O106, O107, H103, H106, H111, or H112). As shown in FIGS. 34(E) and (F), a resume effect is executed during the temporary display of a reach-miss symbol, emphasizing that the game will resume. That is, the resume effect is executed after a miss notification, in which the effect device 7 is in its initial position and no effect for announcing a jackpot that would activate the effect device 7 is executed. The resume effect involves the display of a black image with an overlapping pattern that covers the entire screen from the right edge to the left edge. The resume effect ends when a predetermined time (e.g., 2.5 seconds) has elapsed since its start. During the resume effect, the display priority of the decorative pattern 55 changes from display pattern HP7 to HP2. In the gaming machine 1, the display priority of the decorative symbol 55 when the first special symbol is stopped and displayed after the restart effect may be any one of the display patterns HP1 to HP5.
[0301] As shown in FIG. 34(G), if the result of the first special symbol determination is a normal losing symbol, the losing symbol will stop and display after the restart effect ends. As shown in FIG. 34(I), if the result of the first special symbol determination is a jackpot A, the matching symbols will be temporarily stopped and then permanently stopped after the restart effect ends. As shown in FIGS. 34(H) and (I), if the result of the first special symbol determination is a specific losing symbol, the losing symbol will stop and display after the restart effect ends. As shown in FIG. 34(H), if the result of the first special symbol determination is a losing symbol (time-saving A), the decorative symbol 55, which was a "212" combination, will change to a "272" combination through the restart effect. This allows the player, refreshed by the restart effect, to resume play with low-probability time-saving. Also, as illustrated in FIG. 34(I), if the result of the first special symbol determination is a miss (time-saving B), the decorative symbols 55, which were a combination of "212," change to a combination of "459" through the restart effect. As a result, the player, refreshed by the restart effect, resumes play with a low probability of a small time-saving effect. Note that if the result of the first special symbol determination is a specific miss, the combination of the decorative symbols 55 does not need to change before and after the restart effect. Note that if the result is a miss (time-saving A), the decorative symbols 55 change to a combination of "272" through the restart effect, whereas if the result is a miss (time-saving B), the combination of the decorative symbols 55 does not need to change before and after the restart effect.
[0302] If the result of the first special symbol determination is a specific losing symbol, the same background image of the heaven mode as that at the start of the change will be displayed after the restart effect ends. Note that after the restart effect ends and before the change ends, the background image may change to a heaven mode background image for determining the game state change, or a background image for the game state to which the change will be made may be displayed.
[0303] Here, the icon 53 and the reserved icon 51, which were hidden upon the start of the SP reach effect, reappear during the restart effect with the same appearance as they had immediately before the start of the SP reach effect. The reappeared icon 53 is erased upon the stop display of the first special symbol. In the gaming machine 1, the decorative symbol 55, the icon 53, and the reserved icon 51 have a lower display priority than the restart effect. Therefore, during the restart effect, the decorative symbol 55, the icon 53, and the reserved icon 51 are hidden by the restart effect being displayed in front. On the other hand, in the gaming machine 1, the small symbol 56 and the fourth symbols 57 and 59 have a higher display priority than the restart effect. Therefore, the player can see the small symbol 56 and the fourth symbol 57 even during the restart effect. The appearance of the small symbol 56 and the fourth symbol 57 is the same before and after the restart effect (specifically, high-speed fluctuation). Note that the small symbol 56 may be temporarily stopped and displayed in the same combination as the decorative symbol 55 during the restart effect.
[0304] The board lighting device 74 and the frame lighting device 10 emit light in a light emission pattern for the heaven mode immediately before the restart performance, emit light in a light emission pattern for the restart performance (for example, a white flashing light emission pattern) during the restart performance, and emit light in a light emission pattern for the heaven mode immediately after the restart performance ends. After the restart performance ends, they transition to the heaven mode, which is the same as when the variable display began. In other words, during the restart performance, they emit light in a light emission pattern different from the light emission pattern corresponding to the SP reach performance.
[0305] Here, even if the result of the first special symbol determination is a jackpot symbol, the time when the restart effect is hidden occurs before the jackpot is announced. Therefore, it is not possible to execute a jackpot announcement effect that activates the special effect device 7 during the restart effect, but it is possible to execute the jackpot announcement effect after the restart effect. Note that it is not necessary for a jackpot to occur after the restart effect is executed. In this case, it is not possible to execute a jackpot announcement effect that activates the special effect device 7 during the restart effect as well as after the restart effect.
[0306] The challenge effect cannot be executed during or after the restart effect. However, the challenge effect may be executed after the restart effect.
[0307] The restart effect may be displayed in such a way that a black image overlaps the entire screen, or in such a way that the entire screen is covered with a mosaic-like image. The restart effect may end in such a way that the transparency of the image covering the entire screen increases and the image is finally hidden, or in such a way that the image covering the entire screen is chipped away in a mosaic-like pattern and the door image is finally hidden.
[0308] As shown in FIG. 34(D), there is a variation pattern in which a challenge effect is executed after the enemy wins and a reach-miss symbol is temporarily displayed at the end of the SP reach effect (i.e., a case corresponding to variation pattern O107 or H112). As shown in FIGS. 35(A) and (B), during the challenge effect, the reach symbol is hidden and an operation prompting effect is executed. The operation prompting effect is an effect that prompts the player to operate the effect button 26 by displaying a button image 90 and a gauge image 91 for a predetermined valid period (e.g., 3 seconds). During the challenge effect, candidates for decorative symbols that will stop as a middle symbol are displayed, and the middle symbol is temporarily displayed depending on the operation during the valid period. Note that if no operation is performed during the valid period, the middle symbol is temporarily displayed at the end of the predetermined valid period (e.g., 3 seconds after the start of the operation prompting effect).
[0309] If the challenge effect is successful, a medium pattern identical to the reach pattern is temporarily displayed and a jackpot A is announced. During the jackpot announcement, the display priority of the decorative pattern 55 changes in the order of display patterns HP6, HP9, and HP4. As shown in Figure 35(G), when a jackpot A is displayed, a jackpot game is executed. At the end of the jackpot game, the first and second warnings are displayed simultaneously. After the jackpot game ends, the game transitions to a low-probability time-saving mode.
[0310] On the other hand, if the challenge performance fails, a middle symbol different from the reach symbol is temporarily displayed, suggesting that a normal losing symbol will be displayed. Following a failed challenge performance, a restart performance is executed, and then a normal losing symbol is displayed. The reach symbol remains hidden from the time the challenge performance fails until the end of the restart performance, and is redisplayed when the restart performance ends. The display priority of the decorative symbol 55 is display pattern HP7 before the start of the restart performance, changes to display pattern HP2 during the restart performance, and then changes to display pattern HP3 when it is displayed as a stopped symbol. Note that the display priority of the decorative symbol 55 does not have to change before and after the restart performance.
[0311] In addition, when executing the restart performance, the following configuration may also be used. The size of the entire middle pattern can be larger, smaller, or the same size immediately after the restart performance ends compared to just before the restart performance. The size of the number portion 550 of the middle pattern may be larger, smaller, or the same size immediately after the restart performance ends compared to just before the restart performance. The overall size of the left pattern (and right pattern) can be larger, smaller, or the same size immediately after the restart performance ends compared to just before the restart performance. The size of the number portion 550 of the left pattern (and right pattern) may be larger, smaller, or the same size immediately after the restart performance ends compared to just before the restart performance. · Just before the restart performance, the middle pattern is larger than the left pattern (and right pattern), and just after the restart performance ends, the sizes of the left, middle, and right patterns may be the same. The size ratio between the left, middle, and right patterns may be the same immediately before the restart performance and immediately after the restart performance ends. The appearance of decorative pattern 55 may be the same immediately before the restart performance and immediately after the restart performance ends. The icon 53 and the hold icon 51 continue to be displayed during the SP reach performance, and the icon 53 and the hold icon 51 may have a higher display priority than the resume performance. The icon 53 is erased when the variable display starts or when the SP reach effect starts, and does not have to be displayed again afterwards. Regardless of the type of special symbol that is stopped and displayed, after the restart effect ends, the game may transition to a special heaven mode that is a mode corresponding to the SP reach effect and that has a different appearance from when the variable display began. After executing an effect that gives the expectation that a challenge effect will be executed, a restart effect may be executed without executing the challenge effect. · A restart effect may be executed in response to a failure notification after the execution of a challenge effect.
