Gaming machine

The gaming machine improves player engagement by integrating light-emitting and display mechanisms to create dynamic visual effects and varied game states, addressing the need for enhanced player interest in conventional gaming machines.

JP7876204B2Active Publication Date: 2026-06-19KYORAKU IND CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
KYORAKU IND CO LTD
Filing Date
2023-06-23
Publication Date
2026-06-19

AI Technical Summary

Technical Problem

Conventional gaming machines lack mechanisms to enhance player interest and maintain engagement without reducing motivation, particularly through more impactful visual and operational effects during gameplay.

Method used

The gaming machine incorporates an operating mechanism with light-emitting features and a display system that performs changing effects, including rainbow-colored animations, instructional animations, and varying game states to enhance player interaction and excitement.

🎯Benefits of technology

The implementation enhances player enjoyment and engagement by providing dynamic visual and operational effects, increasing interest in gameplay through varied animations and game states.

✦ Generated by Eureka AI based on patent content.
Patent Text Reader

Abstract

To provide a game machine capable of enhancing interest in a game.SOLUTION: A game machine includes a main control board 300 for controlling progress of a game, a performance control board 320 for controlling performance of a game, and at least one light-emitting means, and can execute a first performance for performing a light-emitting display in a specific mode seen as a rainbow color from a player and a first performance for performing a light-emitting display in a light-emitting mode differing from that of the first performance. The light-emitting mode can be changed between when a game state is a first state and when it is a second state.SELECTED DRAWING: Figure 3-1
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Description

