gaming machines

The integration of fluctuation straddle effects and synchronized performance symbols in gaming machines, such as pachinko machines, addresses the need for enhanced player enjoyment by creating dynamic and immersive visual experiences.

JP7792671B2Active Publication Date: 2025-12-26SANSEI R&D KK
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Patent Information

Application Number
JP2021012064
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-01-28
Publication Date
2025-12-26
Estimated Expiration
2041-01-28

AI Technical Summary

Technical Problem

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

Method used

Implementing fluctuation straddle effects, special images with variable display areas, and synchronized performance symbols to create continuous and interactive visual experiences, including movable gimmicks and light-emitting elements to enhance game dynamics.

Benefits of technology

Enhances player engagement and enjoyment by providing continuous and interactive visual effects, increasing the excitement and immersion in gaming experiences.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance interest in a game.SOLUTION: A game machine includes a display screen for displaying an image, and can execute a variation straddle performance as a performance having continuity from the last of a current variation to the first of a next variation in the next variation when a pattern that is varying on the display screen is established and stopped. The variation straddle performance includes a performance for executing a specific performance in the next variation so as to continue after establishment and stop when a pattern varying on the display screen is established and stopped in a specific mode. In the meantime, when a pattern varying on the display screen stops tentatively in a specific mode, the specific performance can be executed in the variation so as to continue after the tentative stop.SELECTED DRAWING: Figure 87
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Description

[Technical Field]

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

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

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

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

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

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

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

[0008] [Application example 1] a display screen for displaying an image; When the effect pattern fluctuating on the display screen is fixed and stopped, in the next fluctuation, it is possible to execute a fluctuation straddle effect, which is an effect having continuity from the end of the current fluctuation to the next fluctuation, The variation straddle effect includes an effect in which, when the effect pattern varying on the display screen is fixed and stopped in a specific manner, a specific effect is executed in the next variation so as to be continuous with the fixed stop, The combination of the performance symbols that has been determined and stopped in the specific mode includes a special image, The special image is an image in which no other image is displayed integrally with the special image, After the start of the next fluctuation, within the period of the specific performance executed in the next fluctuation, The number image included in the determined and stopped performance pattern is made difficult to see, and Using a special image, an effect is executed in which the area occupied by the special image is larger than when the special image was stopped in the previous variation. A gaming machine characterized by: [Effects of the Invention]

[0014] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]

[0015] [Figure 1] FIG. [Figure 2] FIG. [Figure 3] 2 is a block diagram showing the electrical configuration of the main control board of the gaming machine. FIG. [Figure 4] A block diagram showing the electrical configuration of the sub-control board side of the gaming machine. [Figure 5] FIG. 2 is a diagram for explaining a main ROM and a main RAM. [Figure 6] FIG. 2 is a diagram for explaining a sub-ROM and a sub-RAM. [Figure 7] 1 is a diagram for explaining various random numbers used in gaming machines. [Figure 8] FIG. 2 is a diagram for explaining decision tables T1 to T4. [Figure 9] This is an explanatory diagram of the big win type determination table T5. [Figure 10] An explanatory diagram of the fluctuation pattern determination table T6 when the time is not reduced. [Figure 11] An explanatory diagram of the fluctuation pattern determination table T6 during time-saving mode. [Figure 12] This is an explanatory diagram of the electric chute opening pattern determination table T7. [Figure 13] 10 is an explanatory diagram of the large prize opening pattern determination table T8. FIG. [Figure 14] FIG. 10 is an explanatory diagram of a V-type opening / closing member opening pattern determination table T9. [Figure 15] 10 is a flowchart of a main control process. [Figure 16] 10 is a flowchart of a main-side timer interrupt process. [Figure 17] 10 is a flowchart of a start port sensor detection process. [Figure 18] This is a flowchart of the special diagram 2 pre-determination processing. [Figure 19] FIG. 1 is a flowchart of the preliminary judgment process. [Figure 20] 10 is a flowchart of a normal operation process. [Figure 21] 10 is a flowchart of a special action process. [Figure 22] 10 is a flowchart of a special symbol waiting process. [Figure 23] 10 is a flowchart of a jackpot determination process. [Figure 24] 10 is a first flowchart of the variation pattern selection process. [Figure 25] 10 is a second flowchart of the variation pattern selection process. [Figure 26] This is a flowchart of processing during special pattern change. [Figure 27] 10 is a flowchart of a special symbol determination process. [Figure 28] 10 is a flowchart of a game status management process. [Figure 29] 10 is a flowchart of a game state reset process. [Figure 30] 10 is a flowchart of special electric device processing. [Figure 31] 10 is a flowchart of a V-type opening / closing member operation process. [Figure 32] 10 is a flowchart of a game status setting process. [Figure 33] 10 is a flowchart of a V-area sensor detection process. [Figure 34] This is a flowchart of the reserved ball number processing. [Figure 35] 10 is a flowchart showing a sub-control main process. [Figure 36] 10 is a flowchart of a sub-side timer interrupt process. [Figure 37] 10 is a flowchart of a received command analysis process. [Figure 38] 10 is a flowchart of a pre-reading effect determination process. [Figure 39] FIG. 10 is a diagram illustrating the configuration of a pre-determination information storage area. [Figure 40] FIG. 10 is an explanatory diagram of the look-ahead effect pattern determination table T51. [Figure 41] 10 is a flowchart of the variable effect start processing. [Figure 42] FIG. 10 is an explanatory diagram of the core performance pattern determination table T52. [Figure 43] FIG. 10 is an explanatory diagram of a chance-up effect pattern determination table T53. [Figure 44] This is a flowchart of processing during variable performance. [Figure 45] 10 is a flowchart of a display control process. [Figure 46] This is an explanatory diagram illustrating the movement pattern of the first movable prop 14. [Figure 47] An explanatory diagram illustrating the second state of the first movable prop 14. [Figure 48] An explanatory diagram illustrating the second state of the second movable accessory 15. [Figure 49] An explanatory diagram illustrating the second state of the frame movable accessory 69. [Figure 50] 10 is an explanatory diagram illustrating the display effects of the sub-display screen 64. FIG. [Figure 51] A diagram to explain the pattern duplication movement performance A. [Figure 52] A diagram to explain the pattern duplication movement performance B. [Figure 53] A diagram to explain the pattern duplication movement performance C. [Figure 54] This is a diagram to explain the sequential pattern change performance A. [Figure 55] A diagram to explain the sequential pattern change performance B. [Figure 56] A diagram to explain the sequential pattern change presentation C. [Figure 57] This is a diagram to explain the decorative pattern special effect A. [Figure 58] A diagram to explain the decorative pattern special effect B. [Figure 59] 10 is a diagram for explaining the decorative pattern special effect C. FIG. [Figure 60] FIG. 10 is a diagram for explaining decorative pattern alignment performance A. [Figure 61] FIG. 10 is a diagram for explaining decorative pattern alignment performance B. [Figure 62] FIG. 10 is a diagram for explaining decorative pattern alignment performance C. [Figure 63] FIG. 10 is a diagram for explaining the temporary stop symbol movement effect A. [Figure 64] A diagram to explain the temporary stop pattern movement performance B. [Figure 65] FIG. 10 is a diagram for explaining the temporary stop symbol movement effect C. [Figure 66] A diagram to explain the variable display performance A through a transparent area. [Figure 67] A diagram to explain the variable display performance B through a transparent area. [Figure 68] A diagram to explain the variable display effect C through a transparent area. [Figure 69] FIG. 10 is a diagram illustrating the rhythmic winning / losing notification effect A. [Figure 70] A diagram to explain the rhythmic win / loss notification effect B. [Figure 71] A diagram to explain the rhythmic win / loss notification effect C. [Figure 72] FIG. 10 is a diagram for explaining decorative pattern competition presentation A. [Figure 73] FIG. 10 is a diagram for explaining decorative pattern competition presentation B. [Figure 74] 10 is a diagram for explaining decorative pattern competition presentation C. FIG. [Figure 75] FIG. 10 is a diagram for explaining logo moving contact presentation A. [Figure 76] FIG. 10 is a diagram illustrating logo moving contact effect B. [Figure 77] FIG. 10 is a diagram illustrating a logo moving contact effect C. [Figure 78] FIG. 10 is a diagram for explaining the symbol count continuous performance A. [Figure 79] FIG. 10 is a diagram illustrating the symbol count continuous performance B. [Figure 80] FIG. 10 is a diagram for explaining the symbol count continuous performance C. [Figure 81] FIG. 10 is a diagram for explaining the image reversal expectation suggestion effect A. [Figure 82] FIG. 10 is a diagram illustrating image reversal expectation suggestion effect B. [Figure 83] FIG. 10 is a diagram illustrating the image reversal expectation indication effect C. [Figure 84] A diagram to explain a specific mode pseudo consecutive performance A. [Figure 85] A diagram to explain specific pseudo-consecutive performance B. [Figure 86] A diagram to explain a specific mode pseudo consecutive performance C. [Figure 87] This is a diagram to explain the fluctuation-crossing continuous performance A. [Figure 88] This is a diagram to explain the change-over continuous performance B. [Figure 89] A diagram to explain the fluctuation crossing continuous performance C. [Figure 90] A diagram to explain the pending icon linked effect A. [Figure 91] A diagram to explain the pending icon linked effect B. [Figure 92] A diagram to explain the pending icon linked effect C. [Figure 93] This is a diagram to explain special hold change presentation A. [Figure 94] This is a diagram to explain special hold change presentation B. [Figure 95] A diagram to explain special hold change presentation C. [Figure 96] A diagram to explain the pending expectation presentation A. [Figure 97] A diagram to explain the pending expectation presentation B. [Figure 98] A diagram to explain the pending expectation presentation C. [Figure 99] 10 is a diagram for explaining an operation means operation state notification effect A. FIG. [Figure 100] FIG. 10 is a diagram for explaining an operation means operation state notification presentation B. [Figure 101] 10 is a diagram for explaining an operation means operation state notification display C. FIG. [Figure 102] FIG. 10 is a diagram for explaining load application effect A. [Figure 103] FIG. 10 is a diagram for explaining load application effect B. [Figure 104] FIG. 10 is a diagram for explaining load application effect C. [Figure 105] A diagram to explain the game state continuation suggestion effect A. [Figure 106] A diagram to explain the game state continuation suggestion effect B. [Figure 107]A diagram to explain the game state continuation suggestion effect C. [Figure 108] A diagram to explain the in-game mode change presentation A. [Figure 109] A diagram to explain the in-game mode change presentation B. [Figure 110] A diagram to explain the in-game mode change presentation C. [Figure 111] This is a diagram to explain group preview performance A. [Figure 112] A diagram to explain group preview performance B. [Figure 113] A diagram to explain group preview performance C. DETAILED DESCRIPTION OF THE INVENTION

[0016] First Embodiment 1. Structure of the gaming machine 1 is a front view of a gaming machine 1 according to one embodiment of the present invention. In the following description, the left-right direction of the gaming machine 1 will be described as coinciding with the left-right direction as seen by a player facing the gaming machine 1. The front direction of the gaming machine 1 will be described as the direction from the gaming machine 1 toward the player, and the rear direction of the gaming machine 1 will be described as the direction from the player toward the gaming machine 1.

[0017] The gaming machine 1 is a pachinko gaming machine that shoots gaming balls based on the player's shooting operation, and when the gaming balls land on a specific winning device, a predetermined number of gaming balls are paid out to the player based on the winning. The gaming machine 1 comprises a gaming machine frame 50 and a gaming board 2, with the gaming board 2 attached to the inside of the gaming machine frame 50. In addition to a front frame (front frame portion) 53, the gaming machine frame 50 comprises an outer frame (base frame portion) that forms the outer shell of the gaming machine, and an inner frame inside the outer frame to which the gaming board 2 is attached. The front frame (front frame portion) 53 is a vertically rectangular unit located on the front side of the outer frame and inner frame, and includes a handle 60, a ball supply tray (upper tray) 61, a surplus ball receiving tray (lower tray) 62, an effect button 63, sub-display screens 64 (right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U), a sword member 65, a frame lamp 66, a speaker 67, and a frame movable body 69. An opening is formed in the center of the front frame 53, and the playing area 3 of the game board 2 can be seen through the opening.

[0018] The handle 60 is located at the lower right end of the front frame 53 and launches game balls with a launch strength corresponding to the rotation angle. Movable frame movable bodies 69 (also referred to as frame movable gadgets 69), which are movable gimmicks, are provided on the right and left sides of the handle 60. The frame movable bodies 69 are configured so that two members, located on the left and right sides of the handle 60, can move left and right in the horizontal direction. Each of the two members is formed from a flexible, flat member, and its main surface is configured to move toward and away from the handle 60. The frame movable bodies 69 normally remain stationary in retracted positions ( FIG. 1 ) away from the handle 60 on the left and right sides. They can move (advance) from the retracted positions toward the handle 60 and stop at a position where they come into contact with the handle 60. When in the advanced position, the frame movable bodies 69 come into contact with the handle 60 or the right hand of a player operating the handle 60.

[0019] The ball supply tray (upper tray) 61 is provided below the front frame 53 and stores game balls. The surplus ball receiving tray (lower tray) 62 is located below the ball supply tray (upper tray) 61 and stores game balls that cannot be accommodated in the ball supply tray 61. The effect button 63 is an operation unit located near the ball supply tray (upper tray) 61 and is operated (pressed) by the player during effects that are executed as the game progresses. A vibration motor is located inside the effect button 63 and is configured to vibrate up, down, left, and right in response to effects, etc. The sword member 65 is an operation unit shaped like a sword and can be pressed downward by the player during effects that are executed as the game progresses, etc. The sword member 65 is configured to be able to perform a first operation in which the entire sword member 65 is pressed downward and a second operation in which the entire sword member 65 is pressed upward. The sub-display screen 64 is a screen of a liquid crystal display device and includes a right sub-display screen 64R, a left sub-display screen 64L, and an upper sub-display screen 64U. The right sub-display screen 64R is provided on the right side of the front frame 53, the left sub-display screen 64L is provided on the left side of the front frame 53, and the upper sub-display screen 64U is provided on the upper side of the front frame 53. The right sub-display screen 64R and the left sub-display screen 64L are arranged in pairs across the gaming board 2. The upper sub-display screen 64U is arranged above the gaming board 2. The right sub-display screen 64R, the left sub-display screen 64L, and the upper sub-display screen 64U are arranged to surround the opening of the front frame 53. The sub-display screen 64 may be a liquid crystal display device, or may be another image display device such as an organic EL display device, a plasma display, a projector, or a dot matrix display. The frame lamps 66 include a right frame lamp and a left frame lamp, and are arranged above the front frame 53 to provide light-emitting effects during play. The right frame lamp is a diagonal light-emitting element arranged between the upper sub-display screen 64U and the right sub-display screen 64R. The left frame lamp is a diagonal light-emitting element arranged between the upper sub-display screen 64U and the left sub-display screen 64L. The speakers 67 are arranged at the upper left and upper right of the front frame 53 to provide sound effects during play.

[0020] The game board 2 is equipped with a game area 3, a rail member 4, a board lamp 5, an image display device 7, a first board movable body 14, a second board movable body 15, a fixed winning device (center) 19, a normal variable winning device (electric chute) 22, a gate (through chucker) 28, a first large winning device (first attacker) 31, a second large winning device (second attacker) 36, a large winning opening start port 17, a general winning port 27 (normal winning port 27), an outlet 16, and displays 40.

[0021] The game area 3 is an area where game balls launched by operating the handle 60 flow down, and has a number of protruding game nails that guide the game balls. The rail member 4 is located at the left end of the game area 3, and guides the game balls launched by operating the handle 60 toward the top of the game area 3. The board lamps 5 are located on the rear side of the game area 3, and irradiate light from the rear side of the game area 3. Here, some of the board lamps 5 are connected to the right frame lamp and the left frame lamp, and are configured to have continuous shapes and light emission.

[0022] The image display device 7 is provided near the center of the gaming area 3 and includes a display screen 7a. The image display device 7 may be a liquid crystal display device, or other image display devices such as an organic electroluminescence (EL) display device, a plasma display, a projector, or a dot matrix. The display screen 7a of the image display device 7 includes a performance symbol display area where performance symbols (decorative symbols) 8L, 8C, and 8R are variably displayed (also referred to as variable display), a reserved image display area where reserved images 9A and 9B are displayed, and a reserved digestion image display area (relevant reserved display area) where reserved digestion image 9C is displayed. The reserved images 9A and 9B are images representing a reserved game and are also referred to as reserved icons 9A and 9B. The reserved digestion image 9C is an image representing the reserved game and is also referred to as the reserved image 9C, the reserved icon 9C, the variable icon 9C, or the variable icon 9C. The reserved icon 9C may also be simply referred to as the reserved icon.

[0023] The effect symbol display area includes three symbol display areas: left, center, and right. The left symbol display area displays a left effect symbol (left decorative symbol) 8L. The center symbol display area displays a center effect symbol (center decorative symbol) 8C. The right symbol display area displays a right effect symbol (right decorative symbol) 8R. The effect symbols 8L, 8C, and 8R are composed of multiple symbols representing numbers, for example, from "1" to "9." The variable display of the effect symbols 8L, 8C, and 8R is synchronized with the variable display of the first special symbol and second special symbol, described below. The image display device 7 can clearly display the results of the variable display of the first special symbol and second special symbol, displayed by the first special symbol display device 41a and second special symbol display device 41b, described below, to the player by combining the effect symbols displayed in the left, center, and right symbol display areas.

[0024] For example, if a jackpot is won, a static display of a repeating number such as "777" is displayed. If a loss occurs, a random number such as "637" is displayed. This allows the player to easily grasp the progress of the game. The player can grasp the results of the jackpot lottery from the first special symbol display 41a, the second special symbol display 41b, and the image display device 7. The position of the symbol display area does not need to be fixed. The variable display of the variable symbols may be vertically scrolling or in other ways. The combination of variable symbols displayed according to each lottery result is not limited to the above and can be freely set. Hereinafter, the display of the 8L, 8C, and 8R symbols will be referred to as "variable symbol display," "variable decorative symbol display," or simply "variable display" or "variable display." In addition, this decorative pattern variation effect counts the effect from the start of the special pattern variation to the stop (also called the special pattern variation period) as one variation effect (one cycle of variation effect). Therefore, even if the decorative pattern is temporarily stopped during the period from the start of the special pattern variation to the stop, the effect of the temporary stop is included in the decorative pattern variation effect.

[0025] The image display device 7 can display on the display screen 7a not only the effect symbol variation effect, but also a jackpot effect that is performed in parallel with a jackpot game (an example of a special game), a demo effect for waiting for customers, and the like. In the effect symbol variation effect, in addition to the effect symbols, effect images such as background images and character images may also be displayed. Furthermore, the image display device 7 may display on the display screen 7a, in addition to the effect symbols, an identification display (fourth symbol, not shown) that can indicate that a special symbol is changing or the result of a lottery for the special symbol. Note that the identification display (fourth symbol) may be displayed by a light-emitting device such as an LED provided in the play area 3.

[0026] The reserved image display area includes a first reserved display area that displays reserved image 9A according to the number of reserved first special symbols (described below), and a second reserved display area that displays reserved image 9B according to the number of reserved second special symbols (described below). By displaying reserved images 9A and 9B, the number of reserved first special symbols (displayed on the first special symbol reserve indicator 43a) and the number of reserved second special symbols (displayed on the second special symbol reserve indicator 43b) can be clearly displayed to the player. The reserved consumption image display area includes a reserved consumption display area that displays reserved consumption image 9C. The reserved consumption image 9C corresponds to the effect symbol (effect symbol 8L, 8C, 8R) currently changing on the display screen 7a or the display screen 7b, and by displaying reserved consumption image 9C, it can be clearly displayed to the player that the reserved first special symbol or reserved second special symbol is being consumed ("consumption of reserved special symbols" described below).

[0027] On the left side of the image display device 7, there is provided a first movable board 14 (also referred to as the first movable accessory 14), which is a movable so-called gimmick. The first movable accessory 14 is configured as a vertically long rod-shaped member that can move left and right in front of the image display device 7. The first movable accessory 14 is normally stationary in a retracted position (FIG. 1) on the left side of the image display device 7, and can move (advance) from the retracted position toward the right edge of the display screen 7a and stop at any advanced position in front of the display screen 7a. The first movable accessory 14 is formed to have approximately the same length as the vertical direction of the image display device 7, and in the advanced position it covers a portion of the image display device 7 from top to bottom.

[0028] A second movable board 15 (also referred to as the second movable accessory 15), which is a movable gimmick, is provided above the image display device 7. The second movable accessory 15 is configured so that a rectangular member (decorative part) labeled "OARO" can move up and down. The second movable accessory 15 is normally stationary in a retracted position (FIG. 1) above the image display device 7, and can move (advance) downward from the retracted position toward the center of the display screen 7a and come to rest in an advanced position in front of the display screen 7a. The second movable accessory 15 covers a portion of the image display device 7 when stopped in the advanced position.

[0029] A stage section 11 is formed below the image display device 7. The stage section 11 has a shape that can guide game balls rolling on the upper surface of the stage section 11 to a first starting hole 20, which will be described later. A warp section 12 is provided at the lower left of the image display device 7. The warp section 12 has an inlet section through which game balls flow in and an outlet section through which game balls flow out, and causes game balls that flow in from the inlet section to flow out to the stage section 11 from the outlet section.

[0030] The fixed winning device (navel) 19 is disposed below the image display device 7 in the game area 3, and is provided with a first start opening (first start winning opening, first ball opening, fixed start opening) 20, which always has a constant ease of entry for game balls. The entry of a game ball into the first start opening 20 triggers a lottery for a first special symbol (jackpot lottery). In other words, the entry of a game ball into the first start opening 20 triggers the acquisition of a jackpot random number, etc., and the determination of a jackpot, etc.

[0031] The normal variable winning device (electric chute) 22 is disposed below the first start hole 20 in the game area 3 and includes a second start hole (second start winning hole, second ball hole, variable start hole) 21. The entry of a game ball into the second start hole 21 triggers a lottery for a second special symbol (a jackpot lottery). The electric chute 22 includes a movable member 23 in front of the second start hole 21, and the second start hole 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (Figure 3). A game ball can enter the second start hole 21 when the movable member 23 is in the open position. It is sufficient for the electric chute 22 to allow a ball to enter the second start hole 21 more easily when the movable member 23 is in the open position than when it is in the closed position, and it may be possible for a ball to enter the second start hole 21 when the movable member 23 is in the closed position.

[0032] Gate (through chucker) 28 is located above first big prize device (first attacker) 31 in the gaming area 3, and is configured to allow gaming balls to pass through. The passage of a gaming ball through gate 28 triggers a normal symbol lottery that determines whether or not to open electric chute 22. In other words, the passage of a gaming ball through gate 28 triggers the acquisition of a normal symbol random number (winning random number) and a win determination, etc.

[0033] Here, "lottery for special symbols" refers to a process of obtaining a random number for determining a special symbol when a gaming ball enters the first starting slot 20 or the second starting slot 21, and comparing this obtained random number with a value corresponding to a predetermined "jackpot" to determine whether or not a jackpot has been won. The result of the "jackpot" lottery is not immediately notified to the player; rather, a variable display of special symbols is performed on the first special symbol display device 41a or the second special symbol display device 41b (described below), and after a predetermined variation time has elapsed, the special symbol corresponding to the lottery result is statically displayed (determined display), and the lottery result is notified to the player. The image display device 7 plays a pattern matching game in which a variable display of effect symbols is synchronized with the variable display of the special symbols, and this pattern matching game more effectively notifies the player of the lottery result of the jackpot.

[0034] Furthermore, "drawing a normal symbol" refers to the process of obtaining a random number for determining a normal symbol when a gaming ball passes through gate 28, and comparing this obtained random number with a value corresponding to a predetermined "win" to determine whether or not there is a win. The result of the normal symbol drawing is also not immediately announced when the gaming ball passes through gate 28; rather, a fluctuating display of the normal symbol is performed on normal symbol display 42, which will be described later, and after a predetermined fluctuating time has passed, the normal symbol corresponding to the lottery result is confirmed and displayed (lit or extinguished), and the player is notified of the lottery result.

[0035] The first large prize device (first attacker, first special variable prize device) 31 is located above and to the right of the first starting hole 20 in the game area 3, and includes a first large prize hole (first special prize hole) 30, a V-shaped area 39, a non-V-shaped area 70, and a V-shaped opening / closing member 71. The first large prize hole 30 includes an opening / closing member (first special prize hole opening / closing member) 32 that swings open and close to allow or block the reception of game balls. The opening / closing member 32 is driven by a first large prize hole solenoid 33 (Figure 3). Game balls can enter the first large prize hole 30 when the opening / closing member 32 is in the open position.

[0036] First large prize winning device 31 is equipped internally with V area (specific area) 39, V area sensor 39a (FIG. 3), non-V area (non-specific area) 70, non-V area sensor 70a (FIG. 3), first large prize opening sensor 30a (FIG. 3), V opening / closing member 71, and V opening / closing member solenoid 73 (FIG. 3). V area (specific area) 39 and non-V area (non-specific area) 70 are configured as areas inside first large prize winning device 31 through which a gaming ball that has passed through first large prize opening 30 can pass. First large prize opening sensor 30a is disposed upstream of V area 39 and non-V area 70, and detects the entry of a gaming ball into first large prize opening 30. V area sensor 39a is disposed in V area 39, and detects the passage of a gaming ball into V area 39. The non-V area sensor 70a is disposed in the non-V area 70 and detects the passage of a gaming ball into the non-V area 70. The V-opening / closing member 71 distributes gaming balls that have passed through the first large winning opening 30 to either the V area 39 or the non-V area 70. The V-opening / closing member solenoid 73 drives the V-opening / closing member 71. The V-opening / closing member 71 is configured to rotate (clockwise and counterclockwise relative to the gaming board 2), and when the V-opening / closing member solenoid 73 is energized, it rotates counterclockwise from the origin position to enter a first state (rotating state) in which it distributes gaming balls to the V area 39, and when the V-opening / closing member solenoid 73 is not energized, it enters a second state (stopped state) in which it is located at the origin and distributes gaming balls to the non-V area 70. The V-shaped opening / closing member 71 is not limited to rotational movement, and may have any function as long as it has the ability to distribute gaming balls that pass through the first large prize opening 30 to either the V-zone 39 or the non-V-zone 70. For example, it may be configured to move left and right relative to the gaming board 2. That is, when the V-shaped opening / closing member solenoid 73 is energized, it enters a retreat state (first state) in which gaming balls are distributed to the V-zone 39, and when the V-shaped opening / closing member solenoid 73 is not energized, it enters an advance state (second state) in which gaming balls are distributed to the non-V-zone 70. In the gaming machine 1, the passage of a gaming ball into the V-zone 39 triggers a transition to a high-probability state, which will be described later. That is, the V-zone 39 is a probability variable activation port. On the other hand, the non-V-zone 70 is not a probability variable activation port. The first large prize opening 31 of this embodiment further includes a first large prize opening discharge sensor (not shown) that counts the number of gaming balls discharged from the first large prize opening 31.The first big prize device discharge sensor is provided at the point where the V area 39 and the non-V area 70 join downstream, and counts the number of game balls that have passed through the V area sensor 39a or the non-V area sensor 70a.

[0037] The second large prize device (second attacker, second special variable prize device) 36 is located above and to the right of the first large prize opening 30 in the game area 3, and is equipped with a second large prize opening (second special prize opening) 35. The second large prize opening 35 is equipped with an opening / closing member (second special prize opening opening / closing member, movable member) 37 that blocks or allows the reception of game balls by swinging open and closed. The opening / closing member 37 is driven by a second large prize opening solenoid 38 (Figure 3). Game balls can enter the second large prize opening 35 when the opening / closing member 37 is in the open state.

[0038] The large prize opening start port 17 is disposed above the first large prize opening 30 in the gaming area 3, and the first large prize opening 30 is opened when a gaming ball passes through. However, the gaming machine 1 does not necessarily have to be equipped with the large prize opening start port 17.

[0039] The general winning opening 27 is located at the bottom of the game area 3. The outlet 16 is located at the bottom of the game area 3 and ejects game balls that do not win in any of the winning openings out of the game area 3. The indicators 40 are located near the center of the right side of the game board 2. Details of the indicators 40 will be described later. The general winning opening 29 is located at the bottom right of the game area 3, adjacent to the right side of the first large winning opening 30.