[0312] Next, referring to Figure 36, an example of the presentation of the low-probability time-saving state in the first embodiment will be described. As illustrated in Figures 36(A) and (B), the variation pattern O201 resulting in a jackpot D is a variation pattern of an instant win in which symbols are aligned without the execution of a reach presentation. As illustrated in Figure 36(B), when the jackpot D is displayed stopped, a jackpot game is executed. In the jackpot game, the first and second warnings are not displayed. After the jackpot game ends, the game shifts to the low-probability time-saving state. Note that the first and second warnings may be displayed in the jackpot game. In the gaming machine 1, the same presentation as the variation pattern O201 is executed even in the case of a variation pattern K201 resulting in a small jackpot B.
[0313] As illustrated in Figures 36(A), (C), and (B), the variation pattern O202 resulting in jackpot D is a variation pattern that indicates a transition (fall) from low-probability time-saving to low-probability non-time-saving mode and then results in an instant win. From the start of the fall suggestion, a door image begins to be displayed and an operation prompt is executed. The door image is the same as the door image displayed in response to the first start of the special symbol change display after the transition to the low-probability time-saving mode. Note that the door image displayed from the start of the fall suggestion may be different from the door image displayed in response to the first start of the special symbol change display after the transition to the low-probability time-saving mode. When jackpot D is reached, the door image opens at the end of a predetermined valid period (for example, 3 seconds after the start of the operation prompt) regardless of whether or not an operation is performed during the valid period, resulting in an instant win. Note that when jackpot D is reached, the door image may open in response to an operation performed during the valid period, resulting in an instant win.
[0314] As shown in Figures 36(A), (C), and (D), the variation pattern H202 in which a normal losing symbol is displayed in a stopped state is a variation pattern in which a fall is suggested and then a loss is notified. The door image that starts to be displayed from the start of the fall suggestion opens at the end of a predetermined valid period (for example, 3 seconds after the start of the operation prompt performance) regardless of whether or not an operation is performed during the valid period, and a loss is notified. Note that in the case of a loss, the door image may be opened depending on the operation performed during the valid period, and a loss is notified.
[0315] As illustrated in Figures 36(A), (C), and (E), variation pattern K203 resulting in small win C is a variation pattern in which a fall is suggested and then the small win C is announced by the small symbol 56. The door image, which begins to be displayed from the start of the fall suggestion, closes at the end of a predetermined valid period (for example, 3 seconds after the start of the operation prompt presentation), regardless of any operation during the valid period. As illustrated in Figure 36(E), when small win C is displayed as a stop, a jackpot game is executed on the condition that a V is won during the small win game. In the jackpot game, the first and second warnings are not displayed. After the jackpot game ends (the game state is low-probability non-time-saving), the game is controlled to low-probability non-time-saving. Furthermore, if a V is not won during the small win game, the jackpot game is not executed and the game is controlled to low-probability non-time-saving. When the game transitions to low-probability non-time-saving, counting is performed using the base calculation out counter and base calculation prize ball counter.
[0316] Figure 36(F) is an example of a presentation that occurs when the pending second special symbol determination is consumed during low-probability non-time-saving control. From the start of the first second special symbol change display during low-probability non-time-saving control until just before the end of the change display related to the first pending second special symbol determination, a result indicating the number of winning balls the player has obtained through jackpot play is displayed. Furthermore, a door image begins to be displayed from the start of the result. The door image is the same as the door image displayed upon the start of the first special symbol change display after the transition to low-probability time-saving control, and the door image displayed upon the start of the fall suggestion. Note that the door image displayed upon the start of the result may be different from the door image displayed upon the start of the first special symbol change display after the transition to low-probability time-saving control, and the door image displayed upon the start of the fall suggestion. Note that the result and the door image displayed from the start of the result are also displayed when the low-probability time-saving control has finished its count (for example, the flow from Figure 36(D) to (F)). If the variable display indicating the end of the low-probability time-saving count does not meet the condition of 750 consecutive misses, the game will transition to low-probability non-time-saving mode when the variable display ends, and counting will be performed by the base calculation out counter and the base calculation prize ball counter. On the other hand, if the variable display indicating the end of the low-probability time-saving count meets the condition of 750 consecutive misses, the game will transition to low-probability time-saving mode when the variable display ends, and counting will remain stopped by the base calculation out counter and the base calculation prize ball counter.
[0317] In addition, a countdown may be performed to notify the remaining number of times of time reduction each time the special symbol starts to change, from the change display a predetermined number of times before (for example, 10 changes before) the final change of the low-probability time reduction until the final change of the low-probability time reduction. In the gaming machine 1, as shown in Figure 36 (D) as an example, from the change display a predetermined number of times before (for example, 3 changes before) the final change of the low-probability time reduction, the icon 53 and the reserved icon 51 are hidden. In addition, the icon 53 and the reserved icon 51 may remain displayed until the final change of the low-probability time reduction is completed.
[0318] If all the pending second special symbol determinations are losses, the result will be hidden and the door image will open just before the variable display related to the pending first second special symbol determination ends (see Figure 36(G)). Accordingly, the display priority of the decorative symbol 55 will change from display pattern HP9 to HP3 during the result display.
[0319] When a door image is displayed in conjunction with the result display, the following configuration may be used. The size of the entire middle pattern may be larger, smaller, or the same size in Heaven mode immediately after the door image is displayed than in RUSH mode before the door image is displayed. The size of the number portion 550 of the middle pattern may be larger, smaller, or the same size in Heaven mode immediately after the door image is displayed than in RUSH mode before the door image is displayed. The overall size of the left image (and right image) in Heaven mode immediately after the door image is displayed may be larger, smaller, or the same size as in RUSH mode before the door image is displayed. The size of the number portion 550 of the left image (and right image) in Heaven mode immediately after the door image is displayed may be larger, smaller, or the same size as in RUSH mode before the door image is displayed. In RUSH mode before the door image is displayed, the middle pattern is larger than the left pattern (and right pattern), and in Heaven mode immediately after the door image is displayed, the sizes of the left, middle, and right patterns can be the same. The size ratio between the left, middle, and right patterns may be the same in RUSH mode before the door image is displayed and in Heaven mode immediately after the door image is displayed. While the door image is displayed, it lights up in the door image lighting pattern, and immediately after the door image display ends, it lights up in the Heaven mode lighting pattern.
[0320] As shown in Figure 36(H), if the pending second special symbol determination consumed during low-probability non-time-saving is a big win D, the result is erased and the door image displayed from the start of the result opens, resulting in an instant win. As shown in Figure 36(I), if the pending second special symbol determination consumed during low-probability non-time-saving is a small win C, the result is erased and the door image displayed from the start of the result opens, resulting in an instant win.
[0321] [Small winning hole opening control process by the game control board 100] Hereinafter, with reference to FIG. 37, the small prize opening control process executed by the game control board 100 will be described. This small prize opening control process is a process for executing a small prize game selected based on a small prize symbol determination table stored in the main ROM 100b. Here, FIG. 37 is a detailed flowchart of the small prize opening control process in step S5A of FIG. 19. The main CPU 100a determines whether the small prize game flag is set to "ON" (step S641). Here, if it is determined that the small prize game flag is not set to "ON" (step S641: NO), the process proceeds to the large prize opening control process in step S7.