【Technical Field】 【0001】 The present invention relates to a gaming machine. 【Background Art】 【0002】 In conventional gaming machines, based on determination information obtained based on the establishment of start conditions, it is determined whether to execute a special game advantageous to the player, and a game effect (variable effect) corresponding to the result of the determination is executed. Such gaming machines are common. 【0003】 Among such gaming machines, there are also those that execute effects using a predetermined effect device (effect button, movable member, lamp, image display device, etc.) (for example, see Patent Document 1). 【Prior Art Documents】 【Patent Documents】 【0004】 【Patent Document 1】 Japanese Patent Application Laid-Open No. 2019-033816 【Summary of the Invention】 【Problems to be Solved by the Invention】 【0005】 However, in gaming machines, it is always desired to improve the interest of the game. For example, executing an effect that gives a stronger impression to the player, and executing appropriate adjustment of the game period without reducing the player's motivation, etc. have been considered. 【0006】 The present invention has been made in view of the above problems, and an object thereof is to provide a gaming machine capable of improving the interest of the game. 【Means for Solving the Problems】 【0007】 [Application Example] To solve the above problems, the present invention provides a gaming machine (100) comprising: an operating means that can be operated by a player (performance button, operating lever, sword handle unit 135, performance operation stick 136, launch handle device 103); a light-emitting means that can emit light (board lamp, frame lamp, performance button, etc.); and a game execution means that acquires judgment information based on the fulfillment of a first starting condition (ball entering the first starting opening 112, winning special 1) or a second starting condition (ball entering the second starting opening 115, winning special 2), judges the judgment information and executes a changing display of symbols, and when the changing display is in a predetermined state, executes a special game, wherein the light-emitting means includes a display means (main display device 131), and can execute changing effects of multiple performance symbols in conjunction with the execution of the changing display, and the display means can perform specific effects such as displaying specific characters and enlarging the performance symbols. Alternatively, it is possible to perform an instructional animation (right-hand shooting image display) that instructs the player to perform a specific operation, and has a first game state (normal game state) and a second game state (advantageous game state, specific game state) that is more advantageous than the first game state, and is controllable to activate a specific function (complete function) that restricts the progress of the game at a predetermined timing when a specific value derived based on the amount of game value given and used reaches a predetermined value (95000), and the light-emitting means is capable of performing a rainbow-colored light-emitting animation that appears rainbow-colored to the player, and in the rainbow light-emitting display, it is possible to perform a first animation that moves the colors in a specific direction and a second animation that is different in form from the first animation, and in the variation animation, from the start of a predetermined animation (decision animation) that suggests the execution of the special game until the next variation animation starts, the animation symbols are first tentative Stop display manner In the case of the second tentative Stop display mannerThe rainbow light display can be performed in different forms depending on the case, and the instruction performance can include a first instruction performance (large right-click image) and a second instruction performance (small right-click image) which is displayed smaller than the first instruction performance, the rainbow light display by the display means is restricted while the first instruction performance is being performed, and the rainbow light display by the display means is enabled while the second instruction performance is being performed, and the rainbow light display by the light-emitting means is more effective when the variation display is performed when the special game is performed based on the fulfillment of the second start condition in the second game state than when the variation display is performed when the special game is performed based on the fulfillment of the first start condition in the second game state. The It is characterized by having a large number of light patterns. [Effects of the Invention] 【0008】 According to the present invention, the enjoyment of the game can be enhanced. [Brief explanation of the drawing] 【0009】 [Figure 1] This is a front view of the gaming machine 100 according to the first embodiment. [Figure 2] This is a perspective view of the gaming machine 100, showing the glass frame 150 and inner frame 170 open relative to the outer frame 160. [Figure 3-1] This is a diagram showing the functional blocks of the gaming machine 100. [Figure 3-2] This is a diagram illustrating the main ROM 301b of the main control board 300. [Figure 3-3] This figure shows an example of a jackpot / win determination table T1. [Figure 3-4] This figure shows an example of a pattern determination table T2. [Figure 3-5] This is an explanatory diagram illustrating the main RAM 301c of the main control board 300. [Figure 3-6] This is a block diagram showing the details of the performance control board 320. [Figure 3-7] This is a schematic diagram illustrating the pre-determination information storage area 320c3 provided in the sub-RAM 320c. [Figure 4-1] This is a diagram for explaining the transition of the game state. [Figure 4-2] This is an explanatory diagram showing the schematic flow of the processing executed by the main control board 300. [Figure 4-3] This is an explanatory diagram showing a list of the processing executed by the effect control board 320. [Figure 4-4] This is a flowchart for explaining the special symbol stop processing which is one of the processing in the main control board 300. [Figure 4-5] This is a flowchart for explaining the transition determination processing to the time-saving game state and the end determination processing of the time-saving game state. [Figure 4-6] This is a diagram for explaining the end of the time-saving game state 3 and the time-saving game state 4. [Figure 4-7] This is a diagram for explaining the details of the information display 302c. [Figure 4-8] This is a diagram for explaining a specific example of the counting period of the base value B. [Figure 5-1] This is a diagram showing display effect examples for each effect mode. [Figure 5-2] This is a diagram showing display effect examples of the reservation number. [Figure 5-3] This is a diagram for explaining the time-saving entry effect executed at the time of transition to the time-saving game state 1 and the time-saving game state 2 and the display effect executed before the end of the time-saving game state 1 and the time-saving game state 2. [Figure 5-4] This is a diagram for explaining the display effect executed before and after the transition to the time-saving game state 3 or the time-saving game state 4. [Figure 5-5] This is a diagram for explaining the display effect at the end in the time-saving game states 1 to 4. [Figure 6-1] This is a diagram for explaining the transition of the state of the gaming machine 100 and the outline of the display mode of the main display device 131 after the variable stop. [Figure 6-2] This is a diagram for explaining the outline of the customer waiting demo effect. [Figure 7-1] This is a timing chart (1) when the variable effect in the normal game state ends and the customer waiting state is entered. [Figure 7-2]This figure shows examples of performances at various timings, as shown in Figure 7-1. [Figure 7-3] This figure shows examples of performances at various timings, as shown in Figure 7-1. [Figure 7-4] This figure shows an example of the animation that plays when a prize is won while the machine is waiting for customers. [Figure 7-5] This figure shows an example of the effect when the sword hilt unit is operated while the display is fluctuating. [Figure 8-1] This is a timing chart for when the reel spinning animation ends in the time-saving game state 3 and the machine enters a waiting state for customers. [Figure 8-2] This figure shows examples of performances at various timings, as shown in Figure 8-1. [Figure 8-3] This figure shows examples of performances at various timings, as shown in Figure 8-1. [Figure 9-1] This is a timing chart (2) for when the variation animation in normal gameplay ends and the game enters a waiting state for customers. [Figure 9-2] This figure shows examples of performances at various timings, as shown in Figure 9-1. [Figure 10] This figure shows examples of presentations in other embodiments. [Figure 11] This diagram shows a concrete example of a rainbow-colored effect. [Figure 12] This diagram shows a concrete example of a rainbow-colored effect. [Figure 13] This diagram shows a concrete example of a rainbow-colored effect. [Figure 14] This diagram shows an example of a rainbow-colored visual effect used while waiting for customers. [Figure 15] This diagram shows an example of a rainbow-colored visual effect used while waiting for customers. [Figure 16] This diagram shows an example of a rainbow-colored visual effect used while waiting for customers. [Figure 17] This figure shows an example of the rainbow-colored effect displayed when volume control is being shown. [Figure 18] This diagram shows an example of the rainbow-colored effect during a variation animation. [Figure 19] This diagram shows an example of the animations that occur during a spin when a jackpot is achieved after a reach. [Figure 20]This diagram shows an example of the animations that occur during a spin when a jackpot is achieved after a reach. [Figure 21] This figure shows an example of a lighting effect when the pattern enlargement effect is executed. [Figure 22] This diagram shows an example of a lighting effect when the sword hilt unit is operated. [Figure 23] This diagram shows examples of lighting effects when a jackpot is guaranteed and when it is not a jackpot (a miss). [Figure 24] This diagram shows an example of a rainbow-colored animation that appears after a jackpot game has started. [Figure 25] This diagram shows an example of the initial operation animation when the main board is powered on. [Figure 26] This diagram shows examples of rainbow-colored animation patterns during the customer waiting period, the variation animation, and the jackpot gameplay in the first animation sequence. [Figure 27] This figure shows an example of the execution rate of the rainbow color effect pattern after the final effect. [Figure 28] This figure shows examples of combination patterns for the main display device and the frame lamp's rainbow color effect. [Figure 29] This figure shows the change over time in the number of light-emitting devices that perform the rainbow effect after the final animation. [Figure 30] This diagram shows examples of rainbow-colored animation patterns while waiting for customers and during jackpot gameplay. [Figure 31] This figure shows examples of rainbow-colored animation patterns under different starting conditions for normal gameplay and specific gameplay states. [Figure 32] This is a diagram showing a specific example of the staging. [Figure 33] This is a diagram showing a specific example of the staging. [Figure 34] This diagram shows the percentage of performance achieved through color effects. [Figure 35] This diagram shows the execution rate of zone-based effects. [Figure 36] This figure shows the execution rate of the change notification sound effect. [Figure 37] This diagram shows the execution rate of the hold icon change animation. [Figure 38]This diagram shows the execution rate of the lamp change effect. [Figure 39] This figure shows the execution rate of the operation of the first movable member. [Figure 40] This diagram shows a variation of example 1 of the staging. [Figure 40-1] This diagram shows the execution rate of the light guide plate display effect. [Figure 41] This diagram shows the timing chart for the normal gameplay state in the second example of the presentation. [Figure 42] This diagram shows the normal gameplay state in example 2 of the presentation. [Figure 43] This diagram shows the timing chart for a specific game state in the second example of the performance. [Figure 44] This diagram shows a specific game state in example 2 of the presentation. [Figure 45] This is a diagram showing example 3 of the staging. [Figure 46] This is a diagram showing example 3 of the staging. [Figure 47] This is a diagram showing the relationship between the time of variation. [Figure 48] This diagram shows the percentage of preparatory actions performed. [Figure 49] This figure shows the percentage of executions for stopping operations. [Figure 50] This figure shows the execution rate of the variable stop pattern. [Figure 50-1] This figure shows the execution rate of each variation start pattern. [Figure 51] This is a diagram showing example 4 of the staging. [Figure 52] This diagram shows the execution rate of the change in the appearance of the animation symbols. [Figure 53] This diagram shows the execution rate of the animation that changes the display size of the animation symbols. [Figure 54] This figure shows the execution rate of the display size change effect during the reach animation. [Figure 55] This diagram shows the timing chart for specific example of the performance (Example 5). [Figure 56] This is a diagram showing example 5 of the staging. [Figure 57]This is a diagram showing example 6 of the staging. [Figure 58] This figure shows the percentage of times notification effects were implemented. [Figure 59] This figure shows the execution rate of vibration effects. [Figure 60] This is an explanatory diagram showing the relationship between RAM clear operations and specific functions. [Figure 61] This is an explanatory diagram illustrating an example of error notification priority. [Figure 62] This diagram illustrates the relationship between the pre-notification of the activation of a specific function based on the entry of a game ball into the first starting gate during normal gameplay, and the rainbow-colored effect. [Figure 63] This diagram illustrates the relationship between the pre-notification of the activation of a specific function based on the entry of a game ball into the first starting gate in a specific game state, and the rainbow-colored effect. [Figure 64] This diagram illustrates the relationship between the pre-notification of the activation of a specific function based on the entry of a game ball into the second starting gate in a specific game state, and the rainbow-colored effect produced by the effect. [Figure 65] This diagram illustrates the relationship between the pre-notification of the activation of a specific function based on the entry of a game ball into the first starting slot during normal gameplay, and the rainbow-colored display using the hold icon. [Figure 66] This diagram illustrates the relationship between the pre-notification of the activation of a specific function based on the entry of a game ball into the first starting slot in a specific game state, and the rainbow-colored effect displayed by the hold icon. [Figure 67] This diagram illustrates the relationship between the pre-notification of the activation of a specific function based on the entry of a game ball into the second starting slot in a specific game state, and the rainbow-colored effect displayed by the hold icon. [Figure 68] This is an explanatory diagram showing the control flow based on the differences in game state when a specific function activation flag is set. [Figure 69] This is an explanatory diagram showing the state of each animation from the time the specific function activation flag is set until the image indicating that the specific function is activated is displayed. [Figure 70] This is an explanatory diagram showing what happens when power is restored after an interruption while a specific function is not operating. [Figure 71]This is an explanatory diagram showing what happens when power is restored after an interruption while a specific function is operating. [Figure 72] This is an explanatory diagram illustrating the process from power-on to the start of fluctuations. [Figure 73] This is a timing chart showing an example of a variation in the game's presentation. [Figure 74] Figure 73 is an explanatory diagram showing an example of a variation in the animation. [Figure 75] This is a timing chart showing the case where a specific function is activated, as illustrated in example 1 of the variable animation. [Figure 76] This is an explanatory diagram showing a specific example of the variation effect in Figure 75. [Figure 77] This is a timing chart showing the case where a specific function is activated, as is the second example of a variable animation. [Figure 78] This is an explanatory diagram showing a specific example of the variation effect in Figure 77 (Part 2). [Figure 79] This is an explanatory diagram showing the relationship between the movement of movable parts and specific functions. [Figure 80] This is an explanatory diagram showing an example of a variation in the normal game state. [Figure 81] This is an explanatory diagram showing an example of a variation in the normal game state, following Figure 80. [Figure 82] This timing chart shows examples of variation effects based on winning a prize in the first starting slot during normal gameplay. [Figure 83] This is an explanatory diagram showing an example of a variation in gameplay based on a ball entering the first starting slot during normal gameplay. [Figure 84] This is an explanatory diagram showing an example of a variation in gameplay based on winning a prize in the second starting slot during a specific game state. [Figure 85] This is a timing chart showing when a ball enters the first starting gate in a specific game state. [Figure 86] This is an explanatory diagram showing what happens when a ball enters the first starting gate in a specific game state. [Figure 87] This is an explanatory diagram illustrating how a specific function is activated when a ball enters the first starting slot during normal gameplay. [Figure 88]This is an explanatory diagram illustrating how a specific function is activated when a ball enters the second starting slot during a specific game state. [Figure 89] This is an explanatory diagram illustrating how a specific function is activated when a ball enters the first starting slot during a specific game state. [Figure 90] This is an explanatory diagram illustrating an example of a specific function pre-notification triggered by a ball entering the first starting slot during normal gameplay. [Figure 91] This is an explanatory diagram illustrating an example of a specific function pre-notification triggered by a win in the first starting gate during a specific game state. [Figure 92] This is an explanatory diagram illustrating an example of a specific function pre-notification triggered by a win in the second starting gate during a specific game state. [Modes for carrying out the invention] 【0010】 [First Embodiment] Hereinafter, with reference to the drawings as appropriate, a gaming machine 100 as one embodiment of the present invention will be described. Note that the embodiments described below are not limiting to the present invention, and not all of the elements and combinations described in the embodiments are necessarily essential to the solution of the present invention. 【0011】 [Explanation of Gaming Machine 100] First, the configuration of the first embodiment of the present invention, the gaming machine 100, will be described with reference to Figures 1 and 2. Figure 1 is a front view of the gaming machine 100 of this embodiment. Figure 2 is a perspective view of the gaming machine frame of the gaming machine 100, showing the glass frame 150 and inner frame 170 open relative to the outer frame 160. The gaming machine 100 is a pachinko gaming machine that launches game balls based on the player's launch operation, and when a game ball enters a specific prize pocket, it pays out a predetermined number of game balls to the player based on that prize. 【0012】 In the following explanation, the left-right direction of the gaming machine 100 will also be referred to as the "X direction," and in particular, the right direction of the gaming machine 100 will be referred to as the "+X direction," and the left direction of the gaming machine 100 will be referred to as the "-X direction." Furthermore, the up-down direction of the gaming machine 100 will also be referred to as the "Y direction," and in particular, the upward direction of the gaming machine 100 will be referred to as the "+Y direction," and the downward direction of the gaming machine 100 will be referred to as the "-Y direction." In addition, the depth direction of the gaming machine 100 will also be referred to as the "Z direction," and in particular, the direction toward the back of the gaming machine 100 will be referred to as the "+Z direction," and the direction toward the front of the gaming machine 100 will be referred to as the "-Z direction." 【0013】 As shown in Figures 1 and 2, the gaming machine 100 comprises an outer frame 160 attached to the island equipment of a gaming parlor, an inner frame 170 rotatably supported on the front side of the outer frame 160, and a glass frame 150 rotatably supported on the front side of the inner frame 170. A glass member 151 is detachably attached to the glass frame 150 from the back side. A locking unit 190 is provided at a predetermined position on the glass frame 150 to allow the glass frame 150 and the inner frame 170 to be opened and closed relative to the outer frame 160, and to allow the upper unit 180 to be detachably attached. Furthermore, a glass frame release switch (not shown) is provided at a predetermined position on the glass frame 150 to detect when the glass frame 150 is opened, and an inner frame release switch (not shown) is provided at a predetermined position on the inner frame 170 to detect when the inner frame 170 is opened. 【0014】 The inner frame 170 is provided with the main mechanisms, various components, and circuit boards that constitute the gaming machine 100, and the gaming board unit 102 is detachably mounted therein. A gaming area 106 is provided between the glass member 151 and the gaming board unit 102. This gaming area 106 includes a gaming ball flow area through which the gaming balls flow and a display screen area for the main display device 131. 【0015】 The game board unit 102 consists of a game board 102A that constitutes the game area 106, a feature unit 102B equipped with various movable features, a main display device 131, a performance control board unit 102C equipped with a performance control board 320, and a main control board unit 102D equipped with a main control board 300. The game board 102A of the game board unit 102 has an opening 102AZ. The main display device 131 is positioned in this opening 102AZ. This makes the main display device 131 easily visible to the player. In the game board unit 102, the side facing the player is also called the front side, and the side facing the back (opposite the front side) is also called the back side. 【0016】 A performance control unit BSU is provided on the lower side of the glass frame 150. The performance control unit BSU includes a sword handle unit 135 and a performance control stick 136. An upper tray 128 is provided at the rear of the performance control unit BSU, and a firing handle device 103 is provided to the lower right of the performance control unit BSU. Furthermore, an upper unit 180 is provided on the upper side of the glass frame 150 so as to cover a part of the upper part of the glass frame 150, and performs predetermined related operations when a predetermined game state is reached. The upper unit 180 is attached to the outer frame 160 and is configured to engage with the glass frame 150. A first side display device 132 and a second side display device 133 are provided on both the left and right sides of the glass frame 150 for displaying performances during gameplay and when not playing. 【0017】 The upper tray 128 is a tray for storing game balls to be launched into the game area 106. The game balls stored in the upper tray 128 are led to a launch rail (not shown), and are guided by the launch handle device 103 with a predetermined launch strength to a guide rail (not shown) via the launch rail, and launched into the game area 106 (game ball flow area). In this case, depending on how the player rotates the launch handle device 103, the game ball launched from the launch handle device 103 will pass through either the left route 106a or the right route 106b of the game ball flow area included in the game area 106. Specifically, if the player rotates the launch handle device 103 relatively weakly, the game ball launched from the launch handle device 103 may pass through the left route 106a. On the other hand, if the player rotates the launch handle device 103 with relatively strong force, the game ball launched from the launch handle device 103 may pass through the right-side route 106b. 【0018】 In the center of the performance control unit BSU is a sword handle unit 135, which is modeled after the shape of the handle of a sword. The sword handle unit 135 is equipped with a sword handle button that can be used to perform decisions (operation input) during gameplay, a sword handle button detection switch 137 for detecting the operation of the sword handle button, a button drive device equipped with a button drive motor for changing the sword handle button between a normal state and a protruding state located above the normal state, and a button vibration motor for changing the sword handle button between a normal state and a vibrating state that vibrates in a predetermined manner, and a button light-emitting LED for changing the sword handle button between an off state and an lit state that illuminates in a predetermined manner, allowing the player to input predetermined information to the game machine 100. On the left side of the performance control unit BSU is a performance control stick 136, which is a joystick that the player uses to adjust the volume and other settings of the game machine 100. 【0019】 The game area 106 is provided with an upper mechanism unit 154 at the back of the upper part, a lower mechanism unit 156 at the bottom of the game ball flow area, and a light guide panel unit 181 which is positioned between these units and the game board 102A and has a light guide panel that covers these movable mechanism parts and the main display device 131. 【0020】 The upper mechanism unit 154 and the lower mechanism unit 156 are movable mechanisms (so-called gimmicks) provided in the mechanism unit 102B, and are designed to perform various types of effects by operating or moving in predetermined ways according to the progress of the game. The light guide panel unit 181 comprises a light guide panel made of transparent resin such as acrylic, and a light-emitting part for allowing light to enter the light guide panel. The light guide panel unit 181 allows the effects displayed on the main display device 131 to be visible by passing through the light guide panel, and it is also possible to display patterns and the like by illuminating a part of the panel with light incident from the light-emitting part. In this embodiment, "movable mechanism" is interpreted to mean a mechanism that moves, and "mechanism" is interpreted broadly to include both movable mechanisms and immovable mechanisms. 【0021】 In the area approximately below the center of the game area 106, there is a first start opening 112 having a starting area into which game balls can enter. This first start opening 112 is a general prize-winning type of prize opening, and when a game ball enters, a jackpot random number is obtained and a jackpot is determined, and a predetermined number of prize balls (for example, 3 balls) are dispensed. Above the first start opening 112, there is a stage 140 that makes it easier for game balls to enter the first start opening 112 by so-called "warping" through the left route 106a of the game ball flow area, without passing between the pins. Game balls that enter the stage 140 may remain in the stage 140 and then return to the game ball flow area through a predetermined notch in the stage 140. 【0022】 Furthermore, a second start opening 115 is provided in the lower right area of ​​the game area 106, which has a starting area into which game balls can enter. The second start opening 115 is a so-called attacker-type electric mechanism, and a start opening is provided at its lower part, with a movable piece 115b above the start opening. This movable piece 115b is movablely controlled to either protrude from the game board 102A or be retracted into the game board 102A. When the movable piece 115b is in the retracted state, it guides the game ball from the start opening into the second start opening 115, making it easy for the game ball to enter the second start opening 115. Conversely, when the movable piece 115b is in the protruding state, the game ball will not enter the start opening, and the game ball will not be able to enter the second start opening 115. In other words, in the second starting opening 115, when the movable piece 115b is in a protruding state, there is no opportunity for a game ball to enter, and when the movable piece 115b is in a retracted state, the opportunity for a game ball to enter increases. When a game ball enters the second starting opening 115, a jackpot random number is obtained and a jackpot determination is made, similar to the first starting opening 112, and the same number of prize balls (3 balls) as in the first starting opening 112 are dispensed. 【0023】 Furthermore, the area to the right of the game area 106 is provided with a normal symbol activation gate 113b having a normal area through which game balls can pass, a first large prize slot 117 into which game balls can enter, and a second large prize slot 127 into which game balls can enter. When a game ball passes through the normal symbol activation gate 113b, a winning random number and a normal symbol random number are obtained and a win determination is made. However, even if a game ball passes through the normal symbol activation gate 113b, no prize balls are paid out based on that passage. 【0024】 The first large prize slot 117 is a so-called attacker-type electric mechanism, and has an opening at its lower part, with a movable piece 117b on the upper side of the opening. Similar to the movable piece 115b of the second start slot 115, this movable piece 117b is controlled to move between a protruding state, where it extends out from the game board 102A, and a retracted state, where it is pulled into the game board 102A. When the movable piece 117b is in the retracted state, it guides the game ball from the opening into the first large prize slot 117, making it possible for the game ball to enter the first large prize slot 117 (this state is also called "open" or "open state"). When a game ball enters the first large prize slot 117, a predetermined number of prize balls (for example, 15 balls) are dispensed. Conversely, if the movable piece 117b protrudes, the game ball will not enter the opening, and the game ball will not be able to enter the first large prize slot 117 (this state is also called "blocked" or "blocked state"). 【0025】 The second large prize slot 127 is a so-called attacker-type electric mechanism, and has an opening at its lower part, with a movable piece 127b on the upper side of the opening. Similar to the movable piece 115b of the second start slot 115 and the movable piece 117b of the first large prize slot 117, this movable piece 127b is controlled to move between a protruding state, where it protrudes from the game board 102A, preventing game balls from entering the second large prize slot 127, and a retracted state, where it is pulled back into the game board 102A, allowing game balls to enter the second large prize slot 127. When a game ball enters the second large prize slot 127, a predetermined number of prize balls (for example, 10) are dispensed. In addition, a prize-entry assist device (not shown) is provided above the second large prize slot 127. This prize-winning assist device is designed so that when multiple game balls that have passed through the right-side route 106b of the game area 106 pass over the closed movable piece 127b, they remain on the movable piece 127b for a predetermined time. At predetermined intervals, the movable piece 127b is opened, allowing the multiple game balls that have been held there to enter the second large prize-winning opening 127 all at once, thereby enhancing the player's enjoyment. 【0026】 Furthermore, at the bottom of the game area 106, there is an outlet 111 for discharging game balls that do not enter any of the first start opening 112, second start opening 115, first major prize opening 117, or second major prize opening 127. In addition, a cover 116 is provided in the right-hand area of ​​the game area 106 that covers the normal symbol activation gate 113b, second start opening 115, first major prize opening 117, and second major prize opening 127 from the front. This cover 116 has a guide portion that protrudes toward the game board 102A in order to guide game balls toward the second start opening 115, first major prize opening 117, and second major prize opening 127. 【0027】 A main display device 131, consisting of a liquid crystal display (LCD) or the like, is provided in the approximate center of the game area 106. This main display device 131 displays images when the game is not in play and displays images according to the progress of the game. In particular, based on the entry of game balls into the first start port 112 and the second start port 115, multiple performance symbols for notifying the jackpot result are displayed in a variable manner, and when a specific combination of performance symbols (for example, 777, etc.) stops and is displayed as a confirmed stop, the jackpot result is notified. In other words, when a game ball enters the first start port 112 or the second start port 115, the performance symbols are displayed in a variable manner in accordance with the variable display of special symbols displayed in the first special symbol display 120 and the second special symbol display 122, which will be described later, and after a predetermined variable time has elapsed, they are displayed in accordance with the stop display of special symbols. In other words, the timing of the display of the changing symbols on the main display device 131 and the display of the changing special symbols on the first special symbol display device 120 and the second special symbol display device 122 are synchronized. Furthermore, during the display of the changing symbols, various images and characters are displayed as part of the performance, or pre-announcement effects for the hold display related to the special symbols are displayed, thereby giving the player a sense of anticipation that they may win a jackpot. In this embodiment, the main display device 131 is used as a liquid crystal display device, but a plasma display, an organic EL display may be used, or a display device such as a projector, a so-called 7-segment LED, a dot matrix, or a rotating drum may be used. 【0028】 The main display device 131 is positioned approximately in the center of the game board unit 102, and displays three performance symbols in a variable manner, showing various performances. The performances displayed on the main display device 131 are executed based on performance patterns described later. Hereafter, the performances displayed on the main display device 131 will also be simply referred to as "display performances." In the display performances on the main display device 131, if the player wins the jackpot in the jackpot determination described later, that is, if it is a jackpot, the three performance symbols are stopped at the end to display a jackpot symbol arrangement (for example, a sequence of identical numbers such as "7,7,7"). Also, in the display performances, if the player loses the jackpot determination described later, that is, if it is a miss, the three performance symbols are stopped at the end to display a miss symbol arrangement (for example, a sequence of random numbers such as "2,5,1"). This allows the player to recognize the result of the jackpot determination. 【0029】 A display unit 125 is provided in the lower left of the game area 106. The display unit 125 includes a regular symbol display unit 118, a regular symbol hold display unit 119, a first special symbol display unit 120, a second special symbol display unit 122, a first special symbol hold display unit 123, and a second special symbol hold display unit 124. Details of the display unit 125 will be described later. 【0030】 When a player performs what is known as "left-handed shooting," maintaining a small rotation angle on the launch handle device 103, the game ball is launched with relatively weak force. In this case, the game ball flows down the left side of the game area 106. On the other hand, when a player performs what is known as "right-handed shooting," maintaining a large rotation angle on the launch handle device 103, the game ball is launched with relatively strong force. In this case, the game ball flows down the right side of the game area 106. Therefore, "right-handed shooting" is necessary when entering the normal symbol activation gate 113b, the second starting opening 115, the first large prize opening 117, or the second large prize opening 127. 【0031】 The first start opening 112 is a start opening that is always open. On the other hand, the second start opening 115 is normally closed by a movable piece 115b. The movable piece 115b opens the second start opening 115 based on the result of a hit determination condition that a game ball enters the normal symbol activation gate 113b. In this case, a state is created in which it is easy for a game ball to enter. When a game ball enters the first start opening 112 or the second start opening 115, a jackpot random number, various symbol random numbers (jackpot symbol random number, minor hit symbol random number, time-saving symbol random number), reach random number, and variation pattern random number are obtained, and the following three determinations may be made: (1) Determination of whether or not to execute a jackpot game that is advantageous to the player (hereinafter also referred to as jackpot determination). (2) In the display unit 125, a determination is made (hereinafter also called a symbol determination) of whether or not it is a jackpot, for notifying the result of the jackpot determination. (3) In the display performance on the main display device 131, a determination is made (hereinafter also called a reach determination) of whether or not a reach will occur, and which of the multiple variation patterns to use (hereinafter also called a variation pattern determination). 【0032】 Here, "Big Win Game" refers to a special game consisting of multiple rounds (for example, 10 rounds), in which the first or second big prize slot 117 is opened for a predetermined time (for example, 30 seconds) in each round. However, each round ends when a predetermined number of game balls (for example, 10 balls) enter the first or second big prize slot 117. "Small Win Game" refers to a game in which the first or second big prize slot 117 is opened for a time (for example, 1.8 seconds) in which game balls can enter. Furthermore, "Reach" refers to a state in which, on the main display device 131, two of the three fluctuating display symbols stop, and these two symbols constitute two of the three symbols that make up the big win symbol arrangement. For example, in the main display device 131, two of the three performance symbols that are displayed in a variable manner stop, and these two performance symbols are in the same state. In this case, the performance symbols that make up two of the three performance symbols that make up the jackpot symbol arrangement are also called reach symbols. In the following explanation, the judgment that is performed on the condition that a game ball that has passed through the first start opening 112 is won will also be called the "Special 1 Jackpot Judgment" or "1st Special Symbol Judgment," and the judgment that is performed on the condition that a game ball is won in the second start opening 115 will also be called the "Special 2 Jackpot Judgment" or "2nd Special Symbol Judgment." 【0033】 Furthermore, when a game ball passes through the normal symbol activation gate 113b, a winning random number is obtained, and a determination is made as to whether or not to open the movable piece 115b of the second start opening 115. Hereinafter, the determination performed on the condition that a game ball passes through the normal symbol activation gate 113b will also be referred to as the "winning determination" or "normal symbol determination". In the game machine 100 of this embodiment, the probability of a win in the normal symbol determination, that is, the probability of determining whether to open the movable piece 115b, is specified to change depending on the game state of the game machine 100. 【0034】 The first large prize slot 117 opens when the movable piece 117b is opened according to the result of the jackpot determination. The first large prize slot 117 is normally closed by this movable piece 117b. However, if the result of the jackpot determination is a jackpot, a jackpot game is executed in which the movable piece 117b is activated and the first large prize slot 117 is opened. Therefore, by shooting to the right during a jackpot game, the player can obtain more prize balls than when a jackpot game is not being played. The second large prize slot 127 opens when a jackpot game is played according to the result of the jackpot determination, with the movable piece 127b operating in much the same way as the first large prize slot 117. 【0035】 (Description of display unit 125) The display unit 125 primarily displays information related to jackpot symbol determination and regular symbol determination, and includes a first special symbol display unit 120, a second special symbol display unit 122, a first special symbol hold display unit 123, a second special symbol hold display unit 124, a regular symbol display unit 118, and a regular symbol hold display unit 119. Although not specifically illustrated, the display unit 125 is composed of multiple LEDs and has a display that makes it easy to identify which of the above-mentioned displays corresponds to the first special symbol display unit 120. 【0036】 When the first special symbol judgment is performed, the first special symbol display unit 120 displays a special symbol in a variable position and then stops it, and the stopped special symbol indicates the result of the jackpot judgment in the first special symbol judgment. The first special symbol display unit 120 stops and displays either a jackpot symbol indicating that it is a jackpot, or a losing symbol indicating that the result of the first special symbol judgment is a loss. 【0037】 When the second special symbol judgment is performed, the second special symbol display unit 122 displays a special symbol that has been rotated and then stopped, and the stopped special symbol indicates the result of the jackpot judgment in the second special symbol judgment. The second special symbol display unit 122 will stop and display either a jackpot symbol indicating that it is a jackpot, or a losing symbol indicating that the result of the second special symbol judgment is a loss. 【0038】 Incidentally, in this embodiment, the gaming machine 100 is configured not to immediately execute the first special symbol judgment and symbol variation display triggered by a new game ball entering the first start port 112, such as during the display of special symbol variation related to special symbol judgment or during a jackpot game. Therefore, the gaming machine 100 has a hold function that holds the first special symbol judgment and stores the four random number information for the first special symbol judgment as a set of hold information. The first special symbol hold indicator 123 displays the number of hold information for the first special symbol judgment (first hold number) that has been stored in this way. Similarly, the gaming machine 100 also has a hold function that holds the second special symbol judgment and stores the four random number information for the second special symbol judgment as a set of hold information when a new game ball enters the second start port 115, such as during the display of special symbol variation related to special symbol judgment or during a jackpot game. The second special symbol hold indicator 124 displays the number of hold information (second hold number) for determining the second special symbol that has been stored in this manner. 【0039】 When a normal symbol determination is made, the normal symbol display unit 118 displays a changing normal symbol and then stops it, and the result of the hit determination is announced by the stopped normal symbol. However, the normal symbol determination and the display of the changing normal symbol related to the normal symbol determination are not immediately performed even when a game ball passes through the normal symbol activation gate 113b, such as when the normal symbol display unit 118 is displaying a changing normal symbol. Therefore, the game machine 100 has a hold function that holds the normal symbol determination and stores the normal symbol random number information for the normal symbol determination as hold information. The normal symbol hold display unit 119 displays the number of hold information for normal symbol determinations that has been stored in this way. 【0040】 In this embodiment, the gaming machine 100 is equipped with a right-hand shooting lamp (not shown) and a round lamp (not shown). The right-hand shooting lamp lights up during the jackpot game state and the time-saving game state described later, and encourages the player to shoot to the right (details described later). The round lamp consists of two or more lamps and changes from an off state to an on state when a jackpot is hit. The lighting of the round lamp indicates the number of round games depending on the type of jackpot hit. For example, if there are two round lamps, the lighting of one round lamp indicates that three round games will be played (i.e., it indicates a 3R jackpot), and the lighting of the other round lamp indicates that ten round games will be played (i.e., it indicates a 10R jackpot). 【0041】 (Internal configuration of gaming machine 100) The internal configuration of the gaming machine 100 will be described with reference to Figure 3-1. Figure 3-1 is a diagram showing the functional blocks of the gaming machine 100. The gaming machine 100 includes a main control board 300, a payout control board 310, a performance control board 320, an image / sound control board 330, a lamp control board 340, a launch control board 350, and a power supply board 360. 【0042】 As shown in Figure 3-1, the main control board 300 controls the basic operation of the gaming machine. The main control board 300 is equipped with a one-chip microcontroller 301. The one-chip microcontroller 301 includes a main CPU 301a, a main ROM 301b, and a main RAM 301c. The main control board 300 also has input ports and output ports (neither of which are shown) for main control. 【0043】 This main control input port is connected to the following: a gate detection switch 303 which detects when a game ball enters the normal symbol activation gate 113b; a first start port detection switch 304 which detects when a game ball enters the first start port 112; a second start port detection switch 305 which detects when a game ball enters the second start port 115; a first prize port detection switch 306a which detects when a game ball enters the first large prize port 117; a second prize port detection switch 306b which detects when a game ball enters the second large prize port 127; and a payout control board 310. Various signals are input to the main control board 300 via this main control input port. 【0044】 Furthermore, the output port for main control is connected to symbol indicators 118, 120, and 122 that display special and normal symbols that open and close the movable piece 115b, etc., symbol hold indicators 119, 123, and 124 that display the number of hold information for special symbol determination and the number of hold information for normal symbol determination, a game information output terminal board 309 that outputs external information signals, a payout control board 310, and a performance control board 320. Various signals are output from the main control board 300 through this output port for main control. 