Game machine

JP2024029670A5Pending Publication Date: 2025-08-22SANSEI R&D KK
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Patent Information

Application Number
JP2022132049
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-08-22
Publication Date
2025-08-22

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player interest and engagement.

Method used

Incorporation of display means, sound output means, and movable accessories in gaming machines, with dynamic image and sound effects, suggestion methods based on game progress, and player interaction, allowing for variable displays and performances at strategic intervals.

Benefits of technology

Enhances player engagement and interest by providing dynamic and interactive game experiences, increasing the appeal and excitement of gaming sessions.

✦ Generated by Eureka AI based on patent content.

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Abstract

To improve the amusement of games.SOLUTION: A game machine is provided including display means, sound output means and movable accessories. The game machine suggests a residual number of times of variations before a specific time point by using at least one of: a color, shape, number, content, operation of specific images and types of background images displayed in the display means; the number of times, size, tone color, timing, and content of sound output to the sound output means; and the number, operation content, the number of times of operations, operation timing of the movable accessories to be operated.SELECTED DRAWING: Figure 26
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Conventionally, there are gaming machines that notify the number of remaining plays until the Yu-time ends (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2022-38944 Summary of the Invention [Problem to be solved by the invention]

[0004] However, even with the above gaming machines, there is still room for improvement in terms of technology for increasing the entertainment value of the game.

[0005] The present invention has been made to solve the above-mentioned problems, and has an object to improve the entertainment value of games. [Means for solving the problem]

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

[0007] [Application example 1] A gaming machine including a display means, a sound output means, and a movable accessory, The remaining number of changes until a specific time point is indicated by at least one of the following: the color, shape, number, content, operation, and type of background image of the specific image displayed on the display means; the number, volume, tone, timing, and content of the sound output by the sound output means; the number of the movable parts that are moving, the operation content, the number of operations, and the operation timing; A gaming machine characterized by: [Application example 2] The gaming machine according to Application Example 1, The specific time point is a time point when the game becomes a play time, a time point when the variable time shortening state ends, or a time point when the probability variable state ends. A gaming machine characterized by: [Application example 3] The gaming machine according to Application Example 1 or Application Example 2, The performance by at least one of the display means, the sound output means, and the movable role object is executed at multiple times, and the suggestion is made depending on the interval between the performances. A gaming machine characterized by: [Application example 4] The gaming machine according to Application Example 1 or Application Example 2, At least one of the display means, the sound output means, and the movable role object makes the suggestion at the start of the special chart change. A gaming machine characterized by: [Application example 5] The gaming machine according to Application Example 1 or Application Example 2, The game machine is provided with an operating means operable by a player, At least one of the display means, the sound output means, and the movable role object gives the suggestion when the player operates the operation means. A gaming machine characterized by: [Application Example 6] The gaming machine according to Application Example 1 or Application Example 2 further comprises: A suggestion method switching means is provided, the suggestion method switching means displays a selection screen on the display means for allowing the player to select the suggestion method, and switches the suggestion method according to the selection result from the player; A gaming machine characterized by: Effect of the Invention

[0008] According to the present invention, interest in games can be improved. [Brief description of the drawings]

[0009] [Figure 1] 1 is a front view of a gaming machine 1 according to one embodiment of the present invention. [Diagram 2] FIG. [Diagram 3] 2 is a block diagram showing the electrical configuration of the main control board of the gaming machine 1. FIG. [Figure 4] 2 is a block diagram showing the electrical configuration of the sub-control board side of the gaming machine 1. FIG. [Diagram 5] FIG. 2 is a diagram for explaining a main ROM and a main RAM. [Figure 6] FIG. 2 is a diagram for explaining a sub-ROM and a sub-RAM. [Figure 7] FIG. 13 is a diagram for explaining a big win determination table. [Figure 8] A diagram for explaining a jackpot type determination table. [Figure 9] A figure to explain the fluctuation pattern determination table when the time-saving mode is not in effect. [Figure 10] A figure to explain the fluctuation pattern determination table during time-saving mode. [Figure 11] 4 is a flowchart of a main control process. [Figure 12] 13 is a flowchart of a main-side timer interrupt process. [Figure 13] 13 is a flowchart of a special action process. [Figure 14] 13 is a flowchart of a special symbol waiting process. [Figure 15] 13 is a flowchart of a special symbol determination process. [Figure 16] 13 is a flowchart of a game status management process. [Figure 17] 13 is a flowchart of special electric device processing. [Figure 18] 13 is a flowchart of a game status setting process. [Figure 19] 13 is a flowchart showing a sub-control main process. [Figure 20] 13 is a flowchart of a sub-side timer interrupt process. [Figure 21] 13 is a flowchart of a received command analysis process. [Figure 22] 13 is a flowchart of the variable performance start processing. [Diagram 23] 13 is a flowchart of a customer waiting standby process. [Figure 24] 13 is a flowchart of a menu display process. [Diagram 25] This is a flowchart of the process for selecting the ceiling remaining number of times indication presentation method. [Figure 26] This is an example 1 of the remaining number of times displayed. [Figure 27] This is an example 2 of the remaining number of times displayed. [Figure 28] This is an example 3 of remaining number of times displayed. [Figure 29] This is example 4 of the remaining number of times displayed. [Diagram 30] This is example 5 of remaining number of times displayed. [Diagram 31] This is example 6 of the remaining number of times displayed. [Diagram 32] This is an example 1 of the remaining number of times output sound. [Diagram 33] This is example 2 of the remaining number of times output sound. [Diagram 34] This is remaining number of times output sound example 3. [Diagram 35] This is remaining number of times output sound example 4. [Diagram 36] This is remaining number of times output sound example 5. [Figure 37] This is an example of a remaining movable part 1. [Figure 38] This is example 2 of a remaining movable part. [Figure 39] This is example 3 of a remaining movable part. [Diagram 40] This is example 4 of a remaining movable part. [Diagram 41] 13 is an example of a table for selecting whether or not to display a remaining number of times effect. [Diagram 42] 13 is an example of a remaining number of times effect selection table. [Diagram 43] This is an explanatory diagram using a time chart when Yu-time occurs. [Diagram 44]FIG. 13 is an explanatory diagram using a time chart at the time point when the variable time shortening state ends. [Diagram 45] This is an explanatory diagram of a presentation in which a specific image 9D presentation and a sound presentation are executed at different times, and suggestions are given by the presentation and the interval between the presentations. [Diagram 46] This is an explanatory diagram of a presentation in which a specific image 9D and a specific image 9D are executed at different times, and suggestions are given based on the presentation and the interval between the presentations. [Figure 47] This is an explanatory diagram of a performance in which a performance using one of the display screen 7a, the sound output from the speaker 67, and the movable parts (left fang movable body 13, middle fang movable body 14, right fang movable body 15) is executed at each point in time, and suggestions are given based on each performance and the interval between each performance. [Figure 48] This is an explanatory diagram of a case where a performance is performed using multiple of the display screen 7a, the sound output from the speaker 67, and the movable parts (left fang movable body 13, middle fang movable body 14, right fang movable body 15). [Figure 49] This is a time chart showing the number of remaining changes until a specific point in time. [Figure 50] This is a time chart of an effect indicating the number of remaining changes up to a specific point in time by operating the operating means. [Figure 51] This is a diagram to explain example 1 of the ceiling remaining number indication presentation (presentation of the color of a specific image). [Figure 52] This is a diagram to explain example 2 of the ceiling remaining number indication performance (sound content presentation). DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

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

[0011] The gaming machine 1 is a pachinko gaming machine that shoots gaming balls based on the player's shooting operation, and when the gaming balls win a specific winning device, pays out a predetermined number of gaming balls to the player based on the winning. The gaming machine 1 comprises a gaming machine frame 50 and a gaming board 2, and the gaming board 2 is attached to the inside of the gaming machine frame 50. In addition to a front frame (front frame portion) 53, the gaming machine frame 50 comprises an outer frame (base frame portion) that forms the outer hull of the gaming machine, and an inner frame to which the gaming board 2 is attached inside the outer frame. The front frame (front frame portion) 53 is a vertically rectangular unit disposed on the front side of the outer frame and the inner frame, and includes a handle 60, a ball supply tray (upper tray) 61, a surplus ball receiving tray (lower tray) 62, a performance button 63, a sword member 64, a sword button 65, a frame lamp 66, a speaker 67, a select button 68, and a frame movable body 600. An opening is formed in the center of the front frame 53, and the play area 3 of the game board 2 can be seen through the opening.

[0012] The handle 60 is disposed at the lower end of the right side of the front frame 53, and launches game balls with a launch strength according to the rotation angle. The ball supply tray (upper tray) 61 is disposed below the front frame 53, and stores game balls. The surplus ball receiving tray (lower tray) 62 is disposed below the ball supply tray (upper tray) 61, and stores game balls that cannot be accommodated in the ball supply tray (upper tray) 61. The performance button 63 is an operation unit disposed near the ball supply tray (upper tray) 61, and is operated (pressed) by the player during performances that are executed as the game progresses. The sword member 64 is an operation unit that imitates the shape of a sword, and can be pushed downward by the player during performances that are executed as the game progresses. The sword button 65 is an operation unit disposed at the upper end portion of the sword member 64, i.e., the end of the handle of the sword, and is operated (pressed) by the player during performances that are executed as the game progresses. The sword member 64 is configured to be able to perform two different operations: a first operation of pushing the entire sword member 64 downward, and a second operation of pressing the sword button 65 at the tip. The frame lamp 66 is arranged around the opening of the front frame 53, and performs a light-emitting effect during play. The speaker 67 is arranged at the upper left and upper right of the front frame 53, and performs a sound effect during play. The select button 68 is a so-called cross key, and is composed of a left button, a right button, an up button, and a down button, and enables various inputs. The frame movable body 600 is a so-called movable gimmick provided at the top of the front frame 53. The frame movable body 600 is configured to be displaceable from a stored state in which it is stored inside the front frame 53 to an exposed state in which it protrudes above the front frame 53.

[0013] The game board 2 comprises a game area 3, a rail member 4, a board lamp 5, an image display device 7, a center decorative body 10, a left fang movable body 13, a middle fang movable body 14, a right fang movable body 15, a fixed winning device (center) 19, a normal variable winning device (electric chute) 22, a gate (through chucker) 28, a large winning device (attacker) 31, a general winning port 27 (normal winning port 27), an outlet 16, and displays 40.

[0014] The game area 3 is an area where game balls launched by operating the handle 60 flow down, and has a number of game nails protruding therein for guiding the game balls. The rail member 4 is disposed at the left end of the game area 3, and guides the game balls launched by operating the handle 60 toward the top of the game area 3. The board lamp 5 is disposed on the rear side of the game area 3, and irradiates light from the rear side of the game area 3.

[0015] The image display device 7 is provided near the center of the game area 3 and includes a display screen 7a. The image display device 7 may be a liquid crystal display device, or may be another image display device such as an organic EL display device, a plasma display, a projector, or a dot matrix. The display screen 7a of the image display device 7 has a performance pattern display area in which performance patterns (decorative patterns) 8L, 8C, and 8R are variably displayed (also called variable display), a reserved image display area in which reserved images 9A and 9B are displayed, and a reserved digestion image display area in which a reserved digestion image 9C is displayed. The reserved images 9A and 9B are images that represent a reserved play, and are also called reserved icons 9A and 9B. The reserved digestion image 9C is an image that represents the reserved play, and is also called the reserved image 9C or the reserved icon 9C. Furthermore, the reserved digestion image 9C does not strictly speaking represent a reserved play, and is therefore also called the variable image 9C or the variable icon 9C.

[0016] The effect symbol display area includes three symbol display areas, "left", "center", and "right". The left symbol display area displays a left effect symbol (left decorative symbol) 8L. The center symbol display area displays a center effect symbol (center decorative symbol) 8C. The right symbol display area displays a right effect symbol (right decorative symbol) 8R. The effect symbols 8L, 8C, and 8R are composed of a plurality of symbols representing numbers, for example, from "1" to "9". The variable display of the effect symbols 8L, 8C, and 8R is synchronized with the variable display of the first special symbol and the second special symbol, which will be described later. The image display device 7 can display the results of the variable display of the first special symbol and the second special symbol displayed by the first special symbol display device 41a and the second special symbol display device 41b, which will be described later, (the result of the big win lottery) in an easy-to-understand manner to the player, by the combination of the effect symbols displayed in the left, center, and right symbol display areas.

[0017] For example, if a jackpot is won, the effect symbols are displayed as a repeat number such as "777". If a loss occurs, the effect symbols are displayed as a random number such as "637". This makes it easier for the player to grasp the progress of the game. The player can grasp the result of the jackpot lottery from the first special symbol display device 41a and the second special symbol display device 41b, as well as the image display device 7. The position of the symbol display area does not have to be fixed. The variable display of the effect symbols may be a vertical scroll or other manner. The combination of effect symbols to be displayed according to each lottery result is not limited to the above and can be set arbitrarily. Hereinafter, the effect that displays the effect symbols 8L, 8C, and 8R is also called "variable effect of effect symbols", "variable effect of decorative symbols", or simply "variable effect". In addition, the variable effect of decorative symbols is counted as one variable effect during the period from when the special symbols start to vary to when they stop (also called the special symbol variation period). Therefore, even if the decorative pattern is temporarily stopped during the period from when the special pattern starts to change to when it stops, the effect of the temporary stop is included in the effect of the decorative pattern change.

[0018] The image display device 7 can display on the display screen 7a not only the performance symbol change performance, but also a big win performance performed in parallel with a big win game (one example of a special game), a demo performance for waiting for customers, and the like. In the performance symbol change performance, in addition to the performance symbols, performance images such as background images and character images may also be displayed. Furthermore, the image display device 7 may display on the display screen 7a, in addition to the performance symbols, an identification display (fourth symbol, not shown) that can suggest that a special symbol is changing or the result of a lottery for a special symbol. The identification display (fourth symbol) may be displayed by a light-emitting device such as an LED provided in the game area 3.

[0019] The reserved image display area includes a first reserved display area that displays reserved images 9A according to the number of reserved first special symbols, which will be described later, and a second reserved display area that displays reserved images 9B according to the number of reserved second special symbols, which will be described later. By displaying the reserved images 9A and 9B, the number of reserved first special symbols displayed on the first special symbol reserved display 43a, which will be described later, and the number of reserved second special symbols displayed on the second special symbol reserved display 43b, which will be described later, can be displayed in an easy-to-understand manner to the player. The reserved consumption image display area includes a reserved consumption display area that displays a reserved consumption image 9C. The reserved consumption image 9C corresponds to the currently changing performance pattern (performance pattern 8L, 8C, 8R) on the display screen 7a, and by displaying the reserved consumption image 9C, it is possible to display in an easy-to-understand manner to the player that the reserved first special symbol or reserved second special symbol is consumed ("consuming reserved special symbols" described later).

[0020] The center decorative body 10 is located near the center of the game area 3, in front of the image display device 7. A stage section 11 is formed at the bottom of the center decorative body 10. The stage section 11 has a shape that can guide game balls rolling on the upper surface of the stage section 11 to a first starting hole 20 described below. A warp section 12 is provided at the lower left of the center decorative body 10. The warp section 12 has an entrance section through which game balls flow and an exit section through which the game balls flow out, and causes the game balls that flow in from the entrance section to flow out from the exit section to the stage section 11.

[0021] The left fang movable body 13, the middle fang movable body 14, and the right fang movable body 15, which are movable so-called gimmicks, are provided in the upper right corner of the image display device 7. The left fang movable body 13, the middle fang movable body 14, and the right fang movable body 15 are configured so that the fang-shaped members can move up and down. The left fang movable body 13, the middle fang movable body 14, and the right fang movable body 15 are normally stationary in a retracted position (FIG. 1) in the upper right corner of the image display device 7, and can move (advance) downward from the retracted position and stop at the advanced position.