[0322] When the main CPU 100a determines that the big win game flag is set to "ON" (step S641: YES), it determines whether or not the opening period of the small win game is in progress based on whether or not the elapsed time since the opening command for the small win game was set by the stop processing has reached a predetermined opening time (step S642). Here, when it is determined that the small win game is in the opening period (step S642: YES), it also determines whether or not the opening time has elapsed based on whether or not the elapsed time has reached the predetermined opening time (step S643). Here, when it is determined that the opening time has not elapsed (step S643: NO), the process proceeds to the big win port control process of step S7.
[0323] When the main CPU 100a determines that the opening time has elapsed (step S643: YES), it sets the operation pattern of the small prize opening opening solenoid 51c and stores the setting information in the main RAM 100c (step S644). By executing the process of this step S644, various times related to the small prize game, such as the ending time after the round ends, are also set.
[0324] Following the process of step S644, the main CPU 100a resets the number X of winning game balls into the small winning opening 19 stored in the main RAM 100c (step S645).
[0325] Following the process of step S645, the main CPU 100a starts the opening control of the small prize winning opening (step S646). Next, the main CPU 100a starts measuring the opening time, which is the elapsed time since the opening control started (step S647).
[0326] When the main CPU 100a determines that the game is not currently in the opening period of the small win game (step S642: NO), it determines whether the game is currently in the ending period based on information indicating the time point of the small win game that is stored in the main RAM 100c (step S648). If it is determined that the game is currently in the ending period (step S648: YES), the process proceeds to step S659, which will be described later.
[0327] When the main CPU 100a determines that the small win game is not ending (step S648: NO), it determines whether the small win opening switch 116a has been turned "ON" (step S649). Specifically, it determines whether the small win opening switch 116a has been turned "ON" based on the presence or absence of a detection signal from the small win opening switch 116a.
[0328] Here, if the main CPU 100a determines that the small prize opening switch 116a has turned "ON" (step S649: YES), it determines that one game ball has entered the small prize opening 19, and updates the number of winning game balls X to a value incremented by "1" (step S650).
[0329] Following the processing of step S650, the main CPU 100a determines whether the V winning port switch 116b has turned "ON." If it is determined that the V winning port switch 116b has turned "ON" (step S651: YES), it sets a V winning command (step S652) and sets the jackpot game flag to "ON" (step S653).
[0330] When the main CPU 100a executes the process of step S653, when the main CPU 100a executes the process of step S647, or when the main CPU 100a determines that the small prize opening switch 116a is not "ON" (step S649: NO), the main CPU 100a determines whether or not a specified opening time has elapsed since the opening of the small prize opening 19 started (step S654). Specifically, the main CPU 100a determines whether or not the opening time whose measurement was started by the process of step S647 has reached the specified opening time stored in the main ROM 100b.
[0331] When the main CPU 100a determines that the specified opening time has not elapsed (step S654: NO), it determines whether or not the number of winning game balls X in the current round of play stored in the main RAM 100c matches the number of game balls Xmax (e.g., "9") that specifies the closing timing of the special prize opening 13 stored in the main ROM 100b (step S655). Here, when it is determined that the number of winning game balls X does not match the number of game balls Xmax (step S655: NO), the process proceeds to the special prize opening control process of step S7.
[0332] On the other hand, if the main CPU 100a determines that the number of winnings X matches the number of game balls Xmax (step S655: YES), it causes the small winning opening opening solenoid 51c to end the opening control of the small winning opening 19 that was started in the processing of step S646 (step S656).
[0333] Following the process of step S656, the main CPU 100a starts measuring the ending time (step S657) and sets an ending command in the main RAM 100c (step S658). This ending command is a command notifying that the round of small win game has ended, and is transmitted to the performance control board 130 by the transmission process of step S9.
[0334] When the main CPU 100a executes the process of step S658, it judges whether the ending time has elapsed (step S659). If it is judged that the ending time has not elapsed (step S659: NO), the process proceeds to the big prize opening control process of step S7.
[0335] When the main CPU 100a determines that the ending time has elapsed (step S659: YES), it sets the small win game flag to "OFF" in order to end the small win game (step S660).
[0336] [Big prize opening control process by the game control board 100] Hereinafter, with reference to FIG. 38, the special prize opening control process executed by the game control board 100 will be described. This special prize opening control process is a process for executing a special prize game selected based on a special prize symbol determination table stored in the main ROM 100b. Here, FIG. 38 is a detailed flowchart of the special prize opening control process in step S6A of FIG. 19. Following the special prize opening control process in step S5A, the main CPU 100a determines whether the special prize opening flag is set to "ON" (step S601). Here, if it is determined that the special prize opening flag is not set to "ON" (step S601: NO), the process proceeds to the prize ball process in step S8.
[0337] When the main CPU 100a determines that the jackpot game flag is set to "ON" (step S601: YES), it determines whether the jackpot game is currently in the opening stage based on whether the elapsed time since the opening command for the jackpot game was set by the in-stop processing has reached a predetermined opening time (step S602). If it determines that the jackpot game is currently in the opening stage (step S602: YES), it also determines whether the opening time has elapsed based on whether the elapsed time has reached the predetermined opening time (step S603). If it determines that the opening time has not elapsed (step S603: NO), the process proceeds to the prize ball processing in step S8.
[0338] When the main CPU 100a determines that the opening time has elapsed (step S603: YES), it sets the number of rounds Rmax of the jackpot game, the operation pattern of the jackpot opening / closing solenoid 51b, etc., and stores the setting information in the main RAM 100c (step S604). By executing the process of this step S604, various times related to the jackpot game, such as the interval time between rounds and the ending time after the end of the final round, are also set.
[0339] Following the processing of step S604, the main CPU 100a resets the number Y of game balls that have entered the jackpot slot 13, which is stored in the main RAM 100c (step S605), and updates the number of rounds R during the jackpot, which is also stored in the main RAM 100c, to a value incremented by "1" (step S606). This number of rounds R is set to "0" before the start of the jackpot, and is incremented by "1" each time the processing of step S606 is performed.
[0340] Following the processing of step S606, the main CPU 100a starts the opening control of the special prize opening (step S607). Next, the main CPU 100a starts measuring the opening time, which is the elapsed time since the opening control was started (step S608). Then, the main CPU 100a sets a round start command in the main RAM 100c, notifying that a round game for opening the special prize opening 13 has started (step S609).
[0341] When the main CPU 100a determines that the jackpot game is not currently in the opening mode (step S602: NO), it determines whether the jackpot game is currently in the ending mode immediately after the end of the final round (step S611) based on information indicating the time point of the current jackpot game stored in the main RAM 100c. If it is determined that the jackpot game is currently in the ending mode (step S611: YES), the process proceeds to step S625, which will be described later.
[0342] When the main CPU 100a determines that the jackpot game is not ending (step S611: NO), it determines whether or not the game is in an interval (between one round and the next round) based on, for example, information stored in the main RAM 100c indicating the point in time in the jackpot game where the current state is. If it determines that the game is in an interval (step S612: YES), it determines whether or not the interval time set by the processing of step S604 has elapsed since the jackpot opening 13 was closed at the end of the previous round of game (step S613). If it determines that the interval time has elapsed (step S613: YES), it is time to start the next round of game, and the processing proceeds to step S605. Conversely, if it determines that the interval time has not elapsed (step S613: NO), the processing proceeds to the prize ball processing of step S8.
[0343] On the other hand, when the main CPU 100a determines that it is not during an interval (step S612: NO), it determines that it is during a round game and determines whether the special prize opening switch has been turned "ON" (step S614). Specifically, it determines whether the special prize opening detection switch 50a has been turned "ON" based on the presence or absence of a detection signal from the special prize opening detection switch 50a.