【0045】 The game information output terminal board 309 is a board for outputting external information signals generated by the main control board 300 to the hall computer of the amusement parlor. The game information output terminal board 309 is wired and connected to the main control board 300, and the game information output terminal board 309 is provided with a connector for connecting to the hall computer of the amusement parlor. 【0046】 In the one-chip microcontroller 301 of the main control board 300, the main CPU 301a reads the program stored in the main ROM 301b based on input signals from each detection switch and timer, performs calculation processing, directly controls each device, or sends commands to other boards according to the results of the calculation processing. 【0047】 Furthermore, the front surface of the main control board 300 is equipped with an RWM (RAM) clear switch 302a for inputting a signal to clear the contents of the main RAM 301c or to update the setting value of the game's advantage level (the probability of being judged as a jackpot), a setting key switch 302b for inputting a signal to switch to the setting change mode or setting confirmation mode described later, an information display 302c for displaying the base value B and setting value that allow the actual performance of the gaming machine to be understood, and other electronic components. 【0048】 The information display unit 302c, as will be described in detail later, consists of four 7-segment displays (302ca to 302cd) arranged horizontally. These four 7-segment displays 302ca to 302cd display the setting values ​​and the base value B in the normal game state, which will be described later. Dynamic lighting is used when displaying the base value B, while static lighting is used on the two 7-segment displays 302cc and 302cd from the right when displaying a two-digit setting value. 【0049】 The payout control board 310 controls the launch of game balls and the payout of prize balls. This payout control board 310 is equipped with a one-chip microcontroller consisting of a payout CPU, a payout ROM, and a payout RAM (not shown), and is connected to the main control board 300 in a bidirectional manner. Based on input signals from the payout ball measurement switch 311, the door open switch 312, and the timer, which detect whether or not game balls have been dispensed, the payout CPU reads a program stored in the payout ROM and performs calculation processing, and transmits corresponding data to the main control board 300 based on this processing. In addition, the payout motor 313 of the prize ball dispensing device, which dispenses a predetermined number of prize balls from the game ball storage unit to the player, is connected to the output side of the payout control board 310. Based on the payout quantity specification command transmitted from the main control board 300, the payout CPU reads a predetermined program from the payout ROM and performs calculation processing, and controls the payout motor 313 of the prize ball dispensing device to dispense the predetermined number of prize balls to the player. In this case, the disbursed RAM functions as a work area for data during the calculation processing of the disbursed CPU. 【0050】 The performance control board 320 primarily controls various display effects during gameplay and standby. This performance control board 320 is equipped with a sub-CPU 320a, a sub-ROM 320b, and a sub-RAM 320c, and is connected to the main control board 300 so that it can communicate in one direction from the main control board 300 to the performance control board 320. Based on input signals from various commands, various units, the performance operation stick 136, the sword handle button detection switch 137, and the timer received from the main control board 300, the sub-CPU 320a reads the program stored in the sub-ROM 320b and performs calculation processing, and based on this processing, transmits the corresponding data to the image / sound control board 330 and the lamp control board 340. The performance control board 320 is also equipped with a changeover switch 22 for switching adjustment modes related to the volume of performance sounds output from the sound output device 331 and the light intensity of display devices (main display device, first side display device, second side display device, etc.) and various lighting devices (performance lighting devices, etc.). 【0051】 For example, when the sub-CPU 320a receives a command to start a variation from the main control board 300, it determines a performance pattern for the main display device 131, the first side display device 132, the second side display device 133, the sound output device 331, the sword hilt unit 135, the upper unit 180, the upper mechanism unit 154, the lower mechanism unit 156, the mechanism mechanism 158, the light guide plate panel unit 181, and the performance lighting device 342, etc. to execute the game performance, and sends a performance pattern specification command to the image / sound control board 330 and the lamp control board 340 to execute the performance pattern. Details of this performance pattern determination will be described later. In addition, the sub-ROM 320b stores programs for performance control, data necessary for determining various games, and multiple tables. Details of these tables will be described later. Furthermore, the sub-RAM 320c functions as a data work area during the calculation processing of the sub-CPU 320a, and stores the game state, performance patterns, performance symbols, counting counter, and firing operation information. The sub-RAM320c has multiple memory areas. Details about these memory areas will be described later. 【0052】 The image and sound control board 330 includes an image CPU (not shown), control ROM, control RAM, CGROM, VRAM, and VDP for controlling the image display of the main display device 131, as well as an sound CPU, sound ROM, and sound RAM. This image and sound control board 330 is connected to the performance control board 320 in a bidirectional manner, and the main display device 131, the first side display device 132, the second side display device 133, and the sound output device 331 are connected to its output side. The image CPU controls the VDP to display a predetermined image based on commands received from the performance control board 320. The control RAM functions as a data work area during the image CPU's calculation processing and temporarily stores data read from the control ROM. The control ROM also stores the program for the image CPU's control processing, animation patterns for displaying animations based on performance patterns, animation scene information, etc. The CGROM stores a large amount of image data, such as animation patterns and backgrounds, that are displayed on the main display device 131, etc. The image CPU reads a predetermined program based on an animation pattern specification command transmitted from the animation control board 320, expands the predetermined image data stored in the CGROM into the VRAM, and controls the display of the image data expanded in the VRAM on the main display device 131, etc., thereby realizing the animation. The audio ROM stores a large amount of audio data for output from the audio output device 331. The audio CPU reads a predetermined program based on an animation pattern specification command transmitted from the animation control board 320, and controls the audio output of the audio output device 331, such as speakers provided in the glass frame 150, the first side display device 132, and the second side display device 133, thereby realizing the animation. 【0053】 The lamp control board 340 controls various movable parts (LEDs, etc.), the sword handle unit 135 (button drive device, button light-emitting LED), and the light guide plate panel unit 181, as well as the performance lighting devices 342, such as the lamp built into the firing handle device 103 and the lamps of decorative members provided on the glass frame 150. Specifically, the lamp control board 340 drives and controls the motors provided in each of the sword handle unit 135, the upper unit 180, the upper part unit 154, the lower part unit 156, and the part mechanism section 158 to realize the movement of the parts by the movable parts (movable bodies) of the units. In addition, the lamp control board 340 realizes the light-emitting effects by the light guide plate panel by controlling the light-emitting LEDs of various movable parts and the light-emitting parts of the light guide plate panel unit 181, and realizes the lighting effects by the performance lighting devices 342 by controlling the on / off / flashing of the performance lighting devices 342. The lamp control board 340 is connected to the sword handle unit 135 and the upper unit 180, etc., so that it can receive predetermined signals. 【0054】 The launch control board 350 receives touch signals from a touch sensor 351 provided on the launch handle device 103 and controls the energization of the launch solenoid 353 and the ball feed solenoid 354 based on the voltage supplied from the launch volume 352. The touch sensor 351 is a capacitive proximity switch that utilizes the change in capacitance caused by the player touching the launch handle device 103. When it detects that the player has touched the launch handle device 103, it outputs a touch signal to the launch control board 350 that allows the launch solenoid 353 to be energized. The launch volume 352 is a variable resistor that divides a constant voltage (e.g., 5V) applied to the launch volume 352 and supplies the divided voltage to the launch control board 350. Here, the rotation speed of the launch solenoid 353 is set to approximately 99.9 (revolutions / minute) based on the frequency derived from the output period of a crystal oscillator provided on the launch control board 350. As a result, the number of game balls launched per minute is approximately 99.9 (balls / minute), since one ball is launched each time the launch solenoid rotates. In other words, one game ball is launched approximately every 0.6 seconds. The touch signal from the touch sensor 351 and the voltage signal from the launch volume 352 are input to the performance control board 320. This allows the performance control board 320 to detect the launch of game balls. 【0055】 The power supply board 360 is equipped with a backup power supply consisting of capacitors and supplies power voltage to the gaming machine 100. Specifically, it supplies power voltage to the main control board 300, the payout control board 310, the performance control board 320, and the launch control board 350. It also monitors the power voltage supplied to the gaming machine 100 and outputs a power outage detection signal to the main control board 300 when the power voltage falls below a predetermined value. More specifically, when the power outage detection signal is at a high level, the main CPU 301a becomes operational, and when the power outage detection signal is at a low level, the main CPU 301a becomes inoperable. Note that the backup power supply is not limited to capacitors; for example, it may be a battery, or a combination of capacitors and batteries may be used. 【0056】 (Electrical configuration of the main control board 300) The electrical configuration of the main control board 300 will be explained with reference to Figures 3-2 to 3-5. Figure 3-2 is a diagram illustrating the main ROM 301b of the main control board 300. Figure 3-3 is a diagram showing an example of the jackpot / win determination table T1. Figure 3-4 is a diagram showing an example of the symbol determination table T2. Figure 3-5 is an explanatory diagram illustrating the main RAM 301c of the main control board 300. 【0057】 As shown in Figure 3-2, the main ROM 301b stores programs for game control and tables necessary for various games. For example, it stores a jackpot / win determination table T1, a symbol determination table T2, a reach determination table T3, a first variation pattern table T4, and a second variation pattern table T5. 【0058】 The Jackpot / Win Determination Table T1 is a table for determining jackpots based on jackpot random numbers. It includes Special Jackpot Determination Table T1A, which is referenced when determining whether the stopping result of the special symbols in the first special symbol display 120 will result in a jackpot, a minor win, a time-saving mode 4 (time-saving game state 4) described later, or a loss (jackpot lottery); Special Jackpot Determination Table T1B, which is referenced when determining the stopping result of the special symbols in the second special symbol display 122; and Win Determination Table T1C, which is referenced in the win determination to determine whether the stopping result of the normal symbols will result in a win. Note that Special Jackpot Determination Table T1A and Special Jackpot Determination Table T1B in the Jackpot / Win Determination Table T1 have different jackpot random numbers set according to multiple setting values, and are configured so that the probability of being determined to be a jackpot differs for each setting value. Specifically, for example, in the special 1 jackpot determination table T1A, the setting value is set to one of four levels from "1" to "4". When the setting value is "1", the probability of being judged as a jackpot is approximately 1 / 300, when the setting value is "2", it is approximately 1 / 290, when the setting value is "3", it is approximately 1 / 280, and when the setting value is "4", it is approximately 1 / 270. Similarly, in the special 2 jackpot determination table T1B, the setting value is also set to one of four levels from "1" to "4". When the setting value is "1", the probability of being judged as a jackpot is approximately 1 / 30, when the setting value is "2", it is approximately 1 / 29, when the setting value is "3", it is approximately 1 / 28, and when the setting value is "4", it is approximately 1 / 27. When these setting values ​​are displayed on the information display unit 302c, they will be displayed as "01" to "04" on the two 7-segment displays 302cc and 302cd. 【0059】 The symbol determination table T2 is a table referenced when determining the stopping symbols for special symbols, etc., on the symbol display 125, based on the random numbers for jackpot symbols, minor jackpot symbols, time-saving symbols, and normal symbols. It includes a jackpot symbol determination table, a minor jackpot symbol determination table, a losing symbol determination table, a time-saving symbol determination table, and a normal symbol determination table. Details of these determination tables will be described later. 【0060】 The Reach Judgment Table T3 is a table that is referenced when making a reach judgment based on a reach judgment random number. The Reach Judgment Table T3 includes various tables that can be selected depending on the game state and the type of special symbol, such as the Special 1 Normal Reach Judgment Table and the Special 2 Short-Time Reach Judgment Table. Specifically, for example, the Special 1 Normal Reach Judgment Table is a table for selecting whether or not to execute a reach in the display animation based on ball entry into the first start port 112 in the normal game state, and the Special 2 Short-Time Reach Judgment Table is a table for selecting whether or not to execute a reach in the display animation based on ball entry into the second start port 115 in the Short-Time Game State 1 and Short-Time Game State 2. Details of the various game states, such as the non-probability change game state and the probability change game state, will be described later. 【0061】 The first variation pattern table T4 is a table for determining the variation pattern based on the variation pattern random number, and is selected when the average variation time (average performance time) is shorter than that of the second variation pattern table T5, and the acquisition hold order information described later is "3" or "4". The first variation pattern table T4 includes four variation pattern tables, namely, the first special 1 normal variation pattern table T4A, the first special 1 probability variation variation pattern table T4B, the first special 2 normal variation pattern table T4C, and the first special 2 probability variation variation pattern table T4D. These four variation pattern tables can be selected depending on the game state and the type of special symbol. Specifically, the first special 1 normal variation pattern table T4A is a table for selecting the variation pattern of the first special symbol based on ball entry into the first start opening 112 in a non-probability variation game state. The first special symbol variation pattern table T4B is a table for selecting the variation pattern of the first special symbol based on the ball entering the first start port 112 during a probability variation game state. The first special symbol variation pattern table T4C is a table for selecting the variation pattern of the second special symbol based on the ball entering the second start port 115 during a non-probability variation game state. The first special symbol variation pattern table T4D is a table for selecting the variation pattern of the second special symbol based on the ball entering the second start port 115 during a probability variation game state. 【0062】 The second variation pattern table T5 is a table for determining the variation pattern based on the variation pattern random number, and is selected when the average variation time is longer than that of the first variation pattern table T4, and the acquisition hold order information described later is "1" or "2". The second variation pattern table T5 includes four variation pattern tables, namely, the second special 1 normal variation pattern table T5A, the second special 1 probability variation variation pattern table T5B, the second special 2 normal variation pattern table T5C, and the second special 2 probability variation variation pattern table T5D. These four variation pattern tables can be selected depending on the game state and the type of special symbol. Specifically, the second special 1 normal variation pattern table T5A is a table for selecting the variation pattern of the first special symbol based on ball entry into the first start opening 112 in a non-probability variation game state. The second special 1 probability variation pattern table T5B is a table for selecting the variation pattern of the first special symbol based on the ball entering the first start port 112 when in a probability variation game state. The second special 2 normal variation pattern table T5C is a table for selecting the variation pattern of the second special symbol based on the ball entering the second start port 115 when in a non-probability variation game state. The second special 2 probability variation pattern table T5D is a table for selecting the variation pattern of the second special symbol based on the ball entering the second start port 115 when in a probability variation game state. 【0063】 Furthermore, when determining a variation pattern, only one of the first variation pattern table T4 and the second variation pattern table T5 is selected at a time; they are never selected simultaneously. In addition, the first variation pattern table T4 and the second variation pattern table T5 have various variation patterns. Specifically, these are variation patterns that combine various effects such as pseudo-consecutive effects, normal miss effects, normal reach (miss or hit) effects, SP reach (miss or hit) effects (development effects after the execution of the reach formation effect), SPSP reach (miss or hit) effects (development effects after the execution of the SP reach effect), SPSP reach revival (hit) effects, effects where a losing symbol arrangement is formed, and effects where a jackpot symbol arrangement is formed with specific symbols.Here, a pseudo-consecutive effect (or pseudo-continuous variation effect) is an effect in which, during the variation display of special symbols, the effect symbol is displayed in a variation state, the effect symbol is temporarily stopped, and then displayed in a variation state again, thereby pseudo-repeating the variation display of the effect symbol. In this case, the pseudo-consecutive symbols are temporarily stopped during the animation, but this is not the only option. The symbols may also be slowed down without being temporarily stopped, and then displayed in a variable state. 【0064】 Here, the various game states in this embodiment will be explained. First, regarding the state related to jackpot determination, there are "low probability state (non-probability change game state)" and "high probability state (probability change game state)". Regarding the state related to the opening and closing of the movable piece 115b of the second start port 115, there are "non-time-saving game state" and "time-saving game state". Therefore, in this embodiment, there is a "low probability non-time-saving game state (normal game state)" which is a low probability state and a non-time-saving game state, a "low probability time-saving game state (time-saving game state 2 / time-saving game state 3 / time-saving game state 4)" which is a low probability state and a time-saving game state, and a "high probability time-saving game state (time-saving game state 1)" which is a high probability state and a time-saving state, and the details will be described later. Note that the initial game state of the game machine 100 is set to "normal game state", and it will remain in the "normal game state" even during a jackpot game, but since a jackpot game is being played, it is a different game state from the normal game state. 【0065】 First, the "low probability state (non-probability change game state)" refers to a game state where, for example, if the setting value (jackpot probability), which is the level of advantage in the game, is "1" as described above, the jackpot determination, which is performed when a game ball enters the first start port 112 or the second start port 115, is set to a low probability of approximately 1 / 300. In contrast, the "high probability state (probability change game state)" refers to a game state that is more advantageous to the player compared to the low probability state, where, as described above, if the setting value is "1", the jackpot probability is set to a high probability of approximately 1 / 30. Note that the transition from the low probability state to the high probability state occurs after the jackpot game ends. 【0066】 Next, the "non-time-saving game state" refers to a game state in which, in the normal symbol judgment performed on the condition that the game ball passes through the normal symbol activation gate 113b, the probability of winning is set low at 1 / 20, the average display time of the normal symbols is set to approximately 30 seconds, and the opening time of the second start port 115 in the case of a win is set to 0.180 seconds. In contrast, the "time-saving game state" refers to a game state that is advantageous to the player because, compared to the "non-time-saving game state," the probability of winning in the normal symbol judgment is set high at 19 / 20, the average display time of the normal symbols is set to approximately 3 seconds, and the opening time of the second start port 115 in the case of a win is set to 3 to 6 seconds, making it easier for game balls to enter the second start port 115, thus reducing the consumption of game balls. While the "Shortened Play State" is set to be more favorable in terms of the average reel spin time of the regular symbols, the opening time of the second start port 115, and the probability of winning compared to the "Non-Shortened Play State," it is also possible to set it so that only one of the above is more favorable. Furthermore, although the probability of winning in the "Non-Shortened Play State" is 1 / 20, it is also possible to set the probability of winning to 0 / 20 so that it is not judged as a win. In such a case, auxiliary play will not be performed in the "Non-Shortened Play State," and no game balls will enter (win) the second start port 115. 【0067】 As shown in Figure 3-3(a-1), the special 1 jackpot determination table T1A has values ​​for jackpot random numbers corresponding to the jackpot determination results (jackpot, minor win, time-saving mode 4, miss) in each of the low-probability and high-probability states based on ball entry into the first start port 112. As will be explained in more detail later, for example, if a jackpot is won in the jackpot determination, a jackpot symbol (special symbol A1, etc.) is displayed; if a minor win is won, a minor win symbol (special symbol K) is displayed; if time-saving mode 4 is won, a time-saving symbol (special symbol J1) that suggests a transition to time-saving mode 4, which will be explained later, is displayed; and if it is a miss, a miss symbol (special symbol H) is displayed. 【0068】 As shown in Figure 3-3(a-2), the Special 2 Big Win Judgment Table T1B has values ​​for the big win random numbers corresponding to the big win judgment results (big win, small win, time reduction 4, miss) in each of the low probability and high probability states based on ball entry into the second start port 115. Note that while the probability of winning a big win is the same for the big win judgment based on ball entry into the first start port 112 and the big win judgment based on ball entry into the second start port 115, the probability of winning a small win and the probability of winning time reduction 4 differ. In addition, in the Special 1 Big Win Judgment Table T1A and the Special 2 Big Win Judgment Table T1B, it is possible to win time reduction 4 in the low probability state, but it is not possible to win time reduction 4 in the high probability state. 【0069】 Here, we will explain how to determine a jackpot by referring to the Special Jackpot Determination Table T1A and the Special Jackpot Determination Table T1B. First, the main CPU 301a of this embodiment refers to the game state (low probability state or high probability state) when the game ball enters the winning slot and selects the table corresponding to each game state in the Special Jackpot Determination Table T1A and the Special Jackpot Determination Table T1B. Next, as described above, the main CPU 301a compares the jackpot random number (random number range is the number "0" to "598") obtained when the game ball enters the first starting slot 112 or the second starting slot 115 with the setting in the Special Jackpot Determination Table T1A or the Special Jackpot Determination Table T1B. If they match, it is determined that a jackpot, a minor win, or a time-saving bonus 4 has been won. If they do not match, it is determined that it is a miss. Furthermore, in jackpot determinations that refer to Special 1 Jackpot Determination Table T1A and Special 2 Jackpot Determination Table T1B, the probability of winning a minor jackpot and the probability of winning Time-Saving 4 are the same regardless of whether the above setting value is "1" to "4". 【0070】 As shown in Figure 3-3(b), the hit determination table T1C contains values ​​for random numbers corresponding to the hit determination result (hit or miss) in each state of the non-time-saving game state and time-saving game state based on the passage of the game ball through the normal symbol activation gate 113b. Here, we will explain the hit determination that refers to the hit determination table T1C. First, the main CPU 301a of this embodiment refers to the game state at the time the game ball enters (non-time-saving game state or time-saving game state) and selects the table in the hit determination table T1C that corresponds to each game state. Next, the main CPU 301a compares the random number obtained when the game ball passes through the normal symbol activation gate 113b as described above (the random number range is the numerical value "0" to "19") with the setting in the hit determination table T1C, and determines whether it is a hit or a miss if they match. 【0071】 As shown in Figure 3-4, the symbol determination table T2 includes a jackpot symbol determination table, which is referenced when determining the stopping symbols (jackpot symbols) when a jackpot is determined in the jackpot determination; a minor win symbol determination table, which is referenced when determining the stopping symbols (minor win symbols) when a minor win is determined in the jackpot determination; a losing symbol determination table, which is referenced when determining the stopping symbols (losing symbols) when a losing jackpot is determined; and a time-saving symbol determination table, which is referenced when determining the stopping symbols (time-saving symbols) when a time-saving 4 is determined in the jackpot determination. It also includes a normal symbol determination table X, which is referenced when determining the stopping symbols (long-opening symbols, short-opening symbols) when a win is determined in the win determination; and a normal symbol determination table Y, which is referenced when determining the stopping symbols (losing symbols) when a loss is determined in the win determination. 【0072】 As shown in Figure 3-4(a-1), the jackpot symbol determination table has two sets of tables: one for the first special symbol, which is referenced when a jackpot is determined based on the ball entering the first start port 112, and another for the second special symbol, which is referenced when a jackpot is determined based on the ball entering the second start port 115. Now, let's explain the symbol determination that references the jackpot symbol determination table. First, the main CPU 301a of this embodiment selects either the table for the first special symbol or the table for the second special symbol in the jackpot symbol determination table in response to the game ball entering the first start port 112 or the second start port 115. Next, the main CPU 301a compares the jackpot symbol random number (random number range is the value "0" to "99") obtained when a game ball enters the first start port 112 or the second start port 115, as described above, with the settings in the jackpot symbol determination table. Furthermore, the main CPU 301a generates a special symbol specification command that can identify the stopping symbol data (type of special symbol) when the special symbol variation begins. 【0073】 Specifically, for example, if a jackpot is determined in the jackpot judgment and the random number of jackpot symbols obtained when the ball enters the first start gate 112 is between "0" and "59", the main CPU 301a will decide on "01 (special symbol A1)" as the stop symbol, causing special symbol A1 to be displayed on the first special symbol display 120, and generating the performance symbol specification commands "E0H" and "01H". Also, for example, if a jackpot is determined in the jackpot judgment and the random number of jackpot symbols obtained when the ball enters the second start gate 115 is between "70" and "99", the main CPU 301a will decide on "05 (special symbol B2)" as the stop symbol, causing special symbol B2 to be displayed on the second special symbol display 122, and generating the performance symbol specification commands "E1H" and "02H". In this way, after a special symbol is displayed on the display unit 125, a jackpot game corresponding to each special symbol is initiated, such as the first probability variation long jackpot, the first probability variation short jackpot, the first normal long jackpot, the second probability variation long jackpot, and the second normal long jackpot. As mentioned above, a jackpot game consists of multiple rounds, and a long jackpot (for example, 10 rounds) consists of more rounds than a short jackpot (for example, 3 rounds), and the total opening time of the first large prize slot 117 or the second large prize slot 127 is longer. 【0074】 As shown in Figure 3-4(a-2), the minor win symbol determination table has two sets of tables: one for the first special symbol, which is referenced when a minor win is determined in the big win determination based on a ball entering the first start port 112, and one for the second special symbol, which is referenced when a minor win is determined in the big win determination based on a ball entering the second start port 115. Here, the symbol determination that references the minor win symbol determination table will be explained. First, in the main CPU 301a of the gaming machine 100 of this embodiment, in response to a game ball entering the first start port 112 or the second start port 115, it selects either the table for the first special symbol or the table for the second special symbol in the minor win symbol determination table. Next, the main CPU 301a compares the minor win symbol random number (random number range is the numerical value "0" to "99") obtained when a game ball enters the first start port 112 or the second start port 115, as described above, with the settings in the big win symbol determination table. Furthermore, the main CPU 301a generates a symbol specification command that can identify the stop symbol data (type of special symbol) at the start of the special symbol variation. Specifically, for example, if a small win is determined in the big win judgment, and the small win symbol random number obtained when the ball enters the first start opening 112 is any of "0" to "99", the main CPU 301a will determine "11 (special symbol K)" as the stop symbol, causing special symbol K to be displayed on the first special symbol display 120, and generating the symbol specification commands "E0H" and "0AH". In this way, after the special symbol is displayed on the display 125, the small win game begins. 【0075】 As shown in Figure 3-4(a-3), the losing symbol determination table has two sets of tables: one for the first special symbol, which is referenced when the jackpot determination based on ball entry into the first start port 112 is determined to be a loss, and another for the second special symbol, which is referenced when the jackpot determination based on ball entry into the second start port 115 is determined to be a loss. Here, the losing symbol determination table The following describes the symbol determination process based on the references provided. First, in this embodiment, the main CPU 301a selects either the table for the first special symbol or the table for the second special symbol in the losing symbol determination table in response to a game ball entering the first start port 112 or the second start port 115, and determines the stopping symbol. The main CPU 301a generates a performance symbol specification command that can identify the stopping symbol data (type of special symbol) at the start of the special symbol variation. Specifically, for example, if the jackpot determination based on a ball entering the first start port 112 is determined to be a loss, the main CPU 301a determines "00 (special symbol H)" as the stopping symbol, causing special symbol K to be displayed on the first special symbol display 120, and generating the performance symbol specification commands "E0H" and "00H". 【0076】 As shown in Figure 3-4(a-4), in the time-saving symbol determination table, the table referenced when time-saving mode 4 is determined in the jackpot determination based on ball entry into the first start port 112 and the second start port 115 is set in common for both the first start port 112 and the second start port 115. Here, the symbol determination that refers to the time-saving symbol determination table will be explained. In this embodiment, the main CPU 301a determines the stop symbol in correspondence with the time-saving symbol random number (random number range is numerical value "0" to "99") obtained based on the entry of a game ball into the first start port 112 or the second start port 115. The main CPU 301a generates a performance symbol specification command that can identify the stop symbol data (type of special symbol) at the start of the special symbol variation. Specifically, for example, if the jackpot determination is set to time-saving mode 4, and the random number of jackpot symbols obtained when the ball enters the first starting opening 112 is between "0" and "70", the main CPU 301a will determine "21 (special symbol J1)" as the stopping symbol, causing special symbol J1 to be displayed on the first special symbol display 120, and generating the performance symbol specification commands "E0H" and "11H". In this way, after the special symbol is displayed on the display 125, the game state will transition to time-saving game state 4, as described later, and time-saving game will begin. 【0077】 More specifically, for example, the first special symbol display 120 may display a variable symbol for approximately 40,000 ms, and the main display device 131 may notify the player of the transition to the time-saving game state 4 after the execution of the normal reach performance described later, or the main display device 131 may transition to the time-saving game state 4 after the execution of a predetermined time-saving transition performance (a performance that notifies the player of the transition to the time-saving game state 4) for approximately 40,000 ms. Alternatively, for example, the first special symbol display 120 may display a variable symbol for approximately 60,000 ms, and the main display device 131 may notify the player of the transition to the time-saving game state 4 after the execution of the normal reach performance and the SP reach performance (miss) described later, or the main display device 131 may transition to the time-saving game state 4 after the execution of a predetermined time-saving transition performance (a performance that notifies the player of the transition to the time-saving game state 4) for approximately 60,000 ms. 【0078】 As shown in Figures 3-4(b-1) and (b-2), the normal symbol determination table X is set to be referenced when a win is determined based on the passage of the game ball through the normal symbol activation gate 113b, and the normal symbol determination table Y is set to be referenced when a loss is determined based on the passage of the game ball through the normal symbol activation gate 113b. These normal symbol determination tables are common to various game states. Now, the symbol determination that references the normal symbol determination tables will be explained. In this embodiment, the main CPU 301a selects either the normal symbol determination table X or the normal symbol determination table Y in response to the determination result in the win determination, and determines the stopping symbol by comparing it with the normal symbol random number (random number range is numerical value "0" to "10") obtained based on the passage of the game ball through the normal symbol activation gate 113b. The main CPU 301a generates a performance symbol specification command that can identify the stopping symbol data (type of special symbol) when the variation of the special symbol starts. Specifically, for example, if a hit is determined in the hit detection and the random number for the normal symbol obtained when the game ball passes through the normal symbol activation gate 113b is between "2" and "10", the main CPU 301a decides "02 (short opening symbol)" as the stop symbol, and the short opening symbol is stopped and displayed on the normal symbol display 118, and the special symbol specification commands "E8H" and "02H" are generated. In this way, after the special symbols (long opening symbol, short opening symbol, losing symbol) are stopped and displayed on the display 125, the opening or closing of the second start opening 115 corresponding to each special symbol is executed. A long opening (for example, 6 seconds) is a state in which the second start opening 115 is open for a longer time than a short opening (for example, 3 seconds), and a losing state is a state in which the second start opening 115 is not opened. 【0079】 As shown in Figure 3-5(A), the main RAM 301c functions as a data work area during calculation processing by the main CPU 301a and has multiple memory areas, for example, a hold information storage area 301cx, which will be described later, and a hold information determination area 301cy, which is a determination area where symbol determination is performed based on the hold information. The main RAM 301c also has a memory area (not shown) where various flags (high probability flag, time reduction flag, and jackpot flag, etc., which will be described later) and various recorded values ​​are stored. 【0080】 As shown in Figure 3-5(B), the hold information storage area 301cx is provided with four hold information areas (first hold information area, second hold information area, third hold information area, fourth hold information area) that can store hold information related to the first start port 112 and hold information related to the order of acquisition of hold information, and four hold information areas (first hold information area, second hold information area, third hold information area, fourth hold information area) that can store hold information related to the second start port 115. In the hold information area of ​​the hold information storage area 301cx corresponding to the first special symbol, the priority for storing hold information is such that the first hold information area is given the highest priority, and if hold information is stored in the first hold information area, then the second hold information area is given priority, then the third hold information area is given priority, and finally the fourth hold information area is selected as the storage target. The same applies to the hold information area corresponding to the second special symbol. Regarding the presence or absence of stored hold information, a "○" is indicated for hold information areas where hold information is stored, and a "-" is indicated for hold information areas where hold information is not stored. Furthermore, the hold order information at the time of acquisition stored in the hold information area of ​​the hold information storage area 301cx represents the hold order when the hold information was acquired. Specifically, the hold order information at the time of acquisition corresponds to the number of the hold information area in which the hold information is stored when the hold information is acquired. For example, if the hold information is acquired and is stored only in the first hold information area, the hold information will be stored in the second hold information area, so the hold order information at the time of acquisition will be "2". If the hold information is acquired and is stored in the first, second, and third hold information areas, the hold information will be stored in the fourth hold information area, so the hold order information at the time of acquisition will be "4". In other words, Figure 3-5(B) shows that when the third piece of reserved information is acquired, reserved information is already stored in the second and third reserved information areas, the third piece of reserved information is stored in the first reserved information area, and the fourth piece of reserved information is stored in the fourth reserved information area. 【0081】 (Electrical configuration of the performance control board 320) The electrical configuration of the performance control board 320 will be described with reference to Figures 3-6 and 3-7. Figure 3-6 is a block diagram showing the details of the performance control board 320. Figure 3-7 is a schematic explanatory diagram showing the pre-determination information storage area 320c3 provided in the sub-RAM 320c. The performance control board 320 determines the performance pattern based on commands (including fluctuation patterns, etc.) transmitted from the main control board 300 and transmits performance pattern specification commands based on the performance pattern to the image / sound control board 330 and the lamp control board 340. As described above, the main display device 131, etc. are electrically connected to the image / sound control board 330, and the sword handle unit 135, etc. are electrically connected to the lamp control board 340. With this configuration, the image / sound control board 330 and the lamp control board 340 perform display effects, sound effects, lighting effects, and movable part effects based on the performance pattern specification commands transmitted from the performance control board 320. This makes it possible to execute the output. 【0082】 As shown in Figure 3-6, the sub-ROM 320b stores the core display effect specification table TS1, the effect symbol determination table TS2, and the chance-up determination table TS3. The core display effect specification table TS1 is a table for specifying one of the above-mentioned effects, such as the normal miss effect, normal reach (miss or hit) effect, SP reach (miss or hit) effect, SPSP reach (miss or hit) effect, and SPSP reach revival (hit) effect, as the core effect in the display effect (hereinafter also referred to as the core display effect), based on the fluctuation pattern transmitted from the main control board 300. In this embodiment, there is a one-to-one correspondence between the fluctuation pattern transmitted from the main control board 300 and the core display effect. Alternatively, multiple core display effects may be associated with a fluctuation pattern, and the sub-CPU 320a of the effect control board 320 may select the core display effect by lottery. In this way, the content of the effect can be changed even with the same fluctuation pattern. Furthermore, one core display effect may be assigned to multiple variation patterns. The effect symbol determination table TS2 is a table for determining the combination of effect symbols to be displayed as temporary stop or confirmed stop in a display effect based on an effect pattern, and the reach symbol when a reach is performed. The chance-up determination table TS3 is a table for determining a predetermined chance-up effect in a display effect. Here, a chance-up effect is an effect that performs a display effect in a manner different from a normal effect, thereby increasing the expectation of a big win compared to a normal effect. 【0083】 As shown in Figure 3-7, the sub-RAM 320c is provided with a hold storage area 320c1 and a pre-determination information storage area 320c3. The sub-RAM 320c also has a flag storage area (not shown) where predetermined flags (such as a continuous execution performance flag and a pseudo-consecutive performance execution flag) are stored. The hold storage area 320c1 is divided into eight areas: a first hold area, a second hold area, a third hold area, and a fourth hold area corresponding to the first special symbol, and a first hold area, a second hold area, a third hold area, and a fourth hold area corresponding to the second special symbol, with each area capable of storing one hold flag. In the hold memory area 320c1 corresponding to the first special symbol, the priority for storing the hold flag is as follows: the first hold memory area is given the highest priority, and if the hold flag is already stored in the first hold memory area, then the second hold memory area is given priority, then the third hold memory area is given priority, and finally the fourth hold memory area is selected as the storage target. The same applies to the hold memory area corresponding to the second special symbol. When the performance control board 320 receives a hold command from the main control board 300, it identifies the hold memory area in the hold memory area 320c1 where the hold flag is stored and stores the hold flag in the next most priority hold memory area. However, if the hold flag is already stored in the fourth hold memory area and a hold command is received, the hold flag is not stored. Furthermore, the priority order for erasing the hold flags is the reverse of the priority order for storing them; that is, the fourth hold area is given the highest priority for erasure. If no hold flags are stored in the fourth hold area, then the third hold area is given priority for erasure, followed by the second hold area, and finally the first hold area is selected as the target for erasure. When the performance control board 320 receives a symbol confirmation command from the main control board 300, it identifies the hold area in the hold storage area 320c1 where the hold flags are stored and erases the hold flags in the hold area that should be erased first. If no hold flags are stored in the first hold area, no erasure process is performed. 