[0022] The fixed winning device (center) 19 is disposed below the image display device 7 in the game area 3, and is equipped with a first starting hole (first starting winning hole, first ball entry hole, fixed starting hole) 20, which is always easy for a game ball to enter. The entry of a game ball into the first starting hole 20 triggers a lottery for a first special symbol (jackpot lottery). In other words, the entry of a game ball into the first starting hole 20 triggers the acquisition of a jackpot random number and the like, and the determination of a jackpot, etc.

[0023] The normal variable winning device (electric chute) 22 is disposed below the first starting hole 20 in the game area 3, and is provided with a second starting hole (second starting winning hole, second ball entry hole, variable starting hole) 21. The entry of a game ball into the second starting hole 21 triggers the drawing of a lottery for a second special symbol (a big win drawing). The electric chute 22 is provided with a movable member 23 in front of the second starting hole 21, and the second starting hole 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (FIG. 3). The second starting hole 21 is capable of receiving a game ball when the movable member 23 is in an open state. Note that the electric chute 22 only needs to allow a ball to enter the second starting hole 21 more easily when the movable member 23 is in an open state than when it is in a closed state, and may allow a ball to enter the second starting hole 21 when it is in a closed state.

[0024] The gate (through chucker) 28 is disposed above the big prize device (attacker) 31 in the game area 3, and is configured to allow the game ball to pass through. The passage of the game ball through the gate 28 triggers a normal symbol lottery that determines whether or not to open the electric chute 22. In other words, the passage of the game ball through the gate 28 triggers the acquisition of a normal symbol random number (a winning random number) and a win determination, etc.

[0025] Here, the "lottery for special symbols" refers to a process of acquiring a random number for determining a special symbol when a game ball enters the first starting hole 20 or the second starting hole 21, and judging whether or not the game has been a jackpot by comparing the acquired random number with a value corresponding to a predetermined "jackpot". The lottery result of this "jackpot" is not immediately notified to the player, but the first special symbol display device 41a or the second special symbol display device 41b described later displays a variable special symbol, and when a predetermined variable time has elapsed, the special symbol corresponding to the lottery result is displayed stationary (determined display), and the lottery result is notified to the player. The image display device 7 plays a symbol matching game in which the performance symbol is displayed in a variable manner in synchronization with the variable display of the special symbol, and the lottery result of the jackpot is more effectively notified to the player by this symbol matching game. When counting the variable display of the special symbol that is repeated, it may be expressed as "rotation" or "variation". For example, it can be expressed as "3 spins after a big win" or "3 changes after a big win." The number of times the special symbol changes is specifically managed as the "number of games."

[0026] Also, "drawing a normal symbol" refers to a process of acquiring a random number for determining a normal symbol when a gaming ball passes through the gate 28, and judging whether or not it is a win by comparing this acquired random number with a value corresponding to a predetermined "win". The lottery result of this normal symbol is also not immediately notified when the gaming ball passes through the gate 28, but a fluctuating display of the normal symbol is performed on the normal symbol display 42 described later, and after a predetermined fluctuating time has passed, the normal symbol corresponding to the lottery result is displayed as a confirmed one (lighted or unlit), and the lottery result is notified to the player.

[0027] The big prize device (attacker, special variable prize device) 31 is disposed above and to the right of the first starting hole 20 in the game area 3, and includes a big prize hole (special prize hole) 30. The big prize hole 30 includes an opening / closing member (first special prize hole opening / closing member) 32 that allows or prevents the reception of game balls by swinging open and closed. The opening / closing member 32 is driven by a big prize hole solenoid 33 (FIG. 3). When the opening / closing member 32 is in the open state, the big prize hole 30 allows game balls to enter.

[0028] The big prize opening sensor 30a (FIG. 3) detects the entry of a game ball into the big prize opening 30. The big prize device 31 of this embodiment further includes a big prize device discharge sensor (not shown) that counts the number of game balls discharged from the big prize device 31.

[0029] The general winning opening 27 is provided at the bottom of the game area 3. The outlet 16 is provided at the bottom of the game area 3, and discharges game balls that do not win in any of the winning openings out of the game area 3. The indicators 40 are disposed near the center on the right side of the game board 2. Details of the indicators 40 will be described later.

[0030] The game area 3 has a left game area 3A on the left side of the center in the left-right direction, and a right game area 3B on the right side. A hitting style in which the game ball is shot so that it flows down the left game area 3A is called a "left hit". On the other hand, a hitting style in which the game ball is shot so that it flows down the right game area 3B is called a "right hit". The game machine 1 is configured so that a left hit can aim for winning at the first start gate 20. On the other hand, a right hit can aim for passing through the gate 28 and winning at the second start gate 21 and the big prize gate 30.

[0031] FIG. 2 is an enlarged view of the display devices 40. The display devices 40 include a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reserved display 43a, a second special symbol reserved display 43b, and a normal symbol reserved display 44. The first special symbol display 41a variably displays the first special symbol. The second special symbol display 41b variably displays the second special symbol. The normal symbol display 42 variably displays the normal symbol. The first special symbol reserved display 43a displays the number of reserved activations (first special symbol reserved) of the first special symbol display 41a. The second special symbol reserved display 43b displays the number of reserved activations (second special symbol reserved) of the second special symbol display 41b. The regular symbol reserve indicator 44 displays the number of reserved activations (regular symbol reserves) stored in the regular symbol indicator 42. The variable display of the first special symbol is triggered by the entry of a game ball into the first starting hole 20. The variable display of the second special symbol is triggered by the entry of a game ball into the second starting hole 21. Hereinafter, the first special symbol and the second special symbol are collectively referred to as "special symbols." Additionally, the first special symbol indicator 41a and the second special symbol indicator 41b are collectively referred to as "special symbol indicator 41." Additionally, the first special symbol reserve indicator 43a and the second special symbol reserve indicator 43b are collectively referred to as "special symbol reserve indicator 43."

[0032] The special symbol display 41 notifies the result of a lottery (special symbol winning lottery, jackpot lottery) based on winning at the first start port 20 or the second start port 21 by displaying a special symbol (identification information) in a variable manner (variable display) and then displaying it in a stopped state. The special symbol (stopped symbol, special symbol derived and displayed as a display result of the variable display) displayed in a stopped state is one special symbol selected from a plurality of types of special symbols by a special symbol lottery. When the stopped symbol is a special symbol (jackpot symbol) of a predetermined jackpot stopping mode, a special game (jackpot game) is played in which the jackpot opening port 30 is opened in an opening pattern according to the type of jackpot symbol displayed in a stopped state (type of jackpot won). The opening pattern of the jackpot opening 30 in the special game will be described later.

[0033] The special symbol display 41 is composed of eight LEDs arranged side by side, and displays a special symbol according to the result of the special symbol winning lottery according to the lighting state of the LEDs. For example, when a big win (one of the multiple types of big wins described later) is won, the big win symbol is displayed with the first, second, fifth, and sixth LEDs from the left lit, as in "○○●●○○●●" (○: lit, ●: off). When a loss occurs, a losing symbol is displayed with only the rightmost LED lit, as in "●●●●●●●○". A mode in which all LEDs are turned off as a losing symbol may be adopted. Before the special symbol is stopped and displayed, a variable display (variable display) of the special symbol is performed for a predetermined variable time. The variable display mode may be, for example, each LED is lit so that light flows repeatedly from left to right. The variable display mode is not limited to the above mode, and can be any lighting mode, as long as each LED is not stopped and displayed (lighted and displayed in a specific mode). For example, the variable display mode may be all LEDs flashing at once.

[0034] In the gaming machine 1, when a game ball enters the first start hole 20 or the second start hole 21, the values ​​(numerical information) of various random numbers such as the jackpot random number acquired for the winning are temporarily stored in the special chart reservation memory area 84e (FIG. 5). Specifically, if the game ball enters the first start hole 20, it is stored in the first special chart reservation memory area as the first special chart reservation, and if the game ball enters the second start hole 21, it is stored in the second special chart reservation memory area as the second special chart reservation. There is an upper limit to the number of special chart reservations that can be stored in each special chart reservation memory area 84e, and the upper limit in this embodiment is four for both the first special chart reservation memory area and the second special chart reservation memory area. The special chart reservation stored in the special chart reservation memory area 84e is consumed when the variable display of the special pattern based on the special chart reservation becomes possible. "Consumption of special reserved symbols" means judging the jackpot random number corresponding to the reserved symbol, and executing the variable display of the special symbol to show the judgment result. Therefore, in the gaming machine 1, even if the variable display of the special symbol based on the winning of the game ball into the first start hole 20 or the second start hole 21 cannot be performed immediately after the winning, that is, even if a winning occurs during the execution of the variable display of the special symbol or during the execution of the special game, the right to the jackpot lottery for the winning can be reserved up to a predetermined number. The number of reserved special symbols is displayed on the reserved special symbol display 43. The first reserved special symbol display 43a and the second reserved special symbol display 43b are each composed of, for example, four LEDs. Each reserved special symbol display 43 displays the number of reserved special symbols by lighting the LEDs for the number of reserved special symbols.

[0035] The variable display of the normal symbol is triggered by the passage of the game ball through the gate 28. The normal symbol display 42 variably displays (variably displays) the normal symbol, and then displays it in a stopped state to notify the result of the normal symbol lottery based on the passage of the game ball through the gate 28. The stopped normal symbol (normal symbol stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from a plurality of normal symbols by the normal symbol lottery. When the normal symbol stop symbol is a specific normal symbol (a normal symbol in a predetermined stopping state, i.e., a normal winning symbol), an auxiliary game is performed in which the second start hole 21 is opened in an opening pattern according to the current game state. The opening pattern of the second start hole 21 will be described later.

[0036] The normal pattern display 42 is composed of two LEDs, and displays a normal pattern according to the result of the normal pattern lottery by the lighting mode of the LEDs. For example, if the lottery result is a win, a normal winning pattern with both LEDs lit is displayed as "○○" (○: lit, ●: off). If the lottery result is a loss, a normal loss pattern with only the right LED lit is displayed as "●○". A mode in which all LEDs are turned off as a normal loss pattern may be adopted. Before the normal pattern is displayed in a stopped state, the normal pattern is displayed in a predetermined change time. The mode of the change display may be, for example, both LEDs are turned on alternately. The mode of the change display is not limited to the above mode, and can be any lighting mode, as long as each LED is not displayed in a stopped state (lighting display in a specific mode). For example, the mode of the change display may be all LEDs flashing at once.

[0037] In the gaming machine 1, when a gaming ball passes through the gate 28, the value of the normal symbol random number (winning random number) acquired for that passage is temporarily stored as a normal symbol reservation in the normal symbol reservation memory area 84f (FIG. 5). There is an upper limit to the number of normal symbol reservations that can be stored in the normal symbol reservation memory area 84f, and the upper limit in this embodiment is four. The normal symbol reservations stored in the normal symbol reservation memory area 84f are consumed when variable display of normal symbols based on the normal symbol reservations becomes possible. Consumption of the normal symbol reservation means determining the normal symbol random number (winning random number) corresponding to the normal symbol reservation and executing variable display of normal symbols to show the result of the determination. Therefore, in the gaming machine 1, even if the variable display of normal symbols based on the passage of the gaming ball through the gate 28 cannot be performed immediately after the passage, that is, even if a prize is won during the execution of the variable display of normal symbols or during the execution of an auxiliary game, the right to draw normal symbols for that passage can be reserved up to a predetermined number. The number of reserved maps is displayed on the reserved map display 44. The reserved map display 44 is composed of, for example, four LEDs, and displays the number of reserved maps by turning on the LEDs as many times as the number of reserved maps.

[0038] 2. Electrical configuration of the gaming machine The electrical configuration of the gaming machine 1 will be described with reference to Figs. 3 and 4. Fig. 3 is a block diagram showing the electrical configuration of the main control board of the gaming machine 1. Fig. 4 is a block diagram showing the electrical configuration of the sub-control board of the gaming machine 1. The gaming machine 1 includes a main control board 80 (Fig. 3), a sub-control board 90 (Fig. 4), an image control board 100 (Fig. 4), a lamp control board 107 (Fig. 4), a sound control board 106 (Fig. 4), and a payout control board 110 (Fig. 3). The main control board 80 is a game control board that controls game profits such as big win lottery and transition of game state, and constitutes a main control unit. The sub-control board 90 is a performance control board that controls performances executed as the game progresses, and constitutes a sub-control unit together with the image control board 100, the lamp control board 107, and the sound control board 106. The sub-control unit can be configured by at least including the sub-control board 90.

[0039] The main control board 80 includes a game control microcomputer 81 and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80, and controls the progress of the game of the gaming machine 1 according to a program. The game control microcomputer 81 includes a main ROM 83 that stores a program for controlling the progress of the game, a main RAM 84 used as a work memory, and a main CPU 82 that executes the program stored in the main ROM 83. Details of the data stored in the main ROM 83 and details of the storage area provided in the main RAM 84 will be described later. The main ROM 83 may be configured as an external ROM. The game control microcomputer 81 transmits and receives data to and from other boards, etc. via an input / output circuit (I / O port unit) 87. The input / output circuit 87 may be built into the game control microcomputer 81.

[0040] The main control board 80 is connected to various sensors and solenoids via an input / output circuit 87 and a relay board 88. The main control board 80 inputs signals output from each sensor and outputs signals to each solenoid. Examples of sensors connected via the relay board 88 include the first start hole sensor 20a, the second start hole sensor 21a, the gate sensor 28a, the big prize hole sensor 30a, the general prize hole sensor 27a, and the out counter 25. Examples of solenoids connected via the relay board 88 include the electric chute solenoid 24 and the big prize hole solenoid 33. The first start hole sensor 20a is provided inside the first start hole 20 and detects a game ball that has entered the first start hole 20. The second start hole sensor 21a is provided inside the second start hole 21 and detects a game ball that has entered the second start hole 21. Gate sensor 28a is provided inside gate 28 and detects game balls that have passed through gate 28. Special prize opening sensor 30a is provided inside special prize opening 30 and detects game balls that have entered special prize opening 30. General prize opening sensor 27a is provided inside general prize opening 27 and detects game balls that have entered general prize opening 27. Out counter 25 is provided at the most downstream side of game board 2 and detects all game balls shot into game area 3. Electric chute solenoid 24 drives movable member 23 of electric chute 22. Special prize opening solenoid 33 drives opening / closing member 32 of special prize device 31.

[0041] The main control board 80 is connected to the display devices 40 via an input / output circuit 87. The game control microcomputer 81 controls the display of the first special symbol display device 41a, the second special symbol display device 41b, the normal symbol display device 42, the first special symbol reserve display device 43a, the second special symbol reserve display device 43b, and the normal symbol reserve display device 44.

[0042] The main control board 80 is connected to the external terminal board 70 via an input / output circuit 87. The main control board 80 outputs to the external terminal board 70 winning ball information, door or frame opening information, the number of times the first special symbol or the second special symbol has changed, the entry of game balls into the first start hole 20 or the second start hole 21, whether or not a jackpot is being won, and a security signal.

[0043] The payout control board 110 is connected to the main control board 80 via the input / output circuit 87. The main control board 80 transmits various commands to the payout control board 110 and receives signals from the payout control board 110 to monitor payout. The payout control board 110 is connected to the prize ball payout device 120, the loan ball payout device 130, and the card unit 135, and is connected to the launch device 112 via the launch control circuit 111. The prize ball payout device 120 pays out prize balls. The payout control board 110 drives the prize ball motor 121 of the prize ball payout device 120 based on a signal from the game control microcomputer 81 to pay out prize balls. The paid out prize balls are detected by the prize ball sensor 122 for counting. The loan ball payout device 130 pays out loan balls. The payout control board 110 drives the ball-dispensing motor 131 of the ball-dispensing device 130 based on a signal from a card unit 135 connected to the gaming machine 1 to dispense the balls. The dispensed balls are detected by a ball-dispensing sensor 132 for counting. The card unit 135 is disposed adjacent to the gaming machine 1, and outputs information about the ball loan based on information such as an inserted prepaid card. The launching device 112 includes a handle 60 (FIG. 1), a launching motor 113, a touch switch 114, and a launching volume 115. When the handle 60 is operated by a player, the launching device 112 detects the contact of the handle 60 by the touch switch 114 and detects the amount of rotation of the handle 60 by the launching volume 115. Then, the launching motor 113 is driven so that the game balls are launched with a strength corresponding to the magnitude of the detection signal of the launching volume 115.