[0344] Here, if the main CPU 100a determines that the large prize opening detection switch 50a has turned "ON" (step S614: YES), it determines that one game ball has entered the large prize opening 13, and updates the number of game balls that have entered Y to a value incremented by "1" (step S615).
[0345] When the main CPU 100a executes the process of step S615, when the main CPU 100a executes the process of step S609, or when it determines that the special prize opening detection switch 50a is not "ON" (step S614: NO), it determines whether or not a specified opening time has elapsed since the special prize opening 13 started to be opened (step S616). Specifically, it determines whether or not the opening time whose measurement was started by the process of step S608 has reached the specified opening time stored in the main ROM 100b.
[0346] When the main CPU 100a determines that the specified opening time has not elapsed (step S616: NO), it determines whether or not the number Y of winning game balls in the current round of play stored in the main RAM 100c matches the number Ymax (e.g., "9") of winning game balls that specifies the closing timing of the big prize opening 13 stored in the main ROM 100b (step S617). Here, when it is determined that the number Y of winning game balls does not match the number Ymax of winning game balls (step S617: NO), the process proceeds to the prize ball processing in step S8.
[0347] On the other hand, if the main CPU 100a determines that the number of winnings Y matches the number of game balls Ymax (step S617: YES), or if it determines that the specified opening time has elapsed (step S616: YES), it causes the large prize opening opening / closing solenoid 51b to terminate the opening control of the large prize opening 13 that was started in the processing of step S607 (step S618).
[0348] Following the processing of step S618, the main CPU 100a determines whether the current number of rounds R of the jackpot game stored in the main RAM 100c matches the number of rounds Rmax set by the processing of step S604 (step S619). Here, if it is determined that the number of rounds R does not match the number of rounds Rmax (step S619: NO), in order to control the start timing of the next round of game, it starts measuring an interval time, which is the elapsed time since the jackpot opening 13 was closed (step S620). The interval time measured by the processing of step S620 is used in the processing of step S613.
[0349] On the other hand, when the main CPU 100a determines that the number of rounds R matches the number of rounds Rmax (step S619: YES), it starts measuring the ending time (step S622), resets the number of rounds R stored in the main RAM 100c (step S623), and sets an ending command in the main RAM 100c (step S624). This ending command is a command notifying that the last round of play has ended, and is transmitted to the performance control board 130 by the transmission process of step S8. Note that this ending command includes information (game information) regarding the game state after the jackpot game has ended.
[0350] When the main CPU 100a executes the process of step S624 or determines that the ending is in progress (step S611: YES), it determines whether the set ending time has elapsed (step S625). Specifically, it determines whether the ending time, which began to be measured by the process of step S622, has reached the set ending time set by the process of step S604. Here, when it is determined that the ending time has not elapsed (step S625: NO), the process proceeds to the prize ball processing of step S8.
[0351] When the main CPU 100a determines that the set ending time has elapsed (step S625: YES), it sets the number of time-shortening times and a game state designation command according to the type of special symbol (step S626).
[0352] After the process of step S626, the main CPU 100a sets the jackpot game flag to "OFF" in order to end the jackpot game (step S627).
[0353] [Timer interrupt processing by performance control board 130] The timer interrupt processing executed on the performance control board 130 will be described below with reference to Fig. 39. Here, Fig. 39 is a flowchart showing an example of the timer interrupt processing executed on the performance control board 130. Below, the processing shown in Figs. 39 to 41 will be described as being performed by the performance control board 130, but some or all of this processing may be executed on any of the performance control board 130, the image and sound control board 140, and the lamp control board 150.
[0354] The sub-CPU 130a in the performance control board 130 repeatedly executes a series of processes illustrated in Fig. 39 at regular intervals (for example, 4 milliseconds) in the same manner as the timer interrupt process performed in the game control board 100. The processes shown in Figs. 39 to 41 are executed in accordance with commands issued by the sub-CPU 130a based on the program stored in the sub-ROM 130b.
[0355] The sub-CPU 130a first executes a command reception process (step S10) that performs processing in response to a command from the gaming control board 100, and then executes a transmission process (step S30). In the command reception process, processing is performed in response to various commands received from the gaming control board 100 and the lamp control board 150. Specifically, the sub-CPU 130a receives, for example, a command as game information from the gaming control board 100 and sets the content of the effect according to the received command. For example, the sub-CPU 130a determines a variation effect pattern corresponding to the variation pattern of the special symbol, and determines whether or not to execute a preview effect that can be executed in the determined variation effect pattern, and the content of the preview effect. Then, the sub-CPU 130a generates, for example, a command instructing the execution of the determined effect and transmits it to the image / sound control board 140 and the lamp control board 150. As a result, the effect determined by the effect control board 130 is executed by the image / sound control board 140 and the lamp control board 150. The command reception process will be described in detail later with reference to FIG. 40.
[0356] Following the processing of step S30, the sub-CPU 130a performs a data transfer process (step S50). The sub-CPU 130a transfers data transmitted from the image and sound control board 140 to the lamp control board 150, for example, to control the light emission of the frame lighting device 10 and the like and to control (for example, operate) the performance props 7 and the like in association with the start of each performance. By performing this data transfer process, for example, light emission control is performed to cause the board lighting device 74 and the frame lighting device 10 to emit light in conjunction with the performance image displayed on the liquid crystal screen 5 and the performance sound output by the speaker 24, or the performance props 7 are operated. With this, the sub-CPU 130a ends the processing shown in FIG. 39.
[0357] [Command reception processing by performance control board 130] Fig. 40 is a detailed flowchart of the command reception process in step S10 of Fig. 39. As illustrated in Fig. 40, the sub-CPU 130a first determines whether or not a command transmitted from the game control board 100 or the lamp control board has been received (step S11). If it is determined that a command has not been received (step S11: NO), the process proceeds to step S30.
[0358] When the sub-CPU 130a determines that it has received a command (step S11: YES), it determines whether or not the command is a game state designation command transmitted from the game control board 100 in response to the processing of step S3194C (FIG. 27) or step S627 (see FIG. 38) (step S12). Here, when it is determined that the received command is not a game state designation command (step S12: NO), the processing proceeds to step S14 described later.
[0359] When the sub-CPU 130a determines that the received command is a game state designation command (step S12: YES), it executes a game state update process for updating the game state (step S13).
[0360] If the sub-CPU 130a determines that the received command is not a hold command (step S12: NO), it determines whether or not the command is a fluctuation start command transmitted from the game control board 100 in response to the processing of step S311 (see FIG. 23) (step S14). If it is determined that the received command is not a fluctuation start command (step S14: NO), the process proceeds to step S16, which will be described later.
[0361] When the sub-CPU 130a determines that the received command is a fluctuation start command (step S14: YES), it executes a fluctuation start command receiving process (step S15). In the fluctuation start command receiving process, the sub-CPU 130a determines, for example, a fluctuation performance pattern corresponding to the fluctuation pattern of the special symbol included in the fluctuation start command. This fluctuation start command receiving process will be described in detail later with reference to FIG.
[0362] When the sub-CPU 130a determines that the received command is not a variation start command (step S14: NO), it determines whether or not the command is a symbol determination command transmitted from the game control board 100 in response to the processing of step S316 (see FIG. 23) (step S16). When the sub-CPU 130a determines that the command is a symbol determination command (step S16: YES), it sets a variable effect end command in the sub-RAM 130c (step S17). When this variable effect end command is transmitted to the image and sound control board 140 and the lamp control board 150 by the transmission processing of step S30, the decorative symbol 55 and the small symbol 56 are displayed in a stopped state on the liquid crystal screen 5 in conjunction with the stopped display of the special symbol.