【0084】 The pre-determination information storage area 320c3 is a storage area for storing pre-determination information (special symbols for pre-determination, pre-determination fluctuation patterns, and acquisition-time hold order information). It has four storage areas (first storage area, second storage area, third storage area, and fourth storage area) corresponding to the type of special symbol. Each storage area includes a jackpot determination information field for storing jackpot determination information based on the pre-determination special symbol, a jackpot symbol information field for storing jackpot symbol information based on the pre-determination symbol, a fluctuation pattern information field for storing fluctuation pattern information based on the pre-determination fluctuation pattern, an acquisition-time hold order information field for storing acquisition-time hold order information, and a continuous performance presence / absence information field for storing continuous performance presence / absence information indicating whether a continuous performance is activated. The continuous performance presence / absence information includes continuous performance activation information and continuous performance non-activation information. 【0085】 The hold command transmitted from the main control board 300 includes pre-determination information (special symbols for pre-determination, variable patterns for pre-determination, and information on the order of hold at the time of acquisition). This pre-determination information is stored in the pre-determination information storage area 320c3 in association with other information. In the storage area for the first special symbol, the priority order for storing pre-determination information is as follows: the first storage area has the highest priority; if pre-determination information is stored in the first storage area, then the second storage area has the next priority; then the third storage area has the next priority; and finally, the fourth storage area is selected as the storage target. The same applies to the storage area for the second special symbol. For example, if pre-determination information for the first special symbol is already stored in the third storage area of ​​the first special symbol, and new pre-determination information for the first special symbol (specific symbol A, variation pattern 7B, acquisition-time hold order information "4") is to be stored (see Figure 3-7), then information representing "4" is stored in the acquisition-time hold order information field of the fourth storage area, information representing "variation pattern 7B" is stored in the variation pattern information field of the fourth storage area, information representing "specific symbol A" is stored in the jackpot symbol information field of the fourth storage area, and information representing "jackpot" is stored in the jackpot determination information field of the fourth storage area. 【0086】 In Figure 3-7, the pre-determination information for the first storage area related to the first special symbol includes "Miss" in the jackpot determination information field, "None" in the jackpot symbol information field, "Variation Pattern 1" in the variation pattern information field, and "3" in the acquisition-time hold order information field. The pre-determination information for the second storage area includes "Miss" in the jackpot determination information field, "None" in the jackpot symbol information field, "Variation Pattern 2AX" in the variation pattern information field, and "1" in the acquisition-time hold order information field. The pre-determination information for the third storage area includes "Miss" in the jackpot determination information field, "None" in the jackpot symbol information field, "Variation Pattern 4BX" in the variation pattern information field, and "2" in the acquisition-time hold order information field. In addition, the continuous performance presence / absence information field stores continuous performance activation information indicating whether or not to execute a continuous performance in the pre-reading process described later. Furthermore, in the continuous performance information column corresponding to the fourth storage area for the first special symbol, "〇" is shown as continuous performance activation information, which indicates that a continuous performance has been activated, while in the other storage areas, "-" is shown as continuous performance non-activation information, which indicates that a continuous performance has not been activated. 【0087】 (Explanation of game state) Referring to Figure 4-1, the transitions in game states during gameplay will now be explained. Figure 4-1 is a diagram illustrating the transitions in game states. 【0088】 As shown in Figure 4-1, in the gaming machine 100 of this embodiment, there are cases in which the game transitions from the "normal game state" to the "time-saving game state (time-saving game state 1)" via the "jackpot game" ((a) → (d)), similar to conventional gaming machines; cases in which, if the jackpot determination process determines that a jackpot has been won in the "time-saving game state (time-saving game state 1 or time-saving game state 2)", the "jackpot game" is executed ((c)); and cases where, if the jackpot is not determined, the game transitions to the "normal game state" ((e)). Furthermore, unlike conventional gaming machines, if the "predetermined conditions are met" in the "normal game state", it is possible to transition to the "time-saving game state (time-saving game state 3 or time-saving game state 4)" ((b)) without going through the jackpot game. Furthermore, when transitioning from "normal gameplay" to "short-time gameplay" via "jackpot gameplay," the number of playable rounds in "high-probability short-time gameplay (short-time gameplay 1)" is "100," and the number of playable rounds in "low-probability short-time gameplay (short-time gameplay 2)" is also "100." On the other hand, when transitioning from "normal gameplay" to "low-probability short-time gameplay (short-time gameplay 3 or short-time gameplay 4)" without going through "jackpot gameplay," the number of playable rounds is "700." In other words, the number of playable rounds in "short-time gameplay" is greater when transitioning from "normal gameplay" to "short-time gameplay" by "fulfillment of predetermined conditions" without going through "jackpot gameplay," than when transitioning from "normal gameplay" to "short-time gameplay" via "jackpot gameplay." For example, in this embodiment, the number of playable rounds in time-saving game state 3 and time-saving game state 4, such as "700 rounds," may be set so that the probability of determining a jackpot in the normal game state is approximately 3.8 times or less the reciprocal of the lowest probability (1 / 300 when the setting value is "1"). 【0089】 Furthermore, the number of times playable in "Time-Saving Game State 4" may be set differently depending on the game state in which the time-saving symbols are displayed. For example, if the time-saving symbols are displayed in "Time-Saving Game State," the number of playable rounds may be set to be greater than if the time-saving symbols were displayed in "Normal Game State," or conversely, to be set to be less. 【0090】 Here, "fulfillment of predetermined conditions" means that in this embodiment, a first predetermined condition and a second predetermined condition are set. The first predetermined condition is when the cumulative count "n", which is the number of times the special symbol variation display has been executed from the "starting point", reaches a predetermined number. Specifically, the main RAM 301c is provided with a region for counting and storing the cumulative count "n", which is the number of times the special symbol variation display has been executed in the "low probability non-time-saving game state (normal game state)". When the cumulative count "n" counted and stored in this region reaches a predetermined number, the game transitions from the "low probability non-time-saving game state (normal game state)" to the "low probability time-saving game state (time-saving game state 3)". The second predetermined condition is when the game stops on a pre-set "time-saving symbol (a specific losing symbol)". In this case, the game transitions from the "normal game state" to the "low probability time-saving game state (time-saving game state 4)". The ratio in which the "time-saving symbol" is determined may be any ratio. For example, the probability may be the same as or approximate to the probability of determining a jackpot for each set value, or it may be a probability that is more difficult to determine than the probability of determining a jackpot for each set value, or it may be a probability that is easier to determine. Also, "fulfillment of predetermined conditions" may be limited to fulfilling only one of the first predetermined conditions and the second predetermined conditions, or it may be limited to fulfilling both conditions, or it may be limited to fulfilling conditions other than these. 【0091】 Furthermore, the predetermined number of times in the first predetermined condition can be set to any number corresponding to the probability of being judged as a jackpot for each set value. For example, in this embodiment, the predetermined number of times may be set to "800 (times)" such that the probability of being judged as a jackpot in the normal game state is approximately 2.5 times or more and approximately 3.0 times or less the reciprocal of the highest probability (1 / 270 when the set value is "4"). Furthermore, the "starting point" can be set to, for example, the time when the "jackpot game" ends or the time when a RAM clear is performed, such as when the settings are changed as described above. In other words, in the area of ​​the main RAM 301c that counts and stores the cumulative number "n", the initialization process of the cumulative number "n" is performed when transitioning to the "jackpot game", when the "jackpot game" ends, or when a RAM clear is performed. Also, as the "time-saving symbol" in the second predetermined condition, multiple types of symbols may be set in advance, and the number of times that can be played in time-saving game state 4 may be set to a different number for each type of "time-saving symbol". 【0092】 This provides players with information to help them decide whether or not to play, reducing the number of players who play aimlessly. Also, for example, if the predetermined number of spins is around "800," it allows for a relief measure to be taken for players who have not won a jackpot for a long time, thus preventing them from quitting the game. Furthermore, if the game transitions to a "time-saving game state" upon "fulfillment of predetermined conditions," the number of spins available in the "low probability time-saving game state (time-saving game state 3 or time-saving game state 4)" will be greater than if the game transitions to a "low probability time-saving game state (time-saving game state 2)" after a "jackpot game." This encourages players to actively try playing in the "low probability non-time-saving game state (normal game state)," thereby improving the utilization of the gaming machine. 【0093】 Here, we will explain the counting process for the cumulative count "n" in the area of ​​the main RAM 301c that stores the number of times the special symbols have been displayed. Specifically, for example, when the main CPU 301a becomes a "starting point," such as at the end of a "jackpot game," it initializes the cumulative count "n" to "800," and then subtracts "1" from the cumulative count "n(800)" each time the special symbols have been displayed in a low-probability game state such as "Shortened Game State 2" or "Normal Game State." When the cumulative count "n" becomes "0," the main CPU 301a determines that the first predetermined condition has been met, and executes the process of transitioning the game state to "Shortened Game State 3." Furthermore, even after the game state has transitioned to "Shortened Game State 3," the main CPU 301a continues to execute the subtraction process, but unless it becomes a "starting point" again and updates the cumulative count "n" to "800," it will not execute the transition process to "Shortened Game State 3" based on the fulfillment of the first predetermined condition for the second time. In addition, in the jackpot determination, the subtraction process is also executed when the special symbol variation display that results in a minor win or Shortened Game State 4 determination ends. With this type of subtraction process, even if the special symbol variation display is executed 800 or more times in the low probability game state, the cumulative count "n" will not be updated unless it becomes a "starting point," thereby suppressing the increase in memory capacity of the main RAM 301c and control capacity of the main CPU 301a. 【0094】 Furthermore, if the above-mentioned first predetermined condition or second predetermined condition is met while the game is in the "Shortened Game State 2 (Low Probability Shortened Game State)" state, the game may be controlled to transition to "Shortened Game State 3" or "Shortened Game State 4" while in the "Shortened Game State 2" state. With such a game machine, "Shortened Game State 3" or "Shortened Game State 4" will continue even while in "Shortened Game State 2," allowing the player to continue playing in the "Shortened Game State," thus further enhancing the enjoyment of the game. On the other hand, even if the first predetermined condition or second predetermined condition is met while in the "Shortened Game State 2" state, the game may be controlled to remain in "Shortened Game State 2" only, without transitioning to "Shortened Game State 3" or "Shortened Game State 4." With such a game machine, it is possible to prevent the player from gaining an excessive advantage. 【0095】 Furthermore, if the second predetermined condition described above is met while the game is in "Shortened Game State 3 (Low Probability Shortened Game State)," the game may be controlled to transition to "Shortened Game State 4" while in "Shortened Game State 3." Even with such a game machine, it is possible to continue playing in the "Shortened Game State" as described above, thus further enhancing the enjoyment of the game. On the other hand, even if the second predetermined condition is met while in "Shortened Game State 3," the game may be controlled to remain in "Shortened Game State 3" and not transition to "Shortened Game State 4." Even with such a game machine, it is possible to prevent the player from gaining an excessive advantage, as described above. Note that, as described above, there is no case in which the first predetermined condition is met while in "Shortened Game State 3," so the game will not be controlled to transition to "Shortened Game State 3" while in "Shortened Game State 3." 【0096】 Furthermore, if the above-mentioned first predetermined condition or second predetermined condition is met while the game is in "Shortened Game State 4," the game may be controlled to transition from "Shortened Game State 4" to "Shortened Game State 3" or "Shortened Game State 4." Specifically, for example, if the first predetermined condition is met when 600 special symbol variations are displayed while in "Shortened Game State 4," the game may not terminate "Shortened Game State 4" and transition to "Shortened Game State 3" from the 601st special symbol variation, but instead remain in "Shortened Game State 4" and "Shortened Game State 4" until the 700th special symbol variation, and then transition to only "Shortened Game State 3" from the 701st. Even with such a game machine, it is possible to continue playing in the "Shortened Game State" as described above, thus further enhancing the enjoyment of the game. On the other hand, even if the first or second predetermined condition is met while in "Shortened Play State 4," the game may be controlled to remain in "Shortened Play State 4" and not transition to "Shortened Play State 3" or "Shortened Play State 4." In such a game machine, as described above, it is possible to prevent the player from gaining an excessive advantage. 【0097】 (List of processes performed on the main control board 300) Referring to Figure 4-2, the processes performed on the main control board 300 will now be described. Figure 4-2 is an explanatory diagram showing the schematic flow of the processes performed on the main control board 300. 【0098】 As shown in Figure 4-2, when power is supplied, the main CPU 301a of the main control board 300 executes main processing based on the program stored in the main ROM 301b. As main processing, the main CPU 301a executes power recovery processing to restore the game state to what it was before the power was cut off; setting change processing to change (update) the setting value of the level of advantage in the game (the probability of being judged as a jackpot in the jackpot judgment) based on the operation of the setting key switch 302b; RAM clear processing to initialize the main RAM 301c based on the operation of the RWM clear switch 302a; and setting confirmation processing to display the setting value saved in the memory area of ​​the main RAM 301c on the information display 302c based on the operation of the setting key switch 302b. It also updates the initial values ​​of various random numbers (for example, jackpot random numbers). Furthermore, the main CPU 301a repeatedly executes timer interrupt processing (random number update processing, switch processing, special symbol processing, normal symbol processing, big prize device opening control processing, payout processing, command transmission processing) at regular intervals (for example, every 4 milliseconds) while the main processing is running. The various processes are described below. 【0099】 The setting change process is a process in which the system transitions to the setting change mode in response to a predetermined operation of the setting key switch 302b (for example, pressing it for 2 seconds or more), displays the current setting value on the information display 302c, and changes the setting value in response to a predetermined operation of the setting key switch 302b during the setting change mode (for example, pressing it a number of times in 1 second or less). Furthermore, in the setting change process, it is also possible to terminate the setting change mode and set the changed setting value in response to a predetermined operation of the setting key switch 302b during the setting change mode (for example, pressing it for 2 seconds or more). In addition, the setting confirmation process is a process in which the system transitions to the setting confirmation mode in response to a predetermined operation of the setting key switch 302b (for example, pressing it for 1 second or less) while not in the setting change mode, displays the current setting value on the information display 302c, terminates the setting confirmation mode and ends the display of the setting value on the information display 302c in response to a predetermined operation of the setting key switch 302b during the setting confirmation mode (for example, pressing it for 1 second or less). 【0100】 The random number update process updates various random values ​​such as jackpot random numbers, winning random numbers, reach random numbers, jackpot symbol random numbers, minor win symbol random numbers, time-saving symbol random numbers, normal symbol random numbers, and variable pattern random numbers. The switch process is executed when a detection signal is input from each switch and includes a start-up switch process that acquires jackpot random numbers, etc., and stores them as pending information when a ball enters the first start-up opening 112 or the second start-up opening 115; a gate switch process that acquires and stores normal symbol random numbers when a game ball passes through the normal symbol activation gate 113b; and a big prize device switch process that detects a game ball that has entered the first big prize opening 117 or the second big prize opening 127 while a jackpot game is being played (when in jackpot game state). The start-up switch process includes a pre-determination process that performs jackpot determination and jackpot symbol determination based on the pending information. 【0101】 The special symbol processing is a process related to special symbols that corresponds to the processing results in the above-mentioned switch processing (first start port 112, second start port 115) and the special symbol special electric processing data described later. When the display of the special symbol variation ends, the process includes a hold information shifting process that shifts the hold information and the hold order information at the time of acquisition in the hold information storage area 301cx of the main RAM 301c, a jackpot determination process that performs a jackpot determination based on the jackpot random number of the hold information shifted to the hold information determination area 301cy in the hold information shifting process and the hit / jackpot determination table T1, and when the result of the jackpot determination is a big win The process includes: a jackpot symbol determination process that determines the jackpot symbol (special symbol) based on the jackpot symbol random number included in the pending information and the symbol determination table T2 in the case of a win; a reach determination process that performs a reach determination based on the reach random number included in the pending information and the reach determination table T3; a variation pattern setting process that sets a variation pattern based on the variation pattern table and the variation pattern random number in the pending information; and a special symbol stop process that stops the variation display of the first special symbol display unit 120 or the second special symbol display unit 122 (details will be described later). 【0102】 The normal symbol processing is processing related to normal symbols according to the processing result in the switch processing (normal symbol activation gate 113b), and includes: a hit determination processing that performs a hit determination based on a hit random number and a hit / jackpot determination table T1; a normal symbol determination processing that determines the normal symbol based on a normal symbol random number and a normal symbol determination table T6 when there is normal symbol hold information; an operation pattern setting processing that sets the operation pattern of the movable piece 115b when a hit is determined in the normal symbol determination; and an opening / closing member control processing that controls the opening and closing of the movable piece 115b of the second start opening 115 based on the operation pattern set in the operation pattern setting processing. 【0103】 The big prize device opening control process is a process relating to the opening and closing control of the first big prize opening 117 and the second big prize opening 127 based on the special feature special electric processing data described later, and includes an opening pattern setting process that sets an opening pattern during the opening performance at the beginning of a big win game, and a game state setting process that turns off the big win game flag when the ending performance at the end of a big win game is finished, turns on a high probability flag indicating that it is in a high probability game state, or a time-saving game state 1 / time-saving game state 2 flag, etc., and sets the number of times the time-saving game can be played to a predetermined number of times (for example, 100 times). 【0104】 The payout process controls the payout of prize balls according to the detection result (winning a game ball) in the switch process. The command transmission process transmits information necessary to determine the various commands and performance content generated in the above process to the performance control board 320. 【0105】 (List of processes performed on the performance control board 320) Referring to Figure 4-3, the processes executed by the performance control board 320 will now be explained. Figure 4-3 is an explanatory diagram showing a list of processes executed by the performance control board 320. 【0106】 As shown in Figure 4-3, when power is supplied, the sub-CPU 320a of the performance control board 320 executes the main performance processing based on the program stored in the sub-ROM 320b. As the main performance processing, the sub-CPU 320a executes a power recovery notification process corresponding to the power recovery process executed by the main control board 300, a setting change notification process corresponding to the setting change process executed by the main control board 300, a RAM clear notification process corresponding to the RAM clear process executed by the main control board 300, and a setting confirmation notification process corresponding to the setting confirmation process executed by the main control board 300. In addition, during the execution of the main performance processing, the sub-CPU 320a repeatedly executes performance timer interrupt processing (random number update processing, command reception processing, performance button processing, command transmission processing, etc.) at regular intervals (for example, every 2 milliseconds). Various processes are described below. 【0107】 The power restoration notification process is a process that, while the power restoration process is being executed on the main control board 300, performs power restoration notifications such as displaying a power restoration screen on the main display device 131 for a predetermined period (e.g., 30 seconds) to make the main display device 131 recognize that the control state of the game has returned to the state before the power was cut off, fully lighting the performance lighting device 342 with a predetermined light color (e.g., white) for a predetermined period (e.g., 60 seconds), or outputting a power restoration notification sound (buzzer sound) from the sound output device 331 for a predetermined period (e.g., 30 seconds) to indicate that power has been restored (from the power outage). 【0108】 The RAM clear notification process is a process that performs power-on notification while the RAM clear process is being executed on the main control board 300. This includes displaying an initial screen (background image and initial performance symbol "135") on the main display device 131 to indicate that the game control state has been initialized, lighting up the performance lighting device 342 in a predetermined color (e.g., white) for a predetermined period (e.g., 60 seconds), and outputting a power-on notification sound ("RWM has been cleared" + buzzer sound) from the sound output device 331 for a predetermined period (e.g., 30 seconds) to indicate that the memory area has been initialized. 【0109】 The setting change notification process is performed while the setting change process is in progress on the main control board 300 and the setting change mode is active. This process includes displaying a "setting change in progress" screen on the main display device 131 or the like to indicate that the setting value is being changed, fully illuminating the performance lighting device 342 with a predetermined light color (e.g., white) while the setting change is in progress, and outputting a setting change notification sound ("settings are being changed") from the audio output device 331 to indicate that the setting change is in progress. The setting confirmation notification process is performed while the setting confirmation process is in progress on the main control board 300 and the setting confirmation mode is active. This process includes displaying a "settings confirmation in progress" screen on the main display device 131 or the like to indicate that the setting is being confirmed, fully illuminating the performance lighting device 342 with a predetermined light color (e.g., white) while the setting confirmation is in progress, and outputting a setting confirmation notification sound ("checking the setting value") from the audio output device 331 to indicate that the setting confirmation is in progress. 【0110】 The random number update process updates various random numbers used in the effects (for example, random numbers for determining the effect symbols, random numbers for increasing chances). The command reception process includes a game state setting process that sets the game state based on game state specification commands, etc., described later, a pre-reading process that determines whether or not to perform continuous effects, pseudo-continuous effects, icon change effects, etc., based on various commands transmitted from the main control board 300, based on the hold command, an effect pattern determination process that determines the effect pattern based on the main display effect specification table TS1, the effect symbol determination table TS2, and the chance-up determination table TS3, and a hold flag that stores in the hold storage area 320c1 of the sub-RAM 320c when a hold command is received, and a hold table for displaying the hold on the main display device 131. The process includes a hold process for setting a display command, a pre-determination information shift process that executes a shift process for pre-determination information in the pre-determination information storage area 320c3 of the sub-RAM 320c when a variation start command is received, a normal symbol effect process that performs an effect on the main display device 131 corresponding to the variation of the normal symbols according to the judgment result of the normal symbol judgment, a symbol confirmation process that displays the effect symbol in the variation on the main display device 131 based on the symbol confirmation command, and a jackpot process that executes an opening effect, an ending effect, and a round effect corresponding to the opening specification command in a jackpot game. The effect button process is a process that detects input via the sword handle unit 135 (sword handle button detection switch 137) or the effect operation stick 136 and performs a predetermined effect. The command transmission process is a process that transmits the various commands generated by the above various processes to the image / sound control board 330 and the lamp control board 340. 【0111】 Here, a continuous performance is a performance that can be executed on the main display device 131, and can be executed during the start of a variation performance across multiple variation displays of the special symbol. This continuous performance may consist of only one type of performance, or it may include multiple types of performances. If the continuous performance includes multiple types of performances, one of the multiple types of performances may be selected and executed. Also, the continuous performance may be executed during a single variation display of the special symbol. Furthermore, a pseudo-consecutive performance may consist of only one type of performance, or it may include multiple types of performances. If the pseudo-consecutive performance includes multiple types of performances, one of the multiple types of performances may be selected and executed. In addition, an icon change performance is a performance that suggests the expectation (possibility) that a special game will be executed by displaying the hold icon or the icon on the main display device 131 in a special display mode (special icon) that is different from the normal display mode (normal icon). Special display modes (special icons) come in various forms in terms of color, size, and shape. For example, while regular icons are white, special icons can be blue, green, red, gold, etc., and the level of expectation increases in the order of white → blue → green → red → gold. 【0112】 Furthermore, as the main processing for the performance, the sub-CPU 320a performs performance mode update processing in addition to the processing described above. Specifically, it determines whether the update conditions (change in game state, winning the mode update lottery, execution of an SP / SPSP reach performance that results in a loss, etc.) for the performance mode (performance stage) which defines the performance elements (background image, performance image, BGM, etc.) in the audio output device 331, main display device 131, first side display device 132, second side display device 133, etc. have been met, and if the update conditions have been met, it performs processing to update the performance mode to one of the multiple performance modes. Here, the "performance modes" include performance modes A to C which are set in the normal game state (low probability non-time-saving game state), performance mode D which is set in the time-saving game state 1 (high probability time-saving game state) described later, performance mode E which is set in the time-saving game state 2 (low probability time-saving game state) described later, and performance mode F which is set in the time-saving game state 3 (low probability time-saving game state). Furthermore, when the machine is controlled to the normal game state upon power-on (for example, after a setting change, RWM clear, or setting confirmation), the initial performance mode is always performance mode A. In addition, there are several types of background music (BGM), including variable BGM 1 to 3, which are output during the variation display of performance modes A to C in the normal game state; variable BGM 4, which is output during the variation display of performance mode D in the time-saving game state 1; variable BGM 5, which is output during the variation display of performance mode E in the time-saving game state 2; and variable BGM 6, which is output during the variation display of performance mode F in the time-saving game state 3. Moreover, there are also BGMs that are output during the execution of various reach effects, such as normal reach BGM, SP reach BGM, and SPSP reach BGM. As will be described later, the variable BGM can be changed according to the player's operation, and for example, it is possible to set it to output variable BGM 4 when performance mode A is active. 【0113】 (Explanation of special symbol stopping process) Referring to Figures 4-4 and 4-5, the transition to time-saving game state 3 or time-saving game state 4 in the game state will now be explained. Figure 4-4 is a flowchart illustrating the special symbol stop process, which is one of the processes performed by the main control board 300 as described above. Figure 4-5 is a flowchart illustrating the transition determination process to the time-saving game state and the termination determination process to the time-saving game state, where (a) is a flowchart illustrating the transition determination process to time-saving state 3, (b) is a flowchart illustrating the transition determination process to time-saving state 4, and (c) is a flowchart illustrating the termination determination process to the time-saving game state. 【0114】 As shown in Figure 4-4, immediately after the special symbol display stops, the main CPU 301a first executes a time-saving game state 3 transition determination process to determine whether the game state has transitioned to time-saving game state 3 (S231), and then executes a time-saving game state 4 transition determination process to determine whether the game state has transitioned to time-saving game state 4 (S232). Details of these time-saving game state 3 transition determination processes and time-saving game state 4 transition determination processes will be described later. 【0115】 Next, the main CPU 301a determines whether the display wait period (for example, about 0.5 seconds) has elapsed (S233). If it determines that the display wait period has not ended (NO in S233), it waits until it determines that it has ended. On the other hand, if it determines that the display wait period has ended (YES in S233), it executes the next step. The "period" refers to the time set aside to allow players to recognize the stopping display of special symbols in that game. In other words, the display of special symbols (start of variation) in the next game is prohibited until the display wait period ends. 【0116】 Next, the main CPU 301a executes a time-saving game termination determination process to determine whether the time-saving game has ended or not (S234). Details of the time-saving game termination determination process will be described later. Next, the main CPU 301a sets a game state specification command corresponding to the game state of the game in question in the main RAM 301c's performance transmission data storage area (S235), determines whether the special symbol that stopped in the game is a jackpot symbol or not (S236), and if it is determined to be a jackpot symbol (YES in S236), sets the special symbol special electric processing data to "3" (jackpot device opening control processing) (S237). Here, the special symbol special electrical processing data is data used in the big prize device opening control processing to control the operation of the first special symbol display 120, the second special symbol display 122, and the movable pieces 117b and 127b of the big prize opening. For example, in the case of "3", the movable pieces 117b etc. are opened and closed in a predetermined pattern for the big win state after the execution of the opening performance of the big win game, in the case of "4", the movable pieces 117b etc. are opened and closed in a predetermined pattern for the small win game after the execution of the opening performance of the small win game, and in the case of "0", the movable pieces 117b etc. are not opened. 【0117】 Next, the main CPU 301a executes a jackpot initialization process (S238) to initialize various information. In this jackpot initialization process, for example, the high probability flag, which is ON in the high probability game state, is changed to OFF and the game transitions to the low probability game state, or the time-saving flag, which is ON in the time-saving game state, is changed to OFF and the game transitions to the non-time-saving game state. It also executes an initialization process to initialize the cumulative count "n" to "800 (times)" and an initialization process to initialize the remaining playable count "M", which indicates the number of times the game can be continued in the time-saving game state, to "0". Furthermore, there are time-saving flags: a first time-saving flag that is ON in time-saving game state 1, a second time-saving flag that is ON in time-saving game state 2, a third time-saving flag that is ON in time-saving game state 3, and a fourth time-saving flag that is ON in time-saving game state 4. During the initialization process when a jackpot is hit, all time-saving flags are changed to the OFF state. In addition, there are playable counts "M" corresponding to each time-saving game state: playable count "M1" in time-saving game state 1, playable count "M3" in time-saving game state 2, playable count "M4" in time-saving game state 3, playable count "M4" in time-saving game state 4, and so on. During the initialization process when a jackpot is hit, all playable counts "M" are initialized. 【0118】 Next, the main CPU 301a executes a jackpot start preparation process (S239) to determine the pattern for opening the movable piece 117b of the first jackpot opening 117 and the movable piece 127b of the second jackpot opening 127 in a jackpot game according to the special symbol (type of jackpot), sets an opening specification command according to the type of jackpot in the performance transmission data storage area (S240), sets an opening time according to the type of jackpot (S241), and terminates the special symbol stop processing. On the other hand, if the main CPU 301a determines in step S236 above that the special symbol that stopped in the game is not a jackpot symbol (NO in S236), it determines whether the stopped special symbol is a minor jackpot symbol (S242), and if it determines that it is a minor jackpot symbol (YES in S242), it sets the special symbol special electric processing data to "4" (jackpot opening control processing) (S243), and terminates the special symbol stop processing. On the other hand, if the main CPU 301a determines in step S232 that the special symbol that stopped in the game is not a minor win symbol (NO in S242), it sets the special symbol special power processing data to "0" (S243) and terminates the special symbol stop processing. 【0119】 In step S233 of the special symbol stop processing described above, the display wait period when transitioning to any time-saving game state is set to a constant value, but this is not limited to this and various configurations are possible. For example, the display wait period when a time-saving symbol (special symbol J1, etc.) is displayed may be longer than the normal display wait period, and more specifically, the display wait period when a time-saving symbol is displayed may be the same as the ending period of a jackpot game. Also, during the display wait period when a time-saving symbol is displayed, a time-saving game state entry animation may be performed, which is an animation that suggests a transition to time-saving game state 4, or the transition to time-saving game state 4 may be performed after the end of the display wait period. Furthermore, when a time-saving game state entry animation is performed when transitioning to time-saving game state 4 after the end of the display wait period, the animation symbols and small symbols described later may or may not be displayed during the display wait period. 【0120】 As shown in Figure 4-5(a), when the main CPU 301a starts executing the time-saving mode 3 transition determination process, it first determines whether or not a jackpot has been won in the game (S261). If it determines that a jackpot has been won (YES in S261), it terminates the time-saving mode 3 transition determination process. On the other hand, if the main CPU 301a determines in step S261 that a jackpot has not been won (NO in S261), it determines whether or not the game is in a low-probability game state (normal game state or time-saving game state 2) (S262). If it determines that the game is not in a low-probability game state (NO in S262), it terminates the time-saving mode 3 transition determination process. On the other hand, if the main CPU 301a determines in step S262 that it is in a low probability game state (YES in S262), it subtracts the value "1" from the cumulative count "n" (S263), determines whether the cumulative count "n" has become "0" for the first time after the update (after the execution of the jackpot initialization process or RAM clear process in S238) (S264), and if it determines that it is not "0" for the first time after the update (NO in S264), it terminates the time-saving mode 3 transition determination process. On the other hand, if the main CPU 301a determines in step S264 that the cumulative count "n" has become "0" for the first time after the update (YES in S264), it sets the remaining number of games M3 in time-saving game state 3 to an initial value of "700" (S265), updates the time-saving mode 3 flag to the ON state (S266), and terminates the time-saving mode 3 transition determination process. 【0121】 Thus, if the Time-Saving 3 transition determination process is executed immediately after the special symbols are stopped on the first special symbol display 120 or the second special symbol display 122, and if a jackpot is not won and the game is in a low-probability play state, the cumulative count "n" will be deducted. Furthermore, during the period from the end of the current jackpot game until the start of the next jackpot game, unless the RAM clear process is executed, the game will transition to Time-Saving Play State 3 only once, and will not transition to Time-Saving Play State 3 more than once. The main CPU 301c may also send a Time-Saving 3 remaining count command indicating the number of playable counts "M3" to the performance control board 320 when the number of playable counts "M3" is set to its initial value, or it may send a Time-Saving 3 remaining count command and a Time-Saving 3 cumulative count command indicating the cumulative count "n" when the game ends or starts. With this configuration, for example, even if the number of playable rounds "M3" or the cumulative number of rounds "n" is erased on the performance control board 320, the performance control board 320 can still refer to the time-saving 3 remaining command and the time-saving 3 cumulative count command that it receives periodically. 【0122】 As shown in Figure 4-5(b), when the main CPU 301a starts executing the time-saving mode 4 transition determination process, it first determines whether the current game is in a low-probability non-time-saving game state (S281). If it determines that it is not in a low-probability non-time-saving game state (NO in S281), it terminates the time-saving mode 4 transition determination process. On the other hand, if the main CPU 301a determines in step S281 that it is in a low-probability non-time-saving game state (YES in S261), it determines whether the time-saving symbol J1 has stopped and been displayed on the first special symbol display 120 or the second special symbol display 122 (S282). If it determines that the time-saving symbol J1 has stopped and been displayed (YES in S282), it sets the initial value "100" for the number of playable time-saving game state 4 "M4" (S283), updates the time-saving mode 4 flag to the ON state (S286), and terminates the time-saving mode 4 transition determination process. Then, if the main CPU 301a determines in step S282 that the time-saving symbol J1 is not displayed as stopped (NO in S282), it determines whether the first special symbol display 120 or the second special symbol display 122 is displayed as stopped (S284). If it determines that the time-saving symbol J2 is displayed as stopped (YES in S284), it sets the initial value of "700" to the number of playable rounds "M4" in time-saving game state 4 (S285), and in step S286 updates the time-saving 4 flag to the ON state to terminate the time-saving 4 transition determination process. On the other hand, if the main CPU 301a determines in step S284 that the time-saving symbol J2 is not displayed as stopped (NO in S284), it terminates the time-saving 4 transition determination process as is. 【0123】 Thus, when the time-saving mode 4 transition determination process is executed immediately after the special symbol is stopped on the first special symbol display 120 or the second special symbol display 122, if the special symbol stops on the time-saving symbol J1, the game will transition to time-saving game state 4 with "100 (times)" remaining playable rounds. If the special symbol stops on the time-saving symbol J2, the game will transition to time-saving game state 4 with "700 (times)" remaining playable rounds. Therefore, with this configuration, the enjoyment of the game for the player can be increased compared to a time-saving game state 4 with a fixed number of playable rounds. In addition, as with the time-saving mode 3 transition determination process described above, the main CPU 301c may send a time-saving mode 4 remaining rounds command indicating the number of playable rounds "M4" to the performance control board 320 when the number of playable rounds "M4" is set to an initial value or when the game ends or starts. 【0124】 As shown in Figure 4-5(c), when the main CPU 301a starts executing the time-saving termination determination process, it first determines whether the time-saving 1 flag or the time-saving 2 flag is ON (S301). If it determines that the time-saving 1 flag or the time-saving 2 flag is OFF (NO in S301), it determines whether the time-saving 3 flag is ON (S305). If it determines that the time-saving 3 flag is OFF (NO in S305), it determines whether the time-saving 4 flag is ON (S309). If it determines that the time-saving 4 flag is OFF (NO in S309), it terminates the time-saving termination determination process. In other words, if the game state is not a time-saving game state, the time-saving termination determination process will not be executed. As mentioned above, if a jackpot game is started during the special symbol stop process, the jackpot initialization process changes all of the time-saving flags—time-saving 1 flag, time-saving 2 flag, time-saving 3 flag, and time-saving 4 flag—to the OFF state (S238 in Figure 4-4). Therefore, the main CPU 301c does not execute the time-saving end determination process during a jackpot game. 【0125】 On the other hand, if the main CPU 301a determines in step S301 that the time-saving 1 flag or the time-saving 2 flag is ON (YES in S301), it subtracts the value "1" from the number of playable rounds "M1" for time-saving game state 1 and time-saving game state 2 (S302), determines whether the number of playable rounds "M1" is "0" or not (S303), and if it determines that the number of playable rounds "M1" is "0" (YES in S303), it turns the time-saving 1 flag or the time-saving 2 flag OFF (S304) and proceeds to step S305. Also, if the main CPU 301a determines in step S303 that the number of playable rounds "M1" is not "0" (NO in S303), it proceeds to step S305. As a result of the execution of the processes from step S301 to step S304, unless a jackpot is won, the time-saving game in time-saving game state 1 and time-saving game state 2 can be continued for a maximum of 100 times, as indicated by the initial value "100" of "M1" for the number of times that can be played in time-saving game state 1 and time-saving game state 2. 