[0040] The gaming area 3 has a left gaming area 3A on the left side of the center in the horizontal direction, and a right gaming area 3B on the right side. A hitting style in which a gaming ball is shot so that it flows down through the left gaming area 3A is called a "left hit." On the other hand, a hitting style in which a gaming ball is shot so that it flows down through the right gaming area 3B is called a "right hit." The gaming machine 1 is configured so that a left hit can aim for winning at the first starting gate 20. On the other hand, a right hit can aim for passing through the gate 28 and winning at the second starting gate 21, the first major winning gate 30, and the second major winning gate 35.

[0041] 2 is an enlarged view of the displays 40. The displays 40 include a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reserve display 43a, a second special symbol reserve display 43b, and a normal symbol reserve display 44. The first special symbol display 41a variably displays the first special symbol. The second special symbol display 41b variably displays the second special symbol. The normal symbol display 42 variably displays the normal symbol. The first special symbol reserve display 43a displays the number of reserved activations (first special symbol reserves) stored in the first special symbol display 41a. The second special symbol reserve display 43b displays the number of reserved activations (second special symbol reserves) stored in the second special symbol display 41b. The normal symbol reserve indicator 44 displays the number of activation reserves (normal symbol reserves) stored in the normal symbol indicator 42. The variable display of the first special symbol is triggered by the entry of a gaming ball into the first starting hole 20. The variable display of the second special symbol is triggered by the entry of a gaming ball into the second starting hole 21. Hereinafter, the first special symbol and the second special symbol are collectively referred to as "special symbols." Furthermore, the first special symbol indicator 41a and the second special symbol indicator 41b are collectively referred to as "special symbol indicator 41." Furthermore, the first special symbol reserve indicator 43a and the second special symbol reserve indicator 43b are collectively referred to as "special symbol reserve indicator 43."

[0042] The special symbol display 41 variably displays (changes in display) a special symbol (identification information) and then displays it in a stopped state, thereby announcing the results of a lottery (special symbol winning lottery, jackpot lottery) based on a win at the first start slot 20 or the second start slot 21. The special symbol (stopped symbol, special symbol derived and displayed as a display result of the variable display) that is stopped is one special symbol selected from multiple types of special symbols by the special symbol lottery. If the stopped symbol is a special symbol (jackpot symbol) with a predetermined jackpot stopping pattern, a special game (jackpot game) is played in which the first major prize slot 30 or the second major prize slot 35 is opened in an opening pattern corresponding to the type of jackpot symbol that is stopped and displayed (the type of jackpot that is won). The opening patterns of the major prize slots (first major prize slot 30 and second major prize slot 35) in the special game will be described later.

[0043] The special symbol display 41 is composed of eight horizontally arranged LEDs, whose illumination patterns indicate special symbols corresponding to the results of a special symbol lottery. For example, in the event of a jackpot (one of the multiple types of jackpots described below), the display shows a jackpot symbol with the first, second, fifth, and sixth LEDs from the left lit, such as "○○●●○○●●" (○: lit, ●: unlit). In the event of a loss, the display shows a losing symbol with only the rightmost LED lit, such as "●●●●●●●○." A losing symbol may also be displayed with all LEDs turned off. Before the special symbol is statically displayed, a variable display (variable display) of the special symbol is displayed for a predetermined period of time. The variable display pattern may be, for example, such that each LED lights up in a repeated flow of light from left to right. The variable display pattern is not limited to the above pattern and can be any illumination pattern as long as each LED is not statically displayed (illuminated in a specific pattern). For example, the variable display pattern may be such that all LEDs flash simultaneously.

[0044] In the gaming machine 1, when a gaming ball enters the first starting hole 20 or the second starting hole 21, the values ​​(numerical information) of various random numbers, such as the jackpot random number, acquired for that entry are temporarily stored in the special symbol reserve memory area 85 (FIG. 5). Specifically, if the game ball enters the first starting hole 20, it is stored as a first special symbol reserve in the first special symbol reserve memory area 85a (FIG. 5), and if the game ball enters the second starting hole 21, it is stored as a second special symbol reserve in the second special symbol reserve memory area 85b (FIG. 5). There is an upper limit to the number of special symbol reserves that can be stored in each special symbol reserve memory area 85, and in this embodiment, the upper limit is four for both the first special symbol reserve memory area 85a and the second special symbol reserve memory area 85b. The special symbol reserves stored in the special symbol reserve memory area 85 are consumed when variable display of the special symbol based on that special symbol reserve becomes possible. "Consuming a reserved special symbol" refers to determining the jackpot random number or other value corresponding to that reserved special symbol and then displaying a variable special symbol to indicate the result of that determination. Therefore, even if the gaming machine 1 cannot immediately display a variable special symbol based on a winning ball entering the first or second starting slot 20 or 21, i.e., even if a winning ball occurs during the variable display of the special symbol or during a special game, it can reserve the right to a jackpot lottery for that winning ball, up to a predetermined number of times. The number of reserved special symbols is displayed on the reserved special symbol indicator 43. The first reserved special symbol indicator 43a and the second reserved special symbol indicator 43b each consist of, for example, four LEDs. Each reserved special symbol indicator 43 displays the number of reserved special symbols by lighting up the LEDs corresponding to the number of reserved special symbols.

[0045] The variable display of the normal symbol is triggered by the passage of a gaming ball through gate 28. After variably displaying (variably displaying) the normal symbol, normal symbol display device 42 displays the normal symbol in a static state, thereby announcing the result of the normal symbol lottery based on the passage of the gaming ball through gate 28. The statically displayed normal symbol (normal symbol stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from multiple types of normal symbols by the normal symbol lottery. If the normal symbol stop symbol is a predetermined specific normal symbol (a normal symbol with a predetermined stop mode, i.e., a normal winning symbol), an auxiliary game is played in which second start hole 21 is opened in an opening pattern corresponding to the current game state. The opening pattern of second start hole 21 will be described later.

[0046] The normal symbol display 42 is composed of two LEDs, and displays the normal symbol corresponding to the result of the normal symbol lottery according to the lighting pattern of the LEDs. For example, if the lottery result is a win, both LEDs are lit, displaying a normal winning symbol, such as "○○" (○: lit, ●: off). If the lottery result is a loss, only the right LED is lit, displaying a normal losing symbol, such as "●○". A mode in which all LEDs are turned off may be adopted as a normal losing symbol. Before the normal symbol is displayed as a static symbol, the normal symbol is displayed as a variable symbol for a predetermined variable time. The variable display mode may be, for example, both LEDs are lit alternately. The variable display mode is not limited to the above mode and can be any lighting mode as long as each LED is not displayed as a static symbol (a lit symbol in a specific mode). For example, the variable display mode may be all LEDs flashing simultaneously.

[0047] In the gaming machine 1, when a gaming ball passes through gate 28, the value of the normal symbol random number (winning random number) acquired for that passage is temporarily stored as a normal symbol reserve in the normal symbol reserve memory area 86 (Figure 5). There is a limit to the number of normal symbol reserves that can be stored in the normal symbol reserve memory area 86, and in this embodiment, the limit is four. The normal symbol reserves stored in the normal symbol reserve memory area 86 are consumed when variable display of normal symbols based on the normal symbol reserve becomes possible. Consumption of a normal symbol reserve refers to determining the normal symbol random number (winning random number) corresponding to the normal symbol reserve and executing variable display of normal symbols to indicate the determination result. Therefore, in the gaming machine 1, even if variable display of normal symbols based on the passage of a gaming ball through gate 28 cannot be performed immediately after the passage, i.e., even if a prize is won while variable display of normal symbols is being executed or an auxiliary game is being executed, the right to draw a normal symbol for that passage can be reserved up to a predetermined number. The number of reserved general maps is displayed on the reserved general map display 44. The reserved general map display 44 is composed of, for example, four LEDs, and displays the number of reserved general maps by lighting up the LEDs corresponding to the number of reserved general maps.

[0048] 2. Electrical configuration of gaming machine The electrical configuration of the gaming machine 1 will be described with reference to Figures 3 and 4. Figure 3 is a block diagram showing the electrical configuration of the main control board of the gaming machine 1. Figure 4 is a block diagram showing the electrical configuration of the sub-control board of the gaming machine 1. The gaming machine 1 includes a main control board 80 (Figure 3), a sub-control board 90 (Figure 4), an image control board 100 (Figure 4), a lamp control board 107 (Figure 4), a sound control board 106 (Figure 4), and a payout control board 110 (Figure 3). The main control board 80 is a game control board that controls game profits such as jackpot lottery draws and game state transitions, and constitutes the main control unit. The sub-control board 90 is an effect control board that controls effects executed as the game progresses, and constitutes the sub-control unit together with the image control board 100, the lamp control board 107, and the sound control board 106. Note that the sub-control unit can be configured by including at least the sub-control board 90.

[0049] The main control board 80 includes a game control microcomputer 81 and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80 and controls the progress of the game on the gaming machine 1 according to a program. The game control microcomputer 81 includes a main ROM 83 that stores programs for controlling the progress of the game, a main RAM 84 used as a work memory, and a main CPU 82 that executes the programs stored in the main ROM 83. Details of the data stored in the main ROM 83 and the storage areas provided in the main RAM 84 will be described later. The main ROM 83 may be configured as an external ROM. The game control microcomputer 81 transmits and receives data to and from other boards, etc., via an input / output circuit (I / O port unit) 87. The input / output circuit 87 may be built into the game control microcomputer 81.

[0050] Various sensors and solenoids are connected to the main control board 80 via an input / output circuit 87 and a relay board 88. The main control board 80 receives signals output from each sensor and outputs signals to each solenoid. Examples of sensors connected via the relay board 88 include the large prize opening start gate sensor 17a, the first start gate sensor 20a, the second start gate sensor 21a, the gate sensor 28a, the first large prize opening sensor 30a, the second large prize opening sensor 35a, the V-area sensor 39a, the non-V-area sensor 70a, and the normal prize opening sensors 27a and 29a. Examples of solenoids connected via the relay board 88 include the electric chute solenoid 24, the first large prize opening solenoid 33, the second large prize opening solenoid 38, and the V-opening / closing member solenoid 73. The large prize opening start opening sensor 17a is provided inside the large prize opening start opening 17 and detects game balls that have entered the large prize opening start opening 17. The first start opening sensor 20a is provided inside the first start opening 20 and detects game balls that have entered the first start opening 20. The second start opening sensor 21a is provided inside the second start opening 21 and detects game balls that have entered the second start opening 21. The gate sensor 28a is provided inside the gate 28 and detects game balls that have passed through the gate 28. The first large prize opening sensor 30a is provided inside the first large prize opening 30 and detects game balls that have entered the first large prize opening 30. The second large prize opening sensor 35a is provided inside the second large prize opening 35 and detects game balls that have entered the second large prize opening 35. The V-area sensor 39a is provided in the V-area 39 inside the first large prize opening 30 and detects game balls that have passed through the V-area 39. The non-V-area sensor 70a is provided in the non-V-area 70 inside the first large prize opening 30 and detects game balls that have passed through the non-V-area 70. The regular prize opening sensor 27a is provided inside the regular prize opening 27 and detects game balls that have entered the regular prize opening 27. The regular prize opening sensor 29a detects game balls that have passed into the regular prize opening 29. The electric chute solenoid 24 drives the movable member 23 of the electric chute 22. The first large prize opening solenoid 33 drives the opening / closing member 32 of the first large prize device 31. The second large prize opening solenoid 38 drives the opening / closing member 37 of the second large prize device 36. The V-shaped opening / closing member solenoid 73 drives the V-shaped opening / closing member 71 of the first big prize device 31.

[0051] The main control board 80 is connected to the displays 40 via an input / output circuit 87. The game control microcomputer 81 controls the display of the first special symbol display 41a, the second special symbol display 41b, the normal symbol display 42, the first special symbol reserve display 43a, the second special symbol reserve display 43b, and the normal symbol reserve display 44.

[0052] A payout control board 110 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 to monitor payouts. The payout control board 110 is connected to a prize ball payout device 120, a loan ball payout device 130, and a card unit 135, and is also connected to a launching device 112 via a launch control circuit 111. The prize ball payout device 120 pays out prize balls. The payout control board 110 drives a prize ball motor 121 of the prize ball payout device 120 based on a signal from the game control microcomputer 81 to pay out prize balls. The paid out prize balls are detected by a prize ball sensor 122 for counting. The loan ball payout device 130 pays out loan balls. The payout control board 110 drives the ball dispensing motor 131 of the ball dispensing device 130 to dispense balls based on a signal from a card unit 135 connected to the gaming machine 1. Dispensed balls are detected by a ball dispensing sensor 132 for counting. The card unit 135 is located adjacent to the gaming machine 1 and outputs information about ball dispensing based on information from an inserted prepaid card, etc. The launching device 112 includes a handle 60 (FIG. 1), a launching motor 113, a touch switch 114, and a launching volume 115. When a player operates the handle 60, the launching device 112 detects contact with the handle 60 using the touch switch 114 and detects the amount of rotation of the handle 60 using the launching volume 115. The launching motor 113 is then driven to launch game balls with a strength corresponding to the magnitude of the detection signal from the launching volume 115.

[0053] A sub-control board 90 (FIG. 4) is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that only allows signals to be transmitted from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.

[0054] The sub-control board 90 includes a performance control microcomputer 91 and an input / output circuit 95. The performance control microcomputer 91 is a one-chip microcomputer mounted on the sub-control board 90 and controls the performance of the game on the gaming machine 1 according to a program. The performance control microcomputer 91 includes a sub-ROM 93 that stores programs for controlling performance as the game progresses, a sub-RAM 94 used as work memory, and a sub-CPU 92 that executes the programs stored in the sub-ROM 93. Details of the data stored in the sub-ROM 93 and the storage area provided in the sub-RAM 94 will be described later. The sub-ROM 93 may be configured as an external ROM. The performance control microcomputer 91 transmits and receives data to and from other boards via an input / output circuit (I / O port unit) 95. The input / output circuit 95 may be built into the performance control microcomputer 91. The sub-control board 90 is connected to an image control board 100, an audio control board 106, a lamp control board 107, and a relay board 108 via an input / output circuit 95.

[0055] The image control board 100 includes an image control microcomputer 101, an input circuit 105a, and an output circuit 105b. The image control microcomputer 101 is a one-chip microcomputer mounted on the image control board 100 and controls the display of the image display device 7 and the sub-display screen 64 according to a program. The image control microcomputer 101 includes a CPU 102, a ROM 103, and a RAM 104. The ROM 103 stores not only a program for display control but also still image data and video data to be displayed on the image display device 7 and the sub-display screen 64, specifically image data such as characters, items, figures, letters, numbers, symbols, etc. (including effect designs) and background images. The RAM 104 is used as a memory for expanding the image data. The CPU 102 executes the program stored in the ROM 103. The effect control microcomputer 91 causes the image control microcomputer 101 to control the display of the image display device 7 and the sub-display screen 64 based on commands received from the main control board 80. The image control microcomputer 101 reads image data from the ROM 103 based on a command from the performance control microcomputer 91, and performs display control based on the read image data.

[0056] A speaker 67 is connected to the audio control board 106, and the performance control microcomputer 91 outputs audio, music, sound effects, etc. from the speaker 67 via the audio control board 106 based on commands received from the main control board 80. Audio data such as audio output from the speaker 67 is stored in a sub-ROM 93 of the sub-control board 90. The audio control board 106 may be equipped with a CPU, and the CPU may be caused to execute audio control based on commands. The audio control board 106 may also be equipped with a ROM, and audio data may be stored in the ROM. The speaker 67 may also be connected to the image control board 100, and the CPU 102 of the image control board 100 may be caused to execute audio control. The audio data may also be stored in the ROM 103 of the image control board 100.

[0057] The lamp control board 107 is connected to and controls the frame lamp 66, the board lamp 5, the first movable role element 14, the second movable role element 15, and the frame movable role element 69. The performance control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 via the lamp control board 107 based on commands received from the main control board 80. In other words, the performance control microcomputer 91 creates lighting pattern data (data determining the on / off state, light color, etc., also referred to as lamp data) that determines the lighting mode of lamps such as the frame lamp 66 and the board lamp 5, and controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 according to the lighting pattern data. Data stored in the sub-ROM 93 of the sub-control board 90 is used to create the lighting pattern data. The performance control microcomputer 91 operates the first movable role element 14, the second movable role element 15, and the frame movable role element 69 based on commands received from the main control board 80. The performance control microcomputer 91 creates operation pattern data (drive data) that determines the operation modes of the first movable role element 14, the second movable role element 15, and the frame movable role element 69, and controls the operation of the first movable role element 14, the second movable role element 15, and the frame movable role element 69 in accordance with the operation pattern data. Data stored in the sub-ROM 93 is used to create the operation pattern data. The lamp control board 107 may be equipped with a CPU, and the CPU may be caused to control the lighting of the lamps and the operation of the movable role elements 14 and 15 based on commands. In this case, the lamp control board 107 may be equipped with a ROM, and data related to the light emission patterns and operation patterns may be stored in the ROM.

[0058] An effect button detection switch 63a and a select button detection switch 68a are connected to the relay board 108. The effect button detection switch 63a detects that the effect button 63 (FIG. 1) has been pressed. When the effect button 63 is pressed, a switch signal is output from the effect button detection switch 63a to the sub-control board 90 via the relay board 108. A vibration motor is also attached to the effect button detection switch 63a, which can be driven in response to a signal from the relay board 108 to vibrate the effect button 63. The select button detection switch 68a detects that the select button 68 has been pressed. In addition, a sword component detection switch that detects when the sword component 65 has been pulled is also connected to the relay board 108.

[0059] 3. Data structure of gaming machines The data configuration of the gaming machine 1 will be described with reference to Figures 5 and 6. Figure 5(A) is a diagram illustrating a table stored in the main ROM 83. Figure 5(B) is a diagram illustrating a storage area provided in the main RAM 84. Figure 6(A) is a diagram illustrating a table stored in the sub ROM 93. Figure 6(B) is a diagram illustrating a storage area provided in the sub RAM 94.

[0060] The main ROM 83 (FIG. 5(A)) stores a jackpot determination table T1, a reach determination table T2, a normal symbol win determination table T3, a normal symbol variation pattern determination table T4, a jackpot type determination table T5, a variation pattern determination table T6, an electric chute opening pattern determination table T7, a large prize opening pattern determination table T8, and a V-shaped opening member opening pattern determination table T9. These determination tables are referenced by the game control microcomputer 81 in the main control main process (described later) executed by the game control microcomputer 81. The specific contents of each determination table will be described later.

[0061] The main RAM 84 (FIG. 5(B)) is provided with a command set area 84a, a flag set area 84b, a counter set area 84c, a special action status set area 84d, a special symbol reserve memory area 85, and a normal symbol reserve memory area 86. The command set area 84a is an area (output buffer) where commands output from the main control unit to the sub-control unit are set during the main control main process (described later), and is set with a pre-determination command, a reserved ball count command, a fluctuation start command, a fluctuation stop command, an opening command, a round designation command, an ending command, a game state designation command, a V-pass command, a customer waiting standby command, and the like. The flag set area 84b is an area where flags indicating the state of the gaming machine and the game state are set during the main control main process (described later), and is set with a jackpot flag, a jackpot end flag, a first winning flag, a second winning flag, a ceiling flag, a V flag, a probability variable flag, a time-saving flag, and the like. The counter set area 84c is an area where counters used in the main control processing (described later) are set, such as a random number counter, round counter, ceiling counter, probability variable counter, and time-saving counter. The special action status set area 84d is an area where statuses in the special action processing (described later) are set. The special symbol reserve memory area 85 includes a first special symbol reserve memory area 85a where the first special symbol reserve is stored, and a second special symbol reserve memory area 85b where the second special symbol reserve is stored. The first special symbol reserve memory area 85a is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as special symbol winning random numbers corresponding to the first, second, third, and fourth first special symbol reserves, respectively. The second special symbol reservation memory area 85b is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) corresponding to the first, second, third, and fourth second special symbol reservations, respectively. The regular symbol reservation memory area 86 is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as regular symbol random numbers (winning random numbers) corresponding to the first, second, third, and fourth regular symbol reservations, respectively.In addition to the above areas, the main RAM 84 also includes a win type set buffer in which special symbol stop pattern data is set, and a drive data buffer in which drive data for driving the movable gimmicks 14, 15 and the frame movable body 600 is set. The information stored in the main RAM 84 is not cleared even when the power to the gaming machine 1 is turned ON or OFF, and is maintained as is. In other words, the above-mentioned commands, flags, counters, status information, and pending information do not change state even when the power is turned ON or OFF, and the information is maintained. On the other hand, the information stored in the main RAM 84 is reset by clearing the RAM of the gaming machine 1. When reset, the ceiling flag is set to "ON" and the other flags are set to "OFF" as the initial state of the flags. Furthermore, the ceiling counter is set to "500" and the other counters are set to "0" as the initial state of the counters.

[0062] The sub-ROM 93 (FIG. 6(A)) stores a look-ahead effect pattern determination table T51, a core effect pattern determination table T52, a chance-up effect pattern determination table T53, and a stop symbol pattern determination table T54. These determination tables are referenced by the effect control microcomputer 91 in the sub-control main process (described later) executed by the effect control microcomputer 91. The specific contents of each determination table will be described later.

[0063] The sub-RAM 94 (FIG. 6(B)) is provided with a command storage area 94a, a performance command set area 94b, a pre-determination information storage area 94c, and a counter set area 94d. The command storage area 94a is an area (input buffer) in which commands input from the main control unit during the sub-control main processing (described later) are stored, and stores pre-determination commands, reserved ball count commands, fluctuation start commands, fluctuation stop commands, opening commands, round designation commands, ending commands, game state designation commands, V-pass commands, and customer waiting standby commands. The performance command set area 94b is an area (output buffer) in which commands output from the sub-control board 90 to the image control board 100, audio control board 106, lamp control board 107, and relay board 108 during the sub-control main processing (described later) are set, and stores a fluctuation performance start command, a pre-fluctuation end command, a fluctuation performance end command, an opening performance start command, a round performance start command, an ending performance start command, and an ending performance start command. The pre-determination information storage area 94c stores pre-determination information in the sub-control main processing (described later). The counter set area 94d is an area where counters used in the sub-control main processing (described later) are set, including a random number counter, a first special symbol hold effect counter, a second special symbol hold effect counter, a normal symbol hold effect counter, a ceiling effect counter, an overnight effect counter, a probability variable effect counter, and a time-saving effect counter. Of the information stored in the sub-RAM 94, all except the overnight effect counter are maintained and not cleared even when the gaming machine 1 is turned off or on. In other words, the above commands, counters other than the overnight effect counter, and pre-determination information are maintained and do not change even when the gaming machine 1 is turned off or on. The overnight effect counter is reset by turning the gaming machine 1 off or on, and is set to 0 as its initial state. The information stored in the sub-RAM 94 is reset by clearing the RAM of the gaming machine 1. When reset, the ceiling effect counter is set to 500 and the other counters are set to 0 as the initial state of the counters.

[0064] FIG. 7 is a diagram for explaining various random numbers used in the gaming machine 1. FIG. 7(A) shows random numbers acquired by the game control microcomputer 81 on the main control unit side, and FIG. 7(B) shows random numbers acquired by the performance control microcomputer 91 on the sub-control unit side. The game control microcomputer 81 is configured to acquire a "jackpot random number," a "jackpot type random number," a "reach random number," a "variable pattern random number," and a "normal symbol random number (win random number)" at timings described below. The "jackpot random number" is a random number used in the lottery to determine whether or not a jackpot has occurred (jackpot determination), and takes a value in the range of 0 to 65535. The "jackpot type random number" is a random number used in the lottery to determine the type of jackpot that has been won (jackpot type determination), and takes a value in the range of 0 to 127. The "reach random number" is a random number used to determine whether or not a reach occurs in the effect symbol variation effect that indicates a jackpot result when the jackpot determination is a miss, and takes a value ranging from 0 to 127. A reach refers to a state in which only one of the multiple effect symbols (decorative symbols) remains in a variable display, and depending on which of the variable display symbols stops and displays, a combination of effect symbols indicating a jackpot win (e.g., a "7↓7" state) may result. Note that the effect symbols stopped and displayed in a reach state may be displayed as if they are swaying within the display screen 7a. The "variation pattern random number" is a random number used to determine the variation pattern, including the variation time, and takes a value ranging from 0 to 127. The "normal symbol random number (win random number)" is used in the lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens the electric chute 22. The normal symbol random number takes a value ranging from 0 to 255. The "jackpot random number," "jackpot type random number," "reach random number," and "variation pattern random number" are obtained based on the ball entering the start port (first start port 20 or second start port 21). The random number group obtained based on the ball entering the first start port 20 is stored in the first special symbol reserve memory area 85a, and the random number group obtained based on the ball entering the second start port 21 is stored in the second special symbol reserve memory area 85b. The "normal symbol random number (winning random number)" is obtained based on passing through gate 28. The obtained normal symbol random number value is stored in the normal symbol reserve memory area 86.

[0065] The performance control microcomputer 91 is configured to acquire a "pre-reading performance random number" and a "chance up random number" at the timing described below. The "pre-reading performance random number" is a random number used to determine the pre-reading performance during a variable performance, and takes a value in the range of 0 to 127. The "chance up random number" is a random number used to determine the chance up performance during a variable performance, and takes a value in the range of 0 to 127. The "pre-reading performance random number" is acquired based on a pre-determination command being output from the main control unit to the sub-control unit. The acquired random number group is stored in the sub-RAM 94. The "chance up random number" is acquired based on a variation start command being output from the main control unit to the sub-control unit. The acquired random number value is stored in the sub-RAM 94.

[0066] Fig. 8 is a diagram for explaining the determination tables T1 to T4. Fig. 8(A) shows a diagram for explaining the big win determination table T1, Fig. 8(B) shows a diagram for explaining the reach determination table T2, Fig. 8(C) shows a diagram for explaining the normal symbol win determination table T3, and Fig. 8(D) shows a diagram for explaining the normal symbol variation pattern determination table T4.

[0067] The jackpot determination table T1 is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired jackpot random number value (any value between 0 and 65535) corresponds to a "jackpot" or a "miss." FIG. 8(A) shows that in the "normal probability state," if the jackpot random number value is "0 to 164," it is determined to be a "jackpot," and if the jackpot random number value is "a number other than 0 to 164 (165 to 65535)," it is determined to be a "miss." Also, in the "high probability state," if the jackpot random number value is "0 to 649," it is determined to be a "jackpot," and if the jackpot random number value is "a number other than 0 to 649 (650 to 65535)," it is determined to be a "miss." The details of the "normal probability state" and the "high probability state" will be described later.

[0068] The reach determination table T2 is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine whether the acquired reach random number value (any value between 0 and 127) corresponds to "reach" or "no reach." FIG. 8(B) shows that in the "non-time-saving state," if the reach random number value is between 0 and 13, it is determined to be "reach," and if the reach random number value is a number other than 0 to 13 (14 to 127), it is determined to be "no reach." Also, in the "time-saving state," if the reach random number value is between 0 and 5, it is determined to be "reach," and if the reach random number value is a number other than 0 to 5 (6 to 127), it is determined to be "no reach." The details of the "time-saving state" and "non-time-saving state" will be described later. In the reach determination table T2, it is more difficult to get a reach when losing in the time-saving state than in the non-time-saving state. This is because in the time-saving state, more no-reach misses with short fluctuation times are selected, which speeds up the consumption of special reserved patterns.

[0069] The normal symbol win determination table T3 is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired normal symbol random number value (any of 0 to 255) corresponds to a "win" or a "lose." FIG. 8(C) shows that in the "non-time-saving state," if the normal symbol random number value is "0 to 2," it is determined to be a "win," and if the normal symbol random number value is "a number other than 0 to 2 (3 to 255)," it is determined to be a "lose." Also, in the "time-saving state," if the normal symbol random number value is "0 to 254," it is determined to be a "win," and if the normal symbol random number value is "a number other than 0 to 254 (255)," it is determined to be a "lose."

[0070] The normal symbol variation pattern determination table T4 is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine how many seconds the normal symbol variation time is depending on the game state (non-time-saving state or time-saving state). In Figure 8(D), it is shown that in the "non-time-saving state", the normal symbol variation time is determined to be "30 seconds", and in the "time-saving state", the normal symbol variation time is determined to be "1 second".