[0363] When the sub-CPU 130a determines that the received command is not a symbol determination command (step S16: NO), it determines whether or not the command is an operation command transmitted from the lamp control board 150 (step S18). This operation command is a command transmitted from the lamp control board 150 to notify the lamp CPU 151 of the lamp control board 150 of information when the lamp CPU 151 detects operation of the effect button 26 or the effect key 27. The operation command includes information indicating which of the effect button 26 or the effect key 27 has been operated, and information indicating which key has been operated if the effect key 27 has been operated.
[0364] When the sub-CPU 130a determines that an operation command has been received (step S18: YES), it sets an operation effect start command in the sub-RAM 130c (step S19). This command is transmitted to the image and sound control board 140 and the lamp control board 150 by the transmission process of step S30. By receiving this command, the image and sound control board 140 can, for example, execute an effect using images and sounds using the liquid crystal screen 5 and the speaker 24 in accordance with the operation during the valid period. Furthermore, by receiving this command, the lamp control board 150 can execute an effect in which various lamps are illuminated in accordance with the operation during the valid period.
[0365] On the other hand, if it is determined that the received command is not an operation command (step S18: NO), it executes processing according to the command (step S20). As an example, if it is determined that an opening command transmitted from the game control board 100 has been received, the sub-CPU 130a sets an opening command that instructs the start of the presentation of a big win game (or a small win game) corresponding to the type of big win (or small win).
[0366] [Variation start command reception processing by performance control board 130] Hereinafter, referring to Fig. 41, a description will be given of the fluctuation start command reception process executed in the performance control board 130 in response to receiving a fluctuation start command transmitted from the game control board 100. Here, Fig. 41 is a detailed flowchart of the fluctuation start command reception process in step S15 of Fig. 40.
[0367] 40, when the sub-CPU 130a determines that the command received from the game control board 100 is a fluctuation start command (step S14: YES), it acquires a fluctuation effect pattern random number and stores it in the sub-RAM 130c (step S1511). The sub-CPU 130a acquires the value of the fluctuation effect pattern random number at the time of receiving the fluctuation start command as the fluctuation effect pattern random number.
[0368] Following the processing of step S1511, the sub-CPU 130a analyzes the fluctuation start command received from the game control board 100 (step S1512). As described above, the fluctuation start command includes information indicating whether or not there is a jackpot, which indicates the result of the jackpot determination (see FIG. 25), the type of special symbol, setting information for the fluctuation pattern of the special symbol, information indicating the gaming status of the gaming machine 1, etc. By performing this processing, the sub-CPU 130a obtains the information necessary to determine the fluctuation presentation pattern.
[0369] Following the processing of step S1512, the sub-CPU 130a determines whether or not the display is a special symbol variation for the first spin after the time-saving game flag is turned on (step S1513). If the determination in step S1513 is YES, the sub-CPU 130a determines whether or not the variation pattern is for low-probability time-saving (step S1514). If the determination in step S1514 is YES, the sub-CPU 130a determines a variation presentation pattern for a right-hit notification mode accompanied by the display of text and a door image encouraging right-hit (step S1515).
[0370] If the determination is NO in the process of step S1513 or step S1514, the sub-CPU 130a determines a variable effect pattern that is not a right-hit notification mode (step S1516).
[0371] When the process of step S1515 or the process of step S1516 is executed, the sub-CPU 130a sets a variable performance start command including the setting contents determined by these processes (step S1517). The variable performance start command is transmitted to the image and sound control board 140 and the lamp control board 150 by the transmission process of step S30 (see FIG. 39). As a result, the performance of the mode determined by the performance control board 130 is realized by the image and sound control board 140 and the lamp control board 150.
[0372] Following the process of step S1517, the sub CPU 130a subtracts "1" from the value of the number of reserved items stored in the sub RAM 130c (step S1518). With this, the sub CPU 130a ends the process shown in FIG.
[0373] [Effects of the first embodiment] The gaming machine 1 of the first embodiment controls play in a low-probability non-time-saving state, a low-probability minute-time-saving state, and a low-probability time-saving state. The low-probability non-time-saving state is a game state that is more advantageous to the player than the low-probability minute-time-saving state. When the gaming machine 1 is in the power "OFF" state and the power is turned "ON" with the setting key switch "OFF" and the RWM clear switch "ON," the gaming machine 1 transitions to RAM clear mode immediately after startup. When transitioning to RAM clear mode, information related to the game state is initialized, and the gaming machine 1 begins play in a low-probability non-time-saving state, which is more advantageous to the player than the low-probability minute-time-saving state. This allows the gaming machine 1 of the first embodiment to motivate players to play immediately after the gaming parlor opens.
[0374] Furthermore, the gaming machine 1 of the first embodiment controls play in a low-probability non-time-shortened state, a low-probability minute-time-shortened state, and a low-probability time-shortened state. The low-probability non-time-shortened state is a game state that is more advantageous to the player than the low-probability minute-time-shortened state. When the gaming machine 1 is in the power "OFF" state and the power is turned "ON" with the setting key switch "ON" and the RWM clear switch "ON," the gaming machine 1 transitions to setting change mode immediately after startup. When transitioning to setting change mode, information related to the game state is initialized, and the gaming machine 1 begins play in the low-probability non-time-shortened state, which is more advantageous to the player than the low-probability minute-time-shortened state. This allows the gaming machine 1 of the first embodiment to motivate players to play immediately after the setting change (i.e., immediately after the gaming facility opens).
[0375] Furthermore, the gaming machine 1 of the first embodiment controls play in a low-probability non-time-shortening state, a low-probability minute-time-shortening state, and a low-probability time-shortening state. If a jackpot A occurs in the low-probability non-time-shortening state or the low-probability minute-time-shortening state, the game transitions to the low-probability time-shortening state upon completion of the jackpot game. If a specific losing symbol is displayed stationary in the low-probability non-time-shortening state, it is possible to transition from the low-probability non-time-shortening state to the low-probability time-shortening state. On the other hand, if a specific losing symbol is displayed stationary in the low-probability minute-time-shortening state, the game state does not change. Therefore, the probability of transitioning to the low-probability time-shortening state is higher in the low-probability non-time-shortening state than in the low-probability minute-time-shortening state by the probability of a specific losing symbol appearing. This makes the low-probability non-time-shortening state a game state that is more advantageous to the player than the low-probability minute-time-shortening state.
[0376] Furthermore, the gaming machine 1 of the first embodiment controls games in a low-probability non-time-shortening state, a low-probability minute-time-shortening state, and a low-probability time-shortening state. The probability of determining that a jackpot game will be executed is the same in the low-probability non-time-shortening state, the low-probability minute-time-shortening state, and the low-probability time-shortening state. If a jackpot A is achieved in the low-probability non-time-shortening state or the low-probability minute-time-shortening state, the game will transition to the low-probability time-shortening state upon completion of the jackpot game. If a specific losing symbol is displayed in the low-probability non-time-shortening state, it is possible to transition from the low-probability non-time-shortening state to the low-probability time-shortening state. On the other hand, if a specific losing symbol is displayed in the low-probability minute-time-shortening state, the game state will not change. For this reason, the probability of transitioning to the low-probability time-shortening state is higher in the low-probability non-time-shortening state than in the low-probability minute-time-shortening state by the probability of a specific losing symbol. As a result, in a situation where the probability of determining that a big win game will be executed is the same, the low probability non-time-shortening state can be made a game state more advantageous to the player than the low probability slight time-shortening state.