[0044] A sub-control board 90 (FIG. 4) is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only the transmission of signals from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restricting means.

[0045] The sub-control board 90 includes a performance control microcomputer 91 and an input / output circuit 96. The performance control microcomputer 91 is a one-chip microcomputer mounted on the sub-control board 90, and controls the performance of the game of the gaming machine 1 according to a program. The performance control microcomputer 91 includes a sub-ROM 93 that stores a program for controlling the performance as the game progresses, a sub-RAM 94 used as a work memory, and a sub-CPU 92 that executes the program stored in the sub-ROM 93. Details of the data stored in the sub-ROM 93 and the storage area provided in the sub-RAM 94 will be described later. The sub-ROM 93 may be configured as an external ROM. The performance control microcomputer 91 transmits and receives data to and from other boards, etc. via an input / output circuit (I / O port section) 96. The input / output circuit 96 may be built into the performance control microcomputer 91. The sub-control board 90 is connected to an image control board 100, an audio control board 106, a lamp control board 107, and a relay board 108 via an input / output circuit 96.

[0046] The image control board 100 includes an image control microcomputer 101, an input circuit 105a, and an output circuit 105b. The image control microcomputer 101 is a one-chip microcomputer mounted on the image control board 100, and controls the display of the image display device 7 according to a program. The image control microcomputer 101 includes a CPU 102, a ROM 103, and a RAM 104. The ROM 103 stores a program for performing display control, as well as still image data and video data to be displayed on the image display device 7, specifically, image data such as characters, items, figures, letters, numbers, and symbols (including performance patterns) and background images. The RAM 104 is used as a memory for expanding the image data. The CPU 102 executes the program stored in the ROM 103. The performance control microcomputer 91 causes the image control microcomputer 101 to control the display of the image display device 7 based on a command received from the main control board 80. The image control microcomputer 101 reads image data from the ROM 103 based on a command from the performance control microcomputer 91, and performs display control based on the read image data.

[0047] The speaker 67 is connected to the audio control board 106, and the performance control microcomputer 91 outputs audio, music, sound effects, and the like from the speaker 67 via the audio control board 106 based on a command received from the main control board 80. Sound data such as audio output from the speaker 67 is stored in the sub-ROM 93 of the sub-control board 90. The audio control board 106 may be equipped with a CPU, and the CPU may execute audio control based on the command. Furthermore, the audio control board 106 may be equipped with a ROM, and audio data may be stored in the ROM. The speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may execute audio control. Furthermore, audio data may be stored in the ROM 103 of the image control board 100.

[0048] The lamp control board 107 is connected to the frame lamp 66, the board lamp 5, the left movable body 13, the center movable body 14, and the right movable body 15, and controls them. The performance control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 through the lamp control board 107 based on commands received from the main control board 80. In other words, the performance control microcomputer 91 creates light-emitting pattern data (data that determines the lighting / extinguishing and light-emitting color, also called lamp data) that determines the light-emitting mode of lamps such as the frame lamp 66 and the board lamp 5, and controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 according to the light-emitting pattern data. The data stored in the sub-ROM 93 of the sub-control board 90 is used to create the light-emitting pattern data. The performance control microcomputer 91 operates the left movable body 13, the center movable body 14, and the right movable body 15 based on commands received from the main control board 80. The left fang movable body 13, the middle fang movable body 14, and the right fang movable body 15 are so-called movable gimmicks provided in the upper right corner of the image display device 7. The left fang movable body 13 is arranged on the left side, the middle fang movable body 14 in the center, and the right fang movable body 15 on the right side. The performance control microcomputer 91 creates operation pattern data (drive data) that determines the operation mode of each of the left fang movable body 13, the middle fang movable body 14, and the right fang movable body 15, and controls the operation of the left fang movable body 13, the middle fang movable body 14, and the right fang movable body 15 according to the operation pattern data. The data stored in the sub-ROM 93 is used to create the operation pattern data. The lamp control board 107 may be equipped with a CPU, and the CPU may be made to execute the lighting control of the lamp based on a command and the operation control of the left fang movable body 13, the middle fang movable body 14, and the right fang movable body 15. In this case, the lamp control board 107 may be equipped with a ROM, and data relating to light emission patterns and operation patterns may be stored in the ROM.

[0049] The relay board 108 is connected to the effect button 63, the select button 68, and the movable frame body 600. When the effect button 63 is pressed (pushed down) by the player, it outputs a switch signal to the sub-control board 90 via the relay board 108. The effect control microcomputer 91 also operates the effect button 63 based on a command received from the main control board 80. The effect button 63 can be pressed, and can also be changed in position between a normal position (buried position) where the upper surface of the button body protrudes slightly, and a protruding position where most of the button body protrudes. In other words, the effect button 63 rises up as one of the effects. The effect control microcomputer 91 creates position change data (drive data) that changes the position of the effect button 63, and controls the operation of the effect button 63 according to the position change data. The position change data is created using data stored in the sub-ROM 93. When the select button 68 is pressed (pushed down) by the player, it outputs a switch signal to the sub-control board 90 via the relay board 108.

[0050] The performance control microcomputer 91 operates the frame movable body 600 based on commands received from the main control board 80. The frame movable body 600 is a movable gimmick provided on the top of the front frame 53 (FIG. 1). The performance control microcomputer 91 creates movement pattern data (drive data) that determines the movement mode of the frame movable body 600, and controls the movement of the frame movable body 600 according to the movement pattern data. Data stored in the sub-ROM 93 is used to create the movement pattern data. Note that a touch sensor or the like that is provided on the front frame 53 and outputs a detection signal when touched by a human body may be connected to the relay board 108.

[0051] 3. Data structure of gaming machines The data configuration of the gaming machine 1 will be described with reference to Figures 5 and 6. Figure 5 is a diagram for explaining the main ROM and the main RAM. Figure 5(A) is a diagram for explaining the main ROM 83. Figure 5(B) is a diagram for explaining the storage area provided in the main RAM 84. Figure 6 is a diagram for explaining the sub ROM and the sub RAM. Fig. 6(A) is a diagram for explaining the sub-ROM 93. Fig. 6(B) is a diagram for explaining the storage areas provided in the sub-RAM 94.

[0052] The main ROM 83 (FIG. 5(A)) is provided with a program storage area 83a and a table storage area 83b. The table storage area 83b stores a big win determination table, a reach determination table, a normal symbol win determination table, a normal symbol change pattern determination table, a big win type determination table, a change pattern determination table, an electric chute opening pattern determination table, a big prize opening pattern determination table, and the like. These determination tables are referred to by the game control microcomputer 81 in the main control main process (described later) executed by the game control microcomputer 81.

[0053] The main RAM 84 (Figure 5 (B)) has a command set area 84a, a flag set area 84b, a counter set area 84c, a special operation status set area 84d, a special map reserved memory area 84e, and a normal map reserved memory area 84f.

[0054] The command set area 84a is an area (output buffer) where commands output from the main control unit to the sub-control unit during the main control main processing (described later) are set, and pre-determination commands, number of reserved balls commands, start fluctuation commands, stop fluctuation commands, opening commands, round designation commands, ending commands, game state designation commands, customer waiting commands, and push commands are set.

[0055] The flag set area 84b is an area where flags indicating the state of the gaming machine and the game state are set in the main control main processing (described later), and a jackpot flag, a jackpot end flag, a special chance flag, a time-saving flag, a ceiling flag, etc. are set.

[0056] The counter set area 84c is an area in which counters used in the main control process (described later) are set, such as a random number counter, a round counter, a chance bonus counter, a time-saving counter, a ceiling counter, and a game counter.

[0057] The special action status set area 84d is an area in which a status in the special action process described later is set. The special chart reserved memory area 84e includes a first special chart reserved memory area in which the first special chart reserved is stored, and a second special chart reserved memory area in which the second special chart reserved is stored. The first special chart reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as random numbers for special patterns corresponding to the first, second, third, and fourth pieces of the first special chart reserved. The second special chart reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) corresponding to the first, second, third, and fourth pieces of the second special chart reserved.

[0058] The regular pattern reserved memory area 84f is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random value groups (reserved information) such as regular pattern random numbers (winning random numbers) corresponding to the first, second, third, and fourth regular pattern reserved numbers, respectively.

[0059] The sub-ROM 93 (FIG. 6(A)) is provided with a program storage area 93a and a table storage area 93b. The table storage area 93b stores a look-ahead performance pattern determination table, a core performance pattern determination table, a chance-up performance pattern determination table, a stop symbol pattern determination table, and the like. These determination tables are referred to by the performance control microcomputer 91 in the sub-control main process (described later) executed by the performance control microcomputer 91.

[0060] The sub-RAM 94 (Figure 6 (B)) has a command memory area 94a, a performance command set area 94b, a counter set area 94c, a specific image control data memory area 94d, a sound data memory area 94e, a movable device data memory area 94f, and a selection ceiling remaining number suggestion performance method memory area 94g.

[0061] The command memory area 94a is an area (input buffer) in which commands input from the main control unit during the sub-control main processing (described later) are stored, and includes pre-determination commands, reserved ball number commands, fluctuation start commands, fluctuation stop commands, opening commands, round designation commands, ending commands, game state designation commands, customer waiting commands, etc.

[0062] The performance command set area 94b is an area (output buffer) where commands output from the sub-control board 90 to the image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108 during the sub-control main processing (described later) are set, and commands such as the variable performance start command, the pre-variation end command, the variable performance end command, the opening performance start command, the round performance start command, and the ending performance start command are set.

[0063] The counter set area 94c is an area where counters used in the sub-control main processing (described later) are set, and a random number counter, a first special chart reserved effect counter, a second special chart reserved effect counter, a normal chart reserved effect counter, a special chance effect counter, a time-saving effect counter, a game counter, etc. are set.

[0064] The specific image control performance command set memory area 94d is an area (output buffer) where specific image control commands output from the sub-control board 90 to the image control board 100 during the sub-control main processing (described later) are set, and commands for specific image control displayed on the display screen 7a are set.

[0065] The sound data storage area 94e is an area for storing data of the sound output from the speaker 67.

[0066] The movable part data storage area 94f is an area for storing the operation pattern data of the movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15).

[0067] The selected ceiling remaining number suggestion presentation method memory area 94g is an area for storing a method for suggesting the remaining number of times up to the ceiling selected by the player.

[0068] Here, various random numbers acquired by the gaming control microcomputer 81 in the gaming machine 1 will be explained. The gaming control microcomputer 81 is configured to acquire a "jackpot random number", a "jackpot type random number", a "reach random number", a "variation pattern random number", and a "normal symbol random number (win random number)" at a timing to be described later. All of them are acquired as values ​​of random number counters in the counter set area 84c of the main RAM 84. A plurality of random number counters are prepared corresponding to each of them. The "jackpot random number" is a random number used in a lottery (jackpot determination) to determine whether or not there is a jackpot, and takes a value in the range of 0 to 65535. The "jackpot type random number" is a random number used in a lottery (jackpot type determination) to determine the type of jackpot that has been won, and takes a value in the range of 0 to 127. The "reach random number" is a random number used to determine whether or not a reach is generated in the performance symbol variation performance that indicates the result when the jackpot determination is a miss, and takes a value in the range of 0 to 127. The "reach" refers to a state where there is only one of the multiple performance symbols (decorative symbols) that are displayed in a variable manner, and depending on which of the performance symbols that are displayed in a variable manner are displayed in a stopped state, a combination of performance symbols that indicates a big win (for example, a "7↓7" state). Note that the performance symbols that are displayed in a stopped state in the reach state may be displayed as if they are swaying on the display screen 7a.

[0069] The "variation pattern random number" is a random number used to determine the variation pattern including the variation time, and takes a value in the range of 0 to 127. The "normal symbol random number (winning random number)" is used in the lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens the electric chute 22. The normal symbol random number takes a value in the range of 0 to 255. The "jackpot random number", "jackpot type random number", "reach random number", and "variation pattern random number" are obtained based on the ball entering the start hole (first start hole 20 or second start hole 21). The random number group obtained based on the ball entering the first start hole 20 is stored in the first special symbol reservation memory area, and the random number group obtained based on the ball entering the second start hole 21 is stored in the second special symbol reservation memory area. The "normal symbol random number (winning random number)" is obtained based on the passage through the gate 28. The obtained normal symbol random number value is stored in the normal symbol reservation memory area 84f.

[0070] Next, various random numbers acquired by the performance control microcomputer 91 in the gaming machine 1 will be explained. The performance control microcomputer 91 is configured to acquire a "pre-read performance random number" and a "chance up random number". Both are acquired as values ​​of the random number counter in the counter set area 94c of the sub-RAM 94. Multiple random number counters are prepared corresponding to each of them.

[0071] The "look-ahead performance random number" is a random number used to determine the look-ahead performance during variable performance, and takes a value in the range of 0 to 127. The "look-ahead performance random number" is acquired based on a pre-determination command being output from the main control unit to the sub-control unit. The acquired random value group is stored in the sub-RAM 94.

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

[0073] 4. Explanation of various tables FIG. 7 is a diagram for explaining the jackpot determination table. The jackpot determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired jackpot random number (any of 0 to 65535) corresponds to a "jackpot" or a "miss". The jackpot determination in the jackpot determination table is made based on the game state of the gaming machine 1. For example, it is shown that in a "low probability state", if the jackpot random number is "0 to 204", it is determined to be a "jackpot", and in other cases it is determined to be a "miss". Also, for example, it is shown that in a "high probability state", if the jackpot random number is "0 to 1366", it is determined to be a "jackpot", and in other cases it is determined to be a "miss".

[0074] The reach determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired reach random number value (any of 0 to 127) corresponds to "reach" or "not reach". The reach determination in the reach determination table is made based on the game state of the gaming machine 1. In this embodiment, in the "non-time-saving state", if the reach random number value is "0 to 13", it is determined to be "reach", and if the reach random number value is "a number other than 0 to 13 (14 to 127)", it is determined to be "not reach". Also, in the "time-saving state", if the reach random number value is "0 to 5", it is determined to be "reach", and if the reach random number value is "a number other than 0 to 5 (6 to 127)", it is determined to be "not reach".

[0075] The normal symbol hit determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired normal symbol random number value (any of 0 to 255) corresponds to a "win" or a "lose". The determination in the normal symbol hit determination table is made based on the game state of the gaming machine 1. In this embodiment, in the "non-time-saving state", if the normal symbol random number value is "0 to 2", it is determined to be a "win", and if the normal symbol random number value is "a number other than 0 to 2 (3 to 255)", it is determined to be a "lose". Also, in the "time-saving state", if the normal symbol random number value is "0 to 254", it is determined to be a "win", and if the normal symbol random number value is "a number other than 0 to 254 (255)", it is determined to be a "lose".

[0076] The normal symbol variation pattern determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine how many seconds the normal symbol variation time is depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state", the normal symbol variation time is determined to be "30 seconds", and in the "time-saving state", the normal symbol variation time is determined to be "1 second".

[0077] 8 is a diagram for explaining the big win type determination table. The big win type determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine the "type of big win" according to the acquired big win type random number value (any of 0 to 127).

[0078] In FIG. 8, when the first special symbol (special symbol 1) is selected, if the jackpot type random number is "0-89", the jackpot type is determined to be "4R variable jackpot", and if the jackpot type random number is "90-127", the jackpot type is determined to be "8R normal jackpot (100 times time reduction)". On the other hand, when the second special symbol (special symbol 2) is selected, if the jackpot type random number is "0-89", the jackpot type is determined to be "10R variable jackpot", and if the jackpot type random number is "90-127", the jackpot type is determined to be "8R normal jackpot (100 times time reduction)". In addition, the jackpot type determination table may also specify the "opening (OP) command", "round designation command", and "ending (ED) command" of the special game.