[0071] FIG. 9 is a diagram illustrating the jackpot type determination table T5. The jackpot type determination table T5 is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the "jackpot type" and the "type of special symbol" according to the acquired jackpot type random number value (any value between 0 and 127). In FIG. 9, when the first special symbol (special symbol 1) is selected in the lottery, if the jackpot type random number value is between 0 and 24, the jackpot type is determined to be a "16RV passing jackpot" and the special symbol stopping symbol is determined to be a "jackpot symbol 1." If the jackpot type random number value is between 25 and 49, the jackpot type is determined to be a "16RV passing jackpot" and the special symbol stopping symbol is determined to be a "jackpot symbol 2." If the jackpot type random number value is "50-55", the jackpot type is determined to be "16R (actually 15R) V-scheduled jackpot" and the special symbol stopping pattern is determined to be "jackpot symbol 3". If the jackpot type random number value is "56-67", the jackpot type is determined to be "16R (actually 13R) V-scheduled jackpot" and the special symbol stopping pattern is determined to be "jackpot symbol 4". If the jackpot type random number value is "68-127", the jackpot type is determined to be "16R (actually 13R) V-scheduled non-scheduled jackpot" and the special symbol stopping pattern is determined to be "jackpot symbol 5". On the other hand, when the second special symbol (special symbol 2) is selected, if the jackpot type random number is "0 to 82," the jackpot type is determined to be a "16RV passing jackpot" and the special symbol 2 stopping symbol (special symbol stopping symbol) is determined to be "jackpot symbol 1." If the jackpot type random number is "83 to 127," the jackpot type is determined to be a "16R (effectively 13R) V non-passing jackpot" and the special symbol stopping symbol is determined to be "jackpot symbol 5." By referring to the jackpot type determination table T5, the "special symbol stopping symbol data" corresponding to the special symbol stopping symbol, as well as the special game's "opening (OP) command," "round designation command," and "ending (ED) command" can also be identified. The specific details of "16RV scheduled to pass jackpot," "16R (actually 15R) V scheduled to pass jackpot," "16R (actually 13R) V scheduled to pass jackpot," and "16R (actually 13R) V not scheduled to pass jackpot" will be described later.

[0072] 10 is a diagram for explaining the fluctuation pattern determination table T6 in the non-time-shortening state. FIG. 11 is a diagram for explaining the fluctuation pattern determination table T6 in the time-shortening state. The fluctuation pattern determination table T6 is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine a fluctuation pattern according to the acquired fluctuation pattern random number value (0 to 127). FIG. 10 shows, for example, that when a ball enters the first starting hole 20 in the non-time-shortening state, the jackpot determination table T1 determines it as a "miss," the reach determination table T2 determines it as a "reach," the number of reserved balls is "1 to 2," and the fluctuation pattern random number value is "0 to 60," the fluctuation pattern is determined to be "P7." FIG. 11 shows, for example, that when a win occurs in the second starting slot 21 during the time-saving mode, the jackpot determination table T1 determines a "jackpot," the jackpot type determination table T5 determines a "16RV passing jackpot," and the fluctuation pattern random number value is "0 to 10," the fluctuation pattern is determined to be "P61." As shown in FIGS. 10 and 11, once the fluctuation pattern is determined, the fluctuation time is also determined. In addition, when a reach occurs, it is also determined whether the reach will be a normal reach or a super reach (SP reach). A super reach is a reach effect with a longer fluctuation time after the reach than a normal reach. Here, five types of super reaches (SP1, SP2, SP3, SP4, SP5) with different fluctuation times are set. SP1 to SP3 are executed in a progressive manner after a normal reach. The difference between SP1 to SP5 may be, for example, the presence or absence of a pseudo-consecutive combination.

[0073] FIG. 12 is a diagram illustrating the electric chute opening pattern determination table T7. The electric chute opening pattern determination table T7 is a table referenced by the game control microcomputer 81 during the main control main processing (described later) to determine the opening pattern of the electric chute 22 depending on the game state (non-time-saving state or time-saving state). FIG. 12(A) shows that in the "non-time-saving state," the opening pattern of the electric chute 22 is determined to be "opening pattern 11," and in the "time-saving state," the opening pattern is determined to be "opening pattern 12." FIG. 12(B) shows the details of opening pattern 11 and opening pattern 12. In opening pattern 11, the electric chute 22 is opened once, with an opening time of 0.2 seconds. In opening pattern 12, the electric chute 22 is opened three times, with an opening time of 2.0 seconds per opening, and an interval (opening interval) of 1.0 seconds. However, if a predetermined number of game balls have entered the chute (a predetermined number of game balls, up to 10), the electric chute 22 is closed even if there is still time left for the chute to open.

[0074] FIG. 13 is a diagram illustrating the special prize opening pattern determination table T8. The special prize opening pattern determination table T8 is a table referenced by the game control microcomputer 81 during the main control process (described later) to determine the opening pattern of the first special prize opening 30 and the second special prize opening 35 according to the special prize stopping symbol data (FIG. 9). FIG. 13(A) shows that when the special prize stopping symbol data is "11H," "12H," or "21H," the opening pattern of the first special prize opening 30 and the second special prize opening 35 is determined to be "opening pattern 21." When the special prize stopping symbol data is "14H," "15H," or "22H," the opening pattern is determined to be "opening pattern 22." When the special prize stopping symbol data is "13H," the opening pattern is determined to be "opening pattern 23." FIG. 13(B) shows the contents of opening pattern 21, opening pattern 22, and opening pattern 23. In opening pattern 21, the first large prize opening 30 is opened once for an opening time of 29.5 seconds (long opening) in rounds 1 to 13 and 15, and the second large prize opening 35 is opened once for an opening time of 29.5 seconds (long opening) in rounds 14 and 16. In opening pattern 22, the first large prize opening 30 is opened once for an opening time of 29.5 seconds (long opening) in rounds 1 to 13, the second large prize opening 35 is opened once for an opening time of 0.1 seconds (short opening) in rounds 14 and 16, and the first large prize opening 30 is opened once for an opening time of 0.1 seconds (short opening) in round 15. In opening pattern 23, in rounds 1 to 13 and 15, the first major prize opening 30 is opened once for an opening time of 29.5 seconds (long opening), in round 14, the second major prize opening 35 is opened once for an opening time of 0.1 seconds (short opening), and in round 16, the second major prize opening 35 is opened once for an opening time of 29.5 seconds (long opening). However, if a predetermined number of game balls have won (a prescribed number of winnings, up to 9 balls), the first major prize opening 30 and the second major prize opening 35 will be closed even if there is remaining opening time.

[0075] 14 is a diagram illustrating the V-shaped opening / closing member release pattern determination table T9. The V-shaped opening / closing member release pattern determination table T9 is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine the release pattern of the V-shaped opening / closing member 71 according to the special symbol stop symbol data (FIG. 9). FIG. 14(A) shows that when the special symbol stop symbol data is "11H," "12H," or "21H," the release pattern of the V-shaped opening / closing member 71 is determined to be "release pattern 31," when the special symbol stop symbol data is "13H," the release pattern is determined to be "release pattern 32," when the special symbol stop symbol data is "14H," the release pattern is determined to be "release pattern 33," and when the special symbol stop symbol data is "15H" or "22H," the release pattern is determined to be "release pattern 34." 14(B) shows the details of opening pattern 31, opening pattern 32, opening pattern 33, and opening pattern 34. In opening pattern 31, when the first prize is won in first major prize opening 30 in rounds 2, 4, 6, and 8, short opening of V-shaped opening member 71 is performed with an opening time of 0.1 seconds. In rounds 10 and 12, when the first prize is won in first major prize opening 30, short opening of V-shaped opening member 71 is performed with an opening time of 0.1 seconds, and when the second prize is won, long opening of V-shaped opening member 71 is performed with an opening time of up to 31.5 seconds. In opening pattern 32, when the first prize is won in first major prize opening 30 in rounds 2, 4, 6, and 12, short opening of V-shaped opening member 71 is performed with an opening time of 0.1 seconds. In the 8th and 10th races, when the first prize is won at the first major prize opening 30, the V-shaped opening / closing member 71 is opened in a short mode with an opening time of 0.1 seconds, and when the second prize is won, the V-shaped opening / closing member 71 is opened in a long mode with an opening time of up to 31.5 seconds. In opening pattern 33, in the 2nd and 6th races, when the first prize is won at the first major prize opening 30, the V-shaped opening / closing member 71 is opened in a short mode with an opening time of 0.1 seconds, and when the second prize is won, the V-shaped opening / closing member 71 is opened in a long mode with an opening time of up to 31.5 seconds. In the 4th, 8th, 10th, and 12th races, when the first prize is won at the first major prize opening 30, the V-shaped opening / closing member 71 is opened in a short mode with an opening time of 0.1 seconds.In the opening pattern 34, when the first prize is won in the first big prize opening 30 in the 2nd, 4th, 6th, 8th, 10th and 12th rounds, the V-shaped opening member 71 is short-opened with an opening time of 0.1 seconds. The port will be opened.

[0076] 4. Explanation of jackpots etc. In the gaming machine 1, there are "jackpots" and "losses" as the results of the jackpot lottery (special symbol lottery). In the case of a "jackpot," a "jackpot symbol" is displayed on the special symbol display 41. In the case of a "loss," a "loss symbol" is displayed on the special symbol display 41. When a jackpot is won, a "jackpot game" is executed in which the large prize slots (first large prize slot 30 and second large prize slot 35) are opened in an opening pattern corresponding to the type of special symbol (type of jackpot) that is displayed. The jackpot game is an example of a special game. The jackpot game includes multiple rounds of play (unit opening games), an opening (OP) before the first round of play begins, and an ending (ED) after the final round of play ends. Each round of play begins with the end of the opening or the end of the previous round of play, and ends with the start of the next round of play. The time (interval time) during which the big prize opening is closed between rounds of play is included in the open round of play before that closure.

[0077] There are multiple types of jackpots. The types of jackpots are shown in Figure 9. Here, jackpots are broadly divided into two types: "V-passing jackpots" and "V-non-passing jackpots." A "V-passing jackpot" is a jackpot that activates the opening / closing members 32, 37, and 71 in an opening pattern (V-passing opening pattern) that allows the game ball to pass into the V-zone 39 during the jackpot game. Here, a jackpot with special symbol stop data of 11H to 14H or 21H corresponds to a "V-passing jackpot (probable jackpot)." When the opening pattern of the opening / closing members 32 and 37 shown in Figure 13 is combined with the opening pattern of the V-opening member 71 shown in Figure 14 as (opening pattern 21: opening pattern 31), (opening pattern 22: opening pattern 33), or (opening pattern 23: opening pattern 32), the game ball can pass into the V-zone 39 during the jackpot game. A "V non-passing scheduled jackpot (normal jackpot)" is a jackpot that activates the opening / closing members 32, 37, and 71 in an opening pattern (a V non-passing scheduled opening pattern) that prevents the game ball from passing through the V area 39 during the jackpot game. Here, a jackpot with special stop symbol data of 15H or 22H corresponds to a "V non-passing scheduled jackpot." When the opening pattern of the opening / closing members 32 and 37 shown in FIG. 13 is combined with the opening pattern of the V opening / closing member 71 shown in FIG. 14 (opening pattern 22: opening pattern 34), the game ball cannot pass through the V area 39 during the jackpot game. As described above, the opening pattern 22 of the opening / closing members 32 and 37 serves as both a V passing scheduled opening pattern and a V non-passing scheduled opening pattern.

[0078] The "V Passing Jackpot" includes the "16RV Passing Jackpot," the "16R (actually 13R) V Passing Jackpot," and the "16R (actually 15R) V Passing Jackpot." The "16RV Passing Jackpot" has a total of 16 rounds. Rounds 1 through 13 and Round 15 open the first large prize opening 30 for a maximum of 29.5 seconds per Round. Rounds 14 and 16 open the second large prize opening 35 for a maximum of 29.5 seconds per Round (Figure 13: Opening Pattern 21). Rounds 10 and 12 open the V-shaped opening / closing member 71 for a long time (Figure 14: Opening Pattern 31), allowing easy passage to the V-zone 39 within the first large prize opening 30.

[0079] In the "16R (actually 13R) V-Passing Jackpot," the total number of rounds is 16R, but the actual total number of rounds is 13R. In other words, from R1 to R13, the first major prize slot 30 is open for a maximum of 29.5 seconds per R, but in R15, the first major prize slot 30 is only open for 0.1 seconds per R, and in R14 and R16, the second major prize slot 35 is only open for 0.1 seconds per R (Figure 13: Opening Pattern 22). Therefore, in this "16R (actually 13R) V-Passing Jackpot," the opening time of the major prize slot is extremely short from R14 to R16, making it a round in which no prize balls are expected to be awarded. In other words, the "16R (actually 13R) V-Passing Jackpot" is effectively a 13R jackpot. In 2R and 6R, the V-shaped opening / closing member 71 is long-opened (FIG. 14: opening pattern 33), and passage to the V-shaped area 39 in the first big winning opening 30 is easily possible.

[0080] In the "16R (effectively 15R) V-Passing Jackpot," the total number of rounds is 16R, but the actual total number of rounds is 15R. In other words, from R1 to R13 and R15, the first major prize slot 30 is open for a maximum of 29.5 seconds per R, and in R16, the second major prize slot 35 is open for a maximum of 29.5 seconds per R, but in R14, the second major prize slot 35 is only open for 0.1 seconds per R (Figure 13: Opening Pattern 23). Therefore, in this "16R (effectively 15R) V-Passing Jackpot," the opening time of the major prize slot is extremely short in R14, making it a round in which no prize balls are expected to be awarded. In other words, the "16R (effectively 15R) V-Passing Jackpot" is effectively a 15R jackpot. In 8R and 10R, the V-shaped opening / closing member 71 is long-opened (FIG. 14: opening pattern 32), and passage to the V-shaped area 39 in the first big winning opening 30 is easily possible.

[0081] The "V non-passing scheduled jackpot" is a "16R (actually 13R) V non-passing scheduled jackpot" with opening pattern 22, which has a total number of rounds of 16R, but an actual total number of rounds of 13. In other words, from R1 to R13, the first major prize slot 30 is open for a maximum of 29.5 seconds per R, but in R15, the first major prize slot 30 is only open for 0.1 seconds per R, and in R14 and R16, the second major prize slot 35 is only open for 0.1 seconds per R (Figure 13: opening pattern 22). Therefore, in this "16R (actually 13R) V non-passing scheduled jackpot," the opening time of the major prize slot is extremely short from R14 to R16, making it a round in which no prize balls are expected. In other words, the "16R (actually 13R) V non-passing scheduled jackpot" is an actual 13R jackpot. At 2R, 4R, 6R, 8R, 10R and 12R, the V-opening member 71 is opened, but the opening is a short opening (Figure 14: opening pattern 34), making it almost impossible for the game ball to pass through the V-region 39 inside the first large prize opening 30.

[0082] As is clear from the above explanation, the "16R (effectively 13R) V non-passing scheduled jackpot" and the "16R (effectively 13R) V passing scheduled jackpot" have the same opening pattern (opening pattern 22) for the first large prize opening 30 and the second large prize opening 35 (opening member 32 and opening member 37), but differ in the opening pattern of the V-shaped opening / closing member 71 (opening pattern 34 and opening pattern 33). As will be described later, the "16R (effectively 13R) V non-passing scheduled jackpot" and the "16R (effectively 13R) V passing scheduled jackpot" are set up so that a time-saving game (100 times in this example) is played after the jackpot game ends. In other words, in the "16R (effectively 13R) V non-passing scheduled jackpot," it is nearly impossible for the game ball to pass through the V-shaped area 39 in the first large prize opening 30, and the game state after the jackpot becomes a low-probability time-saving state (low-probability high base state). On the other hand, in the case of a "16R (effectively 13R) V-passing scheduled jackpot," the game ball can easily pass through the V area 39 in the first large prize entry port 30, and the game state after the jackpot becomes a high-probability time-saving state (high-probability, high-base state). This makes it difficult for the player to distinguish between a "16R (effectively 13R) V-non-passing scheduled jackpot" and a "16R (effectively 13R) V-passing scheduled jackpot," making it difficult to determine whether the game state after the jackpot will become a low-probability time-saving state (low-probability, high-base state) or a high-probability time-saving state (high-probability, high-base state). Furthermore, after the time-saving game ends, the game state becomes a low-probability, low-base state (normal state) in the case of a "16R (effectively 13R) V-non-passing scheduled jackpot," and the game state becomes a high-probability, low-base state (apparently normal state) in the case of a "16R (effectively 13R) V-passing scheduled jackpot." That is, in the "16R (actually 13R) V passing scheduled jackpot", when the game ball passes through the V area 39 in the first large prize entry port 30, when the time-saving state after the jackpot game ends, the game state becomes a latent state (latent high probability state) in which the high probability is hidden despite being in a high probability low base state, and this latent high probability state is difficult for the player to distinguish.In other words, the low probability time-saving state (low probability, high base state) after the jackpot play of "16R (effectively 13R) V non-passing jackpot" and "16R (effectively 13R) V passing jackpot", "16R (effectively 13R) V non-passing jackpot", and the high probability time-saving state (high probability, high base state) after the jackpot play of "16R (effectively 13R) V passing jackpot", as well as the low probability, low base state after the time-saving end of "16R (effectively 13R) V non-passing jackpot" and the high probability, low base state after the time-saving end of "16R (effectively 13R) V passing jackpot", are performed in a manner that is difficult for the player to distinguish.

[0083] 9, the distribution rate of jackpots in the lottery for the first special symbol (special symbol 1) is 68 / 128 (approximately 53%) for V-passing jackpots and 60 / 128 (approximately 47%) for V-non-passing jackpots. In contrast, the distribution rate of jackpots in the lottery for the second special symbol (special symbol 2) is 83 / 128 (approximately 64.8%) for V-passing jackpots and 45 / 128 (approximately 35.2%) for V-non-passing jackpots. In this way, the gaming machine 1 is set up so that the jackpot lottery (lottery for the second special symbol) held when a gaming ball enters the second starting slot 21 is more advantageous to the player than the jackpot lottery (lottery for the first special symbol) held when a gaming ball enters the first starting slot 20.

[0084] 5. Explanation of game status The gaming states of the gaming machine 1 will now be described. The gaming control microcomputer 81 can execute "probability fluctuation control" and "variation time reduction control" for the special symbols displayed on the special symbol display 41 and the normal symbols displayed on the normal symbol display 42, respectively. Here, the state in which the gaming control microcomputer 81 is performing probability fluctuation control on the special symbols on the special symbol display 41 is referred to as the "high probability state (high probability state, probability fluctuation state, probability variable state)," and the state in which probability fluctuation control is not performed is simply referred to as the "normal probability state (non-high probability state, low probability state, normal state)." The gaming control microcomputer 81 achieves the high probability state by determining a jackpot using a jackpot determination table (FIG. 8(A)) in which the number of jackpot random number values ​​determined to be a jackpot is higher in the high probability state than in the normal probability state, as the probability fluctuation control for the special symbols. Therefore, the probability of a jackpot is higher in the high probability state than in the normal probability state. In other words, when the game control microcomputer 81 is executing probability fluctuation control on the special pattern of the special pattern display device 41, the probability that the display result (stopped pattern) of the variable display of the special pattern by the special pattern display device 41 will be a jackpot pattern is higher than when the probability fluctuation control is not being executed.

[0085] Furthermore, the state in which the game control microcomputer 81 is controlling the time reduction of the special symbol on the special symbol display 41 is referred to as the "time-saving state," while the state in which the time reduction is not controlled is simply referred to as the "non-time-saving state." In the time-saving state, the special symbol's time of fluctuation (the time from the start of the variable display to the derived display of the display result) is shorter than in the non-time-saving state. The game control microcomputer 81 determines the variable pattern using the variable pattern determination table T6 (Figures 10 and 11), which is determined so that a variable pattern with a short variable time is selected more frequently in the time-saving state than in the non-time-saving state. In other words, when the game control microcomputer 81 is controlling the time reduction of the special symbol on the special symbol display 41, a short variable time is more likely to be selected as the variable display time of the special symbol compared to when the time reduction control is not being performed. As a result, in the time-saving state, the pace of consumption of reserved special symbols is accelerated, making it more likely that a valid win (a win that can be stored as a reserved special symbol) will occur in the starting slot. This allows players to aim for a big win while the game progresses smoothly. The game control microcomputer 81 may simultaneously execute probability fluctuation control and fluctuation time reduction control for the special symbols on the special symbol display 41, or may execute only one of them.

[0086] The game control microcomputer 81 executes probability fluctuation control and fluctuation time reduction control for the normal symbols of the normal symbol display device 42 in synchronization with fluctuation time reduction control for the special symbols of the special symbol display device 41. That is, the game control microcomputer 81 executes probability fluctuation control and fluctuation time reduction control for the normal symbols in the time-shortened state, but does not execute them in the non-time-shortened state. As the probability fluctuation control for the normal symbols, the game control microcomputer 81 performs hit determination (determination of the normal symbol) using a normal symbol hit determination table T3 (FIG. 8(C)) in which the number of normal symbol random number values ​​determined to be a hit (win random number values) is higher in the time-shortened state than in the non-time-shortened state. Therefore, the probability of a hit is higher in the time-shortened state than in the normal symbol normal probability state. In other words, when the game control microcomputer 81 is executing probability fluctuation control on the normal symbols of the normal symbol display device 42, the probability that the display result (stopped symbol) of the variable display of the normal symbol by the normal symbol display device 42 will be a winning symbol is higher than when the probability fluctuation control is not being executed. In the time-shortened state, the normal symbol fluctuation time is shorter than in the non-time-shortened state. Here, the normal symbol fluctuation time is 30 seconds in the non-time-shortened state, but 1 second in the time-shortened state (FIG. 8(D)). Furthermore, in the time-shortened state, the opening time of the electric chute 22 in the auxiliary game is longer than in the non-time-shortened state (FIG. 12). In other words, the game control microcomputer 81 is executing control to extend the opening time of the electric chute 22. In addition, in the time-shortened state, the number of times the electric chute 22 opens in the auxiliary game is more than in the non-time-shortened state (FIG. 12). In other words, the game control microcomputer 81 is executing control to increase the number of times the electric chute 22 opens. When the game control microcomputer 81 is executing probability fluctuation control and fluctuation time reduction control for the normal symbols on the normal symbol display 42, as well as control to extend the opening time and increase the number of openings for the electric chute 22, the electric chute 22 opens more frequently and game balls land more frequently in the second starting hole 21 than when these controls are not being executed. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, the state in which these controls are being executed is called a "high base state," and the state in which they are not being executed is called a "low base state." In a high base state, you can aim for a jackpot without significantly reducing the number of game balls you have in your hand.The high base state is a state in which so-called electric support control (control that supports winning at the second starting hole 21 by the electric chute 22) is being executed. The high base state (electric support control state) does not have to execute all of the above controls. In other words, by executing one or more of the following controls, it is sufficient if the electric chute 22 is more likely to open than when the control is not being executed: probability fluctuation control for the normal symbol on the normal symbol display 42, fluctuation time reduction control for the normal symbol on the normal symbol display 42, opening time extension control for the electric chute 22, and opening count increase control for the electric chute 22. The high base state (electric support control state) may also be controlled independently of the time-shortening state.

[0087] In the gaming machine 1, the game state after a jackpot game resulting from winning a V-passing jackpot is a high-probability state, a time-saving state, and a high-base state if the jackpot passes through the V region 39 during the jackpot game. This game state is particularly referred to as a "high-probability, high-base state" or a "high-probability, time-saving state." Specifically, the jackpots that result in a high-probability, high-base state after a jackpot game are the "16RV-passing jackpot," "16R (effectively 15R) V-passing jackpot," and "16R (effectively 13R) V-passing jackpot" among the jackpot types shown in FIG. 9. For the "16RV-passing jackpot" and "16R (effectively 15R) V-passing jackpot," the high-probability, high-base state ends when the next jackpot (next jackpot) is won and the jackpot game is executed. In the case of a "16R (effectively 13R) V-passing scheduled jackpot," the high-probability, high-base state ends when, after a jackpot game, the special symbol variable display is executed a predetermined number of times (here, 100 times), resulting in a high-probability, low-base state (latent probability variable state), or when the next jackpot (next jackpot) is won and that jackpot game is executed. Furthermore, the game state after a jackpot game resulting from a win of a non-V-passing scheduled jackpot is a normal probability state (a non-high probability state, i.e., a low probability state), a time-saving state, and a high-base state, unless the V region 39 is passed through during that jackpot game (which is almost never the case). These game states are specifically referred to as a "low-probability, high-base state" and a "low-probability, time-saving state." Specifically, the jackpot that results in a low-probability, high-base state after a jackpot game is a "16R (effectively 13R) V-non-passing scheduled jackpot," among the jackpot types shown in Figure 9. In this jackpot, the low-probability, high-base state ends when, after the jackpot game, the variable display of special symbols is executed a predetermined number of times (here, 100 times), or when the next jackpot (next jackpot) is won and that jackpot game is executed. When playing the gaming machine 1 for the first time, the gaming state after powering on is a normal probability state, a non-time-saving state, and a low-base state (non-electric support control state). This gaming state is particularly referred to as the "low-probability, low-base state." The low-probability, low-base state is sometimes referred to as the "normal gaming state" or the "low-probability, non-time-saving state (also simply referred to as the non-time-saving state)."In addition, the state in which a special game (jackpot game) is being played may be referred to as a “special game state (jackpot game state).” Furthermore, the state in which at least one of the high probability state and the high base state is controlled may be referred to as a “specific game state.”

[0088] In a high-base state, such as a high-probability high-base state or a low-probability high-base state, hitting the ball from the right to enter the right play area 3B (Figure 1) can provide a more advantageous gameplay. This is because the electric support control makes the electric chute 22 more likely to open than in a low-base state, making it easier to win in the second start gate 21 than in the first start gate 20. Therefore, in a high-base state, a right-handed hit is performed to allow the ball to pass through gate 28, which triggers the normal symbol lottery, and enter the second start gate 21. This allows for more start wins (wins in the start gate) than a left-handed hit. In addition, in the gaming machine 1, play is performed with a right-handed hit even during a jackpot. On the other hand, in a low-base state, a left-handed hit to enter the left play area 3A (Figure 1) can provide a more advantageous gameplay. Because electric support control is not being executed, the electric chute 22 is less likely to open than in the high base state, making it easier to win in the first start hole 20 than in the second start hole 21. For this reason, in the low base state, the player hits left to make the game ball win in the first start hole 20. This allows for more start wins than hitting right.

[0089] 6. Operation of the gaming control microcomputer 81 The operation of the game control microcomputer 81 provided on the main control board 80 (Fig. 3) will be described with reference to Figs. 15 to 34. Counters, flags, status, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the main RAM 84. The game control microcomputer 81 corresponds to the win / lose determination means (Fig. 23) and the win / lose advance determination means (Figs. 18 and 19).

[0090] [Main control main processing] FIG. 15 is a flowchart of the main control main processing. When the power of the gaming machine 1 is turned on, the gaming control microcomputer 81 reads out a program for executing the main control main processing from the main ROM 83. In the main control main processing, the gaming control microcomputer 81 first performs initial settings (step S001). The initial settings include, for example, setting the main CPU 82 and resetting various flags, statuses, counters, etc. The initial value of a flag is "1" (i.e., "ON") for the ceiling flag, and the initial value of other flags is "0" (i.e., "OFF"). The initial value of a status is "1". The initial value of a counter is "500" for the ceiling counter, and "0" for the other counters. Note that the initial settings are performed only once after the power is turned on and are not performed thereafter.

[0091] After the initial setting, the game control microcomputer 81 disables interrupts from the interrupt process (step S002) and performs a normal / special symbol main random number update process (step S003). In this normal / special symbol main random number update process, the game control microcomputer 81 increments the various random number counter values ​​(jackpot random number value, jackpot type random number value, reach random number value, variable pattern random number value, and normal symbol random number value) shown in FIG. 7(A) by 1 to update them. When each random number counter value reaches a preset upper limit, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be randomly changed. Furthermore, each random number may be a so-called hardware random number generated using a known random number generation circuit consisting of a counter IC or the like.

[0092] After the normal and special symbol main random number update process, the game control microcomputer 81 permits interruption of the interrupt process (step S004). While the interrupt is permitted, the main timer interrupt process (step S005) can be executed. The main timer interrupt process is executed based on an interrupt pulse repeatedly input to the main CPU 82 at a predetermined cycle (e.g., every 4 msec). That is, the main timer interrupt process is executed at predetermined cycles (e.g., every 4 msec). Then, from the end of the main timer interrupt process to the start of the next main timer interrupt process, the update process of various counter values ​​by the normal and special symbol main random number update process is repeatedly executed. Note that if an interrupt pulse is input to the main CPU 82 when the interrupt is prohibited, the main timer interrupt process does not start immediately, but starts after the interrupt is permitted.