[0377] Furthermore, the gaming machine 1 of the first embodiment controls play in a low-probability non-time-shortening state, a low-probability minute-time-shortening state (time-shortening count: 99 or 500), and a low-probability minute-time-shortening state. In the low-probability minute-time-shortening state, the low-probability minute-time-shortening state ends when the number of times the special symbol determination result is notified reaches 99 or 500. If a jackpot A occurs in the low-probability non-time-shortening state or the low-probability minute-time-shortening state, the game transitions to the low-probability time-shortening state (time-shortening count: 700) upon completion of the jackpot game. Furthermore, if a specific losing symbol is displayed in the low-probability non-time-shortening state, the game state can transition from the low-probability non-time-shortening state to the low-probability time-shortening state (time-shortening count: 700). On the other hand, if a specific losing symbol is displayed in the low-probability minute-time-shortening state, the game state does not change from the low-probability minute-time-shortening state. The probability of transitioning to the low-probability time-shortening state is higher in the low-probability non-time-shortening state than in the low-probability minute-time-shortening state. If the condition of 750 consecutive misses is met in the low-probability non-time-saving state or the low-probability minute-time-saving state, the game will transition to the low-probability time-saving state (time saving count: 1000). Therefore, in the gaming machine 1 of the first embodiment, the low-probability time-saving state includes a state in which the low-probability time-saving state ends when the number of times the special symbol determination result is notified reaches 700, and a state in which the low-probability time-saving state ends when the number of times the special symbol determination result is notified reaches 1000. The low-probability minute-time-saving state, the low-probability time-saving state (time saving count: 700), and the low-probability time-saving state (time saving count: 1000) each have different degrees of advantage to the player. This makes it possible to arouse the player's interest in the number of times the special symbol determination result is notified.
[0378] Furthermore, the gaming machine 1 of the first embodiment controls play in a low-probability non-time-shortening state, a low-probability minute-time-shortening state (time-shortening count of 99 or 500 times), and a low-probability time-shortening state. If a jackpot A occurs in the low-probability non-time-shortening state or the low-probability minute-time-shortening state, the game will transition to a low-probability time-shortening state (time-shortening count of 700 times) upon completion of the jackpot game. If a specific losing symbol is displayed in the low-probability non-time-shortening state, it is possible to transition from the low-probability non-time-shortening state to the low-probability time-shortening state. On the other hand, if a specific losing symbol is displayed in the low-probability minute-time-shortening state, the game state will not change from the low-probability minute-time-shortening state. For this reason, the low-probability minute-time-shortening state is a game state that is more disadvantageous to the player than the low-probability non-time-shortening state. When the remaining number of time-shortening times reaches 0 in the low-probability minute-time-shortening state, the game will transition to the low-probability non-time-shortening state. This makes it possible for a player to play with the aim of transitioning from a low-probability, minute time-shortening state to a low-probability, non-time-shortening state.
[0379] Furthermore, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-saving state, a low-probability minute-time-saving state, and a low-probability time-saving state. The low-probability time-saving state is more advantageous to the player than the low-probability non-time-saving state and the low-probability minute-time-saving state. If it is determined that a jackpot game will not be executed, a specific losing symbol or a normal losing symbol is displayed. If a specific losing symbol is displayed in the low-probability non-time-saving state, it is possible to transition from the low-probability non-time-saving state to the low-probability time-saving state. This allows the player to be happy even if they lose, because the low-probability non-time-saving state can aim to transition to the low-probability time-saving state with a specific losing symbol.
[0380] Furthermore, the gaming machine 1 of the first embodiment controls play in a low-probability non-time-saving state, a low-probability minute-time-saving state, and a low-probability time-saving state. The low-probability time-saving state is more advantageous to the player than the low-probability non-time-saving state and the low-probability minute-time-saving state. If it is determined that a jackpot game will not be executed, a specific losing symbol or a normal losing symbol is displayed. If a specific losing symbol is displayed in a stopped state in the low-probability non-time-saving state, it is possible to transition from the low-probability non-time-saving state to the low-probability time-saving state. In the low-probability time-saving state, if a specific losing symbol is displayed in a change before the final time-saving change, the game state does not change. The low-probability time-saving state ends when the remaining number of time-saving plays reaches 0. This allows the player to expect a specific losing symbol to appear in the low-probability non-time-saving state more than in the low-probability time-saving state.
[0381] Furthermore, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-saving state, a low-probability minute-time-saving state, and a low-probability time-saving state. The low-probability time-saving state is more advantageous to the player than the low-probability non-time-saving state and the low-probability minute-time-saving state. If it is determined that a jackpot game will not be executed, a specific losing symbol or a normal losing symbol is displayed. If a losing symbol (time-saving A) is displayed as a specific losing symbol in the low-probability non-time-saving state, a transition from the low-probability non-time-saving state to the low-probability minute-time-saving state is possible. If a losing symbol (time-saving B) is displayed as a specific losing symbol in the low-probability non-time-saving state, a transition from the low-probability non-time-saving state to the low-probability minute-time-saving state is possible. In the low-probability time-saving state, if a specific losing symbol is displayed in a variation before the final variation of the time-saving state, the game state does not change. The low-probability time-saving state ends when the number of time-saving times reaches 0. This allows the player to feel a sense of excitement as to whether a specific losing symbol will appear when the game is in a low-probability non-time-shortening state, causing a transition to a low-probability time-shortening state or a low-probability slight time-shortening state.
[0382] Furthermore, the gaming machine 1 of the first embodiment controls play in a low-probability non-time-saving state, a low-probability minute-time-saving state, and a low-probability time-saving state. The low-probability time-saving state is more advantageous to the player than the low-probability non-time-saving state and the low-probability minute-time-saving state. If it is determined that a jackpot game will not be executed, a specific losing symbol or a normal losing symbol is displayed. If a losing symbol (time-saving A) is displayed as a specific losing symbol in the low-probability non-time-saving state, a transition from the low-probability non-time-saving state to the low-probability time-saving state is possible. In the low-probability non-time-saving state, normal symbols are displayed in a variable pattern for the low-probability non-time-saving state, and in the low-probability time-saving state, they are displayed in a variable pattern for the low-probability time-saving state. The variable pattern of normal symbols for the low-probability time-saving state is shorter than the variable pattern of normal symbols for the low-probability non-time-saving state. This allows normal symbols to change more frequently in the low-probability time-saving state than in the low-probability non-time-saving state.
[0383] Furthermore, the gaming machine 1 of the first embodiment controls play in a low-probability non-time-saving state, a low-probability minute-time-saving state, and a low-probability time-saving state. The low-probability time-saving state is more advantageous to the player than the low-probability non-time-saving state and the low-probability minute-time-saving state. If it is determined that a jackpot game will not be executed, a specific losing symbol or a normal losing symbol is displayed. If a losing symbol (time-saving A) is displayed as a specific losing symbol in the low-probability non-time-saving state, the game can transition from the low-probability non-time-saving state to the low-probability time-saving state. The electric tulip 17 opens in an opening pattern for the low-probability non-time-saving state in the low-probability non-time-saving state, and opens in an opening pattern for the low-probability time-saving state in the low-probability time-saving state. The opening time of the electric tulip 17 is longer in the low-probability time-saving state than in the low-probability non-time-saving state. This makes it easier for the game ball to enter the second starting hole 12 in the low-probability time-saving state than in the low-probability non-time-saving state.
[0384] Furthermore, the gaming machine 1 of the first embodiment controls play in a low-probability non-time-saving state, a low-probability minute-time-saving state, and a low-probability time-saving state. The low-probability time-saving state is more advantageous to the player than the low-probability non-time-saving state and the low-probability minute-time-saving state. If it is determined that a jackpot game will not be executed, a specific losing symbol or a normal losing symbol is displayed. If a losing symbol (time-saving A) is displayed as a specific losing symbol in the low-probability non-time-saving state, a transition from the low-probability non-time-saving state to the low-probability time-saving state is possible. In the low-probability non-time-saving state, the special symbol is displayed in a variable pattern for the low-probability non-time-saving state, and in the low-probability time-saving state, the special symbol is displayed in a variable pattern for the low-probability time-saving state. The variable pattern of the special symbol for the low-probability time-saving state is shorter than the variable pattern of the special symbol for the low-probability non-time-saving state. This allows the special symbol to change more frequently in the low-probability time-saving state than in the low-probability non-time-saving state.