[0079] Fig. 9 is a diagram for explaining the fluctuation pattern determination table in the non-time-saving state. Fig. 10 is a diagram for explaining the fluctuation pattern determination table in the time-saving state. Fig. 9 shows that, for example, in the non-time-saving state, when the ball enters the first starting hole 20, the jackpot determination table determines it as "miss", the reach determination table determines it as "reach", the number of reserved balls is "1-2", and the fluctuation pattern random number value is "0-60", the fluctuation pattern is determined as "P7".

[0080] In Figure 10, for example, when the ball enters the second starting hole 21 during the time-saving state, the ball is judged as a "jackpot" in the jackpot determination table, and is judged as an "8R normal jackpot" in the jackpot type determination table, and if the fluctuation pattern random number value is "0 to 63", the fluctuation pattern is judged as "P62".

[0081] As shown in Figures 9 and 10, once the fluctuation pattern is determined, the fluctuation time is also determined. In addition, if a reach occurs, it is also determined whether the reach will be a normal reach or a super reach (SP reach). A super reach is a reach performance that has a longer fluctuation time after the reach than a normal reach, and is a reach performance that is executed in an advanced form after the normal reach. Three types of super reaches (SP1, SP2, SP3) with different fluctuation times are set here.

[0082] The electric chute opening pattern determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the opening pattern of the electric chute 22 depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state", the opening pattern of the electric chute 22 is determined to be "opening pattern 11", and in the "time-saving state", the opening pattern is determined to be "opening pattern 12". In opening pattern 11, the electric chute 22 is opened once and for an opening time of 0.2 seconds. In opening pattern 12, the electric chute 22 is opened three times, with an opening time of 2.0 seconds per time, and with an interval (opening interval) of 1.0 seconds. However, if a predetermined number of game balls have won (a prescribed number of winning balls, up to 10 balls), the electric chute 22 is closed even if the opening time remains.

[0083] The large prize opening pattern determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the opening pattern of the large prize opening 30. In this embodiment, in the case of a "4R jackpot", it is determined to be "opening pattern 21". In the "opening pattern 21", the large prize opening 30 is opened once and for an opening time of 29.5 seconds (long opening) in the 1st to 4th rounds. In the case of an "8R jackpot", it is determined to be "opening pattern 22". In the "opening pattern 22", the large prize opening 30 is opened once and for an opening time of 29.5 seconds (long opening) in the 1st to 8th rounds. In the case of a "10R jackpot", it is determined to be "opening pattern 23". In the "opening pattern 23", the large prize opening 30 is opened once and for an opening time of 29.5 seconds (long opening) in the 1st to 10th rounds.

[0084] 5. Explanation of the jackpot etc. In the gaming machine 1, there are "jackpots" and "losses" as a result of the jackpot lottery (special symbol lottery). In the case of a "jackpot", a "jackpot symbol" is displayed on the special symbol display 41. In the case of a "loss", a "loss symbol" is displayed on the special symbol display 41. When a jackpot is won, a "jackpot game" is executed in which the jackpot opening (the jackpot opening 30) is opened in an opening pattern according to the type of jackpot. The jackpot game is an example of a special game. The jackpot game includes multiple round games (unit opening games), an opening (OP) before the first round game starts, and an ending (ED) after the last round game ends. Each round game starts with the end of the opening or the end of the previous round game, and ends with the start of the next round game. The time (interval time) during which the jackpot opening is closed between round games is included in the open round game before the closing.

[0085] There are multiple types of jackpots. There are three types of jackpots: "10R special jackpot", "4R special jackpot", and "8R regular jackpot (100 times time-saving)". With a special jackpot, after the jackpot play, the player enters a high-probability time-saving state (high-probability, high-base state). On the other hand, with a regular jackpot, after the jackpot play, the player enters a low-probability time-saving state (low-probability, high-base state). This low-probability time-saving state will continue for 100 times.

[0086] As shown in FIG. 8, the distribution rate of the jackpot in the drawing of the first special symbol (special symbol 1) is 90 / 128 (about 70%) for the 4R variable jackpot and 38 / 128 (about 30%) for the 8R normal jackpot. In contrast, the distribution rate of the jackpot in the drawing of the second special symbol (special symbol 2) is 90 / 128 (about 70%) for the 10R variable jackpot and 38 / 128 (about 30%) for the 8R normal jackpot. In this way, in the gaming machine 1, the jackpot lottery (lottery for the second special symbol) performed when the game ball enters the second start hole 21 is set to be more advantageous for the player than the jackpot lottery (lottery for the first special symbol) performed when the game ball enters the first start hole 20.

[0087] 6. Description of game status The gaming state of the gaming machine 1 will be described. The gaming control microcomputer 81 can execute "probability variation control" and "variation time reduction control" for the special symbols displayed on the special symbol display 41 and the normal symbols displayed on the normal symbol display 42, respectively. Here, the state in which the gaming control microcomputer 81 performs probability variation control for the special symbols on the special symbol display 41 is called a "high probability state," and the state in which the probability variation control is not performed is simply called a "normal probability state (non-high probability state, low probability state)." The gaming control microcomputer 81 realizes the high probability state by performing a jackpot determination using a jackpot determination table (FIG. 7) in which the number of jackpot random numbers determined to be a jackpot is greater in the high probability state than in the normal probability state, as the probability variation control for the special symbols. Therefore, the high probability state has a higher probability of a jackpot than the normal probability state. In other words, when the game control microcomputer 81 is executing probability fluctuation control on the special pattern of the special pattern display device 41, the probability that the display result (stopped pattern) of the variable display of the special pattern by the special pattern display device 41 will be a jackpot pattern is higher than when the probability fluctuation control is not being executed.

[0088] In addition, the state in which the game control microcomputer 81 controls the time reduction of the special symbol of the special symbol display 41 is called the "time reduction state", and the state in which the time reduction control is not performed is simply called the "non-time reduction state". In the time reduction state, the time of the special symbol change (the time from the start of the change display to the derivation display of the display result) is shorter than in the non-time reduction state. The game control microcomputer 81 determines the change pattern using a change pattern determination table (FIGS. 9 and 10) that is determined so that a change pattern with a short change time is selected more often than in the non-time reduction state in the time reduction state. In other words, when the game control microcomputer 81 is performing the change time reduction control on the special symbol of the special symbol display 41, a short change time is more likely to be selected as the change time of the variable display of the special symbol compared to when the change time reduction control is not performed. As a result, in the time reduction state, the pace of consumption of the special symbol reservation is faster, and a valid winning (a winning that can be stored as a special symbol reservation) at the starting port is more likely to occur. This allows players to aim for a big win while the game progresses smoothly. The game control microcomputer 81 may simultaneously execute probability fluctuation control and fluctuation time reduction control for the special symbol of the special symbol display 41, or may execute only one of them. In particular, the gaming machine 1 of this embodiment has a time reduction state (time reduction game state) A, which is entered after a big win game, a time reduction state B, which is entered when the ceiling is reached without winning a big win, and a time reduction state C, which is entered when the special symbol becomes a specific symbol, for transition to the time reduction state (time reduction game state).

[0089] The game control microcomputer 81 executes probability fluctuation control and fluctuation time shortening control for the normal symbol of the normal symbol display device 42 in parallel with the fluctuation time shortening control for the special symbol of the special symbol display device 41. That is, the game control microcomputer 81 executes probability fluctuation control and fluctuation time shortening control for the normal symbol in the time-shortening state, and does not execute them in the non-time-shortening state. The game control microcomputer 81 executes hit determination (determination of the normal symbol) using a normal symbol hit determination table in which the number of normal symbol random numbers (win random numbers) determined as a hit is greater in the time-shortening state than in the non-time-shortening state, as the probability fluctuation control for the normal symbol. Therefore, in the time-shortening state, the hit probability is higher than in the normal probability state of the normal symbol. In other words, when the game control microcomputer 81 executes probability fluctuation control for the normal symbol of the normal symbol display device 42, the probability that the display result (stopped symbol) of the variable display of the normal symbol by the normal symbol display device 42 becomes a winning symbol is higher than when the probability fluctuation control is not executed. In the time-saving state, the variation time of the normal symbol is shorter than in the non-time-saving state. Here, the variation time of the normal symbol is 30 seconds in the non-time-saving state, but 1 second in the time-saving state. Furthermore, in the time-saving state, the opening time of the electric chute 22 in the auxiliary game is longer than in the non-time-saving state. That is, the game control microcomputer 81 executes the opening time extension control for the electric chute 22. In addition, in the time-saving state, the number of times the electric chute 22 is opened in the auxiliary game is greater than in the non-time-saving state. That is, the game control microcomputer 81 executes the opening number increase control for the electric chute 22. In a situation where the game control microcomputer 81 executes the probability variation control and the variation time reduction control for the normal symbol of the normal symbol display 42, and the opening time extension control and the opening number increase control for the electric chute 22, the electric chute 22 is opened more frequently than in the case where these controls are not executed, and the game balls enter the second starting hole 21 more frequently. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, the state in which these controls are executed is called the “high base state,” and the state in which they are not executed is called the “low base state.” In the high base state, you can aim for a jackpot without significantly reducing the number of game balls you have.The high base state is a state in which so-called electric support control (control that supports winning at the second starting hole 21 by the electric chute 22) is being executed. The high base state (electric support control state) does not have to execute all of the above controls. In other words, by executing one or more of the following controls, it is sufficient that the electric chute 22 is more likely to open than when the control is not being executed: probability fluctuation control for the normal symbol of the normal symbol display 42, fluctuation time reduction control for the normal symbol of the normal symbol display 42, opening time extension control for the electric chute 22, and opening count increase control for the electric chute 22. The high base state (electric support control state) may be controlled independently without being associated with the time-saving state.

[0090] In the gaming machine 1, the game state after a jackpot game due to winning a 4R probability variable jackpot or a 10R probability variable jackpot is a high probability state and a time-saving state. This game state is particularly called a "high probability high base state," a "high probability time-saving state," or a "probability variable game state." The high probability high base state ends when a variable display of special symbols is executed a predetermined number of times (here, 100 times), or when a jackpot is won and the jackpot game is executed.

[0091] In addition, the game state after winning the jackpot game by winning the 8R normal jackpot is a low probability state (normal probability state) and a time-saving state. This game state is particularly called a "low probability high base state," "low probability time-saving state," or "time-saving game state." The low probability high base state ends when the variable display of the special pattern is executed a predetermined number of times (here, 100 times), or when the jackpot is won and the jackpot game is executed.

[0092] When playing the gaming machine 1 for the first time, the gaming state after powering on is a low probability state and a low base state (non-electric support control state). This gaming state is particularly called the "low probability low base state." The low probability low base state is sometimes called the "normal gaming state" or the "low probability non-time-saving state (simply called the non-time-saving state)." In addition, the state during which a special game (jackpot game) is being played is called the "special gaming state (jackpot gaming state)."

[0093] In a high base state such as a high probability high base state or a low probability high base state, the game can be advantageously progressed by hitting the ball to the right game area 3B (FIG. 1) by hitting the ball to the right. This is because the electric support control makes it easier to open the electric chute 22 than in the low base state, and it is easier to win the ball in the second start hole 21 than in the first start hole 20. For this reason, in a high base state, the ball is hit to the right in order to win the ball in the second start hole 21 while passing through the gate 28, which is the trigger for the normal pattern lottery. This allows more start wins (wins in the start hole) to be obtained than by hitting the ball to the left. In the gaming machine 1, the game is played by hitting the ball to the right even during a jackpot game. On the other hand, in a low base state, the game can be advantageously progressed by hitting the ball to the left game area 3A (FIG. 1) by hitting the ball to the left. Because the electric support control is not being executed, the electric chute 22 is less likely to open than in the high base state, and it is easier to win the first start hole 20 than the second start hole 21. For this reason, in the low base state, the player hits left to make the game ball win the first start hole 20. This allows more start wins to be obtained than by hitting right.

[0094] 7. Operation of the gaming control microcomputer 81 The operation of the game control microcomputer 81 provided on the main control board 80 (FIG. 3) will be described with reference to Figures 11 to 18. Counters, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the main RAM 84.

[0095] [Main control main processing] FIG. 11 is a flowchart of the main control process. When the power supply of the gaming machine 1 is turned on, the gaming control microcomputer 81 reads out a program for executing the main control process from the main ROM 83. In the main control process, the gaming control microcomputer 81 first performs an initialization process (step S001). In the initialization process, for example, the main CPU 82 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" or "OFF", the initial value of the status is "1", and the initial value of the counter is "0". The initialization process is executed only once after the power supply is turned on, and is not executed thereafter.

[0096] After the initialization process, the game control microcomputer 81 prohibits interrupts from the interrupt process (step S002) and performs a normal / special symbol main random number update process (step S003). In this normal / special symbol main random number update process, the game control microcomputer 81 updates various random number counter values ​​(jackpot random number, jackpot type random number, reach random number, variable pattern random number, normal symbol random number) by adding 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is added again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, each random number may be a so-called hardware random number generated by using a known random number generation circuit consisting of a counter IC or the like.

[0097] After the normal and special symbol main random number update process, the game control microcomputer 81 permits interruption of the interrupt process (step S004). While the interrupt is permitted, the main side timer interrupt process (step S005) can be executed. The main side timer interrupt process is executed based on an interrupt pulse repeatedly input to the main CPU 82 at a predetermined cycle (for example, 4 msec cycle). That is, the main side timer interrupt process is executed at a predetermined cycle (for example, 4 msec cycle). Then, from the end of the main side timer interrupt process to the start of the next main side timer interrupt process, the update process of various counter values ​​by the normal and special symbol main random number update process is repeatedly executed. Note that, if an interrupt pulse is input to the main CPU 82 when the interrupt is prohibited, the main side timer interrupt process is not started immediately, but is started after the interrupt is permitted.

[0098] [Main timer interrupt processing] FIG. 12 is a flowchart of the main timer interrupt process (step S005 in FIG. 11). In the main timer interrupt process, the game control microcomputer 81 first performs a random number update process (step S101). Specifically, the game control microcomputer 81 updates various random number counter values. This random number update process is the same as the normal symbol / special symbol main random number update process performed in the main control main process described above (FIG. 11). In other words, the update process of various random number counter values ​​is performed both during the execution period of the main timer interrupt process and during other periods (the period from the end of the main timer interrupt process to the start of the next main timer interrupt process).

[0099] After the random number update process, the game control microcomputer 81 performs input processing (step S102). In the input processing, the game control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1. In addition, the game control microcomputer 81 sets payout data for paying out prize balls corresponding to the winning holes, i.e., the first start hole 20, the second start hole 21, the big winning hole 30, and the general winning hole 27, in the output buffer of the main RAM 84.

[0100] After the input process, the game control microcomputer 81 performs a start hole sensor detection process (step S103). In the start hole sensor detection process, the game control microcomputer 81 judges the passage of the game ball through the gate 28, acquires the value of the normal symbol random number counter, and stores the acquired random number value in a memory area corresponding to the current number of normal symbol reserved balls among the first to fourth memory areas of the normal symbol reserved memory area 84f of the main RAM 84. In addition, the game control microcomputer 81 judges the entry of the game ball into the first start hole 20, and acquires the value of the jackpot random number counter, the value of the jackpot type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the acquired random number group in a memory area corresponding to the current number of special symbol 1 reserved balls among the first to fourth memory areas of the first special symbol reserved memory area. Furthermore, the game control microcomputer 81 judges the entry of a game ball into the second starting hole 21, and obtains the value of the jackpot random number counter, the value of the jackpot type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the obtained random number group in a storage area corresponding to the current number of reserved balls for special chart 2 among the first to fourth storage areas of the second special chart reservation storage area.

[0101] The game control microcomputer 81 performs a pre-judgment of a jackpot in the start hole sensor detection process. Based on the random number group described above, it judges in advance whether or not a jackpot has been generated, and if so, the jackpot type and fluctuation pattern. Then, it creates a pre-judgment command from the pre-judgment result and sets it in the command set area 84a of the main RAM 84.