[0093] [Main timer interrupt processing] FIG. 16 is a flowchart of the main timer interrupt process (FIG. 15: step S005). In the main timer interrupt process, the game control microcomputer 81 first performs random number update processing (step S101). Specifically, the game control microcomputer 81 updates the various random number counter values ​​shown in FIG. 7(A). This random number update processing is the same as the normal symbol / special symbol main random number update processing performed in the main control main processing (FIG. 15) described above. In other words, the update processing of the various random number counter values ​​is performed both during the execution period of the main timer interrupt process and during other periods (the period from the end of the main timer interrupt process to the start of the next main timer interrupt process).

[0094] After the random number update process, the game control microcomputer 81 performs input processing (step S102). In the input processing, the game control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1, and sets payout data for paying out prize balls according to the type of winning hole in the output buffer of the main RAM 84. The various sensors are, for example, the first start hole sensor 20a, the second start hole sensor 21a, the first large winning hole sensor 30a, the second large winning hole sensor 35a, the normal winning hole sensor 27a, and the normal winning hole sensor 29a (FIG. 3).

[0095] After the input process, the game control microcomputer 81 sequentially executes the start hole sensor detection process (step S103), normal operation process (step S104), special operation process (step S105), V-area sensor detection process (step S106), and reserved ball count process (step S107). Details of these processes will be described later. After the reserved ball count process, the game control microcomputer 81 executes output process (step S108). In the output process, the game control microcomputer 81 outputs the commands etc. set in the command set area 84a of the main RAM 84 in each of the above processes to the sub-control board 90. After the output process, the game control microcomputer 81 executes other processes (step S109). In other processes, for example, the second special chart reserved display 43b is controlled to a display mode that indicates the number based on the number of reserved balls for special chart 2 described below, and the first special chart reserved display 43a is controlled to a display mode that indicates the number based on the number of reserved balls for special chart 1.

[0096] [Starting port sensor detection process] FIG. 17 is a flowchart of the start gate sensor detection process (FIG. 16: step S103). The game control microcomputer 81 first determines whether a game ball has passed through the gate 28 (step S201). This determination is made based on whether a game ball has been detected by the gate sensor 28a. If a game ball has not passed through the gate 28 (step S201: NO), the process skips to step S205. If a game ball has passed through the gate 28 (step S201: YES), the game control microcomputer 81 determines whether the number of reserved balls for normal symbols is "4 (upper limit)" (step S202). The number of reserved balls for normal symbols is the number of reserved normal symbols, and more specifically, is the value of a counter that counts the number of reserved normal symbols provided in the main RAM 84. If the number of reserved balls for normal symbols is "4" (step S202: YES), the process skips to step S205. If the number of reserved normal symbol balls is "3" or less (step S202: NO), "1" is added to the number of reserved normal symbol balls (step S203), and then a normal symbol random number acquisition process is performed (step S204). Here, the game control microcomputer 81 acquires the value of the normal symbol random number counter (Figure 7: value of label-TRND-H), and stores the acquired random number value in a memory area corresponding to the current number of reserved normal symbol balls among the first to fourth memory areas of the normal symbol reservation memory area 86 of the main RAM 84.

[0097] In step S205, the game control microcomputer 81 determines whether or not a game ball has entered the second start hole 21. This determination is made based on whether or not a game ball has been detected by the second start hole sensor 21a. If a game ball has not entered the second start hole 21 (step S205: NO), the process skips to step S210. If a game ball has entered (step S205: YES), the game control microcomputer 81 determines whether or not the number of reserved balls for special symbol 2 is "4 (upper limit)" (step S206). The number of reserved balls for special symbol 2 is the number of reserved second symbol symbols, and more specifically, is the value of a counter that counts the number of reserved second symbol symbols provided in the main RAM 84. If the number of reserved balls for special symbol 2 is "4" (step S206: YES), the process skips to step S210. If the number of reserved balls for special chart 2 is "3" or less (step S206: NO), "1" is added to the number of reserved balls for special chart 2 (step S207), and then a special chart 2 related random number acquisition process is performed (step S208). Here, the value of the jackpot random number counter (Figure 7: value of label-TRND-A), the value of the jackpot type random number counter (Figure 7: value of label-TRND-AS), the value of the reach random number counter (Figure 7: value of label-TRND-RC), and the value of the variation pattern random number counter (Figure 7: value of label-TRND-T1) are acquired. The game control microcomputer 81 stores the acquired random number group in a memory area corresponding to the current number of reserved balls for special chart 2 among the first to fourth memory areas of the second special chart reservation memory area 85b. The game control microcomputer 81 temporarily stores (holds) the acquired random number group in a buffer (pre-determination buffer) different from the second special chart reserve memory area 85b for the special chart 2 pre-determination process (FIG. 18) described later. After the special chart 2 related random number acquisition process, the game control microcomputer 81 performs the special chart 2 pre-determination process (step S209). The details of the special chart 2 pre-determination process will be described later.

[0098] In step S210, the game control microcomputer 81 determines whether or not a game ball has entered the first start hole 20. This determination is made based on whether or not a game ball has been detected by the first start hole sensor 20a. If a game ball has not entered the first start hole 20 (step S210: NO), this process ends. If a game ball has entered the first start hole 20 (step S210: YES), the game control microcomputer 81 determines whether or not the number of reserved balls for special symbol 1 is "4 (upper limit value)" (step S211). The number of reserved balls for special symbol 1 is the number of reserved first special symbols, and more specifically, is the value of a counter that counts the number of reserved first special symbols provided in the main RAM 84. If the number of reserved balls for special symbol 1 is "4" (step S211: YES), this process ends. If the number of reserved balls for special chart 1 is "3" or less (step S211: NO), "1" is added to the number of reserved balls for special chart 1 (step S212), and then special chart 1 related random number acquisition processing is performed (step S213). Here, similar to the special chart 2 related random number acquisition processing (step S208) described above, the values ​​of the jackpot random number counter, the jackpot type random number counter, the reach random number counter, and the variation pattern random number counter are acquired. The game control microcomputer 81 stores the acquired random number group in a storage area corresponding to the current number of reserved balls for special chart 1 among the first to fourth storage areas of the first special chart reservation storage area 85a. The game control microcomputer 81 also temporarily stores (retains) the acquired random number group in a buffer (pre-determination buffer) different from the first special chart reservation storage area 85a for the special chart 1 pre-determination processing (FIG. 19) described later. After the special chart 1 related random number acquisition process, the game control microcomputer 81 performs special chart 1 advance determination process (step S214). The details of the special chart 1 advance determination process will be described later.

[0099] [Special Drawing 2 Pre-judgment Processing] FIG. 18 is a flowchart of the special symbol 2 preliminary determination process (FIG. 17: step S209). The game control microcomputer 81 first determines whether the probability variable flag is ON (step S301). If the probability variable flag is OFF (step S301: NO), this process ends. That is, if the probability variable flag is OFF, no preliminary determination is made. On the other hand, if the probability variable flag is ON, the game control microcomputer 81 performs a preliminary determination of a jackpot by referring to the high-probability state table in the jackpot determination table T1 (FIG. 8) (step S302). Specifically, the game control microcomputer 81 first obtains a jackpot random number value as a determination value temporarily stored in the preliminary determination buffer by the special symbol 2 related random number acquisition process (FIG. 17: step S208). Next, the game control microcomputer 81 performs a preliminary determination of whether a jackpot has occurred using the jackpot determination table T1 (FIG. 8) and the jackpot random number value. Here, since the state is high probability (probability variable flag is ON), the game control microcomputer 81 refers to the table for high probability state (jackpot determination value is "0" to "649") in the jackpot determination table T1 to determine in advance whether or not there is a jackpot. That is, when the jackpot random number value is "0" to "649", it is determined in advance as a "jackpot", and when it is any other value, it is determined in advance as a "miss". Note that in this embodiment, the pre-determination is made using the jackpot determination table T1 used in the jackpot determination process (FIG. 23) described later, but in other embodiments, the pre-determination may be made using a jackpot determination table for pre-determination that is different from the jackpot determination table T1.

[0100] If the result of the jackpot pre-determination is "miss" (step S304: NO), the process skips to step S306. On the other hand, if the result of the jackpot pre-determination is "jackpot" (step S304: YES), the game control microcomputer 81 performs a jackpot type pre-determination (step S305). In the jackpot type pre-determination, the game control microcomputer 81 first acquires a jackpot type random number value as a determination value temporarily stored in the pre-determination buffer by the special chart 2 related random number acquisition process (FIG. 17: step S208). Next, the game control microcomputer 81 performs a pre-determination of the jackpot type based on the acquired jackpot type random number value and the jackpot type determination table T5 (FIG. 9). Here, regardless of whether the jackpot type random number value is "0" to "127," the pre-determination is a "jackpot expected to pass 16RV." In this embodiment, a preliminary determination is made using the jackpot type determination table T5 used in the jackpot determination process (Figure 23) described later, but in other embodiments, a preliminary determination may be made using a jackpot type determination table for preliminary determination that is different from the jackpot type determination table T5.

[0101] In step S306, the game control microcomputer 81 performs a preliminary determination of a fluctuation pattern. Specifically, the game control microcomputer 81 first acquires a fluctuation pattern random number value and a reach random number value as determination values ​​temporarily stored in the preliminary determination buffer by the special chart 2 related random number acquisition process (FIG. 17: step S208). Next, since the time-shortened state (time-shortened flag is ON) is in effect, the game control microcomputer 81 refers to the fluctuation pattern determination table T6 for the time-shortened state (FIG. 11) and identifies a fluctuation pattern from the jackpot preliminary determination result of step S304, the reach preliminary determination result obtained from the reach random number value, and the fluctuation pattern random number value. Note that in the fluctuation pattern determination table T6 of FIG. 11, the selected fluctuation pattern may differ depending on the number of reserved balls. Here, it is assumed that all fluctuation patterns that may be selected depending on the number of reserved balls are selected. For example, if a reach or miss is determined in advance from the jackpot advance determination result and the reach / no-reach advance determination result, and the fluctuation pattern random number value is "60", the game control microcomputer 81 selects two patterns: a fluctuation pattern "P64" that is selected if the number of reserved balls is "1 to 2", and a fluctuation pattern "P68" that is selected if the number of reserved balls is "3 to 4". In this embodiment, the advance determination is performed using the fluctuation pattern determination table T6 used in the fluctuation pattern selection process (FIGS. 24 and 25) described later, but in other embodiments, the advance determination may be performed using a fluctuation pattern determination table for advance determination that is different from the fluctuation pattern determination table T6.

[0102] In step S307, the game control microcomputer 81 creates a pre-determination command. The pre-determination command includes the jackpot pre-determination result (in the case of a win, the jackpot type pre-determination result) and the fluctuation pattern pre-determination result. The game control microcomputer 81 sets the created pre-determination command in the command set area 84a of the main RAM 84 (step S308), and ends this process.

[0103] [Special Drawing 1 Pre-judgment Processing] FIG. 19 is a flowchart of the special chart 1 preliminary determination process (FIG. 17: step S214). The game control microcomputer 81 first determines whether the probability variable flag is ON (step S401). Contrary to the special chart 2 preliminary determination process described above, if the probability variable flag is ON (step S401: YES), this process ends. In other words, if the probability variable flag is ON, no preliminary determination is made. On the other hand, if the probability variable flag is OFF (step S401: NO), the game control microcomputer 81 performs a jackpot preliminary determination by referring to the table for the normal probability state in the jackpot determination table T1 (FIG. 8) (step S402). Specifically, the game control microcomputer 81 first obtains a jackpot random number value as a determination value temporarily stored in the preliminary determination buffer by the special chart 1 related random number acquisition process (FIG. 17: step S213). Next, since the normal probability state (probability variable flag is OFF) is in effect here, the game control microcomputer 81 pre-determines whether or not a jackpot has occurred based on the table for the normal probability state (jackpot determination value is "0" to "164") in the jackpot determination table T1. That is, when the jackpot random number value is "0" to "164", it is pre-determined as a "jackpot", and when it is any other value, it is pre-determined as a "miss". Note that the jackpot pre-determination may use a jackpot determination table for pre-determination that is different from the jackpot determination table T1. The following steps S404 to S408 are the same as steps S304 to S308 in the special chart 2 pre-determination process (Fig. 18) described above, and therefore will not be described here.

[0104] [Normal operation processing] FIG. 20 is a flowchart of the normal operation process (FIG. 16: step S104). The game control microcomputer 81 first determines whether the electric chute 22 is in operation (step S501). If the electric chute 22 is in operation (step S501: YES), the process proceeds to step S520. If the electric chute 22 is not in operation (step S501: NO), the game control microcomputer 81 determines whether the normal symbol is changing (step S502). If the normal symbol is changing (step S502: YES), the process skips to step S508. If the normal symbol is not changing (step S502: NO), the game control microcomputer 81 determines whether the number of reserved balls for the normal symbol is "0" (step S503). If the number of reserved balls is "0" (step S503: YES), the process ends. If the number of reserved balls is 1 or more (step S503: NO), the number of reserved balls for normal symbols is decremented by 1 (step S504). Therefore, if a gaming ball passes through gate 28 while the number of reserved balls for normal symbols is "0," the number of reserved balls for normal symbols is temporarily set to "1" in step S203 of the start gate sensor detection process (FIG. 17). Then, the reserved balls are consumed in step S504, and the number of reserved balls for normal symbols immediately becomes "0." The same applies to the number of reserved balls for special symbols. That is, the number of reserved balls for special symbols is temporarily set to "1" in steps S207 and S212 of the start gate sensor detection process (FIG. 17). Then, the reserved balls are consumed in steps S1404 and S1410 of the special symbol standby process (FIG. 22), which will be described later, and the number of reserved balls for special symbols becomes "0." Next, the game control microcomputer 81 performs a win determination by referring to the normal symbol win determination table T3 (FIG. 8(C)) (step S505). Specifically, the game control microcomputer 81 first reads out the normal symbol random number value (win random number value) as a determination value stored in the first memory area (corresponding to the first normal symbol reservation) of the normal symbol reservation memory area 86. Then, it determines whether or not there is a win using the normal symbol random number value, the game state (whether or not it is in the time-shortened state), and the normal symbol win determination table T3.For example, in the non-time-saving state, if the normal pattern random number value is between "0" and "2", it is judged as a "win", and if the normal pattern random number value is anything else, it is judged as a "lose" (see Figure 8(C)).

[0105] Next, the game control microcomputer 81 refers to the normal symbol variation pattern determination table T4 (FIG. 8(D)) to select a variation pattern (step S506). Specifically, the game control microcomputer 81 first determines the game state (whether it is in a time-saving state or not), and selects the variation time of the normal symbol as a normal symbol variation pattern using the game state determination result and the normal symbol variation pattern determination table T4. Here, in the non-time-saving state, the variation time of the normal symbol is determined to be "30 seconds", and in the time-saving state, the variation time of the normal symbol is determined to be "1 second" (see FIG. 8(D)). The game control microcomputer 81 sets the selected normal symbol variation pattern, thereby starting the variation display of the normal symbol (step S507).

[0106] In step S508, the game control microcomputer 81 determines whether the normal symbol variation time has elapsed and ended. The normal symbol variation time is the variation time selected in step S506 (see FIG. 8(D)). If the variation time has not ended (step S508: NO), the game control microcomputer 81 ends this process. That is, the normal symbol variation display continues. On the other hand, if the variation time has ended (step S508: YES), the game control microcomputer 81 stops the variation display (step S509), and if the above-mentioned hit determination (step S505) results in a "miss" (step S510: NO), this process ends. On the other hand, if the above-mentioned hit determination results in a "win" (step S510: YES), the game control microcomputer 81 sets the electric chute opening pattern (step S511). The opening pattern of the electric chute 22 is selected by referring to the electric chute opening pattern determination table T7 (Figure 12 (A)). Specifically, the game control microcomputer 81 determines the game state (whether it is in a time-shortened state or not), and selects the opening pattern of the electric chute 22 using the game state determination result and the electric chute opening pattern determination table T7. Here, when it is in a non-time-shortened state, "opening pattern 11" is selected, and when it is in a time-shortened state, "opening pattern 12" is selected. After selecting the opening pattern, the game control microcomputer 81 starts the operation of the electric chute in accordance with the selected opening pattern (step S512), and ends this processing.

[0107] In the above-mentioned step S501, if the electric chute 22 is in operation (step S501: YES), the game control microcomputer 81 determines whether or not the closing condition for the electric chute 22 is met (step S520). The closing condition here is met when either the number of winning balls on the electric chute 22 reaches a predetermined maximum number of winning balls (e.g., six balls), or the operation time of the electric chute 22 has elapsed and it is time to close the electric chute 22. The operation time of the electric chute 22 is the operation time corresponding to the opening pattern selected in step S511. If the closing condition for the electric chute 22 is not met (step S520: NO), the game control microcomputer 81 ends this process. On the other hand, if the closing condition for the electric chute 22 is met (step S520: YES), the game control microcomputer 81 closes (blocks) the electric chute 22 and stops its operation (step S521), and ends this process.

[0108] [Special Action Processing] FIG. 21 is a flowchart of the special operation process (FIG. 16: step S105). Here, the process for the special symbol display 41 and the big prize device (first big prize device 31 and second big prize device 36) is divided into four stages, and each stage is called "special operation status" "1," "2," "3," and "4." When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby process (step S1302). In the special symbol standby process, a big win determination and a variation pattern selection are performed. When the "special operation status" is "2" (step S1301: NO, step S1303: YES), a special symbol variation process is performed (step S1304). In the special symbol variation process, a variation stop command is output after the variation time has elapsed. When the "special operation status" is "3" (steps S1301, S1303: NO, step S1305: YES), a special symbol determination process is performed (step S1306). In the special symbol determination process, an opening command is output when a jackpot occurs. When the "special operation status" is "4" (steps S1301, S1303, S1305: NO), a special electric device process is performed (step S1308). In the special electric device process, a jackpot game is executed. Details of each of the above processes will be described later. The special operation status is initially set to "1".

[0109] [Special pattern standby process] FIG. 22 is a flowchart of the special symbol standby process (FIG. 21: step S1302). In the special symbol standby process, the game control microcomputer 81 first determines whether the number of reserved balls for the special symbol 2 is "0" (step S1401). If the number of reserved balls for the special symbol 2 is "0" (step S1401: YES), that is, if the second special symbol reserve memory area 85b does not store a random number group acquired as a result of winning the second starting hole 21, the process proceeds to step S1407. If the number of reserved balls for the special symbol 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes a jackpot determination process (step S1402) and a variation pattern selection process (step S1403). Details of these processes will be described later. After the variation pattern selection process, the number of reserved balls for the special symbol 2 is decremented by one (step S1404). Next, the game control microcomputer 81 shifts the storage locations of the reserved information (various random number values) stored in the first to fourth storage areas of the second special symbol reservation storage area 85b from their current locations toward the read side, and clears the reserved information stored in the second special symbol reservation storage area 85b in the location farthest from the read side (step S1405). For example, if reserved information is stored in the first to third storage areas, the reserved information stored in the third storage area is cleared, and if reserved information is stored in the first to fourth storage areas, the reserved information stored in the fourth storage area is cleared. Through the above steps, the reserved second symbols are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9B (the leftmost reserved image 9B of the four reserved images 9B) corresponding to the first storage area of ​​the second special symbol reservation storage area 85b is shifted toward the reserved consumption image display area and displayed as a reserved consumption image 9C. In addition, the reserved images 9B corresponding to the second to fourth storage areas of the second special symbol reserved storage area 85b (the second, third, and fourth reserved images 9B from the left out of the four reserved images 9B) are each shifted one position to the left (Fig. 1). This allows the player to recognize that one reserved second special symbol has been consumed. Next, the game control microcomputer 81 performs special symbol 2 variation start processing (step S1406).In the special symbol 2 variation start process, a variation start command is set in the command set area 84a of the main RAM 84, the display of the variation of the second special symbol is started, and the variation time timer is set. A variation time determined according to the variation pattern selected in the variation pattern selection process is set in the variation time timer. In addition, the game control microcomputer 81 sets the special operation status to "2." Note that the variation start command set in the special symbol 2 variation start process (special symbol 2 variation start command) includes information regarding the special symbol stop pattern data set in the jackpot determination process (step S1402) and information regarding the variation pattern set in the variation pattern selection process (step S1403) (including information regarding the variation time).

[0110] In step S1401, if the number of reserved balls for special symbol 2 is "0" (step S1401: YES), the game control microcomputer 81 determines whether the number of reserved balls for special symbol 1 is "0" (step S1407). If the number of reserved balls for special symbol 1 is "0" (step S1407: YES), that is, if the first special symbol reserved memory area 85a does not store a random number group acquired as a result of winning the first starting hole 20, the process proceeds to step S1413. If the number of reserved balls for special symbol 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes a jackpot determination process (step S1408) and a variation pattern selection process (step S1409). Details of these processes will be described later. After the variation pattern selection process, the number of reserved balls for special symbol 1 is decremented by one (step S1410). Next, the game control microcomputer 81 shifts the storage locations of the various random number values ​​stored in the first to fourth memory areas of the first special symbol reservation memory area 85a by one position from their current positions toward the read side, and clears the reserved information stored in the first special symbol reservation memory area 85a in the location farthest from the read side (step S1411). Through these steps, the first reserved symbols are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A corresponding to the first memory area of ​​the first special symbol reservation memory area 85a (the rightmost reserved image 9A of the four reserved images 9A) shifts toward the reserved consumption image display area and is displayed as reserved consumption image 9C. Furthermore, the reserved images 9A corresponding to the second to fourth memory areas of the first special symbol reservation memory area 85a (the second, third, and fourth reserved images 9A from the left of the four reserved images 9A) each shift one position to the right (FIG. 1). This allows the player to recognize that one reserved first symbol has been consumed. Next, the game control microcomputer 81 performs special symbol 1 variation start processing (step S1412). In the special symbol 1 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the first special symbol variation display is started, and a variation time timer is set. A variation time determined according to the variation pattern selected in the variation pattern selection processing is set in the variation time timer.In addition, the game control microcomputer 81 sets the special operation status to "2" (step S1406). The fluctuation start command (special chart 1 fluctuation start command) set in the special chart 1 fluctuation start process includes information about the special chart stop pattern data set in the jackpot determination process (step S1408) and information about the fluctuation pattern set in the fluctuation pattern selection process (step S1409) (including information about the fluctuation time).

[0111] In step S1407, if the number of reserved balls for special symbol 1 is "0" (step S1407: YES), the game control microcomputer 81 determines whether the display screen 7a of the image display device 7 is a standby screen (step S1413). The standby screen is a demo screen for waiting for customers. The game control microcomputer 81 may determine this by, for example, the ON / OFF state of a demo screen display flag for waiting for customers. If the standby screen is present (step S1413: YES), this process ends. If the standby screen is not present (step S1413: NO), the game control microcomputer 81 waits for a predetermined standby time to elapse, sets a customer standby standby command for displaying a standby screen in the command set area 84a of the main RAM 84 (step S1414), and then ends this process. As described above, according to the special symbol standby process of this embodiment, the variable display of the special symbol based on the first special symbol reserved is executed only when the second special symbol reserved is "0." That is, the consumption of the second special symbol reservation is executed in priority to the consumption of the first special symbol reservation. Also, according to the jackpot type determination table T5 of this embodiment, the lottery based on the second special symbol reservation makes it easier for the player to win a jackpot (a jackpot scheduled to pass through V) that is more profitable for the player than the lottery based on the first special symbol reservation.

[0112] [Jackpot detection process] FIG. 23 is a flowchart of the jackpot determination process (FIG. 22: steps S1402, S1408). The jackpot determination process for special symbol 2 (step S1402) and the jackpot determination process for special symbol 1 (step S1408) have similar processing flows, so they will be described together. In the jackpot determination process, the game control microcomputer 81 first determines whether the probability variable flag is ON (step S1501). If the probability variable flag is ON (step S1501: YES), the game control microcomputer 81 performs a jackpot determination by referring to the high-probability state table in the jackpot determination table T1 (FIG. 8) (step S1502). Specifically, the game control microcomputer 81 first reads out a jackpot random number value as a determination value. For example, in the jackpot determination process for special symbol 2, the game control microcomputer 81 reads out the jackpot random number value stored in the first storage area (corresponding to the first reserved second symbol) of the second special symbol reservation storage area 85b. In the jackpot determination process for special symbol 1, the jackpot random number value stored in the first storage area (corresponding to the first reserved first special symbol) of the first special symbol reservation storage area 85a is read out. Next, the game control microcomputer 81 determines whether or not a jackpot has occurred using the jackpot determination table T1 and the jackpot random number value that it references. Here, since the state is high probability (probability variable flag is ON), it determines whether or not a jackpot has occurred based on the table for high probability states (jackpot determination value is "0" to "649") in the jackpot determination table T1.

[0113] In step S1501, if the probability variable flag is OFF (step S1501: NO), the game control microcomputer 81 performs a jackpot determination by referring to the table for the normal probability state in the jackpot determination table T1 (FIG. 8) (step S1504). Specifically, the game control microcomputer 81 first reads out the jackpot random number value in the same manner as in step S1502. Next, since the normal probability state (the probability variable flag is OFF) is being assumed here, it determines whether or not a jackpot has occurred based on the table for the normal probability state (the jackpot determination value is "0" to "164") in the jackpot determination table T1.

[0114] If the result of the jackpot determination is "jackpot" (steps S1503, S1505: YES), the game control microcomputer 81 turns on the jackpot flag (step S1506) and determines the jackpot type (step S1507). Specifically, the game control microcomputer 81 first reads out a jackpot type random number value as a determination value. For example, in the jackpot determination process for special symbol 2, the jackpot type random number value stored in the first storage area of ​​the second special symbol reserve storage area 85b is read out. In the jackpot determination process for special symbol 1, the jackpot type random number value stored in the first storage area of ​​the first special symbol reserve storage area 85a is read out. Next, the game control microcomputer 81 determines the jackpot type based on the read out jackpot type random number value and the jackpot type determination table T5 (FIG. 9). After determining the jackpot type, the special stop symbol data (FIG. 9) corresponding to the identified jackpot type is set in the jackpot type buffer provided in the main RAM 84 (step S1520), and this process ends. On the other hand, in step S1503 or step S1505, if the result of the jackpot determination is "miss," the special stop symbol data (01H) corresponding to the miss symbol is set in the jackpot type buffer provided in the main RAM 84 (step S1520), and this process ends.

[0115] [Fluctuation pattern selection process] 24 and 25 are flowcharts of the variation pattern selection process (FIG. 22: steps S1403, S1409). The variation pattern selection process for special chart 2 (step S1403) and the variation pattern selection process for special chart 1 (step S1409) have similar processing flows, so they will be explained together. In the variation pattern selection process, first, the game control microcomputer 81 determines whether the game state is in a time-shortened state (step S1600). The determination of whether the game state is in a time-shortened state is made by whether the time-shortened flag is ON or not. If the game state is in a time-shortened state (step S1600: YES), the process proceeds to step S1612. If the game state is not in a time-shortened state (step S1600: NO), the game control microcomputer 81 determines whether the jackpot flag is ON or not (step S1602). If the jackpot flag is OFF (step S1602: NO), the process proceeds to step S1607. If the jackpot flag is ON (step S1602: YES), the game control microcomputer 81 determines whether the jackpot is a special symbol 2 or not (step S1603). If the jackpot is a special symbol 2 (step S1603: YES), the jackpot type is always a V-passing jackpot, so processing skips to step S1605. If the jackpot is a special symbol 1 (step S1603: NO), the game control microcomputer 81 determines whether the jackpot type is a V-passing jackpot or not (step S1604). The determination of the jackpot type is made based on the special symbol stop pattern data set in the main RAM 84.