[0385] Furthermore, the gaming machine 1 of the first embodiment controls play in a low-probability non-time-saving state, a low-probability minute-time-saving state, and a low-probability time-saving state. When in the low-probability time-saving state, the right-hit lamp 49 lights up to encourage the player to hit the right. When in the low-probability non-time-saving state or the low-probability minute-time-saving state, the right-hit lamp 49 goes out. If it is determined that a jackpot game will not be executed, a specific losing symbol or a normal losing symbol is displayed as a stopped symbol. When a losing symbol (time-saving A) is displayed as a specific losing symbol in the low-probability non-time-saving state, a transition from the low-probability non-time-saving state to the low-probability minute-time-saving state is possible. In the low-probability non-time-saving state, the right-hit lamp 49 lights up in response to the stopping of a losing symbol (time-saving A). When a losing symbol (time-saving B) is displayed as a specific losing symbol in the low-probability non-time-saving state, a transition from the low-probability non-time-saving state to the low-probability minute-time-saving state is possible. In the low probability non-time-saving state, the right hit lamp 49 remains unlit in response to the stop display of a losing (time-saving B) symbol. This makes it possible to suggest to the player whether or not the game ball is likely to enter the second starting hole 12 based on the state of the right hit lamp 49.
[0386] Furthermore, the gaming machine 1 of the first embodiment controls play in a low-probability non-time-shortened state, a low-probability minute time-shortened state, and a low-probability time-shortened state. The low-probability non-time-shortened state is advantageous to the player because it has a higher probability of transitioning to the low-probability time-shortened state than the low-probability minute time-shortened state. When the number of time-shortened times reaches 0 in the low-probability minute time-shortened state, the game transitions to the low-probability non-time-shortened state. If the small win symbol stops and displays a predetermined maximum number of times (for example, 2 times) when the number of time-shortened times is not 0 in the low-probability minute time-shortened state, it is possible to transition from the low-probability minute time-shortened state to the low-probability non-time-shortened state. This makes it possible to transition from the low-probability minute time-shortened state to the low-probability non-time-shortened state by achieving a small win before the number of time-shortened times reaches 0, thereby providing the player with a varied game experience.
[0387] Furthermore, the gaming machine 1 of the first embodiment controls play in a low-probability non-time-saving state, a low-probability minute-time-saving state, and a low-probability time-saving state. If it is determined that a jackpot game will not be executed, a specific losing symbol or a normal losing symbol is displayed. If a specific losing symbol is displayed in a low-probability non-time-saving state, it is possible to transition from the low-probability non-time-saving state to the low-probability time-saving state. In response to the display of a specific losing symbol in a low-probability non-time-saving state, text encouraging a right hit, a door image, and a background image for the low-probability time-saving state are displayed. In response to the display of a specific losing symbol in a low-probability minute-time-saving state, text encouraging a right hit, a door image, and a background image for the low-probability time-saving state are not displayed. This makes it easy for the player to understand that a specific losing symbol that will cause the game state to transition has been displayed in a stopped state.
[0388] Furthermore, the gaming machine 1 of the first embodiment controls the game in a low-probability non-time-saving state, a low-probability minute-time-saving state, and a low-probability time-saving state. If it is determined that a jackpot game will not be executed, a specific losing symbol or a normal losing symbol is displayed. If a specific losing symbol is displayed in a low-probability non-time-saving state, it is possible to transition from the low-probability non-time-saving state to the low-probability time-saving state. In response to the display of a specific losing symbol in a low-probability non-time-saving state, text encouraging a right hit, a door image, and a background image for the low-probability time-saving state are displayed. If a specific losing symbol is displayed in a low-probability minute-time-saving state, an effect indicating that it is simply a loss is executed. This makes it easy for the player to understand whether a specific losing symbol that changes the game state has been displayed in a stopped state, or a normal losing symbol that does not change the game state has been displayed in a stopped state.
[0389] [Second embodiment] Next, a second embodiment will be described with reference to Figures 42 to 52. The gaming machine 1 of the second embodiment is mainly different from the gaming machine 1 of the first embodiment in that, while it can transition to a low-probability time-shortening state in response to a specific losing symbol being stopped and displayed in a low-probability minute time-shortening state, it does not transition to a low-probability time-shortening state in response to a specific losing symbol being stopped and displayed in a low-probability non-time-shortening state.
[0390] Regarding the second embodiment, only the differences from the first embodiment will be described, but the parts not described will be the same as those of the first embodiment.
[0391] FIG. 42 is an explanatory diagram for explaining the transition of the gaming state in the second embodiment. In the initial state where the RWM has been cleared, the gaming machine 1 is controlled to a low-probability non-time-saving state. When a specific losing symbol (specifically, a losing (time-saving A) symbol and a losing (time-saving B) symbol) is stopped and displayed in the low-probability non-time-saving state, the gaming machine is controlled to a low-probability minute-time-saving state, and the number of time-saving times is set to 20 or 500 (the flow shifts from FIG. 42(a) to (c) via (a6)). Specifically, when a losing (time-saving A) symbol is stopped and displayed, the number of time-saving times J1 related to the first special symbol is set to 20, the number of time-saving times J2 related to the second special symbol is set to 0, and the number of time-saving times J3 related to the sum of the first special symbol and the second special symbol is set to 20. When a losing (time-saving A) symbol is stopped and displayed, the number of time-saving times J1 for the first special symbol is set to 500, the number of time-saving times J2 for the second special symbol is set to 0, and the number of time-saving times J3 for the combined first and second special symbols is set to 500. The losing (time-saving A) symbol is more advantageous to the player than the losing (time-saving A) symbol because the number of time-saving times controlled to low-probability minute time-saving is greater for the losing (time-saving A) symbol.
[0392] When a specific losing symbol (specifically, a losing (time-saving A) symbol or a losing (time-saving B) symbol) is displayed in a stopped state during low-probability micro-time-saving, the game is controlled to a low-probability micro-time-saving state, and the number of time-saving times is set to 700 (the flow shifts from Figure 42 (c) to (b) via (c3)). Specifically, when a losing (time-saving A) symbol or a losing (time-saving B) symbol is displayed in a stopped state, the number of time-saving times J1 for the first special symbol is set to 10, the number of time-saving times J2 for the second special symbol is set to 700, and the number of time-saving times J3 for the combined first special symbol and second special symbol is set to 700. When the game has shifted to a low-probability micro-time-saving state, once the number of micro-time-saving times has expired, the game will shift to a low-probability non-time-saving state, which is disadvantageous to the player.
[0393] The low-probability time-saving state allows players to aim for a big win (and a small win) by aiming for the second starting hole 12, so it can be said to be a state more advantageous to the player than the low-probability non-time-saving state (and the low-probability minute time-saving state) which aims for the first starting hole 11. The low-probability minute time-saving state can transition to the low-probability time-saving state when a specific losing symbol stops, so it can be said to be a state more advantageous to the player than the low-probability non-time-saving state. Note that, if a losing (time-saving A) symbol or a losing (time-saving B) symbol stops and is displayed in the low-probability time-saving state, the number of time-saving times is not added and the game state does not change to the low-probability time-saving state.
[0394] In addition, the low-probability time-saving state is controlled by the end of a jackpot game, the execution condition of which is the stop display of a jackpot symbol indicating jackpot A. For example, when a jackpot game related to jackpot A is executed, the number of time-saving times is set to 700. Specifically, the number of time-saving times J1 related to the first special symbol is set to 10, the number of time-saving times J2 related to the second special symbol is set to 700, and the number of time-saving times J3 related to the sum of the first special symbol and the second special symbol is set to 700.