[0102] Next, the game control microcomputer 81 performs normal operation processing (step S104). In the normal operation processing, the game control microcomputer 81 controls the operation of the electric chute 22. Specifically, the game control microcomputer 81 judges whether the number of reserved balls of the normal pattern is "0" or not, and if the number of reserved balls is 1 or more, judges whether there is a win by referring to the normal pattern winning judgment table. Next, the game control microcomputer 81 selects a variation pattern by referring to the normal pattern variation pattern judgment table. The game control microcomputer 81 sets the selected normal pattern variation pattern to start the variation display of the normal pattern. After that, it stops the variation display, and in the case of a "win", it sets the electric chute opening pattern by referring to the electric chute opening pattern judgment table, and operates the electric chute 22.

[0103] Next, the game control microcomputer 81 performs a special operation process (step S105). This special operation process will be described later. Next, the game control microcomputer 81 performs a reserved ball number process (step S106). The game control microcomputer 81 first reads out the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols stored in the main RAM 84. Next, the game control microcomputer 81 sets a reserved ball number command in the command set area (output buffer) 84a of the main RAM 84. The reserved ball number command is a command for notifying the sub-control board 90 of the reserved ball number, and includes information on the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols.

[0104] After the reserved ball count processing, the game control microcomputer 81 performs output processing (step S107). In the output processing, the game control microcomputer 81 outputs the commands and the like set in the command set area 84a of the main RAM 84 in each of the above-mentioned processes to the sub-control board 90. After the output processing, the game control microcomputer 81 performs other processing (step S108). In other processing, for example, based on the number of reserved balls of special chart 2 described below, the second special chart reserved indicator 43b is controlled to a display mode showing the number, and based on the number of reserved balls of special chart 1, the first special chart reserved indicator 43a is controlled to a display mode showing the number.

[0105] [Special Action Processing] FIG. 13 is a flow chart of the special operation process (FIG. 12: step S105). Here, the process related to the special symbol display 41 and the big prize device (big prize device 31) is divided into four stages, and each stage is called "special operation status" "1", "2", "3", and "4". When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby process (step S1302). In the special symbol standby process, a big win determination, a change pattern selection, and the like are executed. When the "special operation status" is "2" (step S1301: NO, step S1303: YES), a special symbol change process is executed (step S1304). In the special symbol change process, a change stop command is output after the change time has elapsed, and the like is executed. Specifically, the game control microcomputer 81 first judges whether the variation time of the special symbol has elapsed and ended, and if the variation time has elapsed, sets a variation stop command and sets the special operation status to "3". When the "special operation status" is "3" (steps S1301, S1303: NO, step S1305: YES), a special symbol determination process is performed (step S1306). In the special symbol determination process, an opening command is output at the time of a jackpot. Specifically, the game control microcomputer 81 first executes a game state management process. The game state management process is a process for managing the number of STs (the number of variations controlled in the probability variable game state) and the number of time reductions (the number of variations controlled in the time reduction game state). Next, when the jackpot flag is OFF, the game control microcomputer 81 sets the special operation status to "1". On the other hand, if the jackpot flag is ON, the opening pattern of the jackpot opening is set according to the type of jackpot that has been won. After setting the opening pattern, the game control microcomputer 81 performs a game state reset process. The game state reset process is a process for resetting the probability change flag and the time-saving flag. After the game state reset process, a jackpot opening command is set to start the jackpot game. Then, the special operation status is set to "4". When the "special operation status" is "4" (steps S1301, S1303, S1305: NO), a special electric device process is performed (step S1308).In the special electric device processing, the big win game is executed. Specifically, the opening of the big win opening 30 is controlled according to the opening pattern based on the round counter, and the round designation command and the ending command are set. In addition, at the end of the big win, the time reduction counter and the probability change counter are set.

[0106] [Special pattern waiting process] FIG. 14 is a flowchart of the special symbol waiting process (FIG. 13: step S1302). In the special symbol waiting process, the game control microcomputer 81 first judges whether the number of reserved balls of the special symbol 2 is "0" or not (step S1401). If the number of reserved balls of the special symbol 2 is "0" (step S1401: YES), that is, if the second special symbol reserved memory area does not store a random number group acquired due to winning the second starting hole 21, the process proceeds to step S1407. If the number of reserved balls of the special symbol 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes the jackpot determination process (step S1402). In the jackpot determination process, a jackpot determination is performed. The jackpot determination is performed using a jackpot determination table. Then, the game control microcomputer 81 judges whether or not it is a jackpot, and if it is judged to be a jackpot, turns on the jackpot flag, judges the type of jackpot, and then ends the jackpot judgment process.

[0107] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1403). In the variation pattern selection process, the variation pattern is selected based on the game state (time-saving state or non-time-saving state) of the gaming machine 1, the judgment result of the big win judgment process (step S1402), the number of reserved balls, and the variation pattern random number by referring to the variation pattern judgment table (FIGS. 9 and 10). After the variation pattern selection process, the number of reserved balls of the special chart 2 is decremented (step S1404). Next, the game control microcomputer 81 shifts the storage location of the reserved information (various random number values) stored in the first to fourth storage areas of the second special chart reserved storage area by one from the current position to the side to be read, and clears the reserved information stored in the second special chart reserved storage area at the farthest position from the side to be read (step S1405). For example, when reserved information is stored in the first to third storage areas, the reserved information stored in the third storage area is cleared, and when reserved information is stored in the first to fourth storage areas, the reserved information stored in the fourth storage area is cleared. The above steps consume the second special chart reserved in the order in which it was reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9B (the reserved image 9B at the leftmost end of the four reserved images 9B) corresponding to the first storage area of ​​the second special chart reserved storage area is shifted to the reserved consumption image display area side and displayed as a reserved consumption image 9C. Also, the reserved images 9B (the second, third, and fourth reserved images 9B from the left of the four reserved images 9B) corresponding to the second to fourth storage areas of the second special chart reserved storage area are shifted one to the left (FIG. 1). This allows the player to recognize that one second special chart reserved has been consumed. Next, the game control microcomputer 81 performs special chart 2 variation start processing (step S1406). In the special symbol 2 variation start process, a variation start command is set in the command set area 84a of the main RAM 84, the variation display of the second special symbol is started, and the variation time timer is set. The variation time timer is set with a variation time determined according to the variation pattern selected in the variation pattern selection process. In addition, the game control microcomputer 81 sets the special operation status to "2".In addition, the fluctuation start command (special chart 2 fluctuation start command) set in the special chart 2 fluctuation start process includes information regarding the special chart stop pattern data set in the jackpot determination process (step S1402) and information regarding the fluctuation pattern set in the fluctuation pattern selection process (step S1403) (including information regarding the fluctuation time).

[0108] In step S1401, if the number of reserved balls of the special chart 2 is "0" (step S1401: YES), the game control microcomputer 81 judges whether the number of reserved balls of the special chart 1 is "0" or not (step S1407). If the number of reserved balls of the special chart 1 is "0" (step S1407: YES), that is, if the first special chart reserved memory area does not store a random number group acquired due to winning the first starting hole 20, the process proceeds to step S1413. If the number of reserved balls of the special chart 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes a jackpot determination process (step S1408). In the jackpot determination process, a jackpot determination is performed. The jackpot determination is performed using a jackpot determination table. Then, the game control microcomputer 81 judges whether or not it is a jackpot, and if it is determined that it is a jackpot, it sets the jackpot flag ON, determines the jackpot type, and then ends the jackpot determination process. Next, the game control microcomputer 81 executes a variation pattern selection process (step S1409). In the variation pattern selection process, the variation pattern is selected based on the game state of the gaming machine 1 (time-saving state or non-time-saving state), the judgment result of the big win judgment process (step S1408), the number of reserved balls, and the variation pattern random number, with reference to the variation pattern judgment table (FIGS. 9 and 10). After the variation pattern selection process, the number of reserved balls for the special chart 1 is decremented (step S1410). Next, the game control microcomputer 81 shifts the storage location of various random numbers stored in the first to fourth storage areas of the first special chart reservation storage area by one from the current position to the side to be read, and clears the reserved information stored in the location farthest from the side to be read in the first special chart reservation storage area (step S1411). Through the above steps, the first special chart reservation is consumed in the order in which it was reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A (the rightmost reserved image 9A among the four reserved images 9A) corresponding to the first storage area of ​​the first special chart reserved storage area is shifted to the reserved digestion image display area side and displayed as a reserved digestion image 9C. Also, the reserved images 9A (the second, third, and fourth reserved images 9A from the right among the four reserved images 9A) corresponding to the second to fourth storage areas of the first special chart reserved storage area are each shifted one position to the right (FIG. 1).This allows the player to recognize that one first special symbol reservation has been consumed. Next, the game control microcomputer 81 performs special symbol 1 variation start processing (step S1412). In the special symbol 1 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the variation display of the first special symbol is started, and a variation time timer is set. In the variation time timer, a variation time determined according to the variation pattern selected in the variation pattern selection processing is set. In addition, the game control microcomputer 81 sets the special operation status to "2". Note that the variation start command (special symbol 1 variation start command) set in the special symbol 1 variation start processing includes information on the special symbol stop symbol data set in the big win determination processing (step S1408) and information on the variation pattern set in the variation pattern selection processing (step S1409) (including information on the variation time).

[0109] In step S1407, if the number of reserved balls for special symbol 1 is "0" (step S1407: YES), the game control microcomputer 81 sets a customer waiting command (step S1413) and ends this process. As described above, according to the special symbol waiting process of this embodiment, the variable display of the special symbol based on the first special symbol reservation is executed only when the second special symbol reservation is "0". In other words, the consumption of the second special symbol reservation is executed in priority to the consumption of the first special symbol reservation. Also, according to the jackpot type determination table (FIG. 8) of this embodiment, the lottery based on the second special symbol reservation is set to win a jackpot that is more profitable for the player than the lottery based on the first special symbol reservation.

[0110] [Special design confirmation process] FIG. 15 is a flowchart of the special symbol determination process (step S1306 in FIG. 13). In the special symbol determination process, first, the game control microcomputer 81 executes a game state management process (step S1901). The game state management process will be described later. Next, the game control microcomputer 81 judges whether the jackpot flag is ON or not (step S1902). The jackpot flag is stored in the flag set area 84b of the main RAM 84. If it is judged that the jackpot flag is ON (step S1902: YES), the process proceeds to step S1903. On the other hand, if it is judged that the jackpot flag is not ON (step S1902: NO), that is, if the jackpot flag is OFF, the special operation status is set to "1" (step S1907), and the special symbol determination process is terminated.

[0111] In step S1903, the game control microcomputer 81 sets the opening pattern. The opening pattern is as described above, and if it is a 4R jackpot, the opening pattern 21 is set, if it is an 8R jackpot, the opening pattern 22 is set, and if it is a 10R jackpot, the opening pattern 23 is set. Next, the game control microcomputer 81 executes a game state reset process (step S1904). This process is a process for resetting the probability change flag, the time-saving flag, and the ceiling flag. Next, the game control microcomputer 81 sets an opening command (step S1905), sets the special operation status to "4" (step S1906), and ends the special symbol determination process.

[0112] [Game status management process] Fig. 16 is a flow chart of the game status management process (Fig. 15: step S1901). In the game status management process, the game control microcomputer 81 first judges whether the high probability flag is ON or not (step S2001). If it is judged that the high probability flag is ON (step S2001: YES), the high probability counter is decremented (step S2002) and the process proceeds to step S2003. On the other hand, if it is judged that the high probability flag is not ON (step S2001: NO), that is, if the high probability flag is OFF, the process proceeds to step S2010.

[0113] In step S2003, the game control microcomputer 81 judges whether the probability variable counter is "0". If it is judged that the probability variable counter is "0" (step S2003: YES), the probability variable flag is turned OFF (step S2004) and the process proceeds to step S2005. On the other hand, if it is judged that the probability variable counter is not "0" (step S2003: NO), the process of step S2004 is not executed and the process proceeds to step S2005.

[0114] In step S2005, the game control microcomputer 81 judges whether the time-saving flag is ON or not. If it is judged that the time-saving flag is ON (step S2005: YES), the time-saving counter is decremented (step S2006) and the process proceeds to step S2007. On the other hand, if it is judged that the time-saving counter is not ON (step S2005: NO), that is, if the time-saving counter is OFF, the process proceeds to step S2009.

[0115] In step S2007, the game control microcomputer 81 judges whether the time-saving counter is "0". If it is judged that the time-saving counter is "0" (step S2007: YES), the game control microcomputer 81 turns off the time-saving flag (step S2008) and proceeds to step S2009. On the other hand, if it is judged that the time-saving counter is not "0" (step S2007: NO), the game control microcomputer 81 does not execute the process of step S2008 and proceeds to step S2009.

[0116] In step S2010, the game control microcomputer 81 judges whether the ceiling flag is ON or not. If it is judged that the ceiling flag is ON (step S2010: YES), the ceiling counter is decremented (step S2011) and the process proceeds to step S2012. On the other hand, if it is judged that the ceiling flag is not ON (step S2010: NO), that is, if the ceiling flag is OFF, the process proceeds to step S2005.

[0117] In step S2012, the game control microcomputer 81 judges whether the ceiling counter is "0". If it is judged that the ceiling counter is "0" (step S2012: YES), the process proceeds to step S2013. On the other hand, if it is judged that the ceiling counter is not "0" (step S2012: NO), the process proceeds to step S2005.

[0118] In step S2013, the game control microcomputer 81 turns on the time-saving flag. Next, the game control microcomputer 81 sets the time-saving counter to "900" (step S2014), turns off the ceiling flag (step S2015), and proceeds to step S2009. In step S2009, the game control microcomputer 81 sets a game state designation command and ends the game state management process.

[0119] [Special electric accessory processing] FIG. 17 is a flow chart of the special electric device processing (step S1308 in FIG. 13). In the special electric device processing, first, the game control microcomputer 81 judges whether the big win end flag is ON or not (step S2101). If it is judged that the big win end flag is ON (step S2101: YES), the ending process is executed (step S2102) and the special electric device processing is terminated. In the ending process, it is judged whether the ending time has elapsed or not, and if it has elapsed, the big win end flag is turned OFF, the big win flag is turned OFF, the special operation status is set to "1", and after executing the game state setting process (step S2103), the special electric device processing is terminated. The game state setting process will be described later. On the other hand, if it is judged that the big win end flag is not ON (step S2101: NO), that is, if the big win end flag is OFF, the process proceeds to step S2104.

[0120] In step S2104, it is determined whether or not a prize has been won in the large prize opening. This process is a process for determining whether or not a prize has been won in the large prize opening 30 based on a signal from the large prize opening sensor 30a. If it is determined that a prize has been won in the large prize opening (step S2104: YES), a large prize opening command is set (step S2105) and the process moves to step S2106. On the other hand, if it is determined that a prize has not been won in the large prize opening (step S2104: NO), the process of step S2105 is not executed and the process moves to step S2106.

[0121] In step S2106, it is determined whether the large prize opening is open. This process is a process for determining whether the large prize opening 30 is open. If it is determined that the large prize opening is open (step S2106: YES), the large prize opening closing process is executed (step S2107), and the special electric device process is terminated. The large prize opening closing process is a process for determining whether the closing condition of the large prize opening 30 is met, and if met, for closing the large prize opening 30. On the other hand, if it is determined that the large prize opening is not open (step S2106: NO), that is, if the large prize opening is closed, the process proceeds to step S2108.

[0122] In step S2108, the game control microcomputer 81 judges whether or not it is the large prize opening opening period. This process is a process for judging whether or not it is the opening period of the large prize opening 30. If it is judged that it is the large prize opening opening period (step S2108: YES), the large prize opening opening process is executed (step S2110), a round designation command is set (step S2111), and the special electric device process is terminated. On the other hand, if it is judged that it is not the large prize opening opening period (step S2108: NO), the round process is executed (step S2109), and the special electric device process is terminated. In the round process, it is judged whether or not the round has ended, and when the round has ended, the round counter is decremented, and when the round counter becomes "0", an ending command is set, and the large win end flag is turned ON.