[0116] If the jackpot type is a V-pass scheduled jackpot (step S1604: YES), the game control microcomputer 81 selects a fluctuation pattern by referring to the fluctuation pattern determination table T6 (FIG. 10) for a non-time-saving state V-pass scheduled jackpot (step S1605). Specifically, the game control microcomputer 81 first reads a fluctuation pattern random number value as a determination value. For example, in the fluctuation pattern selection process for special symbol 2, the fluctuation pattern random number value stored in the first storage area (corresponding to the first reserved second symbol) of the second special symbol reserve storage area 85b is read. In the fluctuation pattern selection process for special symbol 1, the fluctuation pattern random number value stored in the first storage area (corresponding to the first reserved first symbol) of the first special symbol reserve storage area 85a is read. Next, the game control microcomputer 81 selects a fluctuation pattern using the fluctuation pattern determination table T6 and the fluctuation pattern random number value. Here, as a table for a non-time-saving state V-passing scheduled jackpot, the part of the fluctuation pattern determination table T6 for the non-time-saving state shown in Figure 10 that corresponds to a V-passing scheduled jackpot (the part where the fluctuation pattern is "P1" to "P3" in special chart 1, and the part where the fluctuation pattern is "P21" to "P23" in special chart 2) is referenced (the address is set). From the read fluctuation pattern random number value, one of "P1" to "P3" is selected as the fluctuation pattern in special chart 1, and one of "P21" to "P23" is selected in special chart 2.

[0117] If the jackpot type is a V non-passing scheduled jackpot (step S1604: NO), the game control microcomputer 81 refers to the table for a non-time-shortened V non-passing scheduled jackpot in the fluctuation pattern determination table T6 (Fig. 10) to select a fluctuation pattern (step S1606). Here, as the table for a non-time-shortened V non-passing scheduled jackpot, the part corresponding to a V non-passing scheduled jackpot (the part "P4" to "P6") in the fluctuation pattern determination table T6 for the non-time-shortened state shown in Fig. 10 is referred to. From the read fluctuation pattern random number value, one of "P4" to "P6" is selected as the fluctuation pattern.

[0118] In step S1602, if the jackpot flag is OFF (step S1602: NO), the game control microcomputer 81 determines whether the reach random number value is a reach establishment random number value or not (step S1607). Specifically, the game control microcomputer 81 first reads out the reach random number value as a determination value. In the variation pattern selection process for special symbol 2, the reach random number value stored in the first storage area (corresponding to the first of the second special symbol reserved) of the second special symbol reserved storage area 85b is read out. In the variation pattern selection process for special symbol 1, the reach random number value stored in the first storage area (corresponding to the first of the first special symbol reserved) of the first special symbol reserved storage area 85a is read out. Next, the game control microcomputer 81 determines whether or not a reach is established using the reach determination table T2 (FIG. 8(B)) and the reach random number value. Here, since the game is in a non-time-shortened state, the presence or absence of a reach is determined based on the table for the non-time-shortened state (the portion of the reach determination value (reach establishment random number value) between "0" and "13") in the reach determination table T2.

[0119] If the reach random number value is a reach establishment random number value (step S1607: YES), that is, in the case of a reach and miss, the game control microcomputer 81 refers to the table for reach and miss in the non-time-saving state in the fluctuation pattern determination table T6 (Fig. 10) and selects a fluctuation pattern (step S1608). Here, as the table for reach and miss in the non-time-saving state, the part of the fluctuation pattern determination table T6 for the non-time-saving state shown in Fig. 10 that corresponds to reach and miss (the part where the fluctuation pattern is "P7" to "P14" in special chart 1, and the part where the fluctuation pattern is "P24" to "P31" in special chart 2) is referenced. In special chart 1, one of "P7" to "P14" is selected as the fluctuation pattern from the read fluctuation pattern random number value and the current number of reserved balls in special chart 1 (1 to 4). In Special Chart 2, one of the patterns "P24" to "P31" is selected as the pattern based on the read-out random number value of the pattern and the current number of reserved balls for Special Chart 2 (1 to 4). Because the selected pattern changes depending on the number of reserved balls, a shortened pattern function is activated according to the number of reserved balls. In other words, in both Special Chart 1 and Special Chart 2, when the number of reserved balls is "3" to "4", a pattern with a shorter change time is selected more often than when the number of reserved balls is "1" to "2". This allows for faster consumption of reserved special charts when there are a large number of reserved balls.

[0120] If the reach random number value is not a reach establishment random number value (step S1607: NO), that is, in the case of a miss without a reach, the game control microcomputer 81 refers to the table for a miss without a reach in the non-time-saving state in the fluctuation pattern determination table T6 (Fig. 10) and selects a fluctuation pattern (step S1609). Here, as the table for a miss without a reach in the non-time-saving state, the part of the fluctuation pattern determination table T6 for the non-time-saving state shown in Fig. 10 that corresponds to a miss without a reach (the part with the fluctuation pattern "P15" to "P16" in special chart 1, and the part with the fluctuation pattern "P32" to "P33" in special chart 2) is referenced. In special chart 1, either "P15" or "P16" is selected as the fluctuation pattern based on the read fluctuation pattern random number value and the current number of balls reserved in special chart 1 (1 to 4). In the special chart 2, either "P32" or "P33" is selected as the variation pattern based on the read variation pattern random number value and the current number of reserved balls in the special chart 2 (1 to 4). Here too, the variation pattern selected changes depending on the number of reserved balls, so the shortened variation function according to the number of reserved balls is activated.

[0121] If it is determined in step S1600 that the gaming state is the time-shortened state, the game control microcomputer 81 determines whether the jackpot flag is ON or not (FIG. 25: step S1612). Thereafter, the processing of steps S1613 to S1619 is the same as the processing of steps S1603 to S1609 described above, except for the following point, and therefore description thereof will be omitted. The difference between the processing of steps S1613 to S1619 and the processing of steps S1603 to S1609 is that the portion of the fluctuation pattern determination table T6 referenced in steps S1615, S1616, S1618, and S1619 is different from that of the already-described steps S1605, S1606, S1608, and S1609. Specifically, in steps S1605, S1606, S1608, and S1609, the fluctuation pattern determination table T6 (FIG. 10) for the non-time-saving state is referenced, whereas in steps S1615, S1616, S1618, and S1619, the fluctuation pattern determination table T6 (FIG. 11) for the time-saving state is referenced. For example, in the case of step S1615, that is, when the jackpot type is a V-passing scheduled jackpot, the part of the fluctuation pattern determination table T6 for the time-saving state shown in FIG. 11 that corresponds to the V-passing scheduled jackpot (the part where the fluctuation pattern is "P41" to "P43" in special chart 1, and the part where the fluctuation pattern is "P61" to "P63" in special chart 2) is referenced. From the read fluctuation pattern random number value, one of "P41" to "P43" is selected as the fluctuation pattern in special chart 1, and one of "P61" to "P63" is selected in special chart 2. Also, for example, in the case of step S1616, that is, when the jackpot type is a V non-passing scheduled jackpot, the part corresponding to the V non-passing scheduled jackpot (the part of "P44" to "P46") in the fluctuation pattern determination table T6 for time-saving state shown in Figure 11 is referenced. From the read fluctuation pattern random number value, one of "P44" to "P46" is selected as the fluctuation pattern.

[0122] After selecting the variation pattern as described above, the game control microcomputer 81 sets the selected variation pattern (step S1630) and ends this process. The information of the set variation pattern is included in a variation start command and is sent to the sub-control board 90 in the output process (FIG. 16: step S108). This starts the variable display of the special symbol.

[0123] [Special pattern change processing] FIG. 26 is a flowchart of the special symbol variation process (FIG. 21: step S1304). The game control microcomputer 81 first determines whether the variation time of the special symbol has elapsed and ended (step S1701). The variation time of the special symbol is determined according to the variation pattern selected in the variation pattern selection process (FIGS. 24 and 25) described above. If the variation time has not ended (step S1701: NO), this process ends. That is, the variation display of the special symbol that started in step S1406 or S1412 of the special symbol standby process (FIG. 22) continues. On the other hand, if the variation time has ended (step S1701: YES), a variation stop command is set (step S1702), and the special operation status is set to "3" (step S1703). The game control microcomputer 81 also performs other processes associated with the variation stop (step S1704). For example, the game control microcomputer 81 performs processing such as stopping the variable display of the special symbol at a symbol corresponding to the set special symbol stop symbol data. After that, the game control microcomputer 81 ends this processing.

[0124] [Special design confirmation process] FIG. 27 is a flowchart of the special symbol determination process (FIG. 21: step S1306). The game control microcomputer 81 first performs game status management process (step S1801). The game status management process is a process for managing the number of STs and the number of time-saving times, and its contents will be described later. After the game status management process, it is determined whether the jackpot flag is ON (step S1802). If the jackpot flag is OFF (step S1802: NO), the game control microcomputer 81 sets the special operation status to "1" (step S1808) and ends this process. As a result, the jackpot game does not start, and the process moves again to the special symbol standby process (FIG. 22), where the jackpot determination for the next reserved jackpot is executed.

[0125] If the jackpot flag is ON (step S1802: YES), the game control microcomputer 81 sets the opening pattern of the V-shaped opening / closing member according to the type of jackpot won (step S1803). Specifically, the game control microcomputer 81 determines the opening pattern of the V-shaped opening / closing member based on the special symbol stop symbol data by referring to the special symbol stop symbol data determination table T8 (FIG. 13) and sets the determined opening pattern. For example, if the special symbol stop symbol data is "11H," "opening pattern 21" is set as the opening pattern of the V-shaped opening / closing member 71 by referring to the V-shaped opening / closing member ... In addition to setting the opening pattern of the big prize opening and the V-shaped opening / closing member, the value of the round counter is set to the number of rounds according to the type of big win won. The round counter counts the number of unit opening games (round games) executed during the big win game. In this case, the round counter is set to "16" (Figure 13(B)).

[0126] After the opening pattern is set, the game control microcomputer 81 performs a game state reset process (step S1804). The game state reset process is a process for resetting (returning to OFF) the probability variable flag and time-saving flag, and its contents will be described later. After the game state reset process, in order to start the jackpot game, a jackpot opening command is set (step S1805), and opening begins (step S1806). Thereafter, the special operation status is set to "4" (step S1807), and this process ends.

[0127] [Game status management processing] FIG. 28 is a flowchart of the game state management process (FIG. 27: step S1801). The game control microcomputer 81 first determines whether the probability variable flag is ON (step S2001). If the probability variable flag is OFF (step S2001: NO), the process skips to step S2010. If the probability variable flag is ON (step S2001: YES), the value of the probability variable counter is decremented by 1 (step S2002). The probability variable counter counts the number of times the special symbol changes during the high probability state. In this case, the probability variable counter is set to "100" upon transition to the high probability state. The game control microcomputer 81 then determines whether the counter value has become "0" as a result of decrementing the probability variable counter by 1 (step S2003). If the value of the probability variable counter is not "0" (step S2003: NO), the process skips to step S2005. If the value of the probability variable counter is "0" (step S2003: YES), the probability variable flag is switched to OFF (step S2004).

[0128] In step S2005, the game control microcomputer 81 determines whether the time-saving flag is ON. If the time-saving flag is OFF (step S2005: NO), the process skips to step S2009. If the time-saving flag is ON (step S2005: YES), the value of the time-saving counter is decremented by 1 (step S2006). The time-saving counter counts the number of times the special symbol changes during the time-saving state. Here, the time-saving counter is set to "100" upon transition to the time-saving state. The game control microcomputer 81 determines whether the counter value has become "0" as a result of decrementing the time-saving counter by 1 (step S2007). If the value of the time-saving counter is not "0" (step S2007: NO), the process skips to step S2009. If the value of the time-saving counter is "0" (step S2007: YES), the time-saving flag is switched to OFF (step S2008).

[0129] In step S2009, the game control microcomputer 81 sets the game state designation command in the command set area (output buffer) 84a of the main RAM 84, and ends this process. The game state designation command includes information about the set current game state (whether the ceiling flag is ON or not, the ceiling counter value, whether or not the game is in a variable probability state, the variable probability counter value, whether or not the game is in a time-saving state, the time-saving counter value, etc.).

[0130] In step S2010, the game control microcomputer 81 determines whether the ceiling flag is ON. If the ceiling flag is OFF (step S2010: NO), the process skips to step S2005. If the ceiling flag is ON (step S2010: YES), the value of the ceiling counter is decremented by 1 (step S2011). The ceiling counter counts the number of rotations required to reach the b time reduction (Yu-time) and counts the number of times the special symbol changes when the ceiling flag is ON (during the low probability state). In this example, when the ceiling flag is set ON, the ceiling counter is set to "500" as the number of rotations required. The game control microcomputer 81 then determines whether the counter value has reached "0" after decrementing the ceiling counter by 1 (step S2012). That is, it determines whether the number of rotations required to reach the b time reduction (Yu-time) has elapsed. If the value of the ceiling counter is not "0" (step S2012: NO), the process skips to step S2005. If the value of the probability variable counter is "0" (step S2012: YES), the time-saving flag is switched ON (step S2013), and the time-saving count (number of times awarded) is set to "700". Then, the ceiling flag is switched OFF (step S2015). Then, the process of step S2009 is executed.

[0131] [Game status reset process] FIG. 29 is a flowchart of the game status reset process (FIG. 27: step S1804). The game control microcomputer 81 first determines whether the probability variable flag is ON or not (step S2101). If the probability variable flag is OFF (step S2101: NO), the process skips to step S2103. If the probability variable flag is ON (step S2101: YES), the probability variable flag is switched OFF (step S2102). In step S2103, the game control microcomputer 81 determines whether the time-shortening flag is ON or not. If the time-shortening flag is OFF (step S2103: NO), the process skips to S2105. If the time-shortening flag is ON (step S2103: YES), the time-shortening flag is switched OFF (step S2104). In step S2105, the game control microcomputer 81 determines whether the ceiling flag is ON or not. If the ceiling flag is OFF (step S2105: NO), this process is terminated. If the ceiling flag is ON (step S2105: YES), the ceiling flag is switched OFF (step S2106). In other words, when a jackpot game is being played, the ceiling flag is OFF in a non-high probability state and non-time-saving state. In the gaming machine 1, since the game is always in a low base state when the time-saving state is not in effect, the game is in a low base state when a jackpot game is being played.

[0132] [Special electric accessory processing] FIG. 30 is a flowchart of the special electric device processing (FIG. 21: step S1308). The game control microcomputer 81 first determines whether the jackpot end flag is ON or not (step S2200). The "jackpot end flag" is a flag indicating that the opening of all the special prize winning devices (first special prize winning device 31 and second special prize winning device 36) based on the opening pattern has ended in the ongoing jackpot game. If the jackpot end flag is ON (step S2200: YES), the process proceeds to step S2230. If the jackpot end flag is OFF (step S2200: NO), the V opening / closing member operation process is performed to operate the V opening / closing member 71 (step S2201). In this embodiment, the V-shaped opening / closing member 71 is configured to operate when a predetermined number of game balls enter the first large prize opening 30, and in the V-shaped opening / closing member operation process, the V-shaped opening / closing member 71 is opened for a predetermined period of time when a predetermined number of game balls enters the first large prize opening 30 in accordance with the V-shaped opening / closing member opening pattern T9. Details of the V-shaped opening / closing member operation process will be described later. After the V-shaped opening / closing member operation process, the game control microcomputer 81 determines whether the large prize openings (first large prize opening 30 and second large prize opening 35) are open (step S2202). If they are open (step S2202: YES), the process proceeds to step S2210.

[0133] If the special prize opening is not open (step S2202: NO), the game control microcomputer 81 determines whether it is time (timing) to open the special prize opening (step S2203). The time to open the special prize opening includes, for example, when the opening time for the special prize opening has elapsed and it is time to start opening for the first round of play, or when the interval time (closing time) until the special prize opening is temporarily closed after opening has elapsed and it is time to start opening again. If it is not time to open the special prize opening (step S2203: NO), the process proceeds to step S2220.

[0134] If it is time (timing) to open the special prize opening (step S2203: YES), the game control microcomputer 81 performs special prize opening processing (step S2207). Specifically, the game control microcomputer 81 opens the special prize opening (first special prize opening 30 or second special prize opening 35) according to an opening pattern (FIG. 13) corresponding to the type of special prize opening. After the special prize opening processing, the game control microcomputer 81 sets a round designation command (step S2208). The round designation command includes information regarding the number of rounds of the special prize game currently being played, and the game control microcomputer 81 sets the round designation command in the output buffer of the main RAM 84. Note that in this embodiment, the special prize opening is not opened multiple times during one round of play. However, in another embodiment, when the large prize opening is opened multiple times during one round of play, the game control microcomputer 81 may determine whether the opening of the large prize opening is the first time in one round, and set the round designation command only if it is the first time. After setting the round designation command, this process ends.

[0135] In step S2202, if the special prize opening is open (step S2202: YES), the game control microcomputer 81 determines whether the special prize opening closure condition is met (step S2210). The closure condition here is met when either the number of prizes won into the special prize opening in that round of play reaches a predetermined maximum number of prizes (e.g., nine prizes per round) or the time to close the special prize opening has arrived (i.e., a predetermined opening time (FIG. 13) has elapsed since the special prize opening was opened). If the special prize opening closure condition is not met (step S2210: NO), the game control microcomputer 81 ends this process. On the other hand, if the special prize opening closure condition is met (step S2210: YES), the game control microcomputer 81 closes (blocks) the special prize opening (step S2211).

[0136] If it is not the time (timing) to open the special prize opening in step S2203 described above, the game control microcomputer 81 determines whether the round of play has ended (step S2220). Here, one round ends after a predetermined time (here, two seconds) has elapsed since the special prize opening was closed. As described above, the time (interval time) for the special prize opening to be closed between rounds of play is included in the open round of play before that closure. The game control microcomputer 81 determines whether the round of play has ended based on whether a predetermined interval time has elapsed since the special prize opening was closed. If the round of play has not ended (step S2220: NO), the game control microcomputer 81 ends this process.

[0137] If the round of play has ended (step S2220: YES), the game control microcomputer 81 decrements the round counter value by 1 (step S2221) and determines whether the round counter value is "0" (step S2226). If the round counter value is not "0" (step S2226: NO), that is, if the specified number of rounds of play have not yet been played, this process ends to start the next round of play. On the other hand, if the round counter value is "0", a jackpot ending command is set (step S2227) and the jackpot ending is started (step S2228) as a jackpot ending process to end the jackpot game. In this embodiment, the ending time (e.g., 18 seconds) when a gaming ball passes through the V area 39 in a "16R (effectively 13R) V-passing scheduled jackpot" is the same length as the ending time when a gaming ball does not pass through the V area 39 in a "16R (effectively 13R) V-non-passing scheduled jackpot." This allows the player to recognize that a gaming ball did not pass through the V area 39 in a "16R (effectively 13R) V-non-passing scheduled jackpot," even if a gaming ball did pass through the V area 39 in a "16R (effectively 13R) V-passing scheduled jackpot." Note that the ending time when a gaming ball does not pass through the V area 39 in a "16R (effectively 13R) V-passing scheduled jackpot" is also the same length. After the jackpot ending starts, the jackpot end flag is set to ON (step S2229), and this process ends.

[0138] In the above-mentioned step S2200, if the jackpot end flag is ON (step S2200: YES), the final round has ended, and the game control microcomputer 81 determines whether the jackpot ending time has elapsed (step S2230). If the ending time has not elapsed (step S2230: NO), the game control microcomputer 81 ends this process. On the other hand, if the ending time has elapsed (step S2230: YES), the game control microcomputer 81 turns OFF the jackpot end flag (step S2231), turns OFF the jackpot flag (step S2232), and sets the special action status to "1" (step S2233). As a result, the special symbol standby process (step S1302) is executed again in the next special action process. Thereafter, the game status setting process (step S2234) described below is executed, and this process ends.

[0139] [V-shaped opening and closing member operation processing] FIG. 31 is a flowchart of the V-opening / closing member operation process (FIG. 30: step S2201). The game control microcomputer 81 first determines whether the current round of play (the relevant round) is the opening round of the V-opening / closing member 71 (step S2501). Here, the second, fourth, sixth, eighth, tenth, and twelfth rounds correspond to the opening rounds of the V-opening / closing member 71. The game control microcomputer 81 can determine that the round is an opening round when the round counter value is "15," "13," "11," "9," "7," or "5." If the round is not the opening round of the V-opening / closing member 71 (step S2501: NO), this process ends. This is because there is no need to operate the V-opening / closing member 71 in the relevant round.

[0140] If it is the round in which the V-shaped opening / closing member 71 is opened (step S2501: YES), the game control microcomputer 81 determines whether the first winning flag is ON or not (step S2502). The "first winning flag" is a flag indicating that the first ball has won the first major winning opening 30 in that round. If the first winning flag is ON (step S2502: YES), the process proceeds to step S2520. If the first winning flag is OFF (step S2502: NO), the process determines whether the first ball has won (step S2503). If the first ball has not won (step S2503: NO), the process ends. This is because there has not yet been a winning entry into the first major winning opening 30 in that round, and there is no need to operate the V-shaped opening / closing member 71.

[0141] If the first ball is detected as having won (step S2503: YES), the game control microcomputer 81 short-opens the V-opening element 71 and performs a V valid period setting process (step S2504). The V-opening element 71 is short-opened to execute a short-opening (here, 0.1 seconds) when the first ball wins, regardless of whether the V-opening element 71 is set to a "short open" or "long open" pattern (FIG. 14(B)). Note that in the short-opening of the V-opening element 71, the opening time of the V-opening element 71 is very short, so that the first game ball that enters the first large prize opening 30 passes through the non-V region 70 without passing through the V region 39. In the V valid period setting process, the period during which the V-opening element 71 is open and for several seconds after the V-opening element 71 is closed is set as a V valid period during which game ball detection by the V region sensor 39a is valid. Here, the game control microcomputer 81 short-opens the V opening / closing member 71 (here, 0.1 seconds) according to the opening pattern of the V opening / closing member 71 (Figure 14(B)), and sets the V valid period to the period during which the V opening / closing member 71 is open and 1 second after it is closed. The game control microcomputer 81 sets the period other than the V valid period (including when a jackpot game is not being played) to the V invalid period in which detection of a gaming ball by the V area sensor 39a is determined to be invalid. Here, "determining detection of a gaming ball by the V area sensor 39a to be valid" means turning on the V flag based on detection of a gaming ball by the V area sensor 39a (see the V area sensor detection process (Figure 33) described below). Also, "determining detection of a gaming ball by the V area sensor 39a to be invalid" means not turning on the V flag even if a gaming ball is detected by the V area sensor 39a. The reason why the V effective period includes a few seconds after the V opening / closing member 71 is closed (ball clearance period) is that, since there is a physical distance between the V opening / closing member 71 and the V area sensor 39a, it takes into consideration the period until the game ball that entered the V area 39 just before the V opening / closing member 71 is detected by the V area sensor 39a. In other words, here, the V flag is turned ON only when V passage (passage of a game ball into the V area 39) is detected during the V effective period, and the V flag is not turned ON when V passage is detected outside the V effective period (V invalid period).If the V flag is ON, the probability variable flag is turned ON, that is, the gaming state after the big win game is set to a high probability state (see the gaming state setting process (Fig. 32) described later). By doing so, the V flag is not turned ON and set to a high probability state based on a V passing due to fraudulent conduct. After the short-circuit opening of the V opening / closing member 71 and the V valid period setting process, the gaming control microcomputer 81 switches the first winning flag to ON (step S2505) and proceeds to step S2540.

[0142] In step S2502, if the first winning flag is ON, i.e., if the first ball has already won (step S2502: YES), the game control microcomputer 81 determines whether the second winning flag is ON or not (step S2520). The "second winning flag" is a flag indicating that the second ball has won in the first large winning opening 30 if the opening pattern of the V-shaped opening / closing member 71 in the corresponding round is a long opening. If the second winning flag is ON (step S2520: YES), the process proceeds to step S2540. If the second winning flag is OFF (step S2520: NO), the game control microcomputer 81 determines whether the opening pattern of the V-shaped opening / closing member 71 in the corresponding round is a long opening or not (step S2521). If it is not a long opening (step S2521: NO), i.e., if it is a short opening, the process proceeds to step S2540. On the other hand, if the long release is detected (step S2521: YES), the game control microcomputer 81 determines whether or not the winning of the second ball is detected (step S2522). If the winning of the second ball is not detected (step S2522: NO), the process proceeds to step S2540.

[0143] If the second ball is detected as winning (step S2522: YES), the game control microcomputer 81 controls the V-type opening / closing element 71 to open long and executes the V valid period setting process (step S2523). The V-type opening / closing element 71 is opened long because, in the "long opening" mode of the V-type opening / closing element 71 opening pattern (FIG. 14(B)), a long opening (maximum 31.5 seconds here) is executed when the second ball wins. Note that, since the maximum play time for one round is 31.5 seconds (maximum opening time of the large prize opening: 29.5 seconds + interval closing time: 2 seconds), the time from the second ball winning to the end of the round is generally shorter than 31.5 seconds. As will be described later, the V-type opening / closing element 71 is forcibly closed at the end of the round, so the opening time of the V-type opening / closing element 71's long opening is shorter than 31.5 seconds. However, in the long opening of the V opening / closing member 71, since the opening time of the V opening / closing member 71 is relatively long, at least some of the game balls from the second ball onwards that enter the first large prize opening 30 pass through the V area 39. In the V valid period setting process, the game control microcomputer 81 sets the period while the V opening / closing member 71 is open as the V valid period, and sets the V invalid period together with the closing of the V opening / closing member 71 at the end of the round. After the long opening of the V opening / closing member 71 and the V valid period setting process, the game control microcomputer 81 switches the second prize winning flag to ON (step S2524) and proceeds to step S2540.

[0144] In step S2540, the game control microcomputer 81 determines whether the V-shaped opening / closing member 71 is open or not. If the V-shaped opening / closing member 71 is open (step S2540: YES), the game control microcomputer 81 determines whether the round of play has ended or not (step S2550). As described above, the game control microcomputer 81 determines whether the round of play has ended or not based on whether a predetermined interval time (here, 2 seconds) has elapsed since the big prize opening was closed.

[0145] If the round of play has ended (step S2550: YES), the game control microcomputer 81 switches the first winning flag and the second winning flag to OFF (step S2551), and performs V opening / closing member closing processing and V invalid period setting processing (step S2552). Here, at the end of the round of play, the game control microcomputer 81 forcibly closes the V opening / closing member 71, and sets the V invalid period several seconds (here, 1 second) after the V opening / closing member 71 is closed, and ends this processing.

[0146] If the round of play has not ended (step S2550: NO), the game control microcomputer 81 determines whether the closing condition for the V opening / closing member 71 is met (step S2560). For example, the closing condition for the V opening / closing member 71 may be, for example, that a predetermined period (e.g., 0.1 seconds) has elapsed since the V opening / closing member 71 was opened in the case of a short-circuit open. If the closing condition is met (step S2560: YES), V opening / closing member closing processing and V invalid period setting processing are performed (step S2552), and this processing ends. If the closing condition is not met (step S2560: NO), this processing ends with the V opening / closing member 71 in the open state and the V valid period continuing.

[0147] In step S2540, if the game control microcomputer 81 determines that the V-shaped opening / closing member 71 is closed (step S2540: NO), it determines whether the round of play has ended (step S2571). If the round has ended (step S2571: YES), the game control microcomputer 81 switches the first winning flag and the second winning flag to OFF (step S2572) and ends this process. If the round has not ended (step S2571: NO), it ends this process.

[0148] [Game status setting process] FIG. 32 is a flowchart of the game state setting process (FIG. 30: step S2234). The game control microcomputer 81 first determines whether the V flag is ON (step S2301). If the V flag is OFF (step S2301: NO), the time-saving flag is turned ON (step S2302), and the time-saving counter is set to "100" (step S2303). As a result, the game state after the current jackpot game becomes a "non-high probability state," a "time-saving state," and a "high base state" (i.e., low-probability, high-base). This low-probability, high-base state ends when either the variable display of the special symbol is performed 100 times, or the next jackpot is won.

[0149] On the other hand, in step S2301, if the V flag is ON (step S2301: YES), the game control microcomputer 81 turns the probability variable flag ON (step S2304), sets the probability variable counter to "100" (step S2305), and turns the V flag OFF (step S2306). The game control microcomputer 81 also turns the time-saving flag ON (step S2307) and sets the time-saving counter to "100" (step S2308). As a result, the game state after this jackpot game becomes a "high probability state," a "time-saving state," and a "high base state" (i.e., a high probability, high base). This high probability, high base state ends when either the variable display of the special symbol is performed 100 times or the next jackpot is won.