【0126】 On the other hand, if the main CPU 301a determines in step S305 that the time-saving 3 flag is ON (YES in S305), it subtracts the value "1" from the number of playable rounds "M3" in time-saving game state 3 (S306), determines whether the number of playable rounds "M3" is "0" or not (S307), and if it determines that the number of playable rounds "M3" is "0" (YES in S307), it turns the time-saving 3 flag OFF (S308) and proceeds to step S309. Also, if the main CPU 301a determines in step S307 that the number of playable rounds "M3" is not "0" (NO in S307), it proceeds to step S309. As a result of the execution of the processes from step S305 to step S308, unless a jackpot is won, the time-saving game in time-saving game state 3 can be continued for a maximum of 700 times, as indicated by the initial value "700" of the number of playable rounds "M1" in time-saving game state 3. 【0127】 On the other hand, if the main CPU 301a determines in step S309 that the time-saving 4 flag is ON (YES in S309), it subtracts the value "1" from the number of playable rounds "M4" in time-saving game state 4 (S310), determines whether the number of playable rounds "M4" is "0" or not (S311), and if it determines that the number of playable rounds "M4" is "0" (YES in S311), it turns the time-saving 4 flag OFF (S312) and terminates the time-saving end determination process. Also, if the main CPU 301a determines in step S311 that the number of playable rounds "M4" is not "0" (NO in S311), it terminates the time-saving end determination process. As a result of the process from step S309 to step S312, unless a jackpot is won, the time-saving game in time-saving game state 4 can be continued for a maximum of 700 times, as indicated by the initial value "700" of the number of playable rounds "M1" in time-saving game state 4. 【0128】 In this way, during the time-saving game termination determination process, if the trigger for termination of a time-saving game state (time-saving game state 1, time-saving game state 2, time-saving game state 3, time-saving game state 4) is met, the time-saving game state is terminated by changing the time-saving flag (time-saving 1 flag, time-saving 2 flag, time-saving 3 flag, time-saving 4 flag) corresponding to that time-saving game state to the OFF state. In addition, during the time-saving game termination determination process, the number of playable rounds "M (M1, M2, M3, M4)" is deducted each time the display of the variation stops on either the first special symbol display 120 or the second special symbol display 122. 【0129】 Furthermore, in the above-mentioned time-saving game termination determination process, each time-saving game state is terminated when the number of playable rounds "M(M1, M2, M3, M4)" becomes "0", or when the total number of fluctuation displays in the so-called first special symbol display 120 and second special symbol display 122 reaches a predetermined initial value. However, this is not limited to this, and various configurations are possible. For example, each time-saving game state may be terminated at the first of the following triggers: when the total number of fluctuation displays in the first special symbol display 120 and second special symbol display 122 reaches 50, when the number of fluctuation displays in the second special symbol display 122 reaches 5, or when a minor win is achieved for the first time. Also, the triggers for termination may differ for each time-saving game state. For example, the time-saving game state 1 ends when the total number of fluctuations in the first special symbol display unit 120 and the second special symbol display unit 122 reaches 50, when the number of fluctuations in the second special symbol display unit 122 reaches 5, and when a minor win is achieved for the first time. The time-saving game state 3 ends when the total number of fluctuations in the first special symbol display unit 120 and the second special symbol display unit 122 reaches 500, and the second special symbol The game ends when the number of fluctuations displayed on the display unit 122 reaches 20, or when a minor win occurs 4 times, whichever occurs first. The time-saving game state 4 may also end when the total number of fluctuations displayed on the first special symbol display unit 120 and the second special symbol display unit 122 reaches 30, when the number of fluctuations displayed on the second special symbol display unit 122 reaches 6, or when a minor win occurs 3 times, whichever occurs first. 【0130】 Referring to Figure 4-6, the termination of the aforementioned time-saving game states 3 and 4 will now be explained. Figure 4-6 is a diagram illustrating the termination of time-saving game states 3 and 4. (a) is a diagram illustrating the case where a jackpot occurs during time-saving game state 3 and time-saving game state 3 is terminated, and (b) is a diagram illustrating the case where a jackpot occurs during time-saving game state 4 and time-saving game state 4 is terminated. In Figure 4-6, the duration of the jackpot game (including the opening and ending periods), the operating periods of time-saving game states 1, 3, and 4, and the number of playable rounds "M1," "M3," and "M4" are illustrated as examples. 【0131】 As shown in Figure 4-6(a), when a jackpot game starts at time tb1 during the time-saving game state 3, the jackpot initialization process is executed at time tb1. As a result, the number of playable rounds "M3" in time-saving game state 3 at time tb1, which is "500", is updated to "0", and time-saving game state 3 ends. Furthermore, at time tb2, when the jackpot game ends, the number of playable rounds "M1" in time-saving game state 1 is set to the initial value of "100", and the game transitions to time-saving game state 1, with time-saving game state 3 not being restarted. Thus, when a jackpot is won during time-saving game state 3, time-saving game state 3 may be terminated without restarting after the jackpot game, allowing the maximum number of playable rounds "700" to be used up. 【0132】 As shown in Figure 4-6(b), when a jackpot game starts at time tc1 during the time-saving game state 4, the jackpot initialization process is executed at time tc1. As a result, the number of playable rounds "M4" in time-saving game state 4 at time tc1, which is "10", is updated to "0", and time-saving game state 4 ends. Furthermore, at time tc2, when the jackpot game ends, the number of playable rounds "M1" in time-saving game state 1 is set to the initial value of "100", and the game transitions to time-saving game state 1, without restarting time-saving game state 4. Thus, even when a jackpot is won during time-saving game state 4, there are cases where time-saving game state 4 ends without restarting after the jackpot game, and without using up the maximum number of playable rounds "700", so that the maximum number of playable rounds "700" in time-saving game state 4 can be used up. 【0133】 (Description of information display unit 302c) Referring to Figures 4-7 and 4-8, the information display unit 302c of this embodiment will now be described. Figure 4-7 is a diagram illustrating the details of the information display unit 302c. Figure 4-8 is a diagram illustrating a specific example of the counting period for the base value B. Here, the base value B is a numerical value calculated by dividing the number of outs (total number of game balls shot) by the total number of prize balls dispensed in a specific section of the normal game state (low probability non-time-saving game state). The number of outs is the number of game balls detected by an out ball detection switch (not shown), and is, for example, the number of game balls that entered the out opening 111, or starting openings such as the first starting opening 112, or winning openings such as the first major winning opening 117, or general winning openings (not shown), and which were detected by the out ball detection switch. 【0134】 As shown in Figure 4-7(a), first, the various counters provided in the main RAM 301c (base calculation out counter, base calculation prize ball counter, total out counter) are used to control the display of the base value B in the information display unit 302c. The base calculation out counter counts the number of outs in a specific interval. For example, each time a game ball is detected by the out ball detection switch, the value "1" is added to the base calculation out counter. The base calculation prize ball counter counts the number of prize balls in a specific interval. For example, when a game ball enters a general prize pocket, the value "10" is added to the base calculation prize ball counter. When a game ball enters a prize pocket such as the first major prize pocket 117, the value "15" is added. When a game ball enters a start pocket such as the first start pocket 112, the value "3" is added. The total out counter counts the number of outs since the power was first turned on (hereinafter sometimes referred to as "total outs"). The main CPU 301a calculates the base value B for a specific interval by dividing the value of the base calculation prize ball counter by the value of the base calculation out counter and multiplying the result by the value "100". It also stores (saves) the base value B for each predetermined interval after it has ended. In this embodiment, the base value B is saved each time the number of outs reaches 60,000. Specifically, the main CPU 301a calculates and saves the base value B from the current values ​​of the base calculation prize ball counter and the base calculation out counter each time the value "60,000" is added to the total out counter, and the base calculation prize ball counter and base calculation out counter are initialized. In this embodiment, the period during which the base calculation out counter and base calculation prize ball counter are incremented is referred to as the "counting period," and periods other than the counting period are referred to as the "non-counting period." 【0135】 As shown in Figure 4-7(b), the display on the information display 302c will now be explained when 60,000 outs are counted in section 3, then 60,000 outs are counted in the following section 2, then 60,000 outs are counted in the following section 1, and then section L (where the number of outs is less than 60,000 (0 to 59,999)) begins. Here, the base value B for section 3 is set to "B3", the base value B for section 2 is set to "B2", the base value for section 1 is set to "B1", and the base value B for section L is set to "BL". In the information display 302c in such a section L, the base value BL for section L (real time), the base value B1 for section 1, the base value B2 for section 2, and the base value B3 for section 3 are displayed in this order, switching approximately every 5 seconds. Furthermore, when the number of outs in section L reaches 60,000, the base value BL of section L is stored as the base value B of the most recent section, the base value B1 of section 1 is stored as the base value B of the next most recent section, the base value B2 of section 2 is stored as the base value B of the third most recent section, and the base value B3 of the oldest section 3 is discarded. In other words, when a section ends (60,000 outs are counted), the base value B of that section is saved as the base value B of the previous section, and the base value B of the oldest section is discarded. In this embodiment, these base values ​​B are continuously displayed on the information display 302c, including the period during which the game can be played. 【0136】 As shown in Figure 4-7(c), the information display unit 302c is composed of four 7-segment displays 302ca to 302cd. In the two 7-segment displays 302cc and 302cd, as described above, the two-digit base value B is displayed in the following order: base value BL, base value B1, base value B2, and base value B3, switching approximately every 5 seconds. If the base value B is greater than the number "100", "99." is displayed (the dot display lights up). In addition, the two 7-segment displays 302ca and 302cb display identification information "bL", "b1", "b2", and "b3", which correspond to the base value B displayed in the two 7-segment displays 302cc and 302cd, and allow identification of which section of base value B is being displayed. Specifically, in the two 7-segment displays 302ca and 302cb of the information display unit 302c, the identification information "bL" is displayed during the period when the base value BL of interval L is displayed, the identification information "b1" is displayed during the period when the base value B1 of interval 1 is displayed, the identification information "b2" is displayed during the period when the base value B2 of interval 2 is displayed, and the identification information "b3" is displayed during the period when the base value B3 of interval 3 is displayed. 【0137】 Here, we will explain in more detail the display methods on the information display unit 302c in each section from section L to section 3. For example, when the total number of outputs is less than 60,000, the base value B may not be calculated during the period when the identification information "b1", "b2", and "b3" are displayed. In this case, when the total number of outputs is less than 60,000, the identification information is blinked on the 7-segment displays 302ca and 302cb, and the special symbol "--" is lit on the 7-segment displays 302cc and 302cd. Also, when the total number of outputs is 60,000 or more but less than 120,000, the base value B1 is calculated, but the base value B2 for identification information "b2" and the base value B3 for identification information "b3" may not be calculated. In this case, if the total number of outs is 60,000 or more but less than 120,000, during the period when identification information "b1" is displayed, the identification information will be lit up and the base value B1 will be lit up. However, during the period when identification information "b2" and "b3" are displayed, each identification information will blink and the special symbol "--" will be lit up. Furthermore, if the total number of outs is 120,000 or more but less than 180,000, the base values ​​B1 and B2 will be calculated, but the base value B3 for identification information "b3" may not be calculated. In this case, if the total number of outs is 120,000 or more but less than 180,000, during the period when identification information "b1" or "b2" is displayed, the identification information will be lit up and the base value B1 or B2 will be lit up. However, during the period when identification information "b3" is displayed, the identification information will blink and the special symbol "--" will be lit up. As described above, in this embodiment, while the real-time base value BL is displayed during the period in which the identification information "bL" is displayed, it may be difficult to calculate the accurate (original) base value B if the number of normal outs in interval L is not sufficiently large. In such cases, for example, if the number of normal outs in interval L is less than 6000, the identification information "bL" may be displayed with a blinking light, and if the number of normal outs is 6000 or more, the identification information "bL" may be displayed with a solid light.With this display method, the administrator of the gaming machine 100 can evaluate the base value B after considering whether the number of normal outs in section L is sufficient, as it is effectively communicated whether or not the number of normal outs in section L is sufficient. 【0138】 Incidentally, before a player actually plays, the operation of the gaming machine 100 is usually checked by the administrator, and this operation check includes checking whether the game balls are properly detected by various detection switches (such as the out ball detection switch). When such an operation check is performed, for example, in a configuration in which the base calculation prize ball counter and the base calculation out counter are added immediately after the initial power-on of the gaming machine 100, the base value B calculated immediately after the initial power-on may differ from the base value B calculated when the game is actually played. In such cases, in this embodiment, the base calculation prize ball counter and the base calculation out counter may not be added until the total out counter reaches a predetermined value (for example, the value "300"), and by doing so, it is possible to prevent the base value immediately after the initial power-on from being different. 【0139】 Here, we will specifically explain the counting process, which is one of the processes executed in the main processing of the main control board 300 and is a process that counts the number of prize balls and the number of outs in order to calculate the base value B in the normal game state (low probability non-time-saving game state), and the base display process, which is a process that displays the base value B on the information display unit 302c. When the counting process is executed, the main CPU 301a adds the value "10" (the number of prize balls corresponding to the general prize opening) to the prize ball counter for base calculation in the normal game state when a game ball enters the general prize opening and is detected by the general prize opening detection switch, adds the value "3" when a game ball is detected by the first start opening detection switch 304 or the second start opening detection switch 305, and adds the value "15" when a game ball is detected by the first prize opening detection switch 306a or the second prize opening detection switch 306b. Furthermore, the main CPU 301a adds the value "1" to the base calculation out counter when a game ball is detected by the out ball detection switch during normal gameplay. In gameplay states other than normal gameplay, no values ​​are added to the base calculation prize ball counter or the base calculation out counter. After performing the counting process, the main CPU 301a calculates the base value from the normal prize ball count and normal out count calculated in the above counting process and performs a base display process, which displays the identification information and base value B on the information display unit 302c. As a result of this base display process, the identification information and base value B are displayed on the information display unit 302c in the manner described above. 【0140】 Referring to Figure 4-8, we will now explain specific examples of the counting period, which is the period during which the counting process necessary for displaying the base value B in the information display unit 302c described above is performed. First, Figure 4-8(a) is a diagram illustrating specific examples of the counting period before and after transitioning from the low probability non-time-saving game state (normal game state) to the time-saving game state 3. Figure 4-8(b) is a diagram illustrating specific examples of the counting period before and after transitioning from the low probability non-time-saving game state (normal game state) to the time-saving game state 4. Furthermore, Figure 4-8(c) is a diagram illustrating other specific examples of the counting period before and after transitioning from the low probability non-time-saving game state (normal game state) to the time-saving game state 4. In the following explanation, the counting period refers to the period during which the above-mentioned counting process is performed, and the non-counting period refers to the period during which the counting process is not performed. 【0141】 As shown in Figure 4-8(a), this section describes the case where the 800th game (display of special symbols) in the low probability, non-time-saving game state starts at time tn1, and a losing symbol is displayed during the 800th game, and at time tn2, the losing symbol is displayed and the cumulative count "n" of the first predetermined condition becomes "0". In such a case, the low probability, non-time-saving game state before time tn2 becomes the counting period, and the time-saving game state 3 from time tn2 onward becomes the non-counting period. Furthermore, this section describes the case where a jackpot is not won in time-saving game state 3, the final game in time-saving game state 3 (display of special symbols on the 700th time) starts at time tn3, and at time tn4, a losing symbol is displayed during the final game, and the number of playable rounds becomes "0 (rounds)". In such cases, the game enters a low-probability, non-time-saving game state from time tn4 onwards, and the counting period resumes from time tn4. Note that, as mentioned above, the start of the non-counting period when transitioning to time-saving game state 3 was set as time tn2, but it could also be set as time tn1. Furthermore, the restart point of the counting period when transitioning to the low-probability, non-time-saving game state after the end of time-saving game state 3 was set as time tn4, but it could also be set as time tn3. 【0142】 As shown in Figure 4-8(b), this section describes the case where a game in a low-probability, non-time-saving game state starts at time to1 and the time-saving symbol J2 stops at time to2. In this case, the low-probability, non-time-saving game state before time to2 becomes the counting period, and the time-saving game state 4 from time to2 onward becomes the non-counting period. Furthermore, this section describes the case where a jackpot is not won in time-saving game state 4, the final game in time-saving game state 4 (the 700th special symbol variation display) starts at time to3, and at time to4, a losing symbol is displayed in the final game, resulting in a total of "0" playable rounds. In this case, it is assumed that the cumulative count "n" of the first predetermined condition is not "0". In this case, the low-probability, non-time-saving game state begins from time to4, and the counting period resumes from time to4. Furthermore, for example, if the time-saving symbol J1 or the like stops and is displayed during the final round of the time-saving game state 4, the counting period may be restarted in the same way as when a losing symbol stops and is displayed, as described above. Also, if a minor win symbol stops and is displayed during the final round of the time-saving game state 4, the counting period may be restarted after the minor win game has ended. In addition, although the start time of the non-counting period when transitioning to time-saving game state 4 was set to time to 2 above, it may also be set to time to 1. Also, although the restart time of the counting period when transitioning to a low-probability non-time-saving game state after the end of time-saving game state 4 was set to time to 4, it may also be set to time to 3. 【0143】 As shown in Figure 4-8(c), this section describes the case where a game in a low-probability, non-time-saving game state starts at time tp1 and the time-saving symbol J2 stops at time tp2. In this case, the low-probability, non-time-saving game state before time tp2 becomes the counting period, and the time-saving game state 4 from time tp2 onward becomes the non-counting period. Furthermore, this section describes the case where, in the time-saving game state 4, no jackpot is won, and the final game of time-saving game state 4 (the 700th special symbol variation display) starts at time tp3, and at time tp4, a losing symbol is displayed in the final game, resulting in a number of playable rounds of "0". At this time, the cumulative count "n" of the first predetermined condition is assumed to be "0". In this case, since the time-saving game state becomes 3 from time tp4 onward, the non-counting period continues from time tp4 onward. Furthermore, if the cumulative count "n" of the first predetermined condition becomes "0" in the final round of the time-saving game state 4, the non-counting period will continue even if the time-saving symbol J1 or a minor win symbol is displayed during that round. 【0144】 (Examples of display effects for each effect mode) Referring to Figures 5-1 and 5-2, examples of performance displays for each performance mode in the main display device 131 (pre-change operation, pre-stop operation, etc.) and examples of performance displays for the number of reserved balls will be explained. Figure 5-1 is a diagram showing examples of performance displays for each performance mode in the main display device 131 (pre-change operation, pre-stop operation, etc.), and Figure 5-2 is a diagram showing examples of performance displays for the number of reserved balls in the main display device 131. 【0145】 As shown in Figures 5-1 and 5-2, the main display device 131 displays various effects according to the progress of the game. These effects include a demo effect that is displayed when the special symbol variation display is not in progress, a variation effect that is displayed with the variation display of the effect symbol 50a (pre-variation action, update variation) while the special symbol variation display is in progress, a variation display of the special symbol TZ (the so-called fourth symbol) (update variation) while the special symbol variation display is in progress, and a jackpot effect that is displayed while a jackpot game is in progress. The display section (effective display area) of the main display device 131 has a variation display area for displaying the three effect symbols 50a (left symbol, middle symbol, right symbol), and a mode display area for indicating the effect mode related to the execution of the variation effect. Furthermore, the main display device 131 includes a first reserve icon display area 50b for displaying a number of first reserve icons (first reserve information) corresponding to the first reserve number in normal gameplay, a second reserve icon display area 50d (not shown) for displaying a number of second reserve icons (second reserve information) corresponding to the second reserve number in time-saving gameplay, an icon display area 50c for displaying an icon (execution information) indicating that a variation effect is being executed, a first reserve number display area SA for displaying the first reserve number numerically, and a second reserve number display area SB for displaying the second reserve number numerically. 【0146】 The performance symbols 50a are composed of symbols representing numbers from "1" to "9," for example, and begin displaying a variation in response to the start of the variation display of special symbols performed by the first special symbol display unit 120 and the second special symbol display unit 122, and stop displaying in response to the stop of the variation display of special symbols. In addition, the performance symbols 50a are set to stop displaying for a predetermined time (for example, 0.5 seconds) in a manner that notifies the result of the jackpot determination (miss pattern, jackpot pattern). The jackpot pattern is a combination of the same performance symbols 50a, such as "777" or "555," while the miss pattern is any other pattern. The variation display of the performance symbols 50a is shown as vertical scrolling, but it may also scroll horizontally, or it may switch or rotate (rotate) in place. Furthermore, during the display of the 50a symbols (variation animation), various animation images and movies, such as background images and characters, are displayed on the main display device 131, etc., depending on the result of the jackpot determination, thereby increasing the player's anticipation for the execution of a jackpot game (special game). 【0147】 The first hold icon display area 50b is divided into the first display section 50b1 (first area), the second display section 50b2 (second area), the third display section 50b3 (third area), and the fourth display section 50b4 (fourth area) from the side closest to the icon display area 50c, and the first hold icons corresponding to the first hold number are displayed in the first display section 50b1 to the fourth display section 50b4. Specifically, the first display unit 50b1 displays a first hold icon indicating the first hold information for which the variation display of the first special symbol will be performed first, the second display unit 50b2 displays a first hold icon indicating the first hold information for which the variation display of the first special symbol will be performed second, the third display unit 50b3 displays a first hold icon indicating the first hold information for which the variation display of the first special symbol will be performed third, and the fourth display unit 50b4 displays a first hold icon indicating the first hold information for which the variation display of the first special symbol will be performed fourth. The second hold icon display area 50d is divided into the first display unit 50d1, the second display unit 50d2, the third display unit 50d3, and the fourth display unit 50d4, starting from the side closest to the icon display area 50c, and the first to fourth display units 50d1 to 50d4 display a number of second hold icons corresponding to the second hold number. 【0148】 The icon display area 50c is larger than the display units of the first reserved icon display area 50b in order to clearly distinguish it from the first reserved icon display area 50b and the second reserved icon display area 50d, and the icons displayed there are also displayed in a larger form than the first reserved icons. Specifically, for example, when the variation display of the first special symbol (performance symbol 50a) begins, the first reserved icons that were displayed in the first reserved icon display area 50b move (shift) one by one towards the icon display area 50c, and the first reserved icons that were displayed in the first display unit 50b1 move (shift) to the icon display area 50c, becoming the icon in question. When the variation display of the first special symbol (performance symbol 50a) ends, the icon disappears (is erased) (an icon disappearance effect (erasure effect) is displayed). The icon may also be made to disappear in the middle of the variation display of the first special symbol (performance symbol 50a). 【0149】 As shown in Figure 5-1(a), in performance mode A (normal gameplay state), the mode A background image is always displayed in a state of horizontal scrolling or scene change (performance action), the performance symbol 50a is displayed in the first form (rectangular base image BG, character image CG, number image SG surrounded by a hexagonal image), the special symbol TZ is displayed in a common form common to all performance modes (number image), and the cumulative count image RK, which indicates the number of games played corresponding to the cumulative count "n" mentioned above, is displayed. The performance symbol 50a in the first form performs a downward scrolling display (update fluctuation) during the fluctuation performance, but as a pre-flux action that suggests the start of this scrolling display, it is displayed as floating upward from the symbol's stopping position for 0.75 seconds, and as a pre-stop action that suggests the end of this scrolling display, the character image CG is displayed as shaking its head at the symbol's stopping position for 0.9 seconds. Furthermore, in the icon display area (first held icon display area 50b, said icon display area 50c), the normal icon is displayed in the first form (hexagon). The normal icon in the first form is designed to constantly repeat a swaying motion (performance motion) at a cycle of 2 seconds, moving from a first posture (initial posture) tilted to the left, to a second posture tilted to the right, and then back to the first posture. In addition, when the variation display is active in performance mode A, variation BGM1 is output. Furthermore, the cumulative count image RK is hidden until the cumulative count "n" in the normal game state reaches a predetermined number (for example, 780 times), and is displayed after the predetermined number is reached. Each time a game in the normal game state ends (stopped with a losing symbol, etc.), the image is updated with a value that has been increased by "1". 【0150】 As shown in Figure 5-1(b), in performance mode B (normal gameplay state), the mode B background image is always displayed in a state of horizontal scrolling or scene change (performance action), the performance symbol 50a is displayed in a second form (lantern-shaped base image BG, character image CG, number image SG surrounded by a hexagonal image), the special symbol TZ is displayed in a common form common to all performance modes (number image), and the cumulative count image RK is displayed in the same form as performance mode A described above. The performance symbol 50a in the second form scrolls downwards during the variation performance (update variation), but as a pre-variation action before starting this scroll display (update operation), the performance symbol 50a is displayed in a reduced size for 0.5 seconds, and as a pre-stop action before ending this scroll display (update operation), the performance symbol 50a is displayed in a reduced size → normal size for 0.5 seconds at the symbol stop position. Furthermore, in the icon display area (first held icon display area 50b, said icon display area 50c), the normal icon is displayed in the second form (shuttle shape). The normal icon in the second form is configured to constantly repeat a swaying motion (performance motion) at a cycle of 2 seconds while displayed on the main display device 131, moving from a first posture (initial posture) tilted to the left, to a second posture tilted to the right, and then back to the first posture. In addition, when the variation display is in performance mode B, the variation BGM2 is output. 【0151】 As shown in Figure 5-1(c), in performance mode C (normal gameplay state), the mode C background image is always displayed in a state of horizontal scrolling or scene change (performance action), the performance symbol 50a is displayed in a third form (a rectangular base image BG with rounded edges, a character image CG, and a number image SG surrounded by a hexagonal image with rounded edges), the special symbol TZ is displayed in a common form common to all performance modes (number image), and the cumulative count image RK in the same form as performance mode A described above is displayed. The performance symbol 50a in the third form scrolls downwards during the variation performance (update variation), but as a pre-variation operation before this scroll display (update variation) begins, the performance symbol 50a is displayed enlarged for 0.5 seconds, and as a pre-stop operation before this scroll display (update variation) ends, the performance symbol 50a is displayed rotated at the symbol stop position for 0.7 seconds. Furthermore, in the icon display area (first held icon display area 50b, the icon display area 50c), normal icons are displayed in the third form (star shape). The normal icon in the third form is designed to rotate from a first posture (initial posture) where a specific vertex is located at the top, to a second posture where the specific vertex moves, and then back to the first posture, repeating this rotational movement (performance movement) every 3 seconds. In addition, when the variation display is active in performance mode C, variation BGM 3 is output. 【0152】 In addition, while the cumulative count image RK is shown in a common form in the above-mentioned performance modes A to C, it may be shown in a different form depending on the performance mode. For example, the font or size of the characters may be different. Furthermore, while the cumulative count image RK is shown to begin displaying after the cumulative count in the normal game state reaches a predetermined number (for example, 790 times), it may be displayed at all times during the normal game state. Moreover, while the cumulative count image RK is shown to indicate the number of games played corresponding to the cumulative count "n" mentioned above, it is not limited to this. For example, it may be displayed in a form that indicates the number of games played until transitioning to the time-saving game state 3, and specifically, it may be displayed along with text that suggests a transition to time-saving game state 3, such as "20 more games until playtime starts (transition to time-saving game state 3)!!". 【0153】 As shown in Figure 5-1(d), in performance mode D (time-saving game state 1), the background image of mode D is always displayed in a state of horizontal scrolling or scene change (performance action), the performance symbol 50a is displayed in the fourth form (rectangular base image BG, number image SG), the special symbol TZ is displayed in a common form common to all performance modes (number image), the remaining number image JK which indicates the number of remaining plays that can be played in time-saving game state 1 (corresponding to the number of plays that can be played "M1") is displayed, and the right-hand play image MG which indicates right-hand play is displayed. Furthermore, the performance symbol 50a in the fourth form performs a downward scrolling display (update fluctuation) during the fluctuation performance, but as a pre-flux action that indicates the start of this scrolling display, it performs a floating display that rises upward from the symbol stop position for 0.4 seconds, and as a pre-stop action that indicates the end of this scrolling display, it performs a bounce display that rises upward from the symbol stop position and then falls downward for 0.4 seconds. The bounce display, which is a pre-stop action, is similar in presentation to the float display, which is a pre-variation action, but the bounce display shows the movement speed of the animation symbol 50a faster and the height of the float lower. In addition, in the icon display area (second hold icon display area 50d, the icon display area 50c), the normal icon is displayed in the fourth form (circular). The normal icon in the fourth form is designed to rotate from the first position (initial position) where the black dot inside is located at the top, to the second position where the black dot moves, and then back to the first position, repeating this rotational movement (performance action) every 3 seconds. Also, when the variation is displayed in performance mode D, variation BGM 4 is output. Furthermore, in the remaining number image JK, each time a game in time-saving game state 1 ends (stopped with a losing symbol, etc.), the image is updated to a number with "1" subtracted from the remaining number. The right-hand shooting image MG is displayed when the right-hand shooting lamp is lit, and hidden when the right-hand shooting lamp is off. 【0154】 As shown in Figure 5-1(e), in performance mode E (time-saving game state 2), the mode E background image is always displayed in a state of horizontal scrolling or scene change (performance action), the performance symbol 50a is displayed in the fourth form (rectangular base image, number image), the special symbol TZ is displayed in a common form common to all performance modes (number image), the remaining number image JK which indicates the remaining number of plays that can be played in time-saving game state 2 (corresponding to the number of plays that can be played "M2") is displayed, and the right-hand play image MG which indicates right-hand play is displayed. Furthermore, the performance symbol 50a in the fourth form performs a downward scrolling display (update fluctuation) during the fluctuation performance, but as a pre-flux action that indicates the start of this scrolling display, it is displayed as floating upward from the symbol stop position for 0.4 seconds, and as a pre-stop action that indicates the end of this scrolling display, the performance symbol 50a is displayed as rotating (small) at the symbol stop position for 0.4 seconds. Furthermore, in the icon display area (second hold icon display area 50d, the icon display area 50c), the normal icon is displayed in the fourth form (circular). The normal icon in the fourth form is designed to rotate from the first position (initial position) where the black dot inside is located at the top, through the second position where the black dot moves, and then back to the first position, repeating this rotational movement (performance movement) every 3 seconds. Also, when the variation is displayed in performance mode E, variation BGM 5 is output. In addition, in the remaining number image JK, each time a game in time-saving game state 2 ends (stopped with a losing symbol, etc.), the image is updated to show a number with "1" subtracted from it. The right-hand shooting image MG is displayed when the right-hand shooting lamp is lit and hidden when the right-hand shooting lamp is off. 【0155】 As shown in Figure 5-1(f), in performance mode F (time-saving game state 3), the mode F background image is always displayed in a state of horizontal scrolling or scene change (performance action), the performance symbol 50a is displayed in the fourth form (rectangular base image, number image), the special symbol TZ is displayed in a common form common to all performance modes (numerical image), the remaining number image JK which indicates the remaining number of plays that can be played in time-saving game state 3 (corresponding to the number of plays that can be played "M3") is displayed, and the right-hand play image MG which indicates right-hand play is displayed. Furthermore, the performance symbol 50a in the fourth form performs downward scrolling display (update fluctuation) in the fluctuation performance, but as a pre-flux action that indicates the start of this scrolling display, the performance symbol 50a is displayed in a reduced size for 0.4 seconds, and as a pre-stop action that indicates the end of this scrolling display, a small bounce display that floats upward from the symbol's stopping position is performed for 0.4 seconds. Furthermore, in the icon display area (second reserved icon display area 50d, the icon display area 50c), the normal icon is displayed in the fifth form (pentagon). The normal icon in the fifth form is designed to rotate from the first position (initial position) where a specific vertex is located at the top, to the second position where the specific vertex moves, and then back to the first position, repeating this rotational movement (performance movement) every 3 seconds. Also, when the variation is displayed in performance mode F, the variation BGM 6 is output. Furthermore, in the remaining number image JK, each time a game in time-saving game state 3 ends (stopped with a losing symbol, etc.), the image is updated to show a number with "1" subtracted from it. The right-hand shooting image MG is displayed when the right-hand shooting lamp is lit and hidden when the right-hand shooting lamp is off. 【0156】 In addition, even if the performance symbols 50a perform any of the multiple types of pre-revolution actions (floating display, enlarged display, shrinking display) in the revolving animation, the starting order of the pre-revolution actions and scrolling displays (update animations) of the three performance symbols 50a is set to be the same (left → middle → right). However, the starting order of the pre-revolution actions and scrolling displays (update animations) of the three performance symbols 50a may be made different depending on the type of pre-revolution action (floating display: left → middle → right, enlarged display: middle → left → right, shrinking display: right → middle → left, etc.). Furthermore, multiple types of pre-revolution actions for the performance symbols 50a may be provided for each animation mode so that the probability of winning a jackpot differs. Furthermore, in the variable animation, even if the animation symbol 50a performs any of the multiple types of pre-stop actions (shaking head display, shrinking → normal display, rotating display, bouncing display, rotating (small) display, bouncing (small) display), the order of the pre-stop actions and temporary stops of the three animation symbols 50a is kept the same (left → right → middle). However, the order of the pre-stop actions and temporary stops of the three animation symbols 50a may be made different depending on the type of multiple pre-stop action (shaking head display: left → right → middle, rotating display: left → middle → right, etc.). In addition, multiple types of pre-stop actions for the animation symbols 50a may be provided for each animation mode so that the probability of a big win differs. 【0157】 Furthermore, although the details of the performance mode corresponding to the time-saving game state 4 are not explained, it may be the same as performance mode F corresponding to time-saving game state 3, or it may be a different form from the performance modes A to F described above. For example, performance mode G may be a form in which the background image and BGM of performance mode F are composed of the background image and BGM of mode G. Also, the form of the performance symbols 50a in time-saving game states 1 to 4 may be different for each state. In this way, since the background image and BGM etc. are different for each time-saving game state 1 to 4, the player can easily recognize the type of time-saving game state they are currently in after transitioning to time-saving game state 1 to 4. In addition, although the performance modes are different for each time-saving game state 1 to 4 described above, the game is executed with the same performance mode during each time-saving game. However, the performance mode may be changed according to the number of times the game can be played during each time-saving game. For example, in the time-saving game state 3, when the number of playable rounds "M3" becomes "100" (after 600 rounds of play in time-saving game state 2), the game may be changed from performance mode F to a different performance mode. 【0158】 Furthermore, in the aforementioned performance modes D to F, etc. (time-saving game states 1 to 4), the remaining number of plays image JK is set to a common form, but it may be set to a different form depending on the performance mode, for example, the font may be different or the size may be different. Also, depending on the aforementioned performance modes D to F, etc. (time-saving game states 1 to 4), it may be set that the remaining number of plays image JK is displayed and that it is not displayed. Furthermore, the remaining number of plays image JK may be displayed at all times during each time-saving game state, or it may be displayed only until a predetermined number of games have been played after transitioning to each time-saving game state, or after the number of playable games "M" has reached a predetermined number, or only for a predetermined period during the time-saving game state. For example, the remaining number of plays image JK may be displayed in time-saving game state 1 (performance mode D) and time-saving game state 2 (performance mode E), but the remaining number of plays image JK may not be displayed in the initial stages of gameplay after transitioning to time-saving game state 3 (performance mode F), and the remaining number of plays image JK may be displayed only after the number of plays available in time-saving game state 3 "M3" has been reduced to "100". 【0159】 Furthermore, while the first reserved icon display area 50b, the icon display area 50c, and the second reserved icon display area 50d described above are common to each performance mode, they may be different for each performance mode, for example, with different colors, decorations, or shapes. Also, in the performance modes D to F described above, displays indicating the current game state may be shown, for example, displays such as "Short Time 1 Mode," "Short Time 2 Mode," and "Short Time 3 Mode" may be displayed at the top of the main display device 131. In addition, while the display positions of the first reserved number display area SA, the second reserved number display area SB, and the special symbol TZ described above are different for performance modes A to C and performance modes D to F, they may be displayed in the same position, for example, in the lower right corner or lower left corner of the main display device 131. 【0160】 Here, we will describe the time-saving performance symbols, which correspond to the time-saving symbols and consist of three predetermined performance symbols 50a. As described above (see Figure 3-4(a-4)), the time-saving symbols include a special symbol J1 that corresponds to the transition to time-saving game state 4, where the number of playable rounds is 100, and a special symbol J2 that corresponds to the transition to time-saving game state 4, where the number of playable rounds is 700. The time-saving performance symbols corresponding to these special symbols J1 and J2 may, for example, consist of the same performance symbol 50a (for example, "151"), or they may consist of different performance symbols 50a (for example, "151" and "515"), or there may be multiple types of time-saving performance symbols corresponding to each special symbol. 