[0123] [Game status setting process] Fig. 18 is a flow chart of the game status setting process (step S2103 in Fig. 17). In the game status setting process, first, the game control microcomputer 81 judges whether or not the game is a guaranteed jackpot (step S2201). If it is judged to be a guaranteed jackpot (step S2201: YES), the guaranteed jackpot flag is turned ON (step S2202), the guaranteed jackpot counter is set to 100 (step S2203), and the process proceeds to step S2204. On the other hand, if it is judged not to be a guaranteed jackpot (step S2201: NO), the process proceeds to step S2204 without executing the processes of steps S2202 and S2203.

[0124] In step S2204, the game control microcomputer 81 turns on the time-saving flag. Next, the game control microcomputer 81 sets the time-saving counter to "100" (step S2205). Next, the game control microcomputer 81 turns on the ceiling flag (step S2206), sets the ceiling counter to "800" (step S2207), sets a game status designation command (step S2208), and ends the game status setting process.

[0125] 8. Operation of the performance control microcomputer 91 The operation of the performance control microcomputer 91 provided on the sub-control board 90 (FIG. 4) will be described with reference to Figures 19 to 25. Counters, flags, status, buffers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the sub-RAM 94.

[0126] [Sub-control main processing] 19 is a flowchart showing the sub-control main processing. When the power supply of the gaming machine 1 is turned on, the performance control microcomputer 91 reads out a program for executing the sub-control main processing from the sub ROM 93. In the sub-control main processing, the performance control microcomputer 91 first performs an initialization processing (step S4000). In the initialization processing, for example, the sub CPU 92 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" or "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the initialization processing is executed only once after the power supply is turned on, and is not executed thereafter.

[0127] After the initialization process, the performance control microcomputer 91 prohibits interrupts from the interrupt process (step S4001) and performs a random number update process (step S4002). In this random number update process, the performance control microcomputer 91 updates the random number counter value by incrementing it by 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is incremented again. The initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, the random number value may be incremented by 2 or more instead of incrementing by 1. Each random number may be a so-called hardware random number.

[0128] After the random number update process, the performance control microcomputer 91 permits the interruption of the interrupt process (step S4003). While the interrupt is permitted, it becomes possible to execute the sub-side timer interrupt process (step S4004). The sub-side timer interrupt process is executed based on an interrupt pulse repeatedly input to the sub-CPU 92 at a predetermined cycle. In other words, the sub-side timer interrupt process is executed at every predetermined cycle. Then, the random number update process is repeatedly executed between the end of the sub-side timer interrupt process and the start of the next sub-side timer interrupt process.

[0129] [Sub-side timer interrupt processing] FIG. 20 is a flow chart of the sub-side timer interrupt process (step S4004 in FIG. 19). The performance control microcomputer 91 first performs a received command analysis process (step S4100). The received command analysis process will be described later in detail. After the received command analysis process, the performance control microcomputer 91 performs a variable performance process (step S4110). The variable performance process is a process for setting a pre-variation end command at a specific timing during the variable performance to execute a specific display performance on the display screen 7a. After the variable performance process, the performance control microcomputer 91 performs a switch process (step S4120). In the switch process, the performance control microcomputer 91 sets the display contents of the display screen 7a based on the switch data (edge ​​data and level data) output from the performance button 63. After the switch process, the performance control microcomputer 91 performs a command transmission process (step S4130). In the command transmission process, the performance control microcomputer 91 transmits various commands set in the performance command set area 94b (output buffer) of the sub-RAM 94 in the received command analysis process and the like to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108. The image control board 100, which has received various commands, executes a display performance according to the received command using the image display device 7. The audio control board 106, which has received various commands, executes an audio performance of outputting audio from the speaker 67 according to the received command. The lamp control board 107, which has received various commands, executes a lamp performance of controlling the light emission of the board lamp 5 and the frame lamp 66 according to the received command. After the command transmission process, the performance control microcomputer 91 performs other processes (step S4140) and ends this process. In other processes, random number update processes and the like are performed.

[0130] [Received command analysis process] FIG. 21 is a flow chart of the received command analysis process (step S4100 in FIG. 22). The performance control microcomputer 91 first judges whether or not a pre-determination command has been received from the main control board 80 (step S4180). If the command has been received (step S4180: YES), a pre-reading performance determination process is performed (step S4190). The "pre-reading performance determination process" is a process for determining whether or not to execute a pre-reading performance and, if so, the pre-reading performance pattern. Specifically, the performance control microcomputer 91 acquires the value of the counter of the pre-reading performance random number, and determines whether or not to execute a pre-reading performance and, if so, the pre-reading performance pattern by referring to the acquired random number value and the pre-reading performance pattern determination table stored in the sub-ROM 93. On the other hand, if the command has not been received (step S4180: NO), the above-mentioned pre-reading performance determination process is skipped. The pre-reading effect is an effect that suggests that there is a high possibility that the reserved information newly stored in the special chart reserved memory area 84e contains a jackpot, and is executed during the variable effect.

[0131] Next, the performance control microcomputer 91 judges whether or not a reserved ball number command has been received from the main control board 80 (step S4200). If it has been received (step S4200: YES), a reserved display process is performed (step S4210). In the reserved display process, the values ​​of the first special pattern reserved performance counter, the second special pattern reserved performance counter, and the normal pattern reserved performance counter provided in the counter set area 94c of the sub-RAM 94 are updated based on the information on the number of reserved balls of the special pattern 1, the number of reserved balls of the special pattern 2, and the number of reserved balls of the normal pattern included in the reserved ball number command. This allows the information on the number of reserved balls to be held not only on the main control board 80 side but also on the sub-control board 90 side. In addition, the performance control microcomputer 91 updates the reserved images 9A and 9B displayed on the display screen 7a based on the values ​​of the first special pattern reserved performance counter, the second special pattern reserved performance counter, and the normal pattern reserved performance counter. On the other hand, if the reserved ball count command has not been received (step S4200: NO), the reserved ball display process described above is skipped.

[0132] Next, the performance control microcomputer 91 judges whether or not a change start command has been received from the main control board 80 (step S4220). If a change start command has been received (step S4220: YES), a change performance start process is performed (step S4230). Details of the change performance start process will be described later. On the other hand, if a change performance start command has not been received (step S4220: NO), the change performance start process described above is skipped.

[0133] Next, the performance control microcomputer 91 judges whether or not a change stop command has been received from the main control board 80 (step S4240). If it has been received (step S4240: YES), a change performance end process is performed (step S4250). The "change performance end process" is a process for stopping the change performance executed during the change of the special pattern. In the change performance end process, the performance control microcomputer 91 sets a counter based on the analysis result of the change stop command, and sets a change performance end command for ending the change performance. As a result, the performance pattern corresponding to the special pattern 1 or special pattern 2 that is changing is stopped and displayed. If the change stop command has not been received (step S4240: NO), the change performance end process described above is skipped.

[0134] Next, the performance control microcomputer 91 judges whether or not a win-related command has been received from the main control board 80 (step S4260). The win-related commands include a big win opening command, a round designation command, an ending command, a small win opening command, a round designation command, and an ending command. If a win-related command has been received (step S4260: YES), a win-related performance pattern determination process corresponding to each command is performed (step S4270). For example, if a big win opening command has been received, a performance pattern of an opening performance preset in accordance with the big win type is selected, and an opening performance start command for starting the selected opening performance is set in the performance command set area 94b of the sub-RAM 94. When the opening performance start command set in the performance command set area 94b is transmitted to the image control board 100 in the command transmission process (step S4130 in FIG. 18), the image control board 100 reads out a predetermined opening performance image and displays it on the display screen 7a of the image display device 7. The same applies to other commands. On the other hand, if not received (step S4260: NO), the process skips step S4270.

[0135] Next, the performance control microcomputer 91 determines whether or not a customer waiting command has been received from the main control board 80 (step S4280). If it is determined that a customer waiting command has been received (step S4280: YES), a customer waiting standby process is executed (step S4290) and the process proceeds to step S4300. Details of the customer waiting standby process will be described later. On the other hand, if it is determined that a customer waiting command has not been received (step S4280: NO), the process of step S4290 is skipped. In step S4300, the performance control microcomputer 91 executes other processes and ends the received command analysis process.

[0136] [Variable performance start processing] FIG. 22 is a flow chart of the variable performance start process (step S4230 in FIG. 20). The performance control microcomputer 91 analyzes the variable performance start command received from the main control board 80, and performs the setting of the special chart stop pattern data and the variable performance pattern (step S5000). After that, the performance control microcomputer 91 performs the variable performance pattern determination process based on the command received from the main control board 80 (step S5010), and sets the variable performance start command (step S5020). The variable performance start command is set in the performance command set area 94b of the sub-RAM 94. When the variable performance start command set in the performance command set area 94b is sent to the image control board 100 in the command sending process (step S4130 in FIG. 18), the image control board 100 reads out a predetermined image and displays it on the display screen 7a of the image display device 7. The microcomputer 91 for effect control also performs a ceiling remaining number suggestion effect process (step S5030) which is a process for performing a ceiling remaining number suggestion effect 1 and a ceiling remaining number suggestion effect 2 described later. In this ceiling remaining number suggestion effect process, the remaining number command to the ceiling received from the main control board 80 and the ceiling remaining number suggestion effect method information stored in the selected ceiling remaining number suggestion effect method storage area 94g in the ceiling remaining number suggestion effect method selection process described later are referenced, and a ceiling remaining number suggestion effect is determined, and data for performing this ceiling remaining number suggestion effect is stored in the sub-RAM 94. Here, it is assumed that the effect by the color of the specific image 9D (described later in "Remaining number display judgment table example 1") is selected as the ceiling remaining number suggestion effect in the ceiling remaining number suggestion effect method selection process described later. In this case, the specific image control effect command is set in the specific image control effect command set storage area 94d, and is transmitted to the image control board 100 in the command transmission process (step S4130 in FIG. 18). The image control board 100 reads out a predetermined image and displays it on the display screen 7a of the image display device 7. In the case of sound, the image is set in the sound data storage area 94e, and the sound control board 106 reads out the predetermined sound data and executes sound performance in which sound is output from the speaker 67.Furthermore, in the case of movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15), the data is set in the movable part data memory area 94f, and the lamp control board 107 reads out the specified movable part data, and the movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) are moved.

[0137] [Ceiling remaining number indication effect 1] The ceiling remaining number suggestion effect is an effect that suggests the number of remaining fluctuations until the point where Yu-time will start, and is an effect that is performed based on the number of remaining fluctuations until the point where Yu-time will start, which is obtained as a result of analyzing the fluctuation start command. For example, the color, shape (see "Remaining Number Display Judgment Table Example 2" below), number (see "Remaining Number Display Judgment Table Example 3" below), content (see "Remaining Number Display Judgment Table Example 4" below), operation (see "Remaining Number Display Judgment Table Example 5" below), type of background image (see "Remaining Number Display Judgment Table Example 6" below), number of sounds output from speaker 67 (see "Remaining Number Output Sound Judgment Table Example 1" below), volume (see "Remaining Number Output Sound Judgment Table Example 5" below) and other information may be displayed on display screen 7a. The performance is determined by the number of movable parts that operate (see "Remaining Number Output Sound Determination Table Example 1" below), the operation content (see "Remaining Number Output Sound Determination Table Example 2" below), the number of operations (see "Remaining Number Output Sound Determination Table Example 3" below), the tone (see "Remaining Number Output Sound Determination Table Example 3" below), the timing (see "Remaining Number Output Sound Determination Table Example 5" below), the content (see "Remaining Number Output Sound Determination Table Example 5" below), the number of movable parts that operate (see "Remaining Number Movable Part Determination Table Example 1" below), the operation content (see "Remaining Number Movable Part Determination Table Example 2" below), the number of operations (see "Remaining Number Movable Part Determination Table Example 3" below), and the operation timing (see "Remaining Number Movable Part Determination Table Example 4" below).

[0138] [Ceiling remaining number indication effect 2] Also, as a ceiling remaining number suggestion performance, at least one of the display screen 7a, the sound output from the speaker 67, and the movable role (left fang movable body 13, center fang movable body 14, right fang movable body 15) is executed at multiple times, and it is also possible to suggest the remaining number of fluctuations until the time of the play time depending on the interval of these performances. Specifically, it will be described later in "Remaining number of times performance combination example 1", "Remaining number of times performance combination example 2", and "Remaining number of times performance combination example 3".

[0139] [Waiting for customers] Fig. 23 is a flowchart of the customer waiting standby process (step S4290 in Fig. 21). The performance control microcomputer 91 first determines whether or not the screen is a demo screen (step S4401). This process is for determining whether or not a demo performance is being executed. If it is determined that the screen is a demo screen (step S4401: YES), the process proceeds to step S4404. On the other hand, if it is determined that the screen is not a demo screen (step S4401: NO), the process proceeds to step S4402.

[0140] In step S4402, the performance control microcomputer 91 judges whether a predetermined time (e.g., 30 seconds) has elapsed. This predetermined time is the time from when the gaming machine 1 is put out of operation to when the demo performance is executed. If it is judged that the predetermined time has elapsed (step S4402: YES), the demo performance process is executed (step S4403), and the process proceeds to step S4404. On the other hand, if it is judged that the predetermined time has not elapsed (step S4402: NO), the process of step S4403 is not executed, and the process proceeds to step S4404.

[0141] In step S4404, the performance control microcomputer 91 judges whether or not the performance button has been pressed. This process is a process for judging whether or not the player has pressed the performance button 63. If it is judged that the performance button has been pressed (step S4404: YES), a menu display process is executed (step S4405), and the customer waiting standby process is terminated. On the other hand, if it is judged that the performance button has not been pressed (step S4404: NO), the process of step S4405 is not executed, and the customer waiting standby process is terminated.

[0142] [Menu display processing] FIG. 24 is a flowchart of the menu display process (step S4405 in FIG. 22). In the menu display process, the presentation control microcomputer 91 first displays major items (step S4601). Major items are items in a major category of menu display. The major categories of menu display items include a volume setting button OB, a light intensity setting button KB, a ceiling remaining number of times suggestion presentation method selection button TB, and a menu end button MB (FIG. 51(C)), and the player can select from them using the select button 68. Details will be described later in "Ceiling remaining number of times suggestion presentation example 1".

[0143] Next, the performance control microcomputer 91 judges whether or not a major item has been selected (step S4602). If it is judged that an item has been selected (step S4602: YES), the process corresponding to the selected item is executed (step S4603), and the menu display process is terminated. The process of step S4603 includes a ceiling remaining number suggestion performance method selection process (step S4604), which will be described later. On the other hand, if it is judged that an item has not been selected (step S4602: NO), the process from step S4601 is repeated.

[0144] [Selection of ceiling remaining number indication performance method] Fig. 25 is a flow chart of the ceiling remaining number of times suggestion presentation method selection process (step S4604 in Fig. 24). In the ceiling remaining number of times suggestion presentation method selection process, the presentation control microcomputer 91 performs the ceiling remaining number of times suggestion presentation method display process (step S4701). The ceiling remaining number of times suggestion presentation method display process is a process of displaying selectable ceiling remaining number of times suggestion presentation methods on the display screen 7a. Here, one or more methods of ceiling remaining number of times suggestion presentation can be selected.

[0145] Next, the microcomputer 91 for effect control judges whether or not the ceiling remaining number suggestion effect method has been selected (step S4702). If it is judged that the ceiling remaining number suggestion effect method has been selected (step S4702: YES), the selected ceiling remaining number suggestion effect method information is stored in the selected ceiling remaining number suggestion effect method storage area 94g (step S4703). The ceiling remaining number suggestion effect method information is information on whether to perform one or more ceiling remaining number suggestion effects, and the microcomputer 91 for effect control refers to it when determining the ceiling remaining number suggestion effect in the ceiling remaining number suggestion effect processing (step S5030) of the variable effect start processing (step S4230). Here, as an example, the effect by the color of the specific image 9D displayed on the display screen 7a is selected. Details of the selected effect will be described later in "Ceiling remaining number suggestion effect example 1". Then, the ceiling remaining number suggestion effect method selection processing ends.