[0150] In step S2310, the game control microcomputer 81 turns the ceiling flag ON, and sets the ceiling counter to "500" as the specified number of spins until the b time reduction (play time) is reached (step S2311). As a result, after a jackpot game, if the probability variable flag is OFF, the game will enter the b time reduction (play time) after 500 spins. In step S2309, the game control microcomputer 81 sets a game state designation command in the command set area (output buffer) 84a of the main RAM 84, and ends this processing. The game state designation command includes information regarding the set game state (time reduction flag, time reduction counter, probability variable flag, probability variable counter, ceiling flag, ceiling counter).

[0151] [V-area sensor detection processing] FIG. 33 is a flowchart of the V-area sensor detection process (FIG. 16: step S106). The game control microcomputer 81 first determines whether or not a game ball has been detected by the V-area sensor 39a (step S2601). If a game ball has not been detected by the V-area sensor 39a (step S2601: NO), this process ends. On the other hand, if a game ball has been detected (step S2601: YES), the game control microcomputer 81 determines whether or not the V-effective period is in progress (step S2602). The V-effective period is a period set by the V-effective period setting process (steps S2504, S2523) of the V-opening / closing member operation process (FIG. 31). The V-effective period is set to a few seconds (ball sweep period) when the V-opening / closing member 71 is opened or closed during the second, fourth, sixth, eighth, tenth, and twelfth rounds. If it is not during the V valid period (step S2602: NO), this process ends. On the other hand, if it is during the V valid period (step S2602: YES), the game control microcomputer 81 turns on the V flag (step S2603), sets the V passing command (step S2604), and ends this process.

[0152] [Pending ball processing] FIG. 34 is a flowchart of the reserved ball count processing (FIG. 16: step S107). The game control microcomputer 81 first reads the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols stored in the main RAM 84 (step S2701). Next, the game control microcomputer 81 sets a reserved ball count command in the command set area (output buffer) 84a of the main RAM 84 (step S2702). The reserved ball count command is a command for notifying the sub-control board 90 of the reserved ball count, and includes information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols. After setting the reserved ball count command, the game control microcomputer 81 ends this processing.

[0153] 7. Operation of the performance control microcomputer 91 The operation of the performance control microcomputer 91 provided on the sub-control board 90 (FIG. 4) will be described with reference to Figures 35 to 45. Counters, flags, status, buffers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the sub-RAM 94.

[0154] [Sub-control main processing] FIG. 35 is a flowchart showing the sub-control main processing. When the power supply of the gaming machine 1 is turned on, the performance control microcomputer 91 reads out a program for executing the sub-control main processing from the sub ROM 93. In the sub-control main processing, the performance control microcomputer 91 first performs CPU initialization processing (step S4000). In the CPU initialization processing, for example, the sub-CPU 92 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" (i.e., "OFF"), the initial value of the status is "1", and the initial value of the counter is "0". Note that the CPU initialization processing is executed only once after the power supply is turned on, and is not executed thereafter.

[0155] After the CPU initialization process, the performance control microcomputer 91 disables interrupts from the interrupt process (step S4015) and performs a random number update process (step S4020). In this random number update process, the performance control microcomputer 91 updates the random number counter value shown in FIG. 7(B) by adding 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, the random number value may be incremented by 2 or more instead of incrementing by 1. Each random number may be a so-called hardware random number.

[0156] After the random number update process, the performance control microcomputer 91 allows the interrupt process to be interrupted (step S4025). While the interrupt is allowed, the sub-side timer interrupt process (step S4035) can be executed. The sub-side timer interrupt process is executed based on an interrupt pulse repeatedly input to the sub-CPU 92 at a predetermined cycle. In other words, the sub-side timer interrupt process is executed at every predetermined cycle. Then, the random number update process is repeatedly executed between the end of the sub-side timer interrupt process and the start of the next sub-side timer interrupt process.

[0157] [Sub-side timer interrupt processing] FIG. 36 is a flowchart of the sub-side timer interrupt process (FIG. 35: step S4035). The performance control microcomputer 91 first performs received command analysis processing (step S4300). The received command analysis processing will be described in detail later. After the received command analysis processing, the performance control microcomputer 91 performs variable performance processing (step S4305). The variable performance processing is processing for setting a pre-variation end command at a specific timing during the variable performance to execute a specific display performance on the display screen 7a, and will be described in detail later. After the variable performance processing, the performance control microcomputer 91 performs switch processing (step S4310). In the switch processing, the performance control microcomputer 91 sets the display content of the display screen 7a based on switch data (edge ​​data and level data) output based on the detection signal from the performance button detection switch 63a. After the switch processing, the performance control microcomputer 91 performs command transmission processing (step S4315). In the command transmission process, the performance control microcomputer 91 transmits the various commands set in the performance command set area 94b (output buffer) of the sub-RAM 94 during the received command analysis process, etc., to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108. The image control board 100, which has received the various commands, uses the image display device 7 to execute a display performance according to the received commands. The audio control board 106, which has received the various commands, executes an audio performance by outputting audio from the speaker 67 according to the received commands. The lamp control board 107, which has received the various commands, executes a lamp performance by controlling the illumination of the panel lamp 5 and the frame lamp 66 according to the received commands. After the command transmission process, the performance control microcomputer 91 performs other processing (step S4320) and terminates this process. Examples of other processing include random number update processing.

[0158] [Received command analysis process] FIG. 37 is a flowchart of the received command analysis process (FIG. 36: step S4300). The performance control microcomputer 91 first determines whether or not a pre-determination command has been received from the main control board 80 (step S4415). If a pre-determination command has been received (step S4415: YES), a look-ahead performance determination process is performed (step S4420). The "look-ahead performance determination process" is a process that determines whether or not a look-ahead performance will be executed, and if so, the look-ahead performance pattern. Details of the look-ahead performance determination process will be described later. On the other hand, if a look-ahead performance has not been received (step S4415: NO), the above-mentioned look-ahead performance determination process is skipped. The look-ahead performance is a performance that suggests that there is a high possibility that the reserved information newly stored in the special chart reserved memory area 85 contains a jackpot, and is executed during a variable performance.

[0159] Next, the effect control microcomputer 91 determines whether a reserved ball count command has been received from the main control board 80 (step S4445). If a reserved ball count command has been received (step S4445: YES), the effect control microcomputer 91 performs reserved ball display processing (step S4450). In the reserved ball display processing, the values ​​of the first special symbol reserved effect counter, the second special symbol reserved effect counter, and the normal symbol reserved effect counter provided in the counter set area 94d of the sub-RAM 94 are updated based on information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbol, which are included in the reserved ball count command. This allows information on the number of reserved balls to be stored not only on the main control board 80 side but also on the sub-control board 90 side. In addition, the effect control microcomputer 91 updates the reserved images 9A and 9B displayed on the display screen 7a based on the values ​​of the first special symbol reserved effect counter, the second special symbol reserved effect counter, and the normal symbol reserved effect counter. On the other hand, if the reserved ball number command has not been received (step S4445: NO), the reserved display process described above is skipped.

[0160] Next, the performance control microcomputer 91 determines whether or not a variation start command has been received from the main control board 80 (step S4455). If a variation start command has been received (step S4455: YES), a variation performance start process is performed (step S4460). The "variation performance start process" is a process for selecting a variation performance pattern (contents) to be executed during the special symbol variation. Details of the variation performance start process will be described later. On the other hand, if a variation start command has not been received (step S4455: NO), the above-mentioned variation performance start process is skipped.

[0161] Next, the performance control microcomputer 91 determines whether or not a fluctuation stop command has been received from the main control board 80 (step S4465). If a fluctuation stop command has been received (step S4465: YES), a fluctuation performance end process is performed (step S4470). The "fluctuation performance end process" is a process for stopping the fluctuation performance executed while the special symbol is fluctuating. In the fluctuation performance end process, the performance control microcomputer 91 sets a counter based on the analysis result of the fluctuation stop command and sets a fluctuation performance end command to end the fluctuation performance. As a result, the decorative symbol corresponding to the currently fluctuating special symbol 1 or special symbol 2 is stopped and displayed. In addition, the performance control microcomputer 91 performs a pre-determination information shift process (Figure 39) described later. Note that if a fluctuation stop command has not been received (step S4465: NO), the above-mentioned fluctuation performance end process is skipped.

[0162] Next, the effect control microcomputer 91 determines whether an opening command has been received from the main control board 80 (step S4475). If an opening command has been received (step S4475: YES), an opening effect pattern determination process is performed (step S4480). The "opening effect pattern determination process" is a process for selecting an opening effect pattern (contents) to be executed when a special game (jackpot game) starts. In the opening effect pattern determination process, the effect control microcomputer 91 first analyzes the opening command and sets information included in the opening command regarding the special symbol stop pattern data set when a jackpot win was determined in the sub-RAM 94. Then, the effect control microcomputer 91 selects a preset opening effect pattern corresponding to the type of win indicated by the special symbol stop pattern data, and sets an opening effect start command for starting the selected opening effect in the effect command set area 94b of the sub-RAM 94. When the opening effect start command set in effect command set area 94b is transmitted to image control board 100 in the command transmission process (FIG. 36: step S4315), CPU 102 of image control board 100 reads out a predetermined opening effect image from ROM 103 and displays it on display screen 7a of image display device 7. Note that if no opening command has been received in step S4475 (step S4475: NO), the above-described opening effect pattern determination process is skipped.

[0163] Next, the effect control microcomputer 91 determines whether a round designation command has been received from the main control board 80 (step S4485). If a round designation command has been received (step S4485: YES), the effect control microcomputer 91 performs a round designation pattern determination process (step S4490). The "round designation pattern determination process" is a process for selecting an open game designation pattern (content) to be executed during the opening of the jackpot opening or during the interval between openings during a special game (jackpot game). In the round designation pattern determination process, the effect control microcomputer 91 first analyzes the round designation command and sets information about the special symbol stop pattern data and the number of rounds included in the round designation command in the sub-RAM 94. Then, the effect control microcomputer 91 selects a preset round designation pattern corresponding to the type of win and the number of rounds indicated by the special symbol stop pattern data, and sets a round designation start command for starting the selected round designation in the designation command set area 94b of the sub-RAM 94. When the round effect start command set in the effect command set area 94b is sent to the image control board 100, the CPU 102 reads out a predetermined round effect image from the ROM 103 and displays it on the display screen 7a. Note that if a round designation command has not been received in step S4485 (step S4485: NO), the above-mentioned round effect pattern determination process is skipped.

[0164] Next, the presentation control microcomputer 91 determines whether an ending command has been received from the main control board 80 (step S4495). If an ending command has been received (step S4495: YES), an ending presentation pattern determination process is performed (step S4500). The "ending presentation pattern determination process" is a process for selecting an ending presentation pattern (content) to be executed during the ending of a special game (a big win game or a small win game). In the ending presentation pattern determination process, the presentation control microcomputer 91 first analyzes the ending command and sets information related to the special symbol stop pattern data included in the ending command in the sub-RAM 94. Then, the microcomputer 91 selects an ending presentation pattern according to the type of win indicated by the special symbol stop pattern data, and sets an ending presentation start command for starting the selected ending presentation in the output buffer of the sub-RAM 94. When the ending effect start command set in the effect command set area 94b is sent to the image control board 100, the CPU 102 reads out a predetermined ending effect image from the ROM 103 and displays it on the display screen 7a. If no ending command has been received (step S4495: NO), the above-mentioned ending effect pattern determination process is skipped.

[0165] Next, the effect control microcomputer 91 performs other processing (step S4535). In other processing, for example, when the effect control microcomputer 91 receives a game state designation command, it stores information about the game state included in the game state designation command (such as a time-saving flag, a time-saving counter, a probability variable flag, a probability variable counter, a ceiling flag, and a ceiling counter) in the sub-RAM 94. Specifically, based on the information included in the game state designation command, the values ​​of the time-saving effect counter, the probability variable effect counter, and the ceiling effect counter provided in the counter set area 94d of the sub-RAM 94 are updated. For example, the remaining number of variations (number of games) during the time-saving period is set in the time-saving effect counter, the remaining number of variations during the probability variable period is set in the probability variable effect counter, and the remaining number of variations until the ceiling is reached is set in the ceiling effect counter. This allows information about the number of times of time-saving, the number of probability variable, and the ceiling number to be stored not only on the main control board 80 side but also on the sub-control board 90 side. Furthermore, when the performance control microcomputer 91 receives a V-pass command, it stores the V-pass information in the sub-RAM 94. Furthermore, the performance control microcomputer 91 performs processing based on commands other than those mentioned above (such as a customer waiting command and a RAM clear notification command), and then ends this processing.

[0166] [Predictive performance decision processing] 38 is a flowchart of the pre-reading effect determination process (FIG. 37: step S4420). The effect control microcomputer 91 first performs a pre-determination information rewrite process (step S4601). Specifically, the effect control microcomputer 91 stores the jackpot pre-determination result (jackpot determination information), the jackpot type pre-determination result (jackpot type information), and the fluctuation pattern pre-determination result (fluctuation pattern information), which are included in the pre-determination command received from the main control board 80, in the pre-determination information storage area 94c.

[0167] FIG. 39 is a diagram illustrating the configuration of the pre-determination information storage area 94c. The pre-determination information storage area 94c stores the jackpot determination information, jackpot type information, and variation pattern information described above, as well as predictive display pattern information. The predictive display pattern information indicates the content of the predictive display to be executed during the variation display and is selected in step S4604, described later. FIG. 39(A) shows a state in which the jackpot determination information "Miss" and variation pattern information "P72" and "P73" are stored in the first to third storage areas as pre-determination results corresponding to the first to third reserved special symbol 2 symbols, respectively, and the pre-determination results corresponding to the variations are stored in the corresponding areas. FIG. 39(B) shows a state in which a special symbol 2 symbol wins from the state shown in FIG. 39(A), and the pre-determination information included in the pre-determination command received from the main control board 80 is stored in the fourth storage area corresponding to the fourth reserved special symbol 2 symbol. Here, the pre-determination information stored includes the jackpot determination information "jackpot," the jackpot type information "21H," and the variation pattern information "P61." Additionally, "Pattern A" is set as pre-reading effect pattern information in the first to fourth storage areas corresponding to the first to fourth reserved special charts 2 and in the corresponding area corresponding to the variation. Figure 39(C) shows the state after the variation has ended and the pre-determination information shift process has been executed from the state shown in Figure 39(B). Specifically, the pre-determination information stored in the first storage area is shifted to the corresponding area, the pre-determination information stored in the second to fourth storage areas is shifted to the first to third storage areas, and the pre-determination information in the fourth storage area is cleared. The pre-determination information shift process is executed in the variation effect end process (Figure 37: step S4470).

[0168] Returning to FIG. 38, the effect control microcomputer 91 then determines whether or not pre-read effect pattern information is stored in the pre-determination information storage area 94c (step S4602). Specifically, the effect control microcomputer 91 determines whether or not pre-read effect pattern information is stored in the relevant area or any of the first to fourth storage areas of the pre-determination information storage area 94c. If pre-read effect pattern information is stored (step S4602: YES), the present process is terminated. In other words, if pre-read effect pattern information is stored in the relevant area or any of the first to fourth storage areas of the pre-determination information storage area 94c, new pre-read effect pattern information is not selected and stored. On the other hand, if pre-read effect pattern information is not stored in the pre-determination information storage area 94c (step S4602: NO), the effect control microcomputer 91 determines whether or not the pre-determination result included in the received pre-determination command is a "jackpot" or a "miss with reach" (step S4603). Whether or not the result is a "jackpot" or a "miss with reach" can be determined, for example, by the result of the preliminary determination of the fluctuation pattern (fluctuation pattern information). If the preliminary determination result included in the received preliminary determination command is "miss without reach" (step S4603: NO), the performance control microcomputer 91 terminates this process. This is because there is no need to perform a look-ahead performance. On the other hand, if the preliminary determination result included in the received preliminary determination command is a "jackpot" or a "miss with reach" (step S4603: YES), the performance control microcomputer 91 performs a look-ahead performance execution determination to determine whether or not to perform a look-ahead performance, and selects a look-ahead performance pattern (step S4604). Specifically, the performance control microcomputer 91 acquires the value of the counter for the look-ahead performance random number, and determines whether or not to perform a look-ahead performance and, if a look-ahead performance is to be performed, the look-ahead performance pattern by referring to the acquired random number value and the look-ahead performance pattern determination table T51 stored in the sub-ROM 93.

[0169] FIG. 40 is a diagram illustrating the look-ahead effect pattern determination table T51. In FIG. 40, if the preliminary determination result is a "jackpot" and the look-ahead effect random number value is "0 to 55," the look-ahead effect is "none." If the look-ahead effect random number value is "56 to 67," "pattern A" is selected as the look-ahead effect. If the look-ahead effect random number value is "68 to 127," "pattern B" is selected as the look-ahead effect. Also, if the preliminary determination result is a "reach with miss" and the look-ahead effect random number value is "0 to 107," the look-ahead effect is "none." If the look-ahead effect random number value is "108 to 114," "pattern A" is selected as the look-ahead effect. If the look-ahead effect random number value is "115 to 127," "pattern B" is selected as the look-ahead effect. The type, content, and range of random number values ​​to be selected for the look-ahead effect pattern can be set arbitrarily.

[0170] Returning to FIG. 38, if it is determined in step S4604 that a look-ahead effect will be executed (step S4605: YES), the selected look-ahead effect pattern is stored in the pre-determination information storage area 94c (step S4606). Here, when the look-ahead effect pattern is stored in the pre-determination information storage area 94c, the look-ahead effect pattern is stored not only in the storage area corresponding to the received look-ahead command among the first to fourth storage areas, but also in the storage area before the corresponding storage area and in that area. Specifically, as shown in FIG. 39(B), not only is "pattern A" set in the fourth storage area corresponding to the received look-ahead command, but "pattern A" is also set in the first to third storage areas and that area. As a result, look-ahead effect pattern A is executed in the variable effect executed before the variable effect corresponding to the fourth storage area is executed (the variable effect corresponding to that area and the first to third storage areas). Note that whether or not a look-ahead effect is executed in the variable effect corresponding to that area depends on the progress of that variable effect. That is, in the variable performance, if the timing for executing the look-ahead performance has already passed, the look-ahead performance will not be executed, but if it is before the timing for executing the look-ahead performance, it will be executed at that timing. This will be described later. If it is determined in step S4604 that the look-ahead performance will not be executed (step S4605: NO), the processing ends.

[0171] [Variable performance start processing] FIG. 41 is a flowchart of the variable effect start process (FIG. 37: step S4460). The effect control microcomputer 91 first analyzes the variable effect start command (step S5000). Here, the effect control microcomputer 91 sets information about the special symbol stop symbol data included in the variable effect start command and information about the variable pattern in the sub-RAM 94. The set information includes game status information indicating the current game status, symbol information indicating the symbol as the determination result of the hit determination process for special symbol 1 or special symbol 2, and the like. The game status information and symbol information acquired here can be referenced by the effect control microcomputer 91 as appropriate.

[0172] Next, the performance control microcomputer 91 performs a process to determine a basic performance pattern (step S5010). The basic performance pattern determination process is a process for determining the basic configuration of the variable performance (for example, the display and switching of background images on the image display device 7, the display and movement of predetermined characters, the output of melodies and sound effects using the speaker 67, the lighting control of lamps, etc.). The variable performance is completed by superimposing additional performances such as chance-up performances and pre-reading performances on this basic performance. The performance control microcomputer 91 determines the basic performance pattern by referring to a basic performance pattern determination table T52 stored in the sub-ROM 93.

[0173] FIG. 42 is a diagram for explaining the core performance pattern determination table T52. In FIG. 42, multiple types of core performance patterns that perform normal reach performance, multiple types of core performance patterns that perform SP1 performance, multiple types of core performance patterns that perform SP2 performance, multiple types of core performance patterns that perform SP3 performance, and multiple types of core performance patterns that perform no-reach miss performance are set. The type of core performance pattern can be set arbitrarily. Here, for example, if the variation pattern included in the variation start command is "P1", a core performance pattern that performs SP1 performance is selected. Also, if the variation pattern included in the variation start command is "P72", a core performance pattern that performs no-reach miss performance is selected.

[0174] 41, after determining the core effect pattern, the effect control microcomputer 91 performs a chance-up effect pattern determination process (step S5015). The chance-up effect pattern determination process is a process for determining an additional effect to be superimposed on the variable effect. The effect control microcomputer 91 acquires the value of the chance-up random number counter, and determines a chance-up effect pattern by referring to the acquired random number value and a chance-up effect pattern determination table T53 stored in the sub-ROM 93.

[0175] FIG. 43 is a diagram for explaining the chance-up effect pattern determination table T53. Here, only the part of the chance-up effect pattern determination table T53 that determines the variation effect pattern of special chart 1 in the non-time-shortening state is shown. That is, FIG. 43 shows the chance-up effect pattern that is executed when the variation pattern included in the variation start command is "P1" to "P16." Note that the chance-up effect pattern determination table T53 may or may not have a part that determines the chance-up effect pattern that is executed when the variation pattern is "P21" to "P33," "P41" to "P56," or "61" to "73."

[0176] In Figure 43, the chance-up effect patterns are set as "2-NO", "2-SP1", "2-SP2", "2-SP3", "3-NO", "3-SP1", "3-SP2", "3-SP3", "4-NO", "4-SP1", "4-SP2", "4-SP3", and "ANO". These chance effect patterns correspond to various chance-up effects, which will be described later.

[0177] Returning to FIG. 41, after determining the chance-up effect pattern, the effect control microcomputer 91 performs count effect pattern determination processing (step S5016). Here, the count effect pattern determination processing is processing for displaying on the display screen 7a the remaining number of fluctuations (number of games) during the probability variable mode, the remaining number of fluctuations during the time-saving mode, the remaining number of fluctuations until the ceiling is reached, the number of fluctuations since the power was turned on, the number of fluctuations since the jackpot game was played, etc. During the probability variable mode, the effect control microcomputer 91 displays the remaining number of fluctuations on the display screen 7a based on the value of the probability variable effect counter. Also, during the time-saving mode, the effect control microcomputer 91 displays the remaining number of fluctuations during the probability variable mode based on the value of the time-saving effect counter.

[0178] The effect control microcomputer 91 can also execute various effects based on the value of the ceiling effect counter and the value of the overnight effect counter. The ceiling effect counter stores the number of remaining variations until the ceiling is reached, and the overnight effect counter records the number of variations since power-on. For example, the effect control microcomputer 91 can set the number of variations since power-on by incrementing the overnight effect counter each time it receives a variable effect end command from the main control board 80. When the value of the overnight effect counter is TH1 (e.g., TH1 = 10), the effect control microcomputer 91 determines whether the value of the ceiling effect counter is less than or equal to TH2 (e.g., TH2 = 200). If the value of the ceiling effect counter is less than or equal to TH2, a predetermined chance image is displayed. If the value of the ceiling effect counter is greater than TH2, the chance image is not displayed. This allows a player who sees the chance image to recognize that the gaming machine 1 is carrying over the number of games played from the previous day and that RAM has not been cleared. Furthermore, the performance control microcomputer 91 may display the value of the ceiling performance counter when the value of the overnight performance counter is TH3 (for example, TH3 = 50). Furthermore, the performance control microcomputer 91 may again erase the display or chance image showing the value of the ceiling performance counter when the value of the overnight performance counter is TH4 (for example, TH4 = 100). Furthermore, the performance control microcomputer 91 may again display the value of the ceiling performance counter when the value of the overnight performance counter is TH5 (for example, TH5 = 200). The performance control microcomputer 91 may decide whether or not to display the value of the ceiling performance counter based on the value of the overnight performance counter, as described above, or may decide based on the value of the ceiling performance counter. For example, the performance control microcomputer 91 may display the value of the ceiling performance counter when the value of the ceiling performance counter is TH6 (e.g., TH6 = 100), may erase the display of the value of the ceiling performance counter when the value of the ceiling performance counter is TH7 (e.g., TH7 = 70), and may display the value of the ceiling performance counter again when the value of the ceiling performance counter is TH8 (e.g., TH8 = 50).

[0179] After the count effect pattern determination process, the effect control microcomputer 91 may refer to the random number value and the stop symbol pattern determination table T54 to determine the combination of the effect symbols 8L, 8C, and 8R to be stopped and displayed. This determines what kind of effect will be performed as the variable effect.

[0180] The performance control microcomputer 91 sets a variable performance start command in the performance command set area 94b (output buffer) of the sub-RAM 94 so that a variable performance based on the variable performance pattern determined in the above steps S5010 to S5016 is realized (step S5020). When the variable performance start command set in the performance command set area 94b of the sub-RAM 94 is sent to the image control board 100 in the command sending process (FIG. 36: step S4315), the CPU 102 of the image control board 100 reads out the variable performance image from the ROM 103 and displays it on the display screen 7a of the image display device 7.

[0181] Next, the performance control microcomputer 91 sets the variable performance timer (step S5030) and ends this process. The variable performance timer is set to a variable time (Figure 42) according to the variable performance pattern included in the variable start command. For example, when the variable performance pattern is "P1", the variable performance timer is set to "40 seconds".

[0182] [Processing during variable effects] FIG. 44 is a flowchart of the processing during a variable performance (FIG. 36: step S4305). The performance control microcomputer 91 determines whether or not a variable performance is in progress (step S4701). Whether or not a variable performance is in progress can be determined, for example, by whether or not the variable performance timer has reached zero. If a variable performance is not in progress (step S4701: NO), this processing ends. On the other hand, if a variable performance is in progress (step S4701: YES), the performance control microcomputer 91 determines whether or not it is time to set a pre-variation end command in the performance command set area 94b of the sub-RAM 94 (step S4702). The pre-variation end command is a command that the performance control microcomputer 91 uses to notify the image control board 100 and the like that it is a specific timing during a variable performance. Upon receiving the pre-variation end command, the image control board 100 switches the performance content, displays a specific image, or the like, in accordance with the information contained in the pre-variation end command.

[0183] If it is not the time to set a pre-variation end command (step S4702: NO), this process ends. On the other hand, if it is the time to set a pre-variation end command (step S4702: YES), a determination is made as to whether or not there is pre-reading effect pattern information in the area of ​​the advance determination information storage area 94c (step S4703). If there is pre-reading effect pattern information in the area (step S4703: YES), a pre-variation end command including the pre-reading effect pattern information is set in the effect command set area 94b of the sub-RAM 94 (step S4704). On the other hand, if there is no pre-reading effect pattern information in the area (step S4703: NO), a pre-variation end command not including the pre-reading effect pattern information is set in the effect command set area 94b of the sub-RAM 94 (step S4705). As a result, if there is pre-reading effect pattern information in the area, a pre-variation end command including the pre-reading effect pattern information is sent to the image control board 100 two seconds before the end of the variation effect. Then, image control microcomputer 101 starts a look-ahead effect that displays a look-ahead effect image on display screen 7a of image display device 7. On the other hand, even if there is no look-ahead effect pattern information in the area, a pre-variation end command is sent to image control board 100 two seconds before the end of the variation. Here, if a preview image is already being displayed on display screen 7a of image display device 7, image control microcomputer 101 starts a preview fade effect that fades the preview image.

[0184] 9. Movement of the movable body and display of the sub-display screen 64 46 to 50, the operation of the movable board body (first movable role device 14, second movable role device 15), the operation of the movable frame body (frame movable role device 69), and the display effects of the sub-display screen 64 (right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U) will be described. The effect control microcomputer 91 performs drive control to operate the first movable role device 14, second movable role device 15, and frame movable role device 69 during the game effect (display effect) or in the initial operation when the power is turned on. The effect control microcomputer 91 also performs display effects to display a specific image on the sub-display screen 64 during the game effect (display effect) or in the initial operation when the power is turned on.

[0185] FIG. 46 is an explanatory diagram illustrating the movement mode of the first movable accessory 14. FIG. 47 is an explanatory diagram illustrating a second mode of the first movable accessory 14. The first movable accessory 14 is a vertically elongated rod-shaped member, with its upper end located near the upper end of the image display device 7 and its lower end located near the lower end of the image display device 7. The upper and lower ends of the first movable accessory 14 are difficult to see, and the central portion is visible in front of the image display device 7. As shown in FIG. 1, the first movable accessory 14 can be stationary at a retracted position (home position) on the left side of the image display device 7 (first mode). In the retracted position, only a portion of the first movable accessory 14 may be retracted, leaving the remaining portion visible, or the entire first movable accessory 14 may be retracted and difficult to see. As shown in FIG. 46, the first movable accessory 14 is configured to be movable left and right in front of the image display device 7. It is configured to be able to move (advance) from a retracted position toward the right edge of the display screen 7a and move left and right in front of the display screen 7a. It can also stop at any advanced position in front of the display screen 7a. The movement mode of the first movable prop 14 can be set arbitrarily. Also, as shown in Figure 47, the first movable prop 14 can move to the right edge of the display screen 7a and stop at that position (second mode). The first movable prop 14 may have a decorative portion formed on at least a part thereof, or may be transparent.