【0161】 Furthermore, the time-saving effect symbols consist mainly of effect symbols 50a composed of symbols that represent numbers, but are not limited to this and may be in various forms. For example, the time-saving effect symbols may include a special symbol that consists mainly of the words "time-saving". Specifically, the time-saving effect symbols may consist of an effect symbol 50a of "1", a special symbol of "time-saving", and another effect symbol 50a of "1". In particular, during a variation effect using effect symbols 50a, the special symbol of "time-saving" may temporarily stop after the two effect symbols 50a of "1" have temporarily stopped. In such a form, when playing with a variation pattern in which a reach effect is performed, the special symbol may not be included in the effect symbols 50a displayed during the variation period when the reach effect is not performed, and the special symbol may be displayed after the reach effect is performed. Furthermore, in games where the time-saving performance symbols are not displayed when stopping (games where the jackpot judgment process does not determine that time-saving mode 4 has been won), the temporarily stopped special symbol may change to the normal performance symbol 50a. In this configuration, even in games where the time-saving symbols are not displayed when stopping, the expectation of transitioning to time-saving game state 4 can be increased by the display of the time-saving symbols when stopping. In addition, in the transition to time-saving game state 3 according to the cumulative number of times, the stopping display of the performance symbol 50a may be such that a symbol like the special symbol mentioned above (a different form from the time-saving performance symbol or the performance symbol 50a corresponding to a jackpot / minor win, for example, a symbol composed of the words "Time-saving game start!") is displayed when transitioning. 【0162】 As shown in Figure 5-2(a), first, when the number of reserved seats is "0" and the customer is waiting, no icons are displayed in the first reserved seat icon display area 50b and the icon display area 50c, and "0" is displayed in the first reserved seat number display area SA and the second reserved seat number display area SB, respectively. 【0163】 As shown in Figure 5-2(b), when a game ball enters the first starting opening 112 and the first reserve number becomes "1", the reserve icon HI in its normal display mode is added (increased) to the first display section of the first reserve icon display area 50b, and the reserve number in the first reserve number display area SA is updated (increased) to "1". At this time, the reserve icon HI is displayed in a first position (initial position) tilted to the left, and the performance action (shaking action) starts from there. 【0164】 As shown in Figure 5-2(c), when the first reserved number decreases to "0" and the variation display of the first special symbol begins, the reserved icon HI displayed in the first reserved icon display area 50b is shifted (decreased display, changed display) toward the same icon display area 50c, and the reserved number in the first reserved number display area SA is updated to "0" (decreased display). At this time, the reserved icon HI changes from opaque to semi-transparent, but the performance action (shaking action) continues. 【0165】 As shown in Figure 5-2(d), when the shift display of the hold icon HI ends, the hold icon HI is displayed as icon TI, which is larger and opaque than the hold icon HI, and the performance action (shaking action) continues. 【0166】 As shown in Figure 5-2(e), when a game ball enters the first starting opening 112 and the first reserve number becomes "1", the first display section of the first reserve icon display area 50b starts displaying (increasing) the reserve icon HI in its normal display mode, and the reserve number in the first reserve number display area SA is updated (increased) to "1". At this time, the additionally displayed reserve icon HI starts performing a performance action (shaking action) in sync with other icons in their normal display modes (in this case, the icon TI), and is displayed enlarged from a semi-transparent, extremely small size to a normal size accompanied by an effect image. In other words, when a special symbol is being displayed in a variable state, the reserve icon HI may not start displaying from its first position (initial position). 【0167】 As shown in Figure 5-2(f), when the additional display (increased display) of the normally displayed hold icon HI is finished, the additionally displayed normally displayed hold icon HI is displayed at its normal size and opaque, and the performance action (shaking action) continues. 【0168】 As shown in Figure 5-2(g), when a game ball enters the first starting opening 112 and the first reserve count becomes "2", and it is determined that the icon change effect will be executed, the second display section of the first reserve icon display area 50b starts to display (increase) the reserve icon HI in the first special display mode (blue), and the reserve number in the first reserve count display area SA is updated (increased) to "2". At this time, the additionally displayed reserve icon HI starts an effect operation (rotation operation) that is not synchronized with the icon in the normal display mode (in this case, the icon TI) from the first posture (initial posture) in which a specific part is located at the top, and is displayed enlarged from a semi-transparent, extremely small size to a normal size accompanied by an effect image. 【0169】 As shown in Figure 5-2(h), when the additional display (increase display) of the first special display mode (blue) of the hold icon HI is completed, the additionally displayed first special display mode (blue) of the hold icon HI is displayed in its normal size and opaque, and the performance action (rotation action) continues. 【0170】 As shown in Figure 5-2(i), when the variation display of the first special symbol ends and stops, the disappearance display of the icon TI displayed in the icon display area 50c begins. At this time, the disappearing icon TI disappears with an effect image as its transparency gradually increases, but even while it is disappearing, the performance action (shaking action) is performed. 【0171】 As shown in Figure 5-2(j), when the first reserved number decreases to "1" and the variation display of the first special symbol begins, the two reserved icons HI displayed in the first reserved icon display area 50b begin to shift (decrease display) toward the icon display area 50c, and the reserved number in the first reserved number display area SA is updated (decrease display) to "1". At this time, the two reserved icons HI change from opaque to semi-transparent, but the performance actions (shaking action, rotation action) continue. 【0172】 As shown in Figure 5-2(k), when the shift display of the two hold icons HI is completed, the hold icon HI in its normal display mode, which was displayed in the first display section of the first hold icon display area 50b, is displayed as icon TI, which is larger and opaque than the hold icon HI, and the performance action (shaking action) continues. Also, the hold icon HI in its first special mode, which was displayed in the second display section of the first hold icon display area 50b, is displayed in the first display section at its normal size and opaque, and consequently changes to the second special display mode (red) due to the icon change performance, but the performance action (rotation action) continues. 【0173】 As shown in Figure 5-2(l), when a game ball enters the first starting opening 112 and the first reserve count becomes "2", the second display section of the first reserve icon display area 50b displays in the normal display mode. The additional display (increase) of the hold icon HI begins, and the hold number in the first hold number display area SA is updated (increased) to "2". At this time, the additionally displayed hold icon HI begins to perform a motion (shaking motion) in sync with the other icons in their normal display modes (in this case, the icon TI), and is displayed enlarged from a semi-transparent, extremely small size to a normal size, accompanied by an effect image. 【0174】 As shown in Figure 5-2(m), when the additional display (increased display) of the normally displayed hold icon HI is finished, the additionally displayed normally displayed hold icon HI is displayed at its normal size and opaque, and the performance action (shaking action) continues. 【0175】 As shown in Figure 5-2(n), when the variation display of the first special symbol ends and stops, the disappearance display of the icon TI that was displayed in the icon display area 50c begins. At this time, the disappearance display of the icon TI is accompanied by an effect image and gradually becomes more transparent before disappearing, but even while the disappearance display is in progress, the performance action (shaking action) is performed. 【0176】 As shown in Figure 5-2(o), when the first reserve number decreases to "1" and the variation display of the first special symbol begins, the two reserve icons HI that were in the middle of the performance operation and were displayed in the first reserve icon display area 50b are shifted (decreased) toward the icon display area 50c, and the reserve number in the first reserve number display area SA is updated (decreased) to "1". At this time, the two reserve icons HI change from opaque to semi-transparent, but the performance operation (shaking operation, rotation operation) continues. 【0177】 As shown in Figure 5-2(p), if, for example, the conditions for switching from performance mode A to performance mode B are met, the main display device 131 displays an obscuring image (blackout image BO, whiteout image WO, etc.) across the entire screen, and while the reserved numbers in the first reserved number display area SA and the second reserved number display area SB remain visible, the visibility of the icons in the first reserved icon display area 50b and the said icon display area 50c is restricted. 【0178】 As shown in Figure 5-2(q), in the layer behind the occluded image, the display mode and performance action (rotation) of the icon TI are maintained, while the held icon HI is switched to the held icon HI in its normal display mode corresponding to performance mode B. At this time, the held icon HI is displayed in a first posture (initial posture) tilted to the left, and the performance action (shaking action) starts from there. 【0179】 As shown in Figure 5-2(r), once the occluded image is cleared, the hold icon HI in its normal display mode displayed in the first hold icon display area 50b and the icon TI in its second special display mode displayed in the icon display area 50c become visible. 【0180】 Furthermore, when two or more hold icons are displayed in their normal display mode, the system is designed to synchronize the performance actions of multiple hold icons in their normal display mode, just as it synchronizes the performance actions of hold icons in their normal display mode when two or more hold icons are displayed in their normal display mode. In addition, although this explanation mainly describes an example of hold display in performance mode A, other performance modes will basically display the number of hold icons in a similar way (including the display when switching performance modes), with only the display mode and performance actions of the hold icons differing. Furthermore, the timing at which the display of the decrease in the number of hold icons begins may precede the timing at which the display of the change of a hold icon to the target icon (the display of a shift of a hold icon to a hold icon) begins, and the timing at which the display of the decrease in the number of hold icons is completed may precede the timing at which the display of the change of a hold icon to the target icon (the display of a shift of a hold icon to a hold icon) is completed. Furthermore, the timing at which the display of the increase in the number of hold icons begins and the timing at which it ends may precede the timing at which the display of the increase in the number of hold icons begins. Furthermore, instead of just differentiating the transparency at the start and after the increase in the display of hold icons is completed, the shape or other characteristics may also be different. 【0181】 Furthermore, the timing at which the animation of a newly started winning hold icon, which is displayed in its normal display mode, synchronizes with the animation of other hold icons may be at the start of the display, after a predetermined time has elapsed since the start of the display, at the start of the shift display, or at the completion of the shift display. In addition, if the animation of a hold icon is to be resumed after the shift display of the hold icon, the hold icon may resume its animation from its initial position at the position after the shift display (hold icon display area, the icon display area). 【0182】 Furthermore, even when a special symbol (performance symbol) is displayed as stopped and the corresponding icon disappears, the icon continues to perform its performance action. However, the performance action may be terminated when the special symbol (performance symbol) is displayed as stopped. Also, while multiple icons displayed in the normal display mode (reserved icons with each other, reserved icons with the icon in question) perform their performance actions in sync, they do not have to perform their performance actions in perfect sync; they may be performed in near-perfect sync. Regarding the timing at which the performance action of a reserved icon displayed in the normal display mode, based on a newly started winning combination, becomes near-perfect sync with the performance action of other reserved icons, this may be at the start of the display, after a predetermined time has elapsed since the start of the display, at the start of the shift display, or at the completion of the shift display. 【0183】 (Examples of display effects for each time-saving game state) Referring to Figures 5-3 to 5-5, specific examples of display effects in time-saving game states 1 to 4 will be explained here. Figure 5-3 is a diagram illustrating the time-saving game state entry effect performed when transitioning to time-saving game state 1 and time-saving game state 2, and the display effects performed before the end of time-saving game state 1 and time-saving game state 2. (a-1) and (a-2) are diagrams showing examples of the display effects when transitioning to time-saving game state 1, etc., (a-3) is a diagram showing an example of the display effects before the end of time-saving game state 1, etc., and (b) is a diagram illustrating various display effects before and after transitioning to time-saving game state 1, etc. Figure 5-4 is a diagram illustrating the display effects performed before and after transitioning to time-saving game state 3 or time-saving game state 4, where (a-1) and (a-2) are diagrams showing examples of display patterns for the display effects before and after transitioning to time-saving game state 3, (b-1) is a diagram illustrating various display effects before and after transitioning to time-saving game state 3, and (b-2) is a diagram illustrating various display effects before and after transitioning to time-saving game state 4. Figure 5-5 is a diagram illustrating the display effects at the end of time-saving game states 1 to 4, where (a) is a diagram showing examples of display patterns at the end of time-saving game state 1 and time-saving game state 2, (b-1) is a diagram illustrating display patterns before and after the end of time-saving game state 1 and time-saving game state 2, (b-2) is a diagram illustrating display patterns before and after the end of time-saving game state 3, and (b-3) is a diagram illustrating display patterns before and after the end of time-saving game state 4. 【0184】 As shown in Figures 5-3(a-1) and (a-2), when a state ends and the game transitions to time-saving game state 1 or time-saving game state 2, a time-saving game state entry animation is performed to indicate that time-saving game state 1, etc., is about to begin. In the time-saving game state entry animation for time-saving game state 1, etc., the main display device 131 displays, for example, a background image corresponding to the time-saving game state entry animation as a background image, along with an entry image CT which is an image that notifies the player that the game is transitioning to time-saving game state 1, a prevention image CH which is an image that notifies the player to prevent forgetting to remove the game card inserted into the game device, and a right-hand shooting image MG which is an image that suggests shooting to the right. After that, the prevention image CH is replaced by a warning image nh which is an image that warns of game addiction. The right-hand shooting image MG is displayed from the start of the jackpot game until the jackpot game is played, and is also displayed after the transition to time-saving game state 1, etc. 【0185】 As shown in Figure 5-3(a-3), before the end of either the time-saving game state 1 or time-saving game state 2, the main display device 131 displays a remaining number image GJ, which is an image that notifies the remaining number of plays (corresponding to the number of plays "M1" / "M2") that can be played in the time-saving game state 1, etc. The remaining number image GJ is displayed starting when the number of plays that can be played falls below a predetermined number (for example, 5 times), and each time a play in the time-saving game state 1, etc. ends (stopped by a losing symbol, etc.), the count is reduced by "1" and then displayed. At this time, since the main display device 131 is in time-saving game state 1, as described above (see Figure 5-1(d)), the following are displayed: the Mode D background image, the remaining spins image JK, the performance symbols 50a (variation display or stop display), the special symbols TZ, the number of reserved spins display area (first reserved spins display area SA, second reserved spins display area SB), the icon display area (second reserved spins icon display area 50d, the said icon display area 50c), the said icon TI, etc. The remaining spins image GJ is displayed largely in front of the performance symbols 50a, approximately in the center of the main display device 131. In addition, in the last spin of time-saving game state 1, etc., the remaining spins image GJ may be displayed in the form of "LAST". Furthermore, although the remaining spins image GJ is displayed before the end of time-saving game state 1 or time-saving game state 2, it may also be displayed in a similar manner before the end of time-saving game state 3 and time-saving game state 4. 【0186】 As shown in Figure 5-3(b), before and after transitioning to time-saving game state 1 and time-saving game state 2, the display effects are executed in the order of jackpot effect → time-saving entry effect → time-saving effect. Here, time th1 is the time when the round period of the jackpot game ends and the ending period begins, and time th2 is the time when the ending period ends. First, during the round period of the jackpot game before time th1, the effect symbol 50a, entry image CT, prevention image CH, and warning image nh are hidden, and the jackpot background image corresponding to the jackpot effect is displayed, and the jackpot effect, which consists of a predetermined type of video, is executed. Next, during the period from time th1 to time th2, the effect symbol 50a is hidden, and the entry background image is displayed, and the time-saving entry effect is executed such that the entry image CT, prevention image CH, and warning image nh are displayed (see Figures 5-3(a-1) and (a-2)). However, during the period in question, the prevention image CH and warning image nh are not displayed simultaneously. For example, only the prevention image CH is displayed for a predetermined period from the start, and then, after the predetermined period has elapsed, the prevention image CH is hidden and replaced by the warning image nh. During the period of the first time-saving game state after the second time-saving state, the entry image CT, prevention image CH, and warning image nh are hidden, and a time-saving background image such as the Mode D background is displayed. At the same time, the variation display by the fourth type of performance symbol 50a is displayed, and a time-saving performance consisting of a predetermined type of video is executed. The period during which the prevention image CH and warning image nh are displayed is not limited to the period described above, but may be various periods. For example, during the period in which the prevention image CH is displayed, the warning image nh may also be displayed for at least a portion of the time. In addition, the prevention image CH and warning image nh may be displayed at the start of the execution of the time-saving performance or immediately before the end of the first time-saving game state.Furthermore, during the period from time th1 to th2, the main display device 131 may, after displaying the entry image CT for a predetermined period, display the Mode D background image, the fourth type of performance symbol 50a, etc., and then display a right-hand play start image that suggests starting right-hand play, such as "Please start right-hand play!", in a size that covers almost all of the three performance symbols 50a. When the right-hand play start image is displayed, an audio instructing that right-hand play should be started may also be output. 【0187】 As shown in Figure 5-4(a-1), before transitioning to the time-saving game state 3, the main display device 131 displays an cumulative count image AK, which is an image that notifies the cumulative number of games played in the normal game state, etc. (corresponding to the cumulative count "n"). The cumulative count image AK is also displayed in the time This function notifies the remaining number of games until transitioning to short-play state 3. When the cumulative number reaches a predetermined number (for example, 795 games), it begins displaying the result. Each time a game in normal play state etc. ends (stopped with a losing symbol etc.), it displays the number reduced by "1". At this time, since the main display device 131 is in normal play state, as described above (see Figure 5-1(a)), the following are displayed: Mode A background image, cumulative count image RK, performance symbol 50a (variable display or stop display), special symbol TZ, hold count display area (first hold count display area SA, second hold count display area SB), icon display area (first hold icon display area 50b, the icon display area 50c), the icon TI, etc. The cumulative count image AK is displayed largely in front of the performance symbol 50a, approximately in the center of the main display device 131. Furthermore, the cumulative count image AK is displayed immediately after the start of the game and disappears after a predetermined time has elapsed (for example, a time shorter than the fluctuation time of the fluctuation pattern with the shortest fluctuation time). With such a display time for the cumulative count image AK, the inconvenience of the cumulative count image AK displayed in the current game appearing again in the next game can be suppressed. In addition, in the game immediately before transitioning to the time-saving game state 3, the cumulative count image AK may be displayed in the form of "LAST," or it may be displayed in the form of text that suggests a transition to time-saving game state 3, such as "2 more times until Chance Time." 【0188】 As shown in Figure 5-4(a-2), when the normal game state ends and the game transitions to the time-saving game state 3, a time-saving game state entry animation is performed to indicate that the time-saving game state 3 is about to begin. In the time-saving game state 3 entry animation, the main display device 131 displays, for example, an entry background image corresponding to the time-saving game state entry animation as a background image, as well as an entry image CT, which is an image that notifies the player that the game is transitioning to the time-saving game state 3. At this time, the main display device 131 displays, as described above (see Figure 5-1(f)), the fourth type of performance symbol 50a (variation display or stop display), the right-hand shooting image MG, the special symbol TZ, the number of reserved balls display area (first number of reserved balls display area SA, second number of reserved balls display area SB), the icon display area (first reserved icon display area 50b, the icon display area 50c), the icon TI, etc., in order to transition to the time-saving game state 3. The entry image CT is displayed largely in front of the main display device 131, overlapping the performance symbol 50a, approximately in the center of the main display device 131. Although the entry image CT is displayed during the time-saving game state 3 transition performance, it may also be displayed in a similar manner during the time-saving game state 4 transition performance. 【0189】 As shown in Figure 5-4(b-1), before and after transitioning to the time-saving game state 3, the display effects are executed in the order of normal game effects → time-saving game entry effects → time-saving game effects, as shown in Figure 5-4(a-1) above. Here, time ti1 is the time when the game transitions from the normal game state to the time-saving game state 3. First, in the normal game state before time ti1, the entry image CT, prevention image CH, and warning image nh are not displayed, and the normal background image (mode A background image, etc.) is displayed, and the first type of effect symbol 50a (variation display or stop display), cumulative count image AK (a predetermined period as described above), cumulative count image RK, special symbol TZ, reserved number display area (first reserved number display area SA, second reserved number display area SB), icon display area (first reserved icon display area 50b, the icon display area 50c), the icon TI, etc. are displayed. Next, during the period from time ti1 onwards, the time-saving mode entry sequence is first executed, for example, with the prevention image CH and warning image nh hidden, and the background image changing from the normal background image to the entry background image, the entry image CT, the fourth mode's performance symbols 50a (switched from the first mode, etc.), special symbols TZ, the number of reserved symbols display area (first number of reserved symbols display area SA, second number of reserved symbols display area SB), the icon display area (second reserved icon display area 50d, the icon display area 50c), the icon TI, etc. are displayed. Then, when the time-saving mode entry sequence ends, the time-saving mode sequence is executed, for example, with the prevention image CH and warning image nh still hidden, and the entry image CT hidden, and the background image changing from the entry background image to the time-saving mode background image (mode F background), the fourth mode's performance symbols 50a, special symbols TZ, The following are displayed: the number of reserved balls display area (first reserved ball display area SA, second reserved ball display area SB), the icon display area (second reserved icon display area 50d, the icon display area 50c), the icon TI, etc. The time-saving mode entry animation is performed regardless of whether the first game after transitioning to time-saving game state 3 is executed (whether there are reserved balls when transitioning to time-saving game state 3). Furthermore, if there are reserved balls when transitioning to time-saving game state 3, and a special symbol is displayed in a variable state at the time of the transition, and the animation symbol 50a is also displayed in a variable state, the background image of the time-saving mode animation may be set to the time-saving background image (mode F background). In addition, in the time-saving mode entry animation, the main display device 131 may, after displaying the entry image CT for a predetermined period, display the mode D background image, the fourth type of animation symbol 50a, etc., and then display a right-hand play start image that suggests starting right-hand play, such as "Please start right-hand play!", in a size that covers almost all of the three animation symbols 50a. Furthermore, when the image indicating the start of right-handed play is displayed, an audio message instructing the player to begin right-handed play may also be output. 【0190】 Furthermore, in the display of the first special symbol indicator 120 when transitioning to the time-saving game state 3 as described above (the display of the game's variation when the cumulative count "n" becomes "0"), the variation time is neither longer nor shorter than usual, and no special variation time is set to correspond only to the transition to time-saving game state 3. On the other hand, after transitioning to time-saving game state 3, a special variation time may be set for the game in time-saving game state 3, such as making the variation time of the second special symbol indicator 122 longer or shorter than usual. Specifically, when transitioning to time-saving game state 3 after RAM clear processing, no special variation time may be set for time-saving game state 3, while when transitioning to time-saving game state 3 after a jackpot state, a special variation time may be set for time-saving game state 3. 【0191】 As shown in Figure 5-4(b-2), before and after the transition to the time-saving game state 4, the display effects are executed in the following order: normal game effect (time-saving transition effect) where the time-saving symbols are stopped and displayed → time-saving entry effect → time-saving game effect. Here, time tj1 is the point in time when the time-saving symbols are stopped and displayed in the previous game, and the game transitions from the normal game state to the time-saving game state 4. First, in the normal game state before time tj1, the entry image CT, prevention image CH, and warning image nh are not displayed, and the normal background image (mode A background image, etc.) is displayed, and the effect symbols 50a of the first form, etc. (variation display, stop display, stop display with time-saving symbols), cumulative count image RK, special symbol TZ, reserve count display area (first reserve count display area SA, second reserve count display area SB), icon display area (first reserve icon display area 50b, the icon display area 50c), the icon TI, etc. are displayed. Next, during the period from time tj1 onwards, the time-saving mode entry sequence is first executed, in which, for example, the prevention image CH and warning image nh are hidden, and the background image changes from the normal background image to the entry background image, and the entry image CT, the fourth mode's sequence symbols 50a (switched from the first mode, etc.), special symbols TZ, the number of reserved balls display area (first number of reserved balls display area SA, second number of reserved balls display area SB), the icon display area (second reserved ball icon display area 50d, the icon display area 50c), the icon TI, etc. are displayed. Then, when the time-saving mode entry sequence ends, the time-saving mode sequence is executed. For example, the prevention image CH and warning image nh remain hidden, the entry image CT is hidden, and the background image changes from the entry background image to the time-saving mode background image (mode F background). In this state, the fourth type of sequence symbols 50a, special symbols TZ, the number of reserved symbols display area (first reserved symbol display area SA, second reserved symbol display area SB), the icon display area (second reserved symbol icon display area 50d, the icon display area 50c), the icon TI, etc., are displayed. The time-saving mode entry sequence is executed regardless of whether the first game after transitioning to time-saving mode 4 is executed (whether there are reserved symbols when transitioning to time-saving mode 4). Furthermore, if there are reserved symbols when transitioning to time-saving mode 4, and the special symbols are displayed in a variable state at the time of the transition, and the sequence symbols 50a are also displayed in a variable state, the background image of the time-saving mode sequence may be the time-saving mode background image (mode F background).Furthermore, in the time-saving mode entry sequence, the main display device 131 may, after displaying the entry image CT for a predetermined period, display the Mode D background image, the fourth type of performance symbol 50a, etc., and then display a right-hand play start image that suggests starting right-hand play, such as "Please start right-hand play!", in a size that covers almost all of the three performance symbols 50a. When the right-hand play start image is displayed, an audio instructing that right-hand play should begin may also be output. 【0192】 Furthermore, in the normal gameplay sequence before transitioning to the time-saving game state 3 (see Figure 5-4(a-1)), the icon display area is displayed even while the cumulative count image AK is being displayed, allowing the display animation for the reserve change to be executed. Here, for example, the execution of the display animation for the reserve change may be restricted while the cumulative count image AK is being displayed in the normal gameplay sequence before transitioning to the time-saving game state 3. In such a normal gameplay sequence before transitioning to the time-saving game state 3, the player can easily grasp the remaining number of games until transitioning to the time-saving game state 3 by looking at the cumulative count image AK, without having to pay attention to the display animation for the reserve change. Alternatively, in the normal gameplay sequence before transitioning to the time-saving game state 3, where the execution of the display animation for the reserve change is restricted while the cumulative count image AK is being displayed, the cumulative count image AK may not be displayed at all, and only the cumulative count image JK may be displayed. Even in such a normal gameplay sequence before transitioning to the time-saving game state 3, the player can easily grasp the remaining number of games until transitioning to the time-saving game state 3 by looking at the cumulative count image JK, without having to pay attention to the display animation for the reserve change. 【0193】 Here, we compare the time-saving game state entry animations when transitioning to time-saving game state 1 and time-saving game state 2, and the time-saving game state entry animations when transitioning to time-saving game state 3 and time-saving game state 4. First, in the time-saving game state entry animation when transitioning to time-saving game state 1, the prevention image CH and warning image nh are displayed, but the performance symbol 50a, special symbol TZ, and the reserve count display area are hidden. On the other hand, in the time-saving game state entry animation when transitioning to time-saving game state 3, the prevention image CH and warning image nh are hidden, but the performance symbol 50a, special symbol TZ, and the reserve count display area are displayed. This is because, in the time-saving game state entry animation when transitioning to time-saving game state 1, etc., which is performed during the ending period of a jackpot game, the player does not need to check the result of the jackpot determination using the performance symbol 50a, special symbol TZ, and the reserve count display area, and instead the need for warnings from the prevention image CH and warning image nh is increased. On the other hand, in the time-saving game state 3 or equivalent transition sequence, which is performed outside the ending period of a jackpot game, the player does not need to be alerted by the prevention image CH and warning image nh, and there is a greater need for the player to check the jackpot result using the performance symbol 50a, special symbol TZ, and the reserve count display area. Furthermore, in the time-saving game state 3 or equivalent transition sequence, by hiding the prevention image CH and warning image nh, which are of less importance to the player, it is possible to prevent the player from overlooking important information due to the excessive amount of image information displayed on the main display device 131. Moreover, in the time-saving game state 3 or equivalent transition sequence, the performance symbol 50a may be hidden, but the special symbol TZ may be displayed. Even in this configuration, it is possible to prevent the player from overlooking important information due to the excessive amount of image information displayed on the main display device 131. 【0194】 In the above-mentioned time-saving game state 1-4 transition entry animation, the player was primarily able to recognize the transition to time-saving game state 1-4 by the display of the entry image CT. However, the system is not limited to this configuration and may use various other configurations as long as the player can recognize the transition. For example, the special symbol TZ may always be displayed in the time-saving game state 1-4 transition entry animation. More specifically, in the time-saving game state 1 or time-saving game state 2 transition entry animation, the special symbol TZ corresponding to the jackpot symbol is displayed; in the time-saving game state 3 transition entry animation, the special symbol TZ corresponding to the losing symbol is displayed; and in the time-saving game state 4 transition entry animation, the special symbol TZ corresponding to the time-saving symbol is displayed. With this configuration, the player can easily recognize the type of time-saving game state after the transition by the display of the special symbol TZ during the time-saving game state 1 entry animation. 【0195】 Furthermore, in the above-mentioned time-saving game state 3 transition entry animation, the performance symbol 50a, right-hand play image MG, special symbol TZ, icon display area, and the icon TI were displayed, and the entry image CT was displayed covering the performance symbol 50a. However, it is also acceptable to display the entry image CT with only the performance symbol 50a hidden from these displayed images. In such an arrangement, the difference between the time-saving game state 1 and time-saving game state 2 transition entry animation (see Figure 5-3(a-1), etc.) in which the special symbol TZ and icon display area are not displayed, and the time-saving game state 3 transition entry animation, makes it easier for the player to recognize the type of time-saving game state to which they have transitioned. Also, in each of the above-mentioned time-saving game state 1 to 4 transition entry animations, any arrangement is acceptable as long as it makes it easy for the player to recognize the type of time-saving game state. For example, in the time-saving game state 3 transition sequence, at least one element from the following may be displayed: the performance symbol 50a, the right-hand shooting image MG, the special symbol TZ, the icon display area, the icon TI, etc. Similarly, in the time-saving game state 4 transition sequence, different elements from those displayed in time-saving game state 3 may be displayed. In such a configuration, although the entry image CT is displayed in the time-saving game state transition sequence for each time-saving game state, the elements displayed other than the entry image CT will be different, allowing the player to easily recognize the type of time-saving game state after the transition. 【0196】 As shown in Figure 5-5(a), at the end of the time-saving game state 1 and time-saving game state 2, the main display device 131 displays a result image GP, which is an image that displays information about the profits obtained during the period such as the jackpot game state and time-saving game state 1. The result image GP also displays the number of jackpot games (for example, 3 times) and the total number of prize balls paid out during the period from the first jackpot win to the transition to the low-probability non-time-saving game state (advantageous period). At this time, the performance symbols 50a are hidden on the main display device 131 by being covered by the result image GP, and the result background image is displayed as the background image, along with the result image GP, the right-hand play image MG, the special symbol TZ, the number of reserved balls display area (first number of reserved balls display area SA, second number of reserved balls display area SB), the icon display area (second reserved ball icon display area 50d, the icon display area 50c), the icon TI, etc. Note that the total number of prize balls in the GP results image includes prize balls awarded for winning in major prize slots such as the first major prize slot 117, but does not include prize balls dispensed for winning in starting slots such as the first starting slot 112, or for winning in general prize slots. However, the total number of prize balls in the GP results image may include prize balls dispensed for winning in general prize slots. 【0197】 As shown in Figure 5-5(b-1), at the end of the time-saving game state 1 and time-saving game state 2, the game normally transitions from time-saving game state 1, etc., to a low probability non-time-saving game state (normal game state). Here, time tk1 is the time when the last game of time-saving game state 1, etc. (the game that was judged as a miss in the jackpot judgment) begins, time tk2 is the time when the end of the last game is indicated (the performance symbol 50a temporarily stops with a miss symbol), and time tk3 is the time when time-saving game state 1, etc. ends and the game transitions to a low probability non-time-saving game state. First, at time tk1, the result image GP is not displayed, and the time-saving game performance etc. in time-saving game state 1, such as the variation display by the performance symbol 50a of the fourth form, is displayed. Next, at time tk2, the result image GP is displayed as described above. Then, at time tk3, the result image GP is hidden, and a left-handed play start image, suggesting the start of left-handed play with a message such as "Please return to left-handed play!", is displayed, large enough to cover almost all of the three performance symbols 50a, and normal gameplay effects such as the normal game state are displayed. In other words, the result image GP is displayed from the middle of the last game in time-saving game state 1 until it ends. The left-handed play start image is displayed after transitioning from time-saving game state 1, etc. to a low probability non-time-saving game state, regardless of whether the first game is executed or not (regardless of the number of reserved balls). Furthermore, when the left-handed play start image is displayed, an audio message instructing the player to start left-handed play may also be output. 【0198】 As shown in Figures 5-5(b-2) and (b-3), at the end of the time-saving game state 3 or time-saving game state 4, the game normally transitions from time-saving game state 3 or time-saving game state 4 to the low probability non-time-saving game state (normal game state). Here, time tl is the point in time when time-saving game state 3 or time-saving game state 4 ends and the game transitions to the low probability non-time-saving game state. Around time tl, the result image GP is not displayed, so in time-saving game state 3 and time-saving game state 4, the left-hand shooting start image is displayed at the end, but the result image GP is not displayed. Also, as described above, the left-hand shooting start image is displayed after the transition from time-saving game state 3, etc. to the low probability non-time-saving game state, regardless of whether the first game is executed or not (regardless of the number of reserved balls). In addition, when the left-hand shooting start image is displayed, an audio message instructing the player to start playing left-hand may also be output. Here, unlike Time-Saving Game State 1, etc., Time-Saving Game State 3 and Time-Saving Game State 4 are not states that are entered after a jackpot game, so no jackpots such as the first jackpot 117 are entered during Time-Saving Game State 3 and Time-Saving Game State 4. Therefore, the number of jackpot games displayed in the result image GP will be "0" and the total number of prize balls will be "0". In other words, at the end of Time-Saving Game State 3 and Time-Saving Game State 4, the result image GP showing the number of jackpot games as "0" and the total number of prize balls as "0" is not displayed, which prevents the player's motivation to continue playing that might be diminished if such a result image GP were displayed. At the end of Time-Saving Game State 3 and Time-Saving Game State 4, the main display device 131 may display an image such as "Time-Saving Ended" to notify the end of Time-Saving Game State 3, etc. 【0199】 Furthermore, although the result image GP is not displayed at the end of the above-mentioned time-saving game states 3 and 4, it may be displayed. In this way, when the result image GP is displayed at the end of time-saving game states 3 and 4, showing that the number of big wins is "0" and the total number of prize balls is "0", the player can easily recognize that time-saving game state 3, etc. has ended. Also, although the result image GP displayed at the end of time-saving game state 1, etc. is displayed for the predetermined period as described above, this predetermined period may be any other period. For example, the result image GP may be displayed starting at the end of the last game in the time-saving game states (time-saving game states 1 to 4), and then hidden after the second reserve count is reduced to "0" and the fluctuation display on the second special symbol display unit 122 stops. In other words, after transitioning to a low probability non-time-saving game state, the result image GP may continue to be displayed until the first variation display of the first special symbol display unit 120 becomes available. Furthermore, although the left-hand shooting start image described above is displayed regardless of whether the first game in the low probability non-time-saving game state is executed or not, it is not limited to this configuration and may be configured in various ways. For example, on the condition that the first game after transitioning from a time-saving game state (time-saving game state 1 to 4) to a low probability non-time-saving game state is executed, the left-hand shooting start image may be displayed along with an audio output instructing that the left-hand shooting game should be started. 【0200】 Here, we will explain what happens after the end of the time-saving game state 3, such as when the number of playable rounds "M3" becomes "0" because the player does not win a jackpot during the time-saving game state 3, and the time-saving game state 3 ends. As mentioned above, during the period from the end of a jackpot game until the start of the next jackpot game, unless a RAM clear process is performed, the player will only transition to time-saving game state 3 once, and will not transition to time-saving game state 3 more than once. Therefore, for example, after the end of time-saving game state 3, the player may be notified that the time-saving game state 3 has already ended, and in such a case, the player can easily recognize that the time-saving game state 3 has ended. Specifically, during the low probability non-time-saving game state after the end of time-saving game state 3, the player may be notified that the time-saving game state 3 has already ended by displaying a cumulative count image RK displayed on the main display device 131 that exceeds "800 rounds". Furthermore, after the end of the time-saving game state 3, the main display device 131 may display a transition notification image such as "Time-saving 3 completed" to indicate that the game has transitioned to and ended the time-saving game state 3, thereby notifying the user that the time-saving game state 3 has already ended. The cumulative count image RK and the transition notification image displayed after the end of the time-saving game state 3 may be kept on display until a RAM clear process is performed or a jackpot game is played. The cumulative count image RK and the transition notification image displayed after the end of the time-saving game state 3 may also be kept on the main display device 131 even if the power is cut off and then restored while they are being displayed. Furthermore, after the end of the time-saving game state 3, if the power is cut off and then restored, the main display device 131 may display a transition notification image large enough to cover the entire screen, or provide notification by sound or other means. Furthermore, in the normal game state after the end of the time-saving game state 3, the normal gameplay may be performed in a different performance mode than the performance modes A to C in the normal game state before transitioning to the time-saving game state 3 (for example, a performance mode specific to the normal game state after the end of the time-saving game state 3).In this configuration, it is possible to prevent a decline in the enjoyment of the game during the normal game state after the end of the time-saving game state 3. 