[0146] On the other hand, if it is determined that the ceiling remaining number suggestion presentation method has not been selected (step S4702: NO), the process from step S4701 is repeated. Here, the ceiling remaining number suggestion presentation process (step S5030) is performed according to the selected ceiling remaining number suggestion presentation method information.

[0147] [Example of remaining number display judgment table 1] FIG. 26 is a remaining number display example 1. FIG. 26(A) is a remaining number display judgment table that acquires the color of the specific image 9D based on the remaining number. The performance control microcomputer 91 indicates the remaining number of fluctuations until the point at which the play time is reached (described later in "Types of specific time points 1" and "Types of specific time points 2"). The performance control microcomputer 91 displays the specific image 9D in the upper right area of ​​the display screen 7a at the start of fluctuation. When the remaining number of times is "800" to "301", no display is selected, when the remaining number of times is "300" to "201", "white" is selected, when the remaining number of times is "200" to "101", "blue" is selected, when the remaining number of times is "100" to "51", "green" is selected, when the remaining number of times is "50" to "11", "red" is selected, and when the remaining number of times is "10" to "1", "gold" is selected. FIG. 26(B1) is the display screen 7a at the start of the variation of the remaining number of times 301. In this case, the specific image 9D is not displayed. FIG. 26(B2) is the display screen 7a at the start of the variation of the remaining number of times 300. In this case, the color of the specific image 9D is white. FIG. 26(B3) is the display screen 7a at the start of the variation of the remaining number of times 200. In this case, the color of the specific image 9D is blue. Figures 26(C1), 26(C2), and 26(C3) show the performance timing of Figures 26(B1), 26(B2), and 26(B3) above.

[0148] [Example 1 of the ceiling remaining number indication] FIG. 51 is a diagram for explaining a ceiling remaining number indication presentation example 1 (presentation of the color of a specific image).

[0149] First, the performance control microcomputer 91 executes a fixed stop performance as shown in Fig. 51 (A). A fixed stop performance is a performance in which the performance symbols are fixed and stopped. Here, the left performance symbol 8L is fixed and stopped at a "1" symbol, the center performance symbol 8C is fixed and stopped at a "2" symbol, and the right performance symbol 8R is fixed and stopped at a "3" symbol. At this time, if the number of reserved balls for the special symbol 2 and the number of reserved balls for the special symbol 1 are both "0" (step S1401: YES, step S1407: YES), a customer waiting command is set (step S1413).

[0150] Next, in the customer waiting standby process, when a predetermined time has elapsed (step S4402: YES), the performance control microcomputer 91 executes a demo performance as shown in Fig. 51(B). Also, a button image BG is displayed on the left side of the display screen 7a, and a message image MG saying "Menu display" is displayed above the button image BG.

[0151] When the player presses the effect button 63, the effect control microcomputer 91 displays a menu screen as shown in FIG. 51(C). The menu screen display displays the main menu items. Here, a volume setting button OB, a light intensity setting button KB, a ceiling remaining number suggestion effect method selection button TB, and a menu end button MB are displayed. The player makes a selection by selecting the button OB, KB, TB, or MB using the up and down keys of the select button 68, and then pressing the effect button 63. It is assumed that the ceiling remaining number suggestion effect method selection button TB has been selected (shown with hatching).

[0152] Next, the microcomputer 91 for effect control displays a ceiling remaining number suggesting effect method selection screen as shown in FIG. 51(D). In the ceiling remaining number suggesting effect method selection screen display, selection candidates are displayed. Here, the display screen 7a displays an image TGB indicating a selection of the effect of the color of a specific image, an image TOB indicating a selection of the effect of the content of a sound, an image TKB indicating a selection of the number of movable parts, and an image TMB indicating the end of the menu. Here, the player uses the select button 68 to make a selection and the effect button 63 to confirm. The explanation will continue assuming that the image TGB indicating the selection of the effect of the color of a specific image is selected. When the ceiling remaining number suggesting effect method is selected, the microcomputer 91 for effect control stores the ceiling remaining number suggesting effect method information and replaces the ceiling remaining number suggesting effect method (FIG. 6(94g), FIG. 25).

[0153] Here, one of the specific image color effects is selected and that effect is performed, but it is also possible to additionally select, for example, a specific image color effect and a sound volume effect combined to perform an effect. Also, for example, it is possible to select a combination of those effects that have been created in advance, and when that combination of effects is selected, that combination of effects is performed.

[0154] Next, the microcomputer 91 for effect control executes the ceiling remaining number suggestion effect at the start of the fluctuation as shown in FIG. 51 (E). Here, the remaining number of rotations to the ceiling is 153. As the ceiling remaining number suggestion effect, blue is displayed. This effect corresponds to the ceiling remaining number suggestion effect method selected.

[0155] Next, the microcomputer 91 for effect control executes the ceiling remaining number suggestion effect at the start of the fluctuation as shown in FIG. 51 (F). Here, the remaining number of rotations to the ceiling is 8 times. As the ceiling remaining number suggestion effect, gold is displayed. This effect corresponds to the ceiling remaining number suggestion effect method selected.

[0156] The suggestion method switching means displayed during the demo performance (Ceiling Remaining Number Suggestion Performance Example 1) displays a selection screen on the display screen 7a to allow the player to select the method of suggesting the number of remaining changes until the time when the Yu-time is reached (Figure 51(B), Figure 51(C), Figure 51(D)), and switches the method of suggesting the number of remaining changes until the time when the Yu-time is reached (Figure 51(E), Figure 51(F)) depending on the selection result from the player (Figure 51(D)).

[0157] [Types of specific points in time 1] FIG. 43 is an explanatory diagram using a time chart of the time when the play time is reached. After the number of rotations after the big win reaches 800 rotations, the change ends, and then the play time is started. The time when the change ends and the play time is started is the time when the play time is started, and in this embodiment, the specific time is set as the time when the play time is started. Also, FIG. 44 is an explanatory diagram using a time chart of the time when the variable time shortening state ends. After the a time shortening pattern stops and the big win game ends, the number of rotations after the big win reaches 100 rotations, and after the change ends, the play time is started. The time when the change ends and the play time is started is the time when the variable time shortening state ends, and the time when the variable time shortening state ends may be set as the specific time. Similarly, the time when the probability variation state ends may be set as the specific time.

[0158] [Types of specific points in time 2] Furthermore, the specific point in time may be the point in time when the presentation mode is switched, the point in time when a certain number of rotations has been completed since the power was turned on, or the point in time when a certain number of rotations has been completed from a certain presentation.

[0159] [Other Example 1] Fig. 41 is an example of a remaining number of times performance selection table. This is a table for determining whether or not to perform a variable performance for the remaining number of times performance based on the remaining number of times. For each remaining number of times performance described above, instead of making it appear every time, a random number is compared with the setting value of this selection table to determine whether or not to perform the performance at the start of every change, and the remaining number of times performance can be performed only if it is determined to be performed.

[0160] By adjusting the set value, it is possible to perform effects at a fixed rate for each change, to have effects appear for a fixed number of changes, or to increase the rate at which effects are performed as the remaining number of times decreases. In other words, it is possible to adjust the appearance of effects that suggest the number of changes remaining until the time of play begins according to the remaining number of times, thereby improving the interest of the game.

[0161] [Example of remaining number display judgment table 2] FIG. 27 is a remaining number display example 2. FIG. 27(A) is a remaining number display judgment table that acquires the shape of the specific image 9D based on the remaining number. The performance control microcomputer 91 indicates the remaining number of fluctuations until the time of the play time by displaying the acquired shape of the specific image 9D on the display screen 7a using the remaining number display judgment table. The performance control microcomputer 91 displays the specific image 9D at the start of fluctuation so as to proceed from the right end to the left end at the top of the display screen 7a. When the remaining number of times is "800" to "301", no display is selected, when the remaining number of times is "300" to "201", "shark" is selected, when the remaining number of times is "200" to "101", "octopus" is selected, when the remaining number of times is "100" to "51", "crab" is selected, when the remaining number of times is "50" to "11", "turtle" is selected, and when the remaining number of times is "10" to "1", "dolphin" is selected. Fig. 27(B1) is the display screen 7a at the start of the variation when the remaining number of times is 300. In this case, the shape of the specific image 9D is a shark. Fig. 27(B2) is the display screen 7a at the start of the variation when the remaining number of times is 10. In this case, the shape of the specific image 9D is a dolphin. Fig. 27(C1) and Fig. 27(C2) show the performance timing of Fig. 27(B1) and Fig. 27(B2) above.

[0162] [Example 3 of remaining number display judgment table] Fig. 28 is a remaining number display example 3. Fig. 28(A) is a remaining number display judgment table that acquires the number of specific images 9D based on the remaining number of times. The performance control microcomputer 91 indicates the remaining number of fluctuations until the time of Yu-time by displaying the acquired number of specific images 9D on the display screen 7a using the remaining number display judgment table. The performance control microcomputer 91 displays the specific images 9D at the start of fluctuation, proceeding from the right end to the left end at the top of the display screen 7a. When the remaining number of times is between "800" and "301", no display is selected, when the remaining number of times is between "300" and "201", "one fish" is selected, when the remaining number of times is between "200" and "101", "two fish" is selected, when the remaining number of times is between "100" and "51", "small fish school" is selected, when the remaining number of times is between "50" and "11", "medium fish school" is selected, and when the remaining number of times is between "10" and "1", "large fish school" is selected. Fig. 28(B1) shows the display screen 7a at the start of the fluctuation when the remaining number of times is 300. In this case, the specific image 9D is one fish. Fig. 28(B2) shows the display screen 7a at the start of the fluctuation when the remaining number of times is 5. In this case, the specific image 9D is a large fish school. Figs. 28(C1) and 28(C2) show the performance timing of Figs. 28(B1) and 28(B2).

[0163] [Example 4 of remaining number display judgment table] Fig. 29 is a remaining number display example 4. Fig. 29(A) is a remaining number display judgment table that acquires the content of a specific image 9D based on the remaining number of times. The performance control microcomputer 91 indicates the remaining number of fluctuations until the time of Yu-time by displaying the acquired content of the specific image 9D on the display screen 7a using the remaining number display judgment table. The performance control microcomputer 91 displays the specific image 9D at the start of fluctuation and continues to display it. When the remaining number of times is between "800" and "301", no display is selected, when the remaining number of times is between "300" and "201", "Character 1 Line: Do your best" is selected, when the remaining number of times is between "200" and "101", "Character 1 Line: More, more" is selected, when the remaining number of times is between "100" and "51", "Character 1 Line: It's close" is selected, when the remaining number of times is between "50" and "11", "Character 1 Line: Almost there" is selected, when the remaining number of times is between "10" and "1", "Character 1 Line: Good job". Figure 29 (B1) shows the display screen 7a when the remaining number of times 301 starts to change. In this case, the specific image 9D is not displayed. Figure 29 (B2) shows the display screen 7a when the remaining number of times is between 300 and the start of change. In this case, the content of the specific image 9D is the character 1's line "Do your best". Fig. 29(B3) is the display screen 7a at the start of the variation when the remaining number is 100. In this case, the content of the specific image 9D is the line of the character 1, "It's close." Fig. 29(C1), Fig. 29(C2), Fig. 29(C3) show the performance timing of Fig. 29(B1), Fig. 29(B2), Fig. 29(B3).

[0164] [Example of remaining number display judgment table 5] Fig. 30 is a remaining number display example 5. Fig. 30(A) is a remaining number display judgment table that acquires the action of specific image 9D based on the remaining number. The performance control microcomputer 91 indicates the remaining number of fluctuations until the time of Yu-time by displaying the action of specific image 9D acquired by the remaining number display judgment table on the display screen 7a. The performance control microcomputer 91 displays the specific image 9D at the start of fluctuation. When the remaining number of times is between "800" and "301", select no display, when the remaining number of times is between "300" and "201", select "character 2 appears", when the remaining number of times is between "200" and "101", select "character 2 appears and punches", when the remaining number of times is between "100" and "51", select "character 2 appears and kicks", when the remaining number of times is between "50" and "11", select "character 2 appears and punches and kicks", when the remaining number of times is between "10" and "1", select "character 2 appears and bows". Figure 30 (B1) is the display screen 7a at the start of the variation when the remaining number of times is 300. In this case, the action of the specific image 9D is character 2 appears. Figure 30 (B2) is the display screen 7a at the start of the variation when the remaining number of times is 150. In this case, the action of the specific image 9D is character 2 appears and punches. Figures 30(C1) and 30(C2) show the performance timing of Figures 30(B1) and 30(B2) above.

[0165] [Example of remaining number display judgment table 6] FIG. 31 is a remaining number display example 6. FIG. 31(A) is a remaining number display judgment table that acquires the type of background image based on the remaining number. The performance control microcomputer 91 indicates the remaining number of fluctuations until the time of the play time by displaying the acquired type of background image on the display screen 7a according to the remaining number display judgment table. The performance control microcomputer 91 displays the background screen at the start of fluctuation. When the remaining number of times is "800" to "301", it selects "Nagoya background", when the remaining number of times is "300" to "201", it selects "Osaka background", when the remaining number of times is "200" to "101", it selects "Tokyo background", when the remaining number of times is "100" to "51", it selects "Paris background", when the remaining number of times is "50" to "11", it selects "London background", and when the remaining number of times is "10" to "1", it selects "New York background". FIG. 31(B1) is the display screen 7a at the start of the change when the remaining number of times is 500. In this case, the background image is Nagoya. FIG. 31(B2) is the display screen 7a at the start of the change when the remaining number of times is 200. In this case, the background image is Tokyo. FIG. 31(C1) and FIG. 31(C2) show the performance timing of FIG. 31(B1) and FIG. 31(B2) above.

[0166] [Remaining number of times output sound judgment table example 1] FIG. 32 is a remaining number output sound example 1. FIG. 32(A) is a remaining number output sound judgment table that acquires the number of times to be outputted based on the remaining number of times. The performance control microcomputer 91 indicates the remaining number of times to be changed until the time of the play time by outputting the acquired number of times to be outputted from the speaker 67 by the remaining number output sound judgment table. The performance control microcomputer 91 outputs the sound at the start of the change. When the remaining number of times is "800" to "301", it selects no sound, when the remaining number of times is "300" to "201", it selects "1 time", when the remaining number of times is "200" to "101", it selects "2 times", when the remaining number of times is "100" to "51", it selects "3 times", when the remaining number of times is "50" to "11", it selects "4 times", and when the remaining number of times is "10" to "1", it selects "5 times". Fig. 32(B1) is the display screen 7a at the start of the remaining number of times 300. In this case, the number of times the sound is output is one. Fig. 32(B2) is the display screen 7a at the start of the remaining number of times 100. In this case, the number of times the sound is output is three. Fig. 32(C1) and Fig. 32(C2) show the performance timing of Fig. 32(B1) and Fig. 32(B2) above.

[0167] [Remaining number of times output sound judgment table example 2] FIG. 33 is a remaining number output sound example 2. FIG. 33(A) is a remaining number output sound judgment table that acquires the volume of the sound to be output based on the remaining number. The performance control microcomputer 91 indicates the remaining number of fluctuations until the time of the play time by outputting the acquired volume of the sound to be output from the speaker 67 using the remaining number output sound judgment table. The performance control microcomputer 91 outputs the sound at the start of the fluctuation. When the remaining number of times is "800" to "301", it selects no sound, when the remaining number of times is "300" to "201", it selects "very small", when the remaining number of times is "200" to "101", it selects "small", when the remaining number of times is "100" to "51", it selects "medium", when the remaining number of times is "50" to "11", it selects "large", and when the remaining number of times is "10" to "1", it selects "extra large". Fig. 33(B1) is the display screen 7a when the remaining number of times starts to change to 200. In this case, the volume of the sound output is small. Fig. 33(B2) is the display screen 7a when the remaining number of times starts to change to 30. In this case, the volume of the sound output is large. Fig. 33(C1) and Fig. 33(C2) show the performance timing of Fig. 33(B1) and Fig. 33(B2) above.