[0395] Thus, in the second embodiment, when a predetermined condition (specifically, when a miss or jackpot occurs) is met in the low-probability micro-time-shortening state, the game transitions from the low-probability micro-time-shortening state to the low-probability time-shortening state at the combined probability of the probability of a specific miss symbol and the probability of a jackpot A. In the second embodiment, when a predetermined condition (specifically, when a miss or jackpot occurs) is met in the low-probability non-time-shortening state, the game transitions from the low-probability non-time-shortening state to the low-probability time-shortening state at the probability of a jackpot A. For this reason, the probability of transitioning to the low-probability time-shortening state is greater in the low-probability micro-time-shortening state than in the low-probability non-time-shortening state by the amount of the probability of a specific miss symbol. Therefore, the low-probability non-time-shortening state is a game state that is relatively more disadvantageous to the player than the low-probability micro-time-shortening state.
[0396] In addition, when the condition of 750 consecutive misses is met, the low-probability time-saving state is controlled regardless of the game state, and the number of time-saving times is set to 1000. Specifically, the number of time-saving times J1 related to the first special pattern is set to 10, the number of time-saving times J2 related to the second special pattern is set to 1000, and the number of time-saving times J3 related to the sum of the first special pattern and the second special pattern is set to 1000. This number of time-saving times is more than the number of time-saving times set for the condition of a big win (or small win), so it can be said to be a more advantageous state for the player.
[0397] The low-probability minute time-saving state is controlled by the end of a jackpot game, the execution condition of which is the stop display of a jackpot symbol indicating jackpot I or C. For example, when a jackpot game related to jackpot I is executed, the number of time-saving times is set to 20. Specifically, the number of time-saving times J1 related to the first special symbol is set to 20, the number of time-saving times J2 related to the second special symbol is set to 0, and the number of time-saving times J3 related to the combination of the first special symbol and the second special symbol is set to 20. Also, for example, when a jackpot game related to jackpot C is executed, the number of time-saving times is set to 500. Specifically, the number of time-saving times J1 related to the first special symbol is set to 500, the number of time-saving times J2 related to the second special symbol is set to 0, and the number of time-saving times J3 related to the combination of the first special symbol and the second special symbol is set to 500.
[0398] The low-probability non-time-saving state is controlled when the initial state is reached, or when the number of time-saving attempts ends in the low-probability time-saving state or the low-probability minute time-saving state. It is also controlled by the end of a jackpot game, the execution condition of which is the stopped display of a jackpot symbol indicating a jackpot O. It is also controlled by the execution of a small jackpot game, the execution condition of which is the stopped display of a small jackpot symbol indicating a small jackpot I. If a V win occurs during a small jackpot game, the low-probability non-time-saving state is controlled by the end of the jackpot game that is executed following the small jackpot game, and if a V win does not occur during a small jackpot game, the low-probability non-time-saving state is controlled by the end of the small jackpot game. It is also controlled by the low-probability non-time-saving state when a V win does not occur during a small jackpot game, the execution condition of which is the stopped display of a small jackpot symbol indicating a small jackpot A.
[0399] In addition, on the condition that a specific losing symbol (specifically, a losing (time-saving A) symbol and a losing (time-saving B) symbol) is stopped and displayed in the low-probability non-time-saving state, the number of time-saving times may not be added and the game state may remain unchanged in the low-probability non-time-saving state. Also, on the condition that a losing (time-saving A) symbol is stopped and displayed in the low-probability non-time-saving state, the number of time-saving times may not be added and the game state may remain unchanged in the low-probability non-time-saving state, while when a losing (time-saving B) symbol is stopped and displayed in the low-probability non-time-saving state, the game is controlled to the low-probability minute time-saving state and the number of time-saving times may be set to 500 (or 20).
[0400] 43 is an explanatory diagram for explaining the result of the special symbol determination in the second embodiment. In the second embodiment, in the first special symbol determination, regardless of the set value, a specific miss (time-saving A or B) that causes a slight time-saving state or a time-saving state occurs with a probability of about 1 / 500. A normal miss that does not change the game state occurs with a probability other than being determined as a big win, a small win, or a specific miss (time-saving A or B).
[0401] A feature of the results of the special symbol determination in the second embodiment is that the probability of being determined as a miss (time reduction) is different between the first special symbol determination and the second special symbol determination. This provides a new game feature in which the first special symbol determination aims to change the game state by winning a jackpot or a miss (time reduction), and the second special symbol determination aims to change the game state by winning a jackpot or a small win.
[0402] Figure 44 is an explanatory diagram for explaining the jackpot types and small jackpot types in the second embodiment. As illustrated in Figure 44(A), jackpot A is a jackpot in which a round game is executed twice, opening and closing the large prize winning port 13 so that the game ball can easily pass through, and immediately after the jackpot game ends, the game shifts to a low-probability time-shortening state. Jackpots B and C are jackpots in which a round game is executed twice, and immediately after the jackpot game ends, the game shifts to a low-probability, small-time-shortening state. Jackpot D is a jackpot in which a round game is executed ten times, and immediately after the jackpot game ends, the game shifts to a low-probability time-shortening state. Jackpot E is a jackpot in which a round game is executed twice, and immediately a...
Claims
[Claim 1] A gaming machine capable of distributing gaming media between a first gaming area and a second gaming area by a gaming operation means, a winning area including a first winning area arranged in the first game area, and a second winning area arranged in the second game area, in which a game medium is easily won when a first variable member that can be in an open state or a closed state is in the open state, but in which a game medium is difficult to win when the first variable member is in the closed state; a special winning area in which it is easy for the game medium to win a prize when a second variable member that can be in an open state or a closed state is in the open state, but it is difficult for the game medium to win a prize when the second variable member is in the closed state; a pattern control means for variably displaying the patterns and then statically displaying the patterns; a special game execution means for executing the special game by actuating the second variable member in response to the symbol control means stopping and displaying a symbol indicating the execution of the special game; a game state control means capable of controlling the game state to one of a plurality of game states including a first game state, a second game state in which the game medium is more likely to win in the second winning area than in the first game state, and a third game state in which the game medium is more likely to win in the second winning area than in the second game state; a storage means capable of retaining the game state when power supply is stopped; a recovery means for allowing a game to be started based on the stored contents of the storage means when power supply is started; an initialization means for initializing the contents stored in said storage means; a performance execution means for executing a performance, The game state control means When the memory contents of the memory means are initialized by the initialization means, the game is controlled to the first gaming state; When a symbol of a first mode indicating that the special game will not be executed is stopped and displayed while the game is controlled to the first game state, the second game state is set as the game state after the symbol is stopped and displayed, and the game state thereafter is controlled to the second game state; When a symbol of a second mode indicating that the special game will not be executed is stopped and displayed while the game is controlled to the first game state, the third game state is set as the game state after the symbol is stopped and displayed, and the game state thereafter is controlled to the third game state; When a symbol of a third mode indicating that the special game is to be executed is stopped and displayed, the special game is executed without setting the third game state as the game state after the symbol is stopped and displayed, and after the operation of the second variable member in the special game is completed, the third game state is set as the game state, and the game state thereafter is controlled to be the third game state; The performance execution means A warning to alert the player; and a launch instruction to instruct the launch of a gaming medium into the second gaming area. Execute the warning when the game is controlled to the third game state after the special game, which is triggered by the stop display of the third mode symbol; When the game is controlled to the first gaming state, the game is controlled to the third gaming state in response to the stop display of the second pattern, and the warning is not executed; When the first mode symbol is displayed in a stopped state while the gaming machine is in the first gaming state, the gaming machine does not execute the shot instruction after the stopped display of the symbol, and when the second mode symbol is displayed in a stopped state while the gaming machine is in the first gaming state, the gaming machine starts the shot instruction after the stopped display of the symbol.
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