【0201】 [Overview of the display mode on the main display device 131 after the fluctuation stops] Referring to Figures 6-1 and 6-2, an overview of the changes in the state of the gaming machine 100 after the fluctuations stop and the display patterns of the main display device 131 will be explained. Figure 6-1 is a diagram illustrating the overview of the changes in the state of the gaming machine 100 after the fluctuations stop and the display patterns of the main display device 131. Figure 6-2 is a diagram illustrating the overview of the customer waiting demo performance. 【0202】 As shown in Figure 6-1, when the display of the special symbols stops and, for example, the number of reserved balls such as the first reserved ball is "0" and no game balls enter the first start opening 112, the system enters a waiting state, and the demo waiting period B1 and the waiting demo period B2 alternate, such as demo waiting period B1 (120 seconds) → waiting demo period B2 (80 seconds) → second demo waiting period B1 (100 seconds) → second waiting demo period B2 (80 seconds) →... Demo waiting period B1 is the period during which the three performance symbols 50a are displayed in a stopped state on the main display device 131, and is the period during which the system is in a waiting state for the display of the waiting demo performance, which will be described later. The waiting demo period B2 is the period during which the waiting demo performance is displayed on the main display device 131. The duration of the demo waiting period B1 is such that the first demo waiting period B1 is longer than the second and subsequent demo waiting periods B1, while the second and subsequent demo waiting periods B1 are of the same length. On the other hand, the customer waiting demo period B2 is the same length for the first customer waiting demo period B2 and for subsequent customer waiting demo periods B2. 【0203】 As shown in FIG. 6-1(a), first, on the main display device 131 during the variation of the special symbol, for example, a background image such as a mode A background image scrolls horizontally, and in front of it, a state is displayed where two of the three effect symbols 50a stop displaying and one effect symbol 50a scrolls. Also, in front of the background image, a first hold icon display area 50b where a first hold icon HI corresponding to the first hold number is displayed, and an icon display area 50c where an image of the icon TI that animates to swing left and right is displayed are shown. Further, in front of the background image, a first hold number display area SA and a second hold number display area SB where numbers corresponding to the first hold number and the second hold number are displayed are shown, and it is displayed in a state where the special symbol TZ scrolls. 【0204】 As shown in FIG. 6-1(b), next, on the main display device 131 during the demo standby period B1, a background image such as a mode A background image scrolls horizontally, and in front of it, three effect symbols 50a in a stopped state are shown. Also, in front of the background image, a first hold icon display area 50b where the first hold icon HI is not displayed, and an icon display area 50c where the image of the icon TI is not displayed are shown. Further, in front of the background image, a first hold number display area SA and a second hold number display area SB indicating that the first hold number and the second hold number are "0" are shown, and it is displayed in a state where it stops at the combination number corresponding to the three effect symbols 50a in a state where the special symbol TZ has stopped. And in front of the background image and the three effect symbols 50a, a tone adjustment image OC suggesting that the volume of BGM etc. can be adjusted according to the operation of the effect operation stick 136 is displayed. 【0205】 Next, as shown in FIG. 6-1(c), on the main display device 131 during the customer waiting demo period B2, a customer waiting demo effect to be described later is displayed, and in front of the display of the customer waiting demo effect, a first hold number display area SA and a second hold number display area SB indicating that the first hold number and the second hold number are "0" are displayed. Note that on the main display device 131 during the customer waiting demo period B2, the three effect symbols 50a, the first hold icon display area 50b, the icon display area 50c, and the special symbol TZ that were displayed during the demo standby period B1 are not displayed. Also, in the main display device 131 during the customer waiting demo period B2 (during the display of the customer waiting demo effect), the special symbol TZ may be displayed together with the first hold number display area SA and the second hold number display area SB. 【0206】 Referring to FIG. 6-2, here, the display mode of the customer waiting demo effect will be described. The customer waiting demo effect (80 seconds) is composed of displays with the following contents in this order: "Demo of variable effects (25 seconds)" → "Character introduction (25 seconds)" → "Model name (5 seconds)" → "Manufacturer name (5 seconds)" → "Warning against falling in (10 seconds)" → "Demo of movable props (10 seconds)". That is, these contents will be displayed on the main display device 131 during the customer waiting demo period B2 (80 seconds). 【0207】 As shown in FIG. 6-2(a), first, the "Demo of variable effects" in the customer waiting demo effect is an effect in which various variable effects displayed on the main display device 131 during the variable display of the special symbol are shown. Specifically, on the main display device 131, various variable effects such as the SPSP reach revival effect, the SPSP reach effect, the SP reach effect, the pseudo continuous effect, and the normal reach effect are displayed in the order of decreasing expectation of hitting the jackpot. Note that in this "Demo of variable effects", when each variable effect is displayed, it may be displayed in a manner where characters explaining the effect content and the degree of high expectation are added. 【0208】 As shown in Figure 6-2(b), the "character introduction" in the customer waiting demo performance is a performance that displays multiple characters that are displayed during various variation performances, as well as multiple characters that are part of the composition of the performance symbols 50a. Specifically, on the main display device 131, a character introduction background, which includes an image that mimics a stage, is scrolled and displayed, and in front of the background image, character displays CP1 to CP3 are displayed, each consisting of an image of the character in action and the text display of the name of each character. Furthermore, character display CP1 includes characters that are displayed in variation performances with a high expectation level, such as the SPSP reach performance, character display CP2 includes characters that are displayed in variation performances with a relatively high expectation level, such as the SP reach performance, and character display CP1 includes characters that are displayed in variation performances such as the normal reach performance. During the display of the "character introduction," character display CP1 is displayed for a longer time than the other character displays CP2 and CP3. In other words, during the display of the "character introduction," character display CP1 is displayed for a higher proportion than character displays CP2 and CP3. Furthermore, in character display CP1 to CP3, the images and names of each character may be displayed as animations that operate in various different ways relative to each other. 【0209】 As shown in Figure 6-2(c), the "machine name" in the customer waiting demo performance is a performance in which the machine name display KH, which indicates the machine name of the gaming machine 100, is displayed. Specifically, on the main display device 131, for example, a machine name background composed of a white and blue gradient is displayed as a background image and scrolls, and the machine name display KH suddenly appears in front of the background image. Now, let's explain the changes in the display pattern during the 5 seconds that the "machine name" is displayed. During the 5 seconds that the "machine name" is displayed, the main display device 131 performs changes in the display pattern, from the start of displaying the machine name display KH (switching from the "character introduction" display) to the completion of the display (for example, 1 second), and then the machine name display KH becomes hidden. 【0210】 As shown in Figure 6-2(d), the "manufacturer name" in the customer waiting demo performance is a performance in which a manufacturer name display MH, which shows the name of the manufacturer that manufactured the gaming machine 100, is displayed. Specifically, on the main display device 131, a white manufacturer name background is displayed as the background image, and the frame portion of the manufacturer name display MH suddenly appears in front of the background image, and the parts of "Bikkuri.", "Co., Ltd.", and "logo mark" appear in order from left to right. Alternatively, the shading of all the characters in "Bikkuri.Co., Ltd. (logo mark)" may gradually increase from a light state to a darker state. Now, let's explain the changes in the display manner during the 5-second display time of the "manufacturer name". During the 5-second display time of the "manufacturer name", the main display device 131 performs changes in the display manner from the start of displaying the manufacturer name display MH (switching from the "model name" display) to the completion of the display (for example, 3 seconds), and then the manufacturer name display MH becomes invisible. 【0211】 As shown in Figure 6-2(e), the "warning to prevent addiction" in the customer waiting demo performance is a performance in which a warning display NH consisting of text that warns the player against excessive play on the gaming machine 100 is displayed. Specifically, on the main display device 131, a white warning background is displayed as the background image, and in front of the background image, the warning display NH is displayed in order from the top, consisting of a first section NB1 displayed as the top section, a second section NB2 displayed below the first section NB1, and a third section NB3 displayed below the second section NB2. The first section NB1 consists of a red frame and red text such as "Be careful not to get addicted," the second section NB2 consists of a black frame and black text such as "Pachinko and pachislot are games to be enjoyed in moderation," and the third section NB3 consists of a black frame and black text such as "It is a game to be enjoyed in moderation." 【0212】 As shown in Figure 6-2(f), the "movable mechanism demonstration" in the customer waiting demo performance is a performance in which movable mechanisms such as the upper mechanism unit 154 and the lower mechanism unit 156 operate in the same manner as the operating manner during various variation performances. Specifically, for example, the main display device 131 displays a movable mechanism demonstration background composed of radial lines as a background image, and the lower mechanism unit 156 moves to a position in front of the background image where it operates in the SPSP reach performance, etc., and operates in the same manner as the SPSP reach performance, etc. (a manner that combines movement, etc., with lighting effects using LEDs, etc.). In addition, in the "movable mechanism demonstration," various performances may be performed not only by the lower mechanism unit 156, but also by the upper mechanism unit 154 and the light guide plate panel unit 181. 【0213】 In the aforementioned waiting state, the second demo waiting period B1 (100 seconds), which is the period from the stop of reel spinning to the start of the first demo performance, is shorter than the second demo waiting period B1 (120 seconds). In such a waiting state, since players may continue playing immediately after the stop of reel spinning, extending the time until the start of the demo performance reduces the inconvenience and discomfort to players caused by the demo performance immediately after the stop of reel spinning, compared to starting the demo performance immediately after the stop of reel spinning. On the other hand, during the waiting state, shortening the interval between the display of multiple demo performances and increasing the frequency of the demo performance can appeal to players and improve the entertainment value of the performance during the waiting state. Furthermore, as a way to strongly appeal to players through a frequently displayed demo sequence while waiting for customers, it is also possible to have a configuration where, after the first demo sequence B2 has elapsed (after the first demo sequence is displayed), the demo sequence B1 is executed consecutively without going through the second demo waiting period B1, such as: demo waiting period B1 (120 seconds) → demo sequence B2 (80 seconds) → second demo sequence B2 (80 seconds) →… In this configuration, since two demo sequences are displayed consecutively while waiting for customers, the content of the demo sequence can be more clearly imprinted on the player, and as described above, a strong appeal to the game can be achieved. 【0214】 According to the customer-waiting demo presentation described above, during the display of "character introductions," character display CP1 is displayed for a longer time and at a higher rate than character displays CP2 and CP3. In such a customer-waiting demo presentation, characters associated with highly anticipated spinning sequences (for example, character display CP1) are displayed for a longer time and at a higher rate, making it easier for players watching the customer-waiting demo presentation to recognize characters that are likely to be displayed in highly anticipated spinning sequences. 【0215】 In the customer-waiting demo presentation described above, the display time for the "warning to prevent addiction" (10 seconds) is longer than the display time for the "machine name" (5 seconds). With this type of customer-waiting demo presentation, it is possible to effectively raise awareness through the "warning to prevent addiction," which is more important than information about the machine name. 【0216】 According to the customer-waiting demo presentation described above, the movable parts are moved to their advance positions during the variation animation as a "demonstration of movable parts," and a demonstration of the movable animation is performed. With this type of customer-waiting demo presentation, the game can appeal to players more effectively than conventional gaming machines in which the movable parts are not operated during the customer-waiting demo presentation. 【0217】 As described above, the customer waiting demo performance displays the first reserved number display area SA, the second reserved number display area SB, and the special symbol TZ on the main display device 131, allowing players to easily recognize not only the current number of reserved balls (that the number of reserved balls is "0") but also that the machine is not currently displaying a variable number. In particular, as described above, the display mode on the main display device 131 changes in various ways during the customer waiting demo performance (Figure 6-2(a)~(f)), so players may mistakenly believe that the machine is displaying a variable number even though it is in the customer waiting demo period B2. The display of the first reserved number display area SA, the second reserved number display area SB, and the special symbol TZ can prevent such misunderstandings by players. 【0218】 According to the customer waiting demo presentation described above, the time from the start to the end of display of the manufacturer name (MH) for the "manufacturer name" can be made longer than the time from the start to the end of display of the machine name (KH) for the "machine name". With such a customer waiting demo presentation, information about the "manufacturer name", which the player is less likely to be aware of at the start of the game, can be made to the player more strongly than information about the "machine name", which the player is more likely to be aware of at the start of the game or during the game. There may be various ways in which information about the "manufacturer name" can be made to make a stronger impression on the player than information about the "machine name". For example, in the customer waiting demo presentation described above, the display time for the "manufacturer name" may be longer than the display time for the "machine name", such as "machine name (3 seconds)" and "manufacturer name (5 seconds)". Specifically, during the 3 seconds of display time for the "machine name", the display time for the machine name (KH) on the main display device 131 may be from the start of display (switching from "character introduction") to the end of display (for example, 1 second), and the machine name (KH) may be hidden. The display format changes as described above. On the other hand, the same applies to the 5 seconds of display time for the "manufacturer name". In other words, the display time for the manufacturer name display MH in the "manufacturer name" section is longer than the display time for the model name display KH in the "manufacturer name" section, and the time from when the manufacturer name display MH in the "manufacturer name" section is displayed until it is hidden is longer than the time from when the model name display KH in the "manufacturer name" section is displayed until it is hidden. Therefore, even in such a customer-waiting demo presentation, information about the "manufacturer name" can be made to the player more strongly than information about the "manufacturer name". 【0219】 [Specific example 1 of a situation where the reel animation in normal gameplay ends and the game enters a waiting state for customers] Using Figures 7-1 to 7-3, we will explain a specific example of the case where the variation animation in the normal game state ends and the game transitions to a demo waiting period → customer waiting demo period. Figure 7-1 is a timing chart (1) for when the variation animation in the normal game state ends and the game transitions to a customer waiting state, and Figures 7-2 and 7-3 are diagrams showing examples of animations at various timings in Figure 7-1. Note that this explanation focuses on the case of animation mode A, but the explanations for animation modes B and C are omitted as they are basically the same. 【0220】 As shown in Figure 7-1, at timing T0, the first special symbol is displayed on the first special symbol display unit 120 with the first reserve count at "0". At this time, the first special symbol reserve display unit 123 and the first reserve count display area SA are showing "0". Also, in front of the horizontally scrolling Mode A background image, the central of the three performance symbols 50a and the three special symbols TZ are being updated and changed (scrolled display, switched display). In addition, the first reserve icon display area 50b and the corresponding icon display area 50c are displayed, and although the reserve icon HI is not displayed in the first reserve icon display area 50b, the corresponding icon TI is displayed in the icon display area 50c in its normal display mode. Furthermore, the variation BGM1 corresponding to performance mode A is being output audibly (see Figure 7-2(a)). 【0221】 Next, at timing T1, when the central performance symbol 50a, which was scrolling slowly (updating and fluctuating), temporarily stops, the characters of the three performance symbols 50a perform a pre-stop performance action (a pre-stop action of shaking their heads), and the three performance symbols 50a temporarily stop at a losing combination ("537"). Then, at timing T2, when the fluctuation time of the special symbols has elapsed, a stop command (symbol confirmation command) is sent from the main control board 300 to the performance control board 320, and the losing special symbol is displayed on the first special symbol display 120. In addition, the fluctuation BGM1 corresponding to performance mode A is continuously output audibly (see Figure 7-2(b)). 【0222】 Next, at timing T3, the animation of the icon TI displayed in the icon display area 50c disappearing begins, and the stop display of the performance symbol 50a ("537") and the special symbol TZ ("537") begins. Subsequently, at timing T4, after a predetermined period has elapsed since the start of the animation of the icon TI disappearing, the animation of the icon TI disappearing ends. In addition, the variable BGM1 corresponding to performance mode A is continuously output audibly (see Figure 7-2(c)). 【0223】 Then, at timing T5, once the special symbol's stop time has elapsed, a command to specify a customer waiting state is sent from the main control board 300 to the performance control board 320, and the system enters a customer waiting state, entering a demo waiting period in which the special symbol is displayed in a stopped state. At this time, the background image is the same Mode A background image as when the first special symbol display unit 120 is showing a variation, and the background music is any BGM that is continuously output. For example, the variation BGM1 that was the same as before the first special symbol display unit 120 stopped displaying may be continuously output as audible, or it may be different from the BGM that was displayed before the first special symbol display unit 120 stopped displaying, and the demo waiting period (customer waiting A predetermined background music (for example, BGM8) corresponding to the state may be started to be output. Here, it is assumed that the same variable BGM6 as before the stop indication on the first special symbol display 120 is continuously output audibly (see Figure 7-2(d)). 【0224】 Next, at timing T6, when a predetermined time (30 seconds) has elapsed since the first special symbol display 120 showed a stop, the audible variable BGM1 stops, resulting in silence (see Figure 7-2(e)). During the period from T4 to T6, when the variable BGM1 is being output, the volume of the variable BGM1 can be changed in response to the player's operation of the performance control stick 136, and the output volume setting can also be changed. 【0225】 Next, at the timing of T7, when a predetermined time (40 seconds) has elapsed since the stop display of the first special symbol display 120, a tone adjustment display OC suggesting that the volume of the variable BGM or the like can be adjusted by operating the effect operation stick 136 is displayed in front of the effect symbol 50a (see Fig. 7-2(f)). The tone adjustment display OC displays the magnitude of the currently set volume (volume gauge) and the content indicating the operation direction of the effect operation stick 136. Note that, in response to the operation of the effect operation stick 136, the display of the magnitude of the volume during tone adjustment (volume gauge) changes, and the setting of the magnitude of the output volume is also changed. 【0226】 Next, at the timing of T8, when a demo standby period (120 seconds) has elapsed since the reception of the customer waiting state designation command, a customer waiting demo start command is transmitted from the main control board 300 to the effect control board 320, and a customer waiting demo effect lasting for a predetermined period (80 seconds) is started. Specifically, in front of the effect symbol 50a and behind the hold display area (the first hold number display area SA and the second hold number display area SB), a fade-in of the customer waiting demo image for a predetermined period (0.5 seconds) (gradually changing from a transparent state to an opaque state) is started, and a fade-out of the effect symbol 50a, the first hold icon display area 50b, the icon display area 50c, the mode A background image, and the special symbol TZ (gradually changing from an opaque state to a transparent state and disappearing) is started. That is, it is displayed such that at least a part of the disappearance display in which the three effect symbols 50a, the first hold icon display area 50b, the icon display area 50c, the mode A background image, and the special symbol TZ gradually disappear and the generation display in which the customer waiting demo image (character image, customer waiting demo background) gradually appears overlap. Note that since the hold display area (the first hold number display area SA and the second hold number display area SB) is displayed in front of the customer waiting demo image, it will not be in a state where it cannot be visually recognized (shielded) by the customer waiting demo image (see Fig. 7-3(g)). 【0227】 Then, after the timing of T8, once the fade-in of the waiting demo image is complete, the performance symbols 50a, etc., become invisible (invisible), and the waiting demo sequence begins in the following order: "Variable performance demo (20 seconds)" → "Character introduction (20 seconds)" → "Machine name (10 seconds)" → "Manufacturer name (10 seconds)" → "Warning to prevent addiction (10 seconds)" → "Demo of movable mechanism (10 seconds)" (see Figure 7-3(h)). In other words, if there are no winning balls in the waiting state, after the demo waiting period (120 seconds) has elapsed since the reception of the waiting state specification command, the waiting demo sequence to encourage the player to play will begin. Furthermore, if there are no winning balls during the execution of the waiting demo sequence, the waiting demo sequence for a predetermined time (80 seconds) will be displayed. 【0228】 Referring to Figure 7-3(i), we will now explain the case in which the player changes the volume of the variable BGM1 by operating the performance control stick 136 during the period T5 to T6. 【0229】 As shown in Figure 7-3(i), when the performance control stick 136 is operated during the period T5-T6 while the variable BGM1 is being output, the sound adjustment display OC is displayed on the main display device 131 (the displayed sound adjustment display OC will end if there is no operation of the performance control stick 136 for a predetermined period (2 seconds)). At the same time, a predetermined sound effect or audio sound is output from the audio output device 331 for a certain period (e.g., 0.5 seconds). Here, the predetermined sound effect or audio sound accompanying the start of the display of the sound adjustment display OC is output at a timing corresponding to the timing when the display of the sound adjustment display OC starts (i.e., the frame update timing of the main display device 131), but the output will end even if it is not at a timing corresponding to the timing when the display of the sound adjustment display OC ends (i.e., the frame update timing of the main display device 131) (for example, at a timing before the display of the sound adjustment display OC ends). In addition, based on the operation of the performance control stick 136 while the sound adjustment display OC is displayed, the volume of the variable BGM1 changes, the volume level display (volume gauge) during the sound adjustment display OC changes, and the volume level setting of the output BGM, etc. is changed. Furthermore, in conjunction with the display of the volume gauge change based on the operation of the performance control stick 136, a predetermined listening sound at the changed volume is output from the audio output device 331 for a certain period of time (for example, 0.5 seconds). Here, the predetermined listening sound is output at a timing corresponding to the timing when the display of the volume gauge change based on the operation of the performance control stick 136 begins (i.e., the frame update timing of the main display device 131), but the output is terminated even if it is not at a timing corresponding to the timing when the display of the volume gauge change is completed (i.e., the frame update timing of the main display device 131) (for example, at a timing before the display of the volume gauge change is completed). 【0230】 Referring to Figures 7-3(j-1) and (j-2), the case in which menu images MN1a and MN1b are displayed by operating the sword handle unit 135 while in customer waiting state will be explained. As described above, in customer waiting state, the performance control board 320, which receives the customer waiting state specification command, sets the validity period for operating the sword handle unit 135 (sword handle button). When the sword handle unit 135 is operated during the validity period, a predetermined signal based on the operation of the sword handle button detected by the sword handle button detection switch 137 is transmitted to the performance control board 320, and the lamp control board 340 and the button drive device vibrate the sword handle unit 135 in a predetermined manner based on the predetermined signal from the performance control board 320. In addition, when the display of menu image MN1a, etc., based on the operation of the sword handle unit 135 starts, or when the manner changes due to the operation of the sword handle unit 135 while the menu image MN1a, etc., is being displayed, a predetermined sound effect is output from the sound output device 331 for a certain period of time (for example, 0.5 seconds). Here, the predetermined sound effect is output at a timing corresponding to the timing when the display of the menu image MN1a, etc., or the display of changes in its form, based on the operation of the sword handle unit 135 begins (i.e., the frame update timing of the main display device 131), but the output is terminated even if it is not at a timing corresponding to the timing when the display of the menu image MN1a, etc., or the display of changes in its form, is completed (i.e., the frame update timing of the main display device 131) (for example, at a timing before the display of the menu image MN1a, etc., or the display of changes in its form, is completed). 【0231】 As shown in Figure 7-3(j-1), for example, if the sword handle unit 135 is operated while the "Character Introduction" is displayed during the operation validity period in the customer waiting state, the menu image MN1a is displayed in front of the "Character Introduction" display. The menu image MN1a displays the "Machine Description" tag, the "Performance Customization" tag, and the "Pachi Log" tag, and it is possible to select and confirm one of the tags depending on the operation of the performance operation stick 136. If the "Machine Description" tag is selected and confirmed, an explanation of the game flow and features of the gaming machine 100 is displayed, and if the "Pachi Log" tag is selected and confirmed, data related to the results of the gaming machine 100, such as the number of jackpots today and yesterday, is displayed. The operation validity period is set to continue during the customer waiting state, and if the sword handle unit 135 is operated again while the menu image MN1a is displayed, the menu image MN1a disappears. 【0232】 As shown in Figure 7-3(j-2), when "Performance Customization" is selected and confirmed while menu image MN1a is displayed, menu image MN1b is displayed. In menu image MN1b, along with the words "Select Favorite Character," tags for multiple character names that can be selected and confirmed according to the operation of the performance control stick 136 are displayed. For example, if a character name tag is selected in menu image MN1b, when the performance symbol 50a containing the selected character is displayed during gameplay, the words "Favorite Character" will be added to the performance symbol 50a. Note that if the sword handle unit 135 is operated while menu image MN1b is displayed, menu image MN1b will disappear. 【0233】 In the aforementioned waiting state, the display time of the waiting demo animation (80 seconds) is longer than the time (30 seconds) between the stop of reel spinning and the cessation of the reel spinning background music output. In such a waiting state, there is a high probability that the player will continue playing immediately after the reel spinning stops, so continuing to output the reel spinning background music can encourage them to continue playing. Furthermore, since the output time of the reel spinning background music after the reel spinning stops is shorter than the display time of the waiting demo animation, it is possible to suppress the discomfort that may occur to players of other nearby gaming machines due to the prolonged output of the reel spinning background music after the reel spinning stops, and the display of the waiting demo animation for a longer period of time can also appeal to players of other nearby gaming machines to continue playing. 【0234】 In the aforementioned waiting state, the time from when the sound adjustment indicator OC is displayed until the waiting demo animation is displayed (80 or 60 seconds) is longer than the time from when the reel stops moving until the sound adjustment indicator OC is displayed (40 seconds). In such a waiting state, the sound adjustment indicator OC is not displayed for a predetermined period after the reel stops moving, allowing players who are currently playing to focus on the reel animations, while reducing the annoyance caused by the display of the sound adjustment indicator OC for players who continue playing immediately after the reel stops moving. Furthermore, since the period from when the sound adjustment indicator OC is displayed until the waiting demo animation is displayed is sufficiently long, and the display of the waiting demo animation does not make the sound adjustment indicator OC difficult to see, players in the waiting state can easily recognize that they can adjust the volume of the background music, etc. 【0235】 In the aforementioned customer waiting state, the timing of the output of predetermined sound effects and predetermined preview sounds in the sound output device 331 can be made earlier than the timing of changes in the display mode on the main display device 131, such as the display of the sound adjustment display OC, the display of changes in the volume gauge, and the display and display of changes in the menu image MN1a (i.e., the frame update timing of the main display device 131). In such a customer waiting state, for example, if a player is operating the performance operation stick 136 while the sound adjustment display OC is displayed in order to adjust to a desired volume, and is also operating the launch handle device 103 in order to quickly get the ball into the first starting opening 112, even if the display of changes by the performance symbols 50a starts before the display of changes in the volume gauge is completed on the main display device 131, causing the player to stop paying attention to the display of changes in the volume gauge, the predetermined preview sound output before the display of changes in the volume gauge is completed can make the player aware that the adjustment to the desired volume has been completed. In other words, the player can recognize that the settings in the gaming machine 100 have been changed in accordance with their actions, without having to visually confirm the completion of the change in the display mode on the main display device 131 based on their actions, through predetermined sound effects or sounds. 【0236】 (Example of a display when a prize is won while waiting for customers) Referring to Figure 7-4, we will explain an example of the presentation when a prize is won while the machine is in a waiting state. Figure 7-4 is a diagram showing an example of the presentation when a prize is won while the machine is in a waiting state. Here, we will explain an example of the presentation when a prize is won while the machine is in a waiting state and during the demo waiting period T4 to T6. 【0237】 As shown in Figure 7-4(a), during the customer waiting state and the demo waiting period T4 to T6, as described above, the special symbol's stop time elapses, a customer waiting state designation command is sent from the main control board 300 to the performance control board 320, and the performance symbol 50a is displayed in a stopped state during the demo waiting period. At this time, the main display device 131 shows a mode A background image, the same as the one displayed during the variable display of the first special symbol display 120, scrolling horizontally as the background image, and the variable BGM 1, the same as the one displayed before the stop of the first special symbol display 120, is continuously output as audible BGM. 【0238】 As shown in Figure 7-4(b), when a game ball enters the first starting slot 112, the first reserve number becomes "1", the first display section of the first reserve icon display area 50b starts displaying the reserve icon HI in its normal display mode, and the reserve number in the first reserve number display area SA is updated to "1". In addition, the variable BGM 1 continues to be output audibly, and a sound effect indicating that a prize has been won is output. Furthermore, the horizontal scrolling of the Mode A background image continues to be output as the background image. In other words, if a game ball enters the first starting slot 112 during the demo waiting period when the customer waiting state is in progress and the variable BGM is being output, the variable BGM that was being output before the prize was won will continue to be output. 【0239】 As shown in Figure 7-4(c), when the first reserve number decreases to "0" and the variation display of the first special symbol begins, the reserve icon HI displayed in the first reserve icon display area 50b is shifted (decreased display, changed display) toward the icon display area 50c, and the reserve number in the first reserve number display area SA is updated to "0" (decreased display). In addition, before the horizontal scrolling of the Mode A background image, the three performance symbols 50a that were stopped display perform a floating display as a pre-variation action, and the scrolling display of the special symbol TZ begins. Furthermore, at this time as well, the variation BGM 1 continues to be audibly output. Note that, for example, if the performance mode is changed at this time, the variation performance may be displayed with the background image, performance symbols 50a, reserve icon HI, the icon TI, variation BGM, etc. changed. 【0240】 (Example of the effect when the sword hilt unit 135 is operated while the display is changing) Referring to Figure 7-5, an example of the performance when the sword handle unit 135 is operated during the display of the special symbols will be explained. Figure 7-5 is a diagram showing an example of the performance when the sword handle unit 135 is operated during the display of the special symbols. Here, we will explain the case when the first special symbol is determined to be a jackpot and the SPSP reach performance is set as the variation performance pattern. Furthermore, when the SPSP reach performance (jackpot) is set as the variation performance pattern in the performance control board 320, an operation validity period (10 seconds) in which the operation of the sword handle unit 135 is valid is set. Moreover, the operation validity period (10 seconds) is not limited to the SPSP reach performance (jackpot), but is set for multiple types of variation performance patterns, such as the SPSP reach performance (miss), SP reach performance (jackpot), and pseudo-continuous performance. 【0241】 As shown in Fig. 7-5(a), first, when the output of the SPSP reach BGM stops and the fixed performance starts at the final stage of the SPSP reach performance, the display of the promotion image prompting the operation of the handle button of the handle unit 135 and the operation valid period (10 seconds) of the handle button start. Specifically, an operation promotion image SSG imitating the handle button is displayed on the main display device 131, the output of the SPSP reach BGM stops (non-output), and a sound effect of "Push it" is output from the audio output device 331. At this time, the reduced performance symbol 50a fluctuates and is displayed at the upper left corner of the main display device 131. 【0242】 As shown in Fig. 7-5(b), next, when the handle button of the handle unit 135 is operated during the operation valid period (10 seconds), a fixed success performance suggesting that the jackpot game is executed is performed. Specifically, the lower accessory unit 156 moves to the performance position, and a plurality of light-emitting LEDs provided on the lower accessory unit 156 blink. Also, a fixed success image SEF is displayed in front of the SPSP reach background of the main display device 131, and a sound effect of "Kyuin kyuin" is output from the audio output device 331. Furthermore, the handle unit 135 vibrates by the button drive device. Then, the reduced performance symbol 50a at the upper left corner of the main display device 131 temporarily stops at "5", so that the three performance symbols 50a are in a state of temporarily stopping at the jackpot winning combination ("555"). If the handle unit 135 is not operated during the operation valid period, the above-mentioned operation promotion image SSG disappears and the fixed success performance is executed. 【0243】 As shown in Figure 7-5(c), once the execution period of the SPSP reach effect has elapsed, a pre-stop effect is performed that suggests the effect symbol 50a will stop (display of an obscuring image (an eye-catching image including the machine name) that obscures the background image and the effect symbol 50a for 0.5 seconds). After this, the horizontal scrolling of the Mode A background image resumes, and the effect symbol 50a returns to its position before the start of the SPSP reach effect and to the first form, and is displayed in a temporarily stopped state. In addition, the first hold icon display area 50b and the icon display area 50c on which the icon TI is displayed are redisplayed. At this time, no sound is output from the sound output device 331 for a predetermined period (for example, until the effect symbol 50a stops). 【0244】 In the case of a variable animation with an operation validity period set as described above, the operation validity period (10 seconds) set according to the variable animation pattern can be set for multiple types of variable animation patterns. Therefore, it can be set for more times than the operation validity period set during the waiting state (1 time), and for a shorter period than the operation validity period set during the waiting state (set throughout the waiting state). With such a variable animation, the variable animation with a set operation validity period during the animation increases the player's expectations, and since it can be implemented with many types of variable animation patterns with a short operation validity period, the excitement of the variable animation can be enhanced. Furthermore, animations with a set operation validity period during the waiting state can reduce player boredom because a long operation validity period is set for fewer times (1 time), and the excitement of the animation during the waiting state can be enhanced. 【0245】 [Specific example of when the variation animation ends in the time-saving game state 3 and the game enters a waiting state for customers] Using Figures 8-1 to 8-3, we will explain specific examples of when the variable animation in time-saving game state 3 ends and the game transitions to a demo waiting period → customer waiting demo period, when the number of playable rounds "M3" is not "0". Figure 8-1 is a timing chart for when the variable animation in time-saving game state 3 ends and the game transitions to a customer waiting state, and Figures 8-2 and 8-3 are diagrams showing examples of animations at various timings in Figure 8-1. Note that this explanation focuses on the case of animation mode F, but the explanations for animation modes D and E, which are animation modes in time-saving game states, are basically the same and will be omitted. 【0246】 As shown in Figure 8-1, first, at timing T0, the second special symbol is displayed on the second special symbol display unit 122 with the second reserve count at "0". At this time, the second special symbol reserve display unit 124 and the second reserve count display area SB are displayed as "0". Also, in front of the horizontally scrolling Mode F background image, the central one and three special symbols TZ of the three performance symbols 50a of the fourth mode are updated and changed (scrolled display, switched display). In addition, the remaining number of plays image JK (indicating that the remaining number of plays in the time-saving game state 3 is "101") is displayed, and the second reserve icon display area 50d and the icon display area 50c are displayed. Although the reserve icon HI is not displayed in the second reserve icon display area 50d, the icon TI in the normal display mode is displayed in the icon display area 50c. Additionally, the right-hand image MG is displayed, and the variable BGM 6 corresponding to the performance mode F is audibly output (see Figure 8-2(a)). 【0247】 Next, at timing T1, when the central performance symbol 50a, which was scrolling slowly (updating and fluctuating), temporarily stops, the three performance symbols 50a perform a pre-stop performance action (small bounce display), and the three performance symbols 50a temporarily stop at a losing combination ("537"). Then, at timing T2, when the fluctuation time of the special symbols has elapsed, a stop command (symbol confirmation command) is sent from the main control board 300 to the performance control board 320, and the losing special symbol is displayed on the second special symbol display 122. In addition, the right-hand shooting image MG and the remaining spins image JK are displayed, and the fluctuation BGM 6 corresponding to performance mode F is continuously output audibly (see Figure 8-2(b)). 【0248】 Next, at timing T3, the animation of the icon TI displayed in the icon display area 50c disappearing begins, and the stop display of the performance symbol 50a ("537") and special symbol TZ ("537") begins. Subsequently, at timing T4, after a predetermined period has elapsed since the start of the animation of the icon TI disappearing, the animation of the icon TI disappearing ends. In addition, the right-hand shooting image MG and the remaining spins image JK are displayed, and the variable BGM 6 corresponding to performance mode F is continuously output audibly (see Figure 8-2(c)). Although not shown in the figure, in the remaining spins image JK, as soon as the disappearance of the icon TI ends, an image of "100 spins remaining" is displayed with an animation that subtracts "1" from the number of spins that can be played "101". 【0249】 Then, at timing T5, once the special symbol's stop time has elapsed, the system enters a customer-waiting state, and a demo waiting period begins in which the special symbol is displayed in a stopped state. A customer-waiting state specification command is sent from the main control board 300 to the performance control board 320. At this time, the background image is the same mode F background image as when the second special symbol display unit 122 is displaying variations, and the background music is simply any background music that is continuously output. For example, the same variation BGM 6 as before the second special symbol display unit 122 stopped may be continuously output audibly, or a different BGM (e.g., BGM 8) corresponding to the demo waiting period (customer-waiting state) may be output. Here, however, it is assumed that the same variation BGM 6 as before the second special symbol display unit 122 stopped may be continuously output audibly. Also, the right-hand shooting image MG and the remaining spins image JK are continuously displayed (see Figure 8-2(d)). 【0250】 Next, at timing T6, when a predetermined time (30 seconds) has elapsed since the second special symbol display 122 showed a stop, the audible variable BGM 6 stops, and silence is restored. The right-hand shooting image MG and the remaining spins image JK continue to be displayed (see Figure 8-2(e)). During the period from T4 to T6, when the variable BGM 6 is being outpu...