[0186] FIG. 48 is an explanatory diagram illustrating a second mode of the second movable accessory 15. The second movable accessory 15 has a rectangular decorative portion bearing the word "OARO" and is configured to be movable up and down. As shown in FIG. 1, the second movable accessory 15 can be stopped at a retracted position (home position) above the display screen 7a (first mode). At this time, a portion of the second movable accessory 15 becomes difficult to see. The second movable accessory 15 can move downward from the state shown in FIG. 1 toward the center of the display screen 7a and can be stopped at the extended position (deployed position) shown in FIG. 48 (second mode). In this second mode, the decorative portion stops in front of the image display device 7, covering the center of the display screen 7a. The second movable accessory 15 can move upward (retract) from the extended position shown in FIG. 48 to the retracted position shown in FIG. 1, where it can be stopped.

[0187] FIG. 49 is an explanatory diagram illustrating a second embodiment of the movable frame device 69. The movable frame device 69 is composed of a pair of flat plate-shaped members arranged on both the left and right sides of the handle 60, each of which is configured to be movable left and right. The two members are made of flexible materials, and one main surface of each member is configured to move toward or away from the handle 60. As shown in FIG. 1, the two members of the movable frame device 69 are normally stationary in retracted positions (home positions) on the left and right sides of the handle 60, respectively, away from the handle 60 (first embodiment). As shown in FIG. 49, the two members of the movable frame device 69 can move (advance) from their retracted positions toward the handle 60, i.e., move toward each other, and can each stop at a position where they come into contact with the handle 60 (second embodiment). When in the advanced position, the movable frame device 69 comes into contact with the handle 60 or the right hand of a player operating the handle 60. The movable frame accessory 69 can move in a direction in which the two members move away from each other so as to change from the second position to the first position.

[0188] 50 is an explanatory diagram illustrating display effects on the sub-display screens 64 (right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U). The right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U can each display images independently. In addition, effects can be performed in conjunction with images on the display screen 7a.

[0189] 10. Examples of the effects, modifications, and aspects of this embodiment Below, each example of the performance (display performance example, role-moving performance example) of this embodiment will be explained. In addition, examples of effects, variations, and modes of the performance examples will also be explained. As mentioned above, the performances to be explained below are performances realized by the performance control microcomputer 91 (image control microcomputer 101) based on various information (jackpot determination information, jackpot type information, variation pattern information, advance determination information, etc.) transmitted from the game control microcomputer 81. Note that the following display performance examples are executed on the display screen 7a of the image display device 7, etc. Also, the hold display (hold icon) may be omitted in the display performance examples.

[0190] The symbol copy movement effects A to C will be explained below using Figures 51 to 53. These symbol copy movement effects are executed during the decorative symbol variation effect, etc. That is, the image control microcomputer 101 analyzes the command received from the sub-control board 90, and if the command includes an instruction to execute the symbol copy movement effect, it reads out corresponding image data from the ROM 103 and displays the image on the display screen 7a of the image display device 7 and the sub-display screen 64 (the right sub-display screen 64R, the left sub-display screen 64L, and the upper sub-display screen 64U).

[0191] [Image duplication and movement effect A] FIG. 51 is a diagram for explaining the symbol duplication movement performance A. The symbol duplication movement performance is a performance in which, after one symbol of a set of decorative symbols stops during the special symbol change, other symbols are duplicated from the stopped symbol, appear, and move toward the stopping position of the other symbols. In the symbol duplication movement performance A, first, the decorative symbols 8L, 8C, and 8R are displayed in a variable manner on the display screen 7a during the special symbol change. The variable display here includes not only a display in which the decorative symbols 8L, 8C, and 8R are visible as they move at high speed, but also a display in which they are invisible due to their high speed movement.

[0192] The decorative symbols 8L, 8C, and 8R are a set of symbols including a left decorative symbol 8L, a center decorative symbol 8C, and a right decorative symbol 8R. The variable display of the set of symbols represents the variable display of the special symbol (special symbol variation), and the static display of the set of symbols notifies the result of the special symbol lottery. The special symbol may be either a first special symbol or a second special symbol. Here, the left decorative symbol 8L is statically displayed in the first area A1 of the display screen 7a, the center decorative symbol 8C is statically displayed in the third area A3 of the display screen 7a, and the right decorative symbol 8R is statically displayed in the second area A2 of the display screen 7a. In other words, the first area A1 of the display screen 7a is the stop position of the left decorative symbol 8L after the change, the third area A3 of the display screen 7a is the stop position of the center decorative symbol 8C after the change, and the second area A2 of the display screen 7a is the stop position of the right decorative symbol 8R after the change. Also, here, it is assumed that the special symbol 1 change is being executed in the normal game state (low probability low base state). Also, here, the display of the reserved icon 9A and the change icon (relevant reserved icon) 9C is omitted. The reserved icon 9A and the change icon (relevant reserved icon) 9C may or may not be displayed.

[0193] After the decorative symbols 8L, 8C, and 8R are displayed variably, the left decorative symbol 8L is displayed stationary in the first area A1 of the display screen 7a, as shown in Figure 51 (A). Here, the "3" of the left decorative symbol 8L enters the frame from the top of the display screen 7a, moves downward, and is displayed stationary in the first area A1.

[0194] As shown in FIG. 51(B), a right decorative symbol 8R appears from a left decorative symbol 8L that is stopped and displayed in the first area A1 of the display screen 7a. Specifically, a right decorative symbol 8R of "3", which is the same as the left decorative symbol 8L, appears in a semi-transparent state from the "3" of the left decorative symbol 8L. That is, here, an effect is executed in which the "3" of the left decorative symbol 8L is duplicated to the "3" of the right decorative symbol 8R.

[0195] As shown in Figure 51(C), the "3" of the right decorative pattern 8R, which is duplicated from the "3" of the left decorative pattern 8L in the first area A1 of the display screen 7a, moves rightward toward the second area A2 of the display screen 7a. Figure 51(C) shows the state in which the "3" of the right decorative pattern 8R moves rightward toward the second area A2 and passes through the third area A3. The "3" of the right decorative pattern 8R remains translucent while moving rightward.

[0196] As shown in Figure 51 (D), the "3" of the right decorative pattern 8R moving to the right does not stop in the second area A2 of the display screen 7a, but passes through the second area A2 and frames out of the display screen 7a. This notifies the user that the right decorative pattern 8R will not stop and be displayed at this "3".

[0197] A new right decorative pattern 8R appears from the "3" of the left decorative pattern 8L that is stopped and displayed in the first area A1 of the display screen 7a. Specifically, a right decorative pattern 8R of "4", which is different from the previous pattern "3", appears in a semi-transparent state from the "3" of the left decorative pattern 8L. That is, here, an effect is executed in which the right decorative pattern 8R is successively duplicated from the "3" of the left decorative pattern 8L. In other words, a variable effect is executed in which the right decorative pattern 8R is generated from the left decorative pattern 8L in the first area A1 and moves successively to the right.

[0198] As shown in Figure 51(E), the "4" of the right decorative pattern 8R, which is copied from the "3" of the left decorative pattern 8L in the first area A1 of the display screen 7a, moves rightward toward the second area A2 of the display screen 7a. Figure 51(E) shows the state in which the "4" of the right decorative pattern 8R moves rightward toward the second area A2 and passes through the third area A3. The "4" of the right decorative pattern 8R remains translucent while moving rightward.

[0199] Meanwhile, a new right decorative pattern 8R appears from the "3" of the left decorative pattern 8L that is stopped and displayed in the first area A1 of the display screen 7a. Specifically, a right decorative pattern 8R of "5", which is different from the previous pattern "4", appears in a semi-transparent state from the "3" of the left decorative pattern 8L. In this way, an effect is executed in which the right decorative pattern 8R is successively duplicated from the "3" of the left decorative pattern 8L, and a variable effect is executed in which the right decorative pattern 8R is generated from the left decorative pattern 8L in the first area A1 and moves successively to the right.

[0200] As shown in Figure 51(F), the "4" of the right decorative pattern 8R moving to the right does not stop in the second area A2 of the display screen 7a, but passes through the second area A2 and frames out of the display screen 7a. This notifies the user that the right decorative pattern 8R will not stop at this "4." The "5" of the right decorative pattern 8R, which is duplicated from the "3" of the left decorative pattern 8L in the first area A1 of the display screen 7a, moves rightward toward the second area A2 of the display screen 7a. Figure 51(F) shows the state in which the "5" of the right decorative pattern 8R passes through the third area A3 while moving rightward toward the second area A2.

[0201] Meanwhile, a new right decorative pattern 8R appears from the "3" of the left decorative pattern 8L that is stopped and displayed in the first area A1 of the display screen 7a. Specifically, a right decorative pattern 8R of "3" that is different from the previous pattern "5" appears in a semi-transparent state from the "3" of the left decorative pattern 8L. In this way, an effect is executed in which the right decorative pattern 8R is successively duplicated from the "3" of the left decorative pattern 8L, and a variable effect is executed in which the right decorative pattern 8R emerges from the left decorative pattern 8L in the first area A1 and moves successively to the right. In addition, the right decorative pattern 8R that appears from the left decorative pattern 8L in this way does not appear in a predetermined numerical order such as "3," "4," "5," and "6," but may appear in a random numerical order.

[0202] As shown in Figure 51(G), the "5" of the right decorative pattern 8R moving to the right does not stop in the second area A2 of the display screen 7a, but passes through the second area A2 and frames out of the display screen 7a. This notifies the user that the right decorative pattern 8R will not stop at this "5." The "3" of the right decorative pattern 8R, which is duplicated from the "3" of the left decorative pattern 8L in the first area A1 of the display screen 7a, moves rightward toward the second area A2 of the display screen 7a. Figure 51(G) shows the state in which the "3" of the right decorative pattern 8R passes through the third area A3 while moving rightward toward the second area A2.

[0203] Meanwhile, a new right decorative pattern 8R appears from the "3" of the left decorative pattern 8L that is stopped and displayed in the first area A1 of the display screen 7a. Specifically, a right decorative pattern 8R of "6", which is different from the previous "3", appears translucently from the "3" of the left decorative pattern 8L. In this way, an effect is executed in which the right decorative pattern 8R is successively duplicated from the "3" of the left decorative pattern 8L, and a variable effect is executed in which the right decorative pattern 8R emerges from the left decorative pattern 8L in the first area A1 and moves successively to the right. In addition, the right decorative pattern 8R that appears from the left decorative pattern 8L in this way may appear in a random numerical order.

[0204] As shown in FIG. 51(H), the "3" of the right decorative symbol 8R moving rightward stops in the second area A2 of the display screen 7a. As a result, the right decorative symbol 8R is fixed and stopped at the "3," and it is announced that a reach state has been reached. The "6" of the right decorative symbol 8R, which is duplicated from the "3" of the left decorative symbol 8L in the first area A1 of the display screen 7a, moves rightward toward the second area A2 of the display screen 7a. FIG. 51(H) shows the state in which the "6" of the right decorative symbol 8R passes through the third area A3 while moving rightward toward the second area A2.

[0205] Meanwhile, a new right decorative pattern 8R appears from the "3" of the left decorative pattern 8L that is stopped and displayed in the first area A1 of the display screen 7a. Specifically, a right decorative pattern 8R of "2", which is different from the previous pattern "6", appears translucently from the "3" of the left decorative pattern 8L. In this way, an effect is executed in which the right decorative pattern 8R is successively duplicated from the "3" of the left decorative pattern 8L, and a variable effect is executed in which the right decorative pattern 8R emerges from the left decorative pattern 8L in the first area A1 and moves successively to the right. In addition, the right decorative pattern 8R that appears from the left decorative pattern 8L in this way may appear in a random numerical order.

[0206] As shown in Figure 51(I), the "3" of the right decorative pattern 8R is fixed and stopped in the second area A2 of the display screen 7a, and the "6" of the right decorative pattern 8R moving to the right does not stop in the second area A2 of the display screen 7a, but passes through the second area A2 and frames out of the display screen 7a. Similarly, the "2" of the right decorative pattern 8R, which is duplicated from the "3" of the left decorative pattern 8L in the first area A1 of the display screen 7a, moves rightward toward the second area A2 of the display screen 7a, passes through the second area A2 and frames out of the display screen 7a.

[0207] As shown in Figure 51 (J), a center decorative pattern 8C appears from the left decorative pattern 8L stopped and displayed in the first area A1. Specifically, a center decorative pattern 8C of "3", which is the same as the left decorative pattern 8L, appears in a semi-transparent state from the "3" of the left decorative pattern 8L. That is, here, an effect is executed in which the "3" of the center decorative pattern 8C is duplicated from the "3" of the left decorative pattern 8L.

[0208] As shown in Figure 51(K), the "3" of the center decorative pattern 8C, which is duplicated from the "3" of the left decorative pattern 8L in the first area A1 of the display screen 7a, moves rightward toward the third area A3 of the display screen 7a. Here, the "3" of the center decorative pattern 8C passes through the third area A3 while moving rightward, and then passes through the second area A2 and frames out. The "3" of the center decorative pattern 8R remains translucent while moving rightward.

[0209] Meanwhile, a new center decorative pattern 8C appears from the "3" of the left decorative pattern 8L that is stopped and displayed in the first area A1 of the display screen 7a. Specifically, a center decorative pattern 8C of "4", which is different from the previous "3", appears in a semi-transparent state from the "3" of the left decorative pattern 8L. In this way, an effect is executed in which the center decorative pattern 8C is successively duplicated from the "3" of the left decorative pattern 8L, and a variable effect is executed in which the center decorative pattern 8C is generated from the left decorative pattern 8L in the first area A1 and moves successively to the right.

[0210] As shown in FIG. 51(L), the "4" of the center decorative pattern 8C, which is duplicated from the "3" of the left decorative pattern 8L in the first area A1 of the display screen 7a, moves rightward toward the third area A3 of the display screen 7a and stops in the third area A3. This notifies the user that the center decorative pattern 8C has been fixed at "4." Furthermore, as the center decorative pattern 8C is fixed, the decorative patterns 8L, 8C, and 8R are displayed as fixed stops with a losing number of "343," and the winning or losing result is notified. Furthermore, if a "3" stops on the center decorative pattern 8C, a jackpot of "333" is notified.

[0211] [Image duplication and movement effect B] FIG. 52 is a diagram for explaining the symbol duplication movement performance B. The symbol duplication movement performance is a performance in which, after one symbol of a set of decorative symbols stops during the special symbol change, other symbols are duplicated from the stopped symbol, appear, and move toward the stopping position of the other symbols. In the symbol duplication movement performance B, first, the decorative symbols 8L, 8C, and 8R are displayed in a variable manner on the display screen 7a during the special symbol change. The variable display here includes not only a display in which the decorative symbols 8L, 8C, and 8R are visible as they move at high speed, but also a display in which they are invisible due to their high speed movement.

[0212] The decorative symbols 8L, 8C, and 8R are a set of symbols including a left decorative symbol 8L, a center decorative symbol 8C, and a right decorative symbol 8R. The variable display of the set of symbols represents the variable display of the special symbol (special symbol variation), and the static display of the set of symbols notifies the result of the special symbol lottery. The special symbol may be either a first special symbol or a second special symbol. Here, the left decorative symbol 8L is statically displayed in the first area A1 of the display screen 7a, the center decorative symbol 8C is statically displayed in the third area A3 of the display screen 7a, and the right decorative symbol 8R is statically displayed in the second area A2 of the display screen 7a. In other words, the first area A1 of the display screen 7a is the stop position of the left decorative symbol 8L after the change, the third area A3 of the display screen 7a is the stop position of the center decorative symbol 8C after the change, and the second area A2 of the display screen 7a is the stop position of the right decorative symbol 8R after the change. Also, here, it is assumed that the special symbol 1 change is being executed in the normal game state (low probability low base state). Also, here, the display of the reserved icon 9A and the change icon (relevant reserved icon) 9C is omitted. The reserved icon 9A and the change icon (relevant reserved icon) 9C may or may not be displayed.

[0213] After the decorative symbols 8L, 8C, and 8R are displayed variably, the left decorative symbol 8L is displayed stationary in the first area A1 of the display screen 7a, as shown in Fig. 52(A). Here, the "3" of the left decorative symbol 8L enters the frame from the top of the display screen 7a, moves downward, and is displayed stationary in the first area A1.

[0214] As shown in Figure 52 (B), a right decorative symbol 8R appears from a left decorative symbol 8L that is stopped and displayed in the first area A1 of the display screen 7a. Specifically, a right decorative symbol 8R of "3", which is the same symbol as the left decorative symbol 8L, appears in a semi-transparent state from the "3" of the left decorative symbol 8L. That is, here, an effect is executed in which the "3" of the right decorative symbol 8R is duplicated from the "3" of the left decorative symbol 8L.

[0215] As shown in Figure 52(C), the "3" of the right decorative pattern 8R, which is copied from the "3" of the left decorative pattern 8L in the first area A1 of the display screen 7a, moves rightward toward the second area A2 of the display screen 7a. As shown in Figures 52(C) to 52(E), the "3" of the right decorative pattern 8R changes from "3" to another pattern (number) as it rotates horizontally. Here, the pattern (number) changes with each horizontal rotation. As it rotates horizontally, the right decorative pattern 8R changes its pattern in the order of "3," "2," "1," etc., passing through the third area A3 and moving to the second area A2. In other words, the right decorative pattern 8R moves rightward while changing its pattern. Note that when the right decorative pattern 8R starts moving rightward, it changes from translucent to a normal color and maintains its normal color while rotating (changing) horizontally.

[0216] As shown in FIG. 52(F), the right decorative symbol 8R, which is moving to the right while rotating (changing) horizontally, stops in the second area A2 of the display screen 7a. The right decorative symbol 8R stops at the symbol (number) displayed when it stopped in the second area A2. In this case, it stops at "3". As a result, the right decorative symbol 8R is fixed at "3", and it is announced that a reach state has been reached.

[0217] As shown in Fig. 52(G), a center decorative pattern 8C appears from the left decorative pattern 8L stopped and displayed in the first area A1 of the display screen 7a. Specifically, a center decorative pattern 8C of "3", which is the same as the left decorative pattern 8L, appears in a semi-transparent state from the "3" of the left decorative pattern 8L. That is, here, an effect is executed in which the "3" of the center decorative pattern 8C is duplicated from the "3" of the left decorative pattern 8L.

[0218] As shown in FIG. 52(H), the "3" of the center decorative pattern 8C, which is copied from the "3" of the left decorative pattern 8L in the first area A1 of the display screen 7a, moves rightward toward the third area A3 of the display screen 7a. As shown in FIGS. 52(H)-(I), the "3" of the center decorative pattern 8C changes its symbol (number) from "3" to another symbol (number) as it rotates horizontally. Here, the symbol (number) changes with each horizontal rotation. As it rotates horizontally, the center decorative pattern 8C randomly changes its symbol to "3," "8," "5," etc., and moves to the third area A3. In other words, the center decorative pattern 8C moves rightward while fluctuating its symbol. Note that when the center decorative pattern 8C starts moving rightward, it changes from translucent to a normal color and maintains its normal color while rotating (changing) horizontally.

[0219] As shown in FIG. 52(J), the central decorative symbol 8C, which is moving to the right while rotating (changing) horizontally, stops in the third area A3 of the display screen 7a. The central decorative symbol 8C stops at the symbol (number) displayed when it stopped in the third area A3. In this example, it stops at "5." This notifies the player that the central decorative symbol 8C has been confirmed to have stopped at "5." Furthermore, as the central decorative symbol 8C has been confirmed to have stopped, the decorative symbols 8L, 8C, and 8R are displayed as having been confirmed to have stopped at "353," indicating whether the win or loss is a winning combination. Furthermore, if a "3" has stopped on the central decorative symbol 8C, a jackpot of "333" is notified.

[0220] Figures 52(K) to (L) are modified examples of Figures 52(C) to (E). In Figures 52(C) to (E), the right decorative pattern 8R changes from the symbol (number) "3" to another symbol (number) while rotating horizontally. However, the manner in which the right decorative pattern 8R changes is not limited to the above. In Figures 52(K) to (L), the right decorative pattern 8R changes its symbol vertically while moving rightward. Such a manner is also possible.

[0221] [Image duplication and movement effect C] Figure 53 is a diagram for explaining the symbol duplication movement performance C. The symbol duplication movement performance is a performance in which, after one symbol of a set of decorative symbols stops during the special symbol change, other symbols are duplicated from the stopped symbol, appear, and move toward the stopped position of the other symbols. In the symbol duplication movement performance C, first, the decorative symbols 8L, 8C, and 8R are displayed in a variable manner on the display screen 7a during the special symbol change. The variable display here includes not only a display in which the decorative symbols 8L, 8C, and 8R are visible as they move at high speed, but also a display in which they are invisible due to their high speed movement.

[0222] The decorative symbols 8L, 8C, and 8R are a set of symbols including a left decorative symbol 8L, a center decorative symbol 8C, and a right decorative symbol 8R. The variable display of the set of symbols represents the variable display of the special symbol (special symbol variation), and the static display of the set of symbols notifies the result of the special symbol lottery. The special symbol may be either a first special symbol or a second special symbol. Here, the left decorative symbol 8L is statically displayed in the first area A1 of the display screen 7a, the center decorative symbol 8C is statically displayed in the third area A3 of the display screen 7a, and the right decorative symbol 8R is statically displayed in the second area A2 of the display screen 7a. In other words, the first area A1 of the display screen 7a is the stop position of the left decorative symbol 8L after the change, the third area A3 of the display screen 7a is the stop position of the center decorative symbol 8C after the change, and the second area A2 of the display screen 7a is the stop position of the right decorative symbol 8R after the change. Also, here, it is assumed that the special symbol 1 change is being executed in the normal game state (low probability low base state). Also, here, the display of the reserved icon 9A and the change icon (relevant reserved icon) 9C is omitted. The reserved icon 9A and the change icon (relevant reserved icon) 9C may or may not be displayed.

[0223] After the decorative symbols 8L, 8C, and 8R are displayed variably, the left decorative symbol 8L is displayed stationary in the first area A1 of the display screen 7a, as shown in Fig. 53(A). Here, the "3" of the left decorative symbol 8L enters the frame from the top of the display screen 7a, moves downward, and is displayed stationary in the first area A1.

[0224] As shown in Figure 53 (B), the right decorative pattern 8R appears from the left decorative pattern 8L that is stopped and displayed in the first area A1 of the display screen 7a. Specifically, the right decorative pattern 8R, which is the same as the left decorative pattern 8L and is displayed as a "3", appears translucently from the "3" of the left decorative pattern 8L. That is, here, an effect is executed in which the "3" of the right decorative pattern 8R is duplicated from the "3" of the left decorative pattern 8L.

[0225] As shown in Figure 53(C), the "3" of the right decorative pattern 8R, which is copied from the "3" of the left decorative pattern 8L in the first area A1 of the display screen 7a, moves rightward toward the second area A2 of the display screen 7a. Figure 53(C) shows the state in which the "3" of the right decorative pattern 8R passes through the third area A3 while moving rightward toward the second area A2. When the "3" of the right decorative pattern 8R starts to move rightward, it changes from translucent to a normal color and continues moving while maintaining the normal color.

[0226] As shown in Figure 53(D), the "3" of the right decorative symbol 8R moving to the right stops in the second area A2 of the display screen 7a. When the right decorative symbol 8R stops in the second area A2, a button image BTN is displayed superimposed on the stopped right decorative symbol 8R. The button image BTN is an image that imitates the outline of the effect button 63, and urges the player to operate (press) the effect button 63.

[0227] When the player operates the effect button 63, the button image BTN disappears and the right decorative symbol 8R is fixed to stop at "3" as shown in Figure 53(E), or the button image BTN disappears and the right decorative symbol 8R rotates horizontally and is fixed to stop at a symbol (number) other than "3" as shown in Figures 53(J) to (K). Figures 53(J) to (K) show a state in which the right decorative symbol 8R rotates horizontally and is fixed to stop at "4". In Figure 53(E), the right decorative symbol 8R is fixed to stop at "3", and it is announced that a reach state has been reached.

[0228] After Fig. 53(E) or Fig. 53(K), as shown in Fig. 53(F), a center decorative pattern 8C appears from the left decorative pattern 8L that is stopped and displayed in the first area A1 of the display screen 7a. Specifically, a center decorative pattern 8C of "3", which is the same as the left decorative pattern 8L, appears in a semi-transparent state from the "3" of the left decorative pattern 8L. That is, here, an effect is executed in which the "3" of the center decorative pattern 8C is duplicated from the "3" of the left decorative pattern 8L.

[0229] 53(G), the "3" of the center decorative pattern 8C, which is duplicated from the "3" of the left decorative pattern 8L in the first area A1 of the display screen 7a, moves rightward toward the third area A3 of the display screen 7a. When the "3" of the center decorative pattern 8C starts to move rightward, it changes from translucent to a normal color and moves while maintaining the normal color.

[0230] As shown in Figure 53(H), the moving "3" of the central decorative symbol 8C stops in the third area A3 of the display screen 7a. When the central decorative symbol 8C stops in the third area A3, a button image BTN is displayed superimposed on the stopped central decorative symbol 8C. The button image BTN is an image that imitates the outer shape of the effect button 63, and urges the player to operate (press) the effect button 63.

[0231] When the player operates the effect button 63, the button image BTN disappears and the central decorative pattern 8C is fixed to stop at "3" as shown in FIG. 53(I), or the button image BTN disappears and the central decorative pattern 8C rotates horizontally and is fixed to stop at a pattern (number) other than "3" as shown in FIG. 53(L). In FIG. 53(I), the central decorative pattern 8C is fixed to stop at "3" and a jackpot is announced. On the other hand, as shown in FIG. 53(L), ​​when the button image BTN disappears and the central decorative pattern 8C rotates horizontally and is fixed to stop at a pattern (number) other than "3", a loss is announced.

[0232] [Example of effect] Below is an example of the effect of the pattern duplication and movement effect. [Effect 1] In the gaming machine 1 of the above embodiment, as shown in FIG. 51(A), a first effect is executed in which a left decorative symbol 8L, one of a set of decorative symbols 8L, 8C, and 8R, stops in the first area A1 of the display screen 7a. As shown in FIGS. 51(F)-(H), after the first effect, a right decorative symbol 8R appears from the left decorative symbol 8L that stopped in the first area A1, moves toward the second area A2 of the display screen 7a, and stops in the second area A2 of the display screen 7a. This configuration allows players to enjoy the visuals of the game through innovative effects not previously available, enhancing their interest. The same applies to FIGS. 52 and 53. [Effect 2] In the gaming machine 1 of the above embodiment, as shown in Figure 51(L), after the second effect, the center decorative symbol 8 stops in the third area A3 of the display screen 7a, and the winning or losing result can be notified by the stopped left decorative symbol 8L, center decorative symbol 8C, and right decorative symbol 8R. With this configuration, a novel effect not seen in the past can visually entertain the player and increase their interest. The same applies to Figures 52 and 53. [Effect 3] In the gaming machine 1 of the above embodiment, in the second effect, when the right decorative symbol 8R appears from the left decorative symbol 8L, it represents the same symbol as the stopped left decorative symbol 8L, as shown in Figures 52 and 53. This configuration allows for a novel effect that has never been seen before to visually entertain the player and increase their interest. [Effect 4] In the gaming machine 1 of the above embodiment, as shown in Fig. 51, in the second effect, a plurality of right decorative symbols 8R appear consecutively from the left decorative symbol 8L, and each moves toward the second area A2, one stops in the second area A2, and the rest pass through the second area A2. This configuration allows the player to be visually entertained by an unprecedented and novel effect, and can increase the player's interest. [Effect 5] In the gaming machine 1 of the above embodiment, as shown in Fig. 53, when the right decorative symbol 8R that appears from the left decorative symbol 8L reaches the second area A2 in the second effect, the button image BTN is displayed, and when the player operates the effect button 63, the symbol that appears when the right decorative symbol 8R appears may be the same as when the right decorative symbol 8R appeared, or the symbol may change. With this configuration, a novel effect that has never been seen before can visually entertain the player, and the player's interest can be enhanced. [Effect 6] In the gaming machine 1 of the above embodiment, in the second effect, the right decorative symbol 8R moves while fluctuating when it appears from the left decorative symbol 8L and moves toward the second area A2, as shown in Fig. 52. This configuration allows the player to be visually entertained by an unprecedented and novel effect, and can increase the player's interest.

[0233] [Variations] Below, a modified example of the pattern duplication movement effect is shown. [Variation 1] In the symbol duplication movement performance A, the right decorative symbol 8R and the center decorative symbol 8C duplicated from the left decorative symbol 8L are assumed to have the symbols (numbers) unchanged after duplication. However, after duplication, the symbols (numbers) may change and be displayed variably while moving to the right. In the symbol duplication movement performances B and C, the right decorative symbol 8R and the center decorative symbol 8C duplicated from the left decorative symbol 8L are assumed to be the same symbol (number) as the left decorative symbol 8L. However, the duplicated right decorative symbol 8R and the center decorative symbol 8C may be different symbols (numbers) from the left decorative symbol 8L. For example, the "4" of the right decorative symbol 8R may appear from the "3" of the left decorative symbol 8L.

[0234] [Variation 2] In the symbol duplication and movement effects B and C, a right decorative pattern 8R and a center decorative pattern 8C are duplicated one by one from the left decorative pattern 8L, and each duplicated right decorative pattern 8R and each duplicated center decorative pattern 8C always stops in the second area A2 and the third area A3, respectively. However, as in the symbol duplication and movement effect A, multiple right decorative patterns 8R and multiple center decorative patterns 8C may be duplicated from the left decorative pattern 8L. For example, in the symbol duplication and movement effect B, multiple right decorative patterns 8R appear consecutively from the left decorative pattern 8L, each moving to the right while rotating horizontally, one stopping in the second area A2, and the rest passing through the second area A2 and framing out. The same applies to the center decorative pattern 8C.

[0235] [Variation 3] In pattern duplication and movement performances A and C, the right decorative pattern 8R and the middle decorative pattern 8C, which are duplicated from the left decorative pattern 8L, do not change their patterns (numbers) while moving to the right, but as in pattern duplication and movement performance B, the patterns (numbers) may change while moving to the right.

[0236] [Variation 4] In the symbol duplication movement performances A to C, the right decorative symbol 8R and the center decorative symbol 8C are duplicated (appear) from the left decorative symbol 8L. However, other symbols may be duplicated from other than the left decorative symbol 8L. For example, the center decorative symbol 8C and the left decorative symbol 8L may be duplicated from the right decorative symbol 8R, or the left decorative symbol 8L and the right decorative symbol 8R may be duplicated from the center decorative symbol 8C.

[0237] [Variation 5] In the pattern duplication movement performances A to C, the right decorative pattern 8R and the center decorative pattern 8C may move while maintaining semi-transparency during the movement to the right, or may change in color, shape, or size.

[0238] [Variation 6] In the pattern duplication movement performances A and B, when the right decorative pattern 8R emerging from the left decorative pattern 8L reaches the second area A2, a button image BTN is displayed, and when operated, a performance in which the pattern (number) changes may be performed, as in the pattern duplication movement performance C. The same is true when the center decorative pattern 8C emerging from the left decorative pattern 8L reaches the third area A3.

[0239] [Example of situation] The gaming machine of this embodiment can achieve the following aspects. ◇[Aspect A1-1] A gaming machine having a display means capable of displaying a plurality of types of images, One of the plurality of types of images is a set of decorative patterns that can notify winning or losing, a first effect in which a first symbol, which is one of the set of decorative symbols, stops in a first area of ​​the display means; After the first effect, a second effect is executed in which a second symbol appears from the first symbol stopped in the first area, moves toward a second area of ​​the display means, and stops in the second area of ​​the display means. A gaming machine characterized by: ◇[Aspect A1-2] The gaming machine according to aspect A1-1, After the second performance, a third symbol stops in a third area of ​​the display means, and the winning or losing is notified by the stopped first symbol, the second symbol, and the third symbol. A gaming machine characterized by: ◇[Aspect A1-3] The gaming machine according to aspect A1-1 or A1-2, In the second performance, when the second symbol appears from the first symbol, it represents the same symbol as the stopped first symbol. A gaming machine characterized by: ◇[Aspect A1-4] A gaming machine according to any one of Aspects A1-1 to A1-3, In the second effect, a plurality of the second symbols appear consecutively from the first symbol, each moving toward the second area, one stopping in the second area, and the rest passing through the second area. A gaming machine characterized by: ◇[Aspect A1-5] A gaming machine according to any one of Aspects A1-1 to A1-3, one of the plurality of types of images is an operation means image that imitates the appearance of an operation means, In the second effect, when the second symbol that has appeared from the first symbol reaches the second area, the operation means image is displayed; When the player operates the operation means, the second symbol may be the same as the symbol that appeared when the second symbol appeared, or the symbol may be different. A gaming machine characterized by: ◇[Aspect A1-6] A gaming machine according to any one of Aspects A1-1 to A1-3, In the second effect, when the second symbol appears from the first symbol and moves toward the second area, the symbol moves while fluctuating. A gaming machine characterized by:

[0240] The following describes the sequential pattern variation effects A to C using Figures 54 to 56. These sequential pattern variation effects are executed during the decorative pattern variation effect, etc. That is, the image control microcomputer 101 analyzes the command received from the sub-control board 90, and if the command includes an instruction to execute the sequential pattern variation effect, it reads corresponding image data from the ROM 103 and displays an image on the display screen 7a of the image display device 7 and the sub-display screen 64 (the right sub-display screen 64R, the left sub-display screen 64L, and the upper sub-display screen 64U). It also reads corresponding sound data from the ROM 103 and outputs sound from the speaker 67.

[0241] [Sequentially changing pattern performance A] Figure 54 is a diagram for explaining the sequential pattern change performance A. The sequential pattern change performance is a performance in which a set of decorative patterns is displayed in the previous stopped pattern during the special pattern change, and one of the patterns changes and is displayed, while the remaining patterns maintain the stopped state in the previous stopped pattern, and then the remaining patterns start to change sequentially. In the sequential pattern change performance A, first, as shown in Figure 54 (A), decorative patterns 8L, 8C, and 8R, a reserved icon 9A, and a changing icon (the reserved icon) 9C are displayed on the display screen 7a.

[0242] The decorative symbols 8L, 8C, and 8R are a set of symbols including the left decorative symbol 8L, the center decorative symbol 8C, and the right decorative symbol 8R. The variable display of the set of symbols represents the variable display of the special symbol (special symbol variation), and the static display of the set of symbols announces the result of the special symbol lottery. The special symbol may be either the first special symbol or the second special symbol. Here, it is assumed that the special symbol 1 variation is executed when the game state is normal (low probability low base state).

[0243] Four hold icons 9A are displayed side by side at the bottom of the display screen 7a. The variable icon (the hold icon in question) 9C is displayed in a variable icon display area at the bottom center of the display screen 7a. Here, a base image is displayed below the variable icon display area. Both the hold icon 9A and the variable icon 9C have a round (spherical) shape.

[0244] As shown in Figures 54(A) and (B), the decorative patterns 8L, 8C, and 8R are displayed as stopped at "356" after the special pattern changes. In conjunction with the stopped display of the decorative patterns 8L, 8C, and 8R, the variable icon (the relevant reserved icon) 9C is consumed (disappears). Then, of the reserved icons 9A lined up, the rightmost reserved icon 9A begins to move toward the variable icon display area where the variable icon 9C is displayed. The remaining reserved icons 9A shift and move. Then, the next special pattern change begins. After the next special pattern change begins, the decorative patterns 8L, 8C, and 8R continue to display "356" for a predetermined period of time (for example, 3 seconds) without changing their display positions.

[0245] After a predetermined period of time has elapsed, the center decorative pattern 8C is displayed in a variable manner, as shown in FIG. 54(C). When the variable display begins, the center decorative pattern 8C moves downward and frames out. Here, the statically displayed "5" of the center decorative pattern 8C moves downward and frames out without changing color or shape, and an effect is executed in which no other patterns (numbers) frame in from above. Note that the variable display here includes not only a display in which the center decorative pattern 8C is visible as it moves at high speed, but also a display in which the pattern is invisible and the variable display is invisible. Here, it is assumed that the variable display is invisible. The remaining decorative patterns (left decorative pattern 8L and right decorative pattern 8R) maintain their static display without changing their display positions.

[0246] Next, as shown in Figure 54(D), the right decorative pattern 8R is displayed in a variable manner. When the variable display begins, the right decorative pattern 8R moves downward and frames out. Here, the "6" that was displayed as a static display of the right decorative pattern 8R moves downward and frames out without changing color or shape, and an effect is executed in which no other patterns (numbers) frame in from above. The variable display of the right decorative pattern 8R is also in a state where it cannot be seen. The remaining decorative pattern (left decorative pattern 8L) maintains its static display without changing its display position.

[0247] Next, as shown in Figure 54(E), the left decorative pattern 8L is displayed in a variable manner. When the variable display begins, the left decorative pattern 8L moves downward and frames out. Here, the "3" that was displayed as a static left decorative pattern 8L moves downward and frames out without changing color or shape, and an effect is executed in which no other patterns (numbers) frame in from above. The variable display of the left decorative pattern 8L is also in a state where it cannot be seen. As a result, the variable displays of all decorative patterns become in a state where they cannot be seen.

[0248] Thus, the decorative symbols 8L, 8C, and 8R begin to change in the following order: center decorative symbol 8C, right decorative symbol 8R, and left decorative symbol 8L. Generally, the order in which the changing decorative symbols 8L, 8C, and 8R stop is the reverse of the order of left decorative symbol 8L, right decorative symbol 8R, and center decorative symbol 8C. Generally, when the decorative symbols 8L, 8C, and 8R start to change, they all begin to change simultaneously, or in the order of left decorative symbol 8L, center decorative symbol 8C, and right decorative symbol 8R. Even when the left decorative symbol 8L, center decorative symbol 8C, and right decorative symbol 8R begin to change in order, the right decorative symbol 8R always begins to move before the left decorative symbol 8L frames out. In this embodiment, when the first symbol frames out, the remaining symbols remain stationary. This provides a sense of surprise to the player, enhancing the game's appeal.

[0249] As shown in Figure 54(F), the decorative symbols 8L, 8C, and 8R are displayed as static symbols after the special symbol changes. Here, the decorative symbols 8L, 8C, and 8R change from a state where they are not visible due to the changing display to a state where they all appear in a static display mode of "689." This can surprise the player. As shown in Figures 54(F) and (G), in conjunction with the static display of the decorative symbols 8L, 8C, and 8R, the variable icon (the reserved icon in question) 9C is consumed (disappears). Then, the rightmost reserved icon 9A among the lined-up reserved icons 9A begins to move toward the variable icon display area where the variable icon 9C is displayed. The remaining reserved icons 9A shift. Then, the next special symbol change begins. After the next special symbol change begins, the decorative symbols 8L, 8C, and 8R continue to display "689" as static symbols for a predetermined period (e.g., 3 seconds) without changing their display positions.

[0250] After a predetermined period of time has elapsed, the right decorative pattern 8R is displayed in a variable manner, as shown in FIG. 54(H). When the variable display begins, the right decorative pattern 8R moves downward and frames out. Here, the "9" that was displayed as a static display of the right decorative pattern 8R moves downward and frames out without changing color or shape, and an effect is executed in which no other patterns (numbers) frame in from above. Note that the variable display here includes not only a display in which the central decorative pattern 8C is visible as it moves at high speed, but also a display in which the pattern is not visible and a display in which the variable display is not visible. Here, it is assumed that the variable display is not visible. The remaining decorative patterns (left decorative pattern 8L and central decorative pattern 8C) maintain their static display without changing their display positions.

[0251] Next, as shown in Figure 54(I), the middle decorative pattern 8C is displayed in a variable manner. When the variable display begins, the middle decorative pattern 8C moves downward and frames out. Here, the "8" that was displayed as a static middle decorative pattern 8C moves downward and frames out without changing color or shape, and an effect is executed in which no other patterns (numbers) frame in from above. The variable display of the middle decorative pattern 8C is also in a state where it cannot be seen. The remaining decorative pattern (left decorative pattern 8L) maintains its static display without changing its display position.

[0252] Next, as shown in Figure 54(J), the left decorative pattern 8L is displayed in a variable manner. When the variable display begins, the left decorative pattern 8L moves downward and frames out. Here, the "6" that was displayed as a static left decorative pattern 8L moves downward and frames out without changing color or shape, and an effect is executed in which no other patterns (numbers) frame in from above. The variable display of the left decorative pattern 8L is also in a state where it cannot be seen. As a result, the variable displays of all decorative patterns become in a state where they cannot be seen.

[0253] Here, the decorative symbols 8L, 8C, and 8R begin to change in the following order: right decorative symbol 8R, center decorative symbol 8C, and left decorative symbol 8L. Generally, when the decorative symbols 8L, 8C, and 8R begin to change, they all begin to change simultaneously, or in the following order: left decorative symbol 8L, center decorative symbol 8C, and right decorative symbol 8R. In this embodiment, the order in which the symbols begin to change is reversed from the general order. Generally, even when the left decorative symbol 8L, center decorative symbol 8C, and right decorative symbol 8R begin to change in this order, the right decorative symbol 8R always begins to move before the left decorative symbol 8L frames out. In this embodiment, when the first symbol frames out, the remaining symbols remain stationary. This provides a sense of surprise to the player, enhancing their interest.

[0254] Furthermore, in this embodiment, the order in which the decorative symbols 8L, 8C, and 8R change with each change, making it impossible for the player to predict which symbol will disappear, allowing for a more enjoyable variation effect. Furthermore, in this embodiment, the timing at which the first symbol frames out and the remaining symbols remain stationary, the timing at which the second symbol frames out and the remaining symbols remain stationary, and the timing at which the last symbol frames out are all performed in a regular rhythm. These timings are performed at equal intervals. Sounds are output from the speaker 67 in accordance with this rhythm. That is, a short sound is output from the speaker 67 when each of the decorative symbols 8L, 8C, and 8R begins to change. As described above, in this embodiment, the remaining symbols remain stationary when the first symbol frames out. Therefore, the intervals at which each symbol begins to change are longer than the general intervals at which each symbol begins to change. Therefore, by generating a short sound at the timing at which each symbol begins to change, the sound is generated rhythmically three times, thereby attracting the player's attention.

[0255] As shown in Figure 54(K), the decorative symbols 8L, 8C, and 8R are displayed as static symbols after the special symbol changes. Here, the decorative symbols 8L, 8C, and 8R change from a state where they are not visible due to the changing display to a state where they all appear in a static display mode of "234." This can surprise the player. As shown in Figures 54(K) and (L), in conjunction with the static display of the decorative symbols 8L, 8C, and 8R, the variable icon (the reserved icon in question) 9C is consumed (disappears). Then, the rightmost reserved icon 9A among the lined-up reserved icons 9A begins to move toward the variable icon display area where the variable icon 9C is displayed. The remaining reserved icons 9A shift. Then, the next special symbol change begins. After the next special symbol change begins, the decorative symbols 8L, 8C, and 8R continue to display "234" as static symbols for a predetermined period (e.g., 3 seconds) without changing their display positions.

[0256] [Sequentially changing pattern performance B] Figure 55 is a diagram for explaining the sequential pattern change performance B. The sequential pattern change performance is a performance in which a set of decorative patterns is displayed in the previous stopped pattern during the special pattern change, and one of the patterns changes and is displayed, while the remaining patterns maintain the stopped state in the previous stopped pattern, and then the remaining patterns start to change sequentially. In the sequential pattern change performance B, first, as shown in Figure 55 (A), decorative patterns 8L, 8C, and 8R, a reserved icon 9A, and a changing icon (the reserved icon) 9C are displayed on the display screen 7a.

[0257] The decorative symbols 8L, 8C, and 8R are a set of symbols including the left decorative symbol 8L, the center decorative symbol 8C, and the right decorative symbol 8R. The variable display of the set of symbols represents the variable display of the special symbol (special symbol variation), and the static display of the set of symbols announces the result of the special symbol lottery. The special symbol may be either the first special symbol or the second special symbol. Here, it is assumed that the special symbol 1 variation is executed when the game state is normal (low probability low base state).

[0258] Four hold icons 9A are displayed side by side at the bottom of the display screen 7a. The variable icon (the hold icon in question) 9C is displayed in a variable icon display area at the bottom center of the display screen 7a. Here, a base image is displayed below the variable icon display area. Both the hold icon 9A and the variable icon 9C have a round (spherical) shape.

[0259] As shown in Figures 55(A) and (B), the decorative patterns 8L, 8C, and 8R are displayed as "356" after the special pattern change. In conjunction with the display of the decorative patterns 8L, 8C, and 8R, the variable icon (the corresponding reserved icon) 9C is consumed (disappears). Then, the rightmost reserved icon 9A among the lined-up reserved icons 9A begins to move toward the variable icon display area where the variable icon 9C is displayed. The remaining reserved icons 9A shift and move. Then, the next special pattern change begins. After the next special pattern change begins, the decorative patterns 8L, 8C, and 8R continue to display "356" as a stopped symbol while moving upward for a predetermined period of time (e.g., 3 seconds). That is, the decorative patterns 8L, 8C, and 8R move in a direction (upward) different from the direction of change (downward) of the decorative patterns 8L, 8C, and 8R.

[0260] After a predetermined period of time has elapsed, the right decorative pattern 8R is displayed in a variable manner, as shown in Figure 55(C). When the variable display begins, the right decorative pattern 8R moves downward and frames out. Here, the "6" that was displayed as a static symbol on the right decorative pattern 8R stops moving upward and moves downward without changing color or shape, framing out, and another symbol (number) frames in from above. Note that the variable display here includes not only a display in which the right decorative pattern 8R is visible as it moves at high speed, but also a display in which the symbol is not visible. Here, it is assumed that different numbers are visible as they move at high speed from top to bottom. Note that it is also possible for the symbol (number) to be invisible, and only the vertical line caused by the symbol moving at high speed from top to bottom to be visible. The remaining decorative patterns (left decorative pattern 8L and center decorative pattern 8C) remain stationary and move in a direction (upward) different from the moving direction (downward) of the right decorative pattern 8R.

[0261] Next, as shown in Figure 55(D), the center decorative pattern 8C is displayed in a variable manner. When the variable display begins, the center decorative pattern 8C moves downward and frames out. Here, the "5" that was statically displayed in the center decorative pattern 8C stops moving upward and moves downward without changing color or shape, framing out, and an effect is executed in which other patterns (numbers) frame in from above. The variable display of the center decorative pattern 8C also allows the visual recognition of patterns with different numbers moving rapidly from top to bottom. Note that the pattern (numbers) may not be visible, and only the vertical line caused by the pattern moving rapidly from top to bottom may be visible. The remaining decorative pattern (left decorative pattern 8L) remains statically displayed and moves in a direction (upward) different from the variable direction (downward) of the right decorative pattern 8R and center decorative pattern 8C.

[0262] Next, as shown in Figure 55(E), the left decorative pattern 8L is displayed in a variable manner. When the variable display begins, the left decorative pattern 8L moves downward and frames out. Here, the "3" that was displayed stationary in the left decorative pattern 8L stops moving upward and moves downward without changing color or shape, frames out, and an effect is executed in which other patterns (numbers) frame in from above. The variable display of the left decorative pattern 8L is also visually recognizable as patterns with different numbers moving from top to bottom at high speed. Note that it is also possible for the pattern (numbers) to be invisible, and only the vertical lines caused by the pattern moving from top to bottom at high speed to be visible. This makes all decorative patterns visible in the variable display.

[0263] Thus, here, the decorative symbols 8L, 8C, and 8R begin to change in the following order: right decorative symbol 8R, center decorative symbol 8C, and left decorative symbol 8L. Generally, when the decorative symbols 8L, 8C, and 8R begin to change, they all begin to change simultaneously, or in the following order: left decorative symbol 8L, center decorative symbol 8C, and right decorative symbol 8R. In this embodiment, the order in which the symbols begin to change is reversed from the general order. Generally, even when the left decorative symbol 8L, center decorative symbol 8C, and right decorative symbol 8R begin to change in this order, the right decorative symbol 8R always begins to move before the left decorative symbol 8L frames out. In this embodiment, when the first symbol frames out, the remaining symbols remain stationary. This provides a sense of surprise to the player, enhancing their interest.

[0264] After a predetermined period of fluctuation, the right decorative pattern 8R is displayed as stopped, as shown in Figure 55(F). Here, the right decorative pattern 8R is displayed as stopped with the pattern (number) of "9". The left decorative pattern 8L and the center decorative pattern 8C continue to be displayed as changing. After that, as shown in Figure 55(G), the center decorative pattern 8C is displayed as stopped with the pattern (number) of "8". The left decorative pattern 8L continues to be displayed as changing. After that, as shown in Figure 55(H), the left decorative pattern 8L is displayed as stopped with the pattern (number) of "6". As a result, the decorative patterns 8L, 8C, and 8R change from a state in which they were displayed as changing to a state in which they were displayed as stopped with "689".

[0265] As shown in Figures 55(H) and (I), the variable icon (the reserved icon in question) 9C is consumed (disappears) in accordance with the stopped display of the decorative patterns 8L, 8C, and 8R. Then, the rightmost reserved icon 9A among the lined-up reserved icons 9A begins to move toward the variable icon display area where the variable icon 9C is displayed. The remaining reserved icons 9A shift and move. Then, the next special pattern change begins. After the next special pattern change begins, the decorative patterns 8L, 8C, and 8R continue to move downward while the stopped display of "689" continues for a predetermined period (for example, 3 seconds). In other words, the decorative patterns 8L, 8C, and 8R move in the same direction (downward) as the changing direction (downward) of the decorative patterns 8L, 8C, and 8R.

[0266] After a predetermined period of time has elapsed, the right decorative pattern 8R and the center decorative pattern 8C are simultaneously displayed in a variable manner, as shown in Figure 55(J). When the variable display begins, the right decorative pattern 8R and the center decorative pattern 8C move downward and frame out. Here, the "89" that was statically displayed for the right decorative pattern 8R and the center decorative pattern 8C frames out at a significantly increased downward movement speed without changing color or shape, and other patterns (numbers) frame in from above. Note that the variable display here refers to a state in which different numbers are visually visible moving from top to bottom at high speed. Note that it is also possible for the pattern (numbers) to be invisible, with only the vertical lines visible as the patterns move from top to bottom at high speed. The remaining decorative pattern (left decorative pattern 8L) remains statically displayed and moves in the same direction (downward) as the right decorative pattern 8R and the center decorative pattern 8C.

[0267] Next, as shown in Figure 55(K), the left decorative pattern 8L is displayed in a variable manner. When the variable display begins, the left decorative pattern 8L moves downward and frames out. Here, the "6" that was displayed stationary in the left decorative pattern 8L frames out at a significantly increased downward movement speed without changing color or shape, and another pattern (number) frames in from above. The variable display of the left decorative pattern 8L is also visually recognizable as a pattern with different numbers moving from top to bottom at high speed. Note that the pattern (number) may not be visible, and only the vertical line caused by the pattern moving from top to bottom at high speed may be visible. This results in all decorative patterns being visible in the variable display.

[0268] Here, the decorative symbols 8L, 8C, and 8R are displayed such that the right decorative symbol 8R and the center decorative symbol 8C are displayed simultaneously, followed by the left decorative symbol 8L. Generally, when the decorative symbols 8L, 8C, and 8R begin to change, they all begin to change simultaneously, or in the order of the left decorative symbol 8L, the center decorative symbol 8C, and the right decorative symbol 8R. In this embodiment, after multiple symbols change simultaneously, one symbol begins to change. Generally, even when the left decorative symbol 8L, the center decorative symbol 8C, and the right decorative symbol 8R begin to change in order, the right decorative symbol 8R always begins to move before the left decorative symbol 8L frames out. In this embodiment, when the two symbols frame out, the remaining symbols remain stationary. This provides a sense of surprise to the player, enhancing the game's appeal.

[0269] Furthermore, in this embodiment, the manner in which the decorative symbols 8L, 8C, and 8R change with each change, making it impossible for the player to predict which symbol will disappear, allowing for a more enjoyable change presentation. Furthermore, in this embodiment, the timing at which each symbol frames out upon the start of its change is executed at a constant rhythm. Here, this is executed at equal intervals. Sound is output from the speaker 67 in accordance with this rhythm. That is, a short sound is output from the speaker 67 when each of the decorative symbols 8L, 8C, and 8R begins to change. As described above, in this embodiment, when some symbols frame out, the remaining symbols remain stationary. Therefore, the intervals at which each symbol begins to change are longer than the general intervals at which each symbol begins to change. Therefore, generating a short sound at the start of each symbol's change creates a rhythmic sound, which can attract the player's attention.

[0270] As shown in Figure 55(L), the decorative symbols 8L, 8C, and 8R are displayed as stopped symbols after the special symbol changes. Here, the decorative symbols 8L, 8C, and 8R appear simultaneously from a variable display state in a "234" stopped display mode. This can surprise the player. In conjunction with the stopped display of the decorative symbols 8L, 8C, and 8R, the variable icon (the reserved icon in question) 9C is consumed (disappears). Then, of the reserved icons 9A lined up, the rightmost one begins to move toward the variable icon display area where the variable icon 9C is displayed. The remaining reserved icons 9A shift. Then, the next special symbol change begins. After the next special symbol change begins, the decorative symbols 8L, 8C, and 8R continue to display "234" as stopped symbols for a predetermined period (e.g., 3 seconds) without changing their display positions.

[0271] [Sequentially changing pattern effect C] Figure 56 is a diagram for explaining the sequential pattern change performance C. The sequential pattern change performance is a performance in which a set of decorative patterns is displayed in the previous stopped pattern during the special pattern change, one of which changes and is displayed, while the remaining patterns maintain the stopped state in the previous stopped pattern, and then the remaining patterns begin to change sequentially. In the sequential pattern change performance C, first, as shown in Figure 56 (A), decorative patterns 8L, 8C, and 8R, a reserved icon 9A, and a changing icon (the reserved icon) 9C are displayed on the display screen 7a.

[0272] The decorative symbols 8L, 8C, and 8R are a set of symbols including the left decorative symbol 8L, the center decorative symbol 8C, and the right decorative symbol 8R. The variable display of the set of symbols represents the variable display of the special symbol (special symbol variation), and the static display of the set of symbols announces the result of the special symbol lottery. The special symbol may be either the first special symbol or the second special symbol. Here, it is assumed that the special symbol 1 variation is executed when the game state is normal (low probability low base state).

[0273] Four hold icons 9A are displayed side by side at the bottom of the display screen 7a. The variable icon (the hold icon in question) 9C is displayed in a variable icon display area at the bottom center of the display screen 7a. Here, a base image is displayed below the variable icon display area. Both the hold icon 9A and the variable icon 9C have a round (spherical) shape.

[0274] As shown in Figures 56(A) and 56(B), the decorative patterns 8L, 8C, and 8R are displayed as "356" after the special pattern change. In conjunction with the display of the decorative patterns 8L, 8C, and 8R, the variable icon (the corresponding reserved icon) 9C is consumed (disappears). Then, the rightmost reserved icon 9A among the lined-up reserved icons 9A begins to move toward the variable icon display area where the variable icon 9C is displayed. The remaining reserved icons 9A shift and move. Then, the next special pattern change begins. After the next special pattern change begins, the decorative patterns 8L, 8C, and 8R continue to display "356" as a stopped symbol while moving upward for a predetermined period of time (e.g., 3 seconds). That is, the decorative patterns 8L, 8C, and 8R ...

Claims

[Claim 1] a display screen for displaying an image; When the effect pattern fluctuating on the display screen is fixed and stopped, in the next fluctuation, it is possible to execute a fluctuation straddle effect, which is an effect having continuity from the end of the current fluctuation to the next fluctuation, The variation straddle effect includes an effect in which, when the effect pattern varying on the display screen is fixed and stopped in a specific manner, a specific effect is executed in the next variation so as to be continuous with the fixed stop, The combination of the performance symbols that has been determined and stopped in the specific mode includes a special image, The special image is an image in which no other image is displayed integrally with the special image, After the start of the next variation, within the period of the specific performance executed in the next variation, the number image included in the performance pattern that has been fixed and stopped is made difficult to see, and a performance is executed in which the area occupied by the special image is made larger using the special image than when the special image was fixed and stopped in the previous variation. A gaming machine characterized by:

Citation Information

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