Claims

[Claim 1] A means of operation that can be operated by the player, A light-emitting means capable of emitting light, A gaming machine comprising: a gaming execution means that acquires judgment information based on the fulfillment of a first or second starting condition, performs a change in the display of symbols based on the judgment information, and performs a special game when the change in the display is in a predetermined state, The light-emitting means includes a display means, In conjunction with the execution of the aforementioned variable display, it is possible to execute variable effects for multiple effect symbols. The display means is capable of executing a specific character display, a specific effect in which the effect symbols are enlarged, or an instruction effect that instructs the player to perform a specific operation. The game has a first game state and a second game state that is more advantageous than the first game state. Based on the amount of game value assigned and used, a specific value is derived, and when that value reaches a predetermined level, a specific function that restricts the progress of the game can be controlled to activate at a predetermined timing. The light-emitting means is It is possible to display a rainbow-colored light display that appears to the player as a rainbow. In the aforementioned rainbow light display, a first effect in which the colors move in a specific direction, and a second effect in a manner different from the first effect can be performed. In the variation performance, from the start of a predetermined performance that suggests the execution of the special game until the start of the next variation display, different forms of the rainbow light display can be executed depending on whether the performance symbol is in a first temporary stop display form or a second temporary stop display form. As the aforementioned instruction and performance, a first instruction and a second instruction and performance, which are displayed smaller than the first instruction and performance, can be performed. During the execution of the first instruction effect, the rainbow light display by the display means is restricted. During the execution of the second instruction effect, the rainbow light display by the display means can be performed. A gaming machine in which the number of light-emitting patterns of the rainbow light-emitting display by the light-emitting means is greater when the variable display is executed based on the fulfillment of the second start condition in the second game state than when the variable display is executed based on the fulfillment of the first start condition in the second game state.

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