[0168] [Remaining number of times output sound judgment table example 3] FIG. 34 is a remaining number output sound example 3. FIG. 34(A) is a remaining number output sound judgment table that acquires the tone of the sound to be output based on the remaining number. The performance control microcomputer 91 indicates the remaining number of fluctuations until the time of the play time by outputting the tone of the sound acquired by the remaining number output sound judgment table from the speaker 67. The performance control microcomputer 91 changes the sound at the start of the fluctuation. When the remaining number of times is "800" to "201", "normal" is selected, when the remaining number of times is "200" to "101", "bright tone" is selected, when the remaining number of times is "100" to "51", "grand tone" is selected, when the remaining number of times is "50" to "11", "dark tone" is selected, and when the remaining number of times is "10" to "1", "clear tone" is selected. FIG. 34(B1) is the display screen 7a at the start of the fluctuation of the remaining number of times 200. In this case, the tone of the sound output is a bright tone. Figure 34 (B2) is the display screen 7a at the start of the fluctuation of the remaining number of times 5. In this case, the tone of the sound output is a clear tone. Figures 34 (C1) and 34 (C2) show the performance timing of Figures 34 (B1) and 34 (B2) above.

[0169] [Remaining number of times output sound judgment table example 4] FIG. 35 is a remaining number output sound example 4. FIG. 35(A) is a remaining number output sound judgment table that acquires the timing of the sound to be output based on the remaining number. The performance control microcomputer 91 indicates the remaining number of fluctuations until the time of the play time by outputting the acquired timing of the sound to be output from the speaker 67 using the remaining number output sound judgment table. The performance control microcomputer 91 outputs the sound at the start of fluctuation or one second after the start of fluctuation. When the remaining number of times is "800" to "101", it selects no sound, when the remaining number of times is "100" to "11", it selects "at the start of fluctuation", and when the remaining number of times is "10" to "1", it selects "one second after the start of fluctuation". FIG. 35(B1) is the display screen 7a at the start of fluctuation when the remaining number of times is 100. In this case, the timing of the sound to be output is at the start of fluctuation. FIG. 35(B2) is the display screen 7a at the start of fluctuation when the remaining number of times is 10. In this case, the timing of the sound being output is one second after the start of the fluctuation. Figures 35(C1) and 35(C2) show the performance timing of Figures 35(B1) and 35(B2).

[0170] [Remaining number of times output sound judgment table example 5] FIG. 36 is a remaining number output sound example 5. FIG. 36(A) is a remaining number output sound judgment table that acquires the content of the sound to be output based on the remaining number. The performance control microcomputer 91 indicates the remaining number of fluctuations until the time of the play time by outputting the acquired content of the sound to be output from the speaker 67 using the remaining number output sound judgment table. The performance control microcomputer 91 outputs the sound at the start of the fluctuation. When the remaining number of times is "800" to "301", no sound is selected, when the remaining number of times is "300" to "201", "Do your best", when the remaining number of times is "200" to "101", "More, more", when the remaining number of times is "100" to "51", "It's close", when the remaining number of times is "50" to "11", "Almost there", and when the remaining number of times is "10" to "1", "You did a great job". FIG. 36(B1) is the display screen 7a when the remaining number of times starts to change to 200. In this case, the sound output is "more, more." FIG. 36(B2) is the display screen 7a when the remaining number of times starts to change to 30. In this case, the sound output is "almost there." FIG. 36(C1) and FIG. 36(C2) show the performance timing of FIG. 36(B1) and FIG. 36(B2) above.

[0171] [Example of remaining number of movable parts determination table 1] FIG. 37 is a remaining number movable part example 1. FIG. 37(A) is a remaining number movable part judgment table that acquires the number of movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) based on the remaining number. The performance control microcomputer 91 suggests the remaining number of fluctuations until the time of Yu-time by operating the movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) according to the number of movable parts acquired by the remaining number movable part judgment table. The movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) operate at the start of fluctuation. When the remaining number of times is "800" to "301", select no movable parts, when the remaining number of times is "300" to "101", select "1", when the remaining number of times is "100" to "11", select "2", when the remaining number of times is "10" to "1", select "3". Figure 37 (B1) shows the display screen 7a and movable parts (left fang movable body 13, middle fang movable body 14, right fang movable body 15) at the start of the fluctuation when the remaining number of times is 300. In this case, the number of movable parts (left fang movable body 13, middle fang movable body 14, right fang movable body 15) that operate is 1. Figure 37 (B2) shows the display screen 7a and movable parts (left fang movable body 13, middle fang movable body 14, right fang movable body 15) at the start of the fluctuation when the remaining number of times is 10. In this case, the number of movable parts (left fang movable body 13, middle fang movable body 14, right fang movable body 15) that operate is 3. Figure 37 (C1) and Figure 37 (C2) show the performance timing of Figure 37 (B1) and Figure 37 (B2) above.

[0172] [Example of remaining number of movable parts determination table 2] FIG. 38 is a remaining number movable part example 2. FIG. 38(A) is a remaining number movable part judgment table that acquires the operation contents of the movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) based on the remaining number. The performance control microcomputer 91 suggests the remaining number of fluctuations until the time of the play time by operating the movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) according to the operation contents of the movable parts acquired by the remaining number movable part judgment table. The movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) operate at the start of the fluctuation. When the remaining number of times is "800" to "301", select no movable part, when the remaining number of times is "300" to "101", select "small operation", and when the remaining number of times is "100" to "1", select "large operation". FIG. 38(B1) shows the display screen 7a and the movable parts (left fang movable body 13, middle fang movable body 14, right fang movable body 15) at the start of the remaining number of times 300. In this case, the moving contents of the moving parts (left fang movable body 13, middle fang movable body 14, right fang movable body 15) are small movements. FIG. 38(B2) shows the display screen 7a and the movable parts (left fang movable body 13, middle fang movable body 14, right fang movable body 15) at the start of the remaining number of times 100. In this case, the moving contents of the moving parts (left fang movable body 13, middle fang movable body 14, right fang movable body 15) are large movements. FIG. 38(C1) and FIG. 38(C2) show the performance timing of FIG. 38(B1) and FIG. 38(B2) above.

[0173] [Example 3 of the remaining number of movable parts determination table] FIG. 39 is a remaining number movable role example 3. FIG. 39(A) is a remaining number movable role judgment table that acquires the number of times of operation of the movable role (left fang movable body 13, center fang movable body 14, right fang movable body 15) based on the remaining number of times. The performance control microcomputer 91 suggests the remaining number of times of fluctuation until the time of Yu-time by operating the movable role (left fang movable body 13, center fang movable body 14, right fang movable body 15) according to the number of times of operation of the movable role acquired by the remaining number movable role judgment table. The movable role (left fang movable body 13, center fang movable body 14, right fang movable body 15) operates at the start of fluctuation. When the remaining number of times is "800" to "101", select no movable parts, when the remaining number of times is "100" to "51", select "1 time", when the remaining number of times is "50" to "11", select "2 times", and when the remaining number of times is "10" to "1", select "3 times". Figure 39 (B1) shows the display screen 7a and movable parts (left fang movable body 13, middle fang movable body 14, right fang movable body 15) at the start of the remaining number of times 100. In this case, the number of times that the movable parts (left fang movable body 13, middle fang movable body 14, right fang movable body 15) that operate is 1 time. Figure 39 (B2) shows the display screen 7a and movable parts (left fang movable body 13, middle fang movable body 14, right fang movable body 15) at the start of the remaining number of times 10. In this case, the number of times that the movable parts (left fang movable body 13, middle fang movable body 14, right fang movable body 15) move is 3. Figure 39 (C1) and Figure 39 (C2) show the performance timing of Figure 39 (B1) and Figure 39 (B2) above.

[0174] [Example of remaining number of movable parts determination table 4] FIG. 40 is a remaining number movable part example 4. FIG. 40(A) is a remaining number movable part judgment table that acquires the operation timing of the movable part (left fang movable body 13, center fang movable body 14, right fang movable body 15) based on the remaining number. The performance control microcomputer 91 suggests the remaining number of fluctuations until the time of the play time by operating the movable part (left fang movable body 13, center fang movable body 14, right fang movable body 15) according to the operation timing of the movable part acquired by the remaining number movable part judgment table. The movable part (left fang movable body 13, center fang movable body 14, right fang movable body 15) operates at the start of fluctuation or 1 second after the start of fluctuation. When the remaining number is "800" to "101", select no movement, when the remaining number is "100" to "11", select "at the start of fluctuation", and when the remaining number is "10" to "1", select "1 second after the start of fluctuation". FIG. 40(B1) shows the display screen 7a and the movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) at the start of the fluctuation when the remaining number is 100. In this case, the operation timing of the movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) that move is at the start of the fluctuation. FIG. 40(B2) shows the display screen 7a and the movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) at the start of the fluctuation when the remaining number is 10. In this case, the operation timing of the movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) that move is 1 second after the fluctuation starts. FIG. 40(C1) and FIG. 40(C2) show the performance timing of FIG. 40(B1) and FIG. 40(B2) above.

[0175] [Example 1] The color (remaining number of times display judgment table example 1), shape (remaining number of times display judgment table example 2), number (remaining number of times display judgment table example 3), content (remaining number of times display judgment table example 4), operation (remaining number of times display judgment table example 5), type of background image (remaining number of times display judgment table example 6), number of sounds output from the speaker 67 (remaining number of times output sound judgment table example 1), volume (remaining number of times output sound judgment table example 2), tone (remaining number of times output sound judgment table example 3), The remaining number of fluctuations until a specific time point may be suggested by any one of the following: number of movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) (remaining number of movable parts judgment table example 1), operation content (remaining number of movable parts judgment table example 2), operation number (remaining number of movable parts judgment table example 3), operation timing (remaining number of movable parts judgment table example 4). Also, the remaining number of fluctuations until a specific time point may be suggested by a combination of two or more.

[0176] [Remaining number of times effect 1] The gaming machine, which is equipped with a display screen 7a, a speaker 67, and movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15), determines the color (FIG. 26: remaining number of times display judgment table example 1), shape (FIG. 27: remaining number of times display judgment table example 2), number (FIG. 28: remaining number of times display judgment table example 3), content (FIG. 29: remaining number of times display judgment table example 4), operation (FIG. 30: remaining number of times display judgment table example 5), type of background image (FIG. 31: remaining number of times display judgment table example 6), number of sounds output from the speaker 67 (FIG. 32: remaining number of times output sound judgment table example 1), volume (FIG. 33: remaining number of times output sound judgment table example 2), tone (FIG. 34: remaining number of times output sound judgment table example 3), and the like of the specific image 9D displayed on the display screen 7a. The remaining number of changes until the point at which the Yu-time begins (Figure 43: Example 1 until a specific point in time, Figure 44: Example 2 until a specific point in time, 1 for types of specific points in time, 2 for types of specific points in time) is suggested by at least one of the following: table example 3), timing (Figure 35: Example 4 of remaining number of times output sound judgment table), content (Figure 36: Example 5 of remaining number of times output sound judgment table), number of moving parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) that will operate (Figure 37: Example 1 of remaining number of moving part judgment table), operation content (Figure 38: Example 2 of remaining number of moving part judgment table), number of operations (Figure 39: Example 3 of remaining number of moving part judgment table), and operation timing (Figure 40: Example 4 of remaining number of moving part judgment table). With this configuration, unlike the case where the remaining number of changes until the play time is directly displayed as a numerical value, the remaining number of changes until the play time is indirectly displayed as a range, and the remaining number of changes until the play time can be deceived to the player, reducing the player's motivation not to play and improving the interest of the game.

[0177] [Remaining number of times effect 2] The gaming machine equipped with the display screen 7a, the speaker 67, and the movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) suggests the remaining number of fluctuations until the time of play time (Figure 43: Example 1 until a specific time point, Figure 44: Example 2 until a specific time point, 1 for the type of specific time point) by at least one of the following: the color, shape, number, content, operation, type of background image of the specific image 9D displayed on the display screen 7a, the number of sounds output to the speaker 67, the number of movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) that are moving, the operation content, the number of operations, and the operation timing. With this configuration, unlike the case where the remaining number of fluctuations until the play time is directly displayed as a numerical value, the remaining number of fluctuations until the play time is indirectly displayed as a range, and the remaining number of fluctuations until the play time can be deceived to the player, so that the player's motivation not to play is reduced, and the interest in the game can be improved.

[0178] [Example 1 of remaining number of times combination] FIG. 45 is an explanatory diagram of a performance in which the performance of a specific image 9D and the performance of a sound are executed at respective times, and a suggestion is made by the performance and the interval between the performances. FIG. 45(A) is a timing chart showing the suggestion timing of the performance of fireworks (FIG. 45(A1)), which is the performance of the specific image 9D, and the performance of the sound of fireworks (FIG. 45(A2)), which is the sound performance. The performance control microcomputer 91 suggests the remaining number of fluctuations until the time when the play time is reached by the interval between the performances of these performances. FIG. 45(B) is a suggestion between performances selection table that determines the time between the suggestion performances based on the remaining number of times. When the remaining number of times is "800" to "101", none is selected, when the remaining number of times is "100" to "21", "2.0s" is selected, when the remaining number of times is "20" to "11", "1.0s" is selected, and when the remaining number of times is "10" to "1", "0.5s" is selected.

[0179] FIG. 45(C1) is a suggestion inter-effect lottery table. This is a table for determining the interval time of the effects based on the remaining number of times. By comparing the random number with the setting value of this selection table, the effect control microcomputer 91 selects from among no effect, "2.0s", and "1.0s" when the remaining number of times is "800" to "101", selects from among no effect, "2.0s", "1.0s", and "0.5s" when the remaining number of times is "100" to "21", selects from among no effect, "2.0s", "1.0s", and "0.5s" when the remaining number of times is "20" to "11", selects from among no effect, "2.0s", "1.0s", and "0.5s" when the remaining number of times is "10" to "1", and selects from among no effect, "2.0s", "1.0s", and "0.5s" when the remaining number of times is "10" to "1".

[0180] Fig. 45 (C2) is a fireworks image lottery table. This is a table for determining the image of fireworks based on the remaining number of times. By comparing the random number with the setting value of this selection table, the performance control microcomputer 91 selects from among no performance, "small fireworks" and "medium fireworks" when the remaining number of times is "800" to "101", selects from among no performance, "small fireworks", "medium fireworks", and "large fireworks" when the remaining number of times is "100" to "21", selects from among no performance, "small fireworks", "medium fireworks", and "large fireworks" when the remaining number of times is "20" to "11", and selects from among no performance, "small fireworks", "medium fireworks", and "large fireworks" when the remaining number of times is "10" to "1".

[0181] Fig. 45 (C3) is a lottery table for determining the volume of fireworks. This table is used to determine the volume of fireworks based on the remaining number of times. By comparing the random number with the set value of this selection table, the performance control microcomputer 91 selects from among no performance, "low volume" and "medium volume" when the remaining number of times is between "800" and "101", selects from among no performance, "low volume", "medium volume" and "high volume" when the remaining number of times is between "100" and "21", selects from among no performance, "low volume", "medium volume" and "high volume" when the remaining number of times is between "20" and "11", selects from among no performance, "low volume", "medium volume" and "high volume", and selects from among no performance, "low volume", "medium volume" and "high volume" when the remaining number of times is between "10" and "1".

[0182] [Example 2 of remaining number of times combination] FIG. 46 is an explanatory diagram of a performance in which the performance of a specific image 9D and the performance of a specific image 9D are executed at respective times, and a suggestion is made based on the interval between the performances. FIG. 46(A) is a timing chart showing the suggestion timing of the performance of a specific image 9D (performance A) and the performance of a specific image 9D (performance B). The performance control microcomputer 91 suggests the remaining number of fluctuations until the time when the play time is reached based on the interval between these performances. FIG. 46(B1) is a suggestion inter-performance selection table that determines the time of the interval between the performances based on the remaining number of times. When the remaining number of times is "800" to "101", none is selected, when the remaining number of times is "100" to "21", "2.0s" is selected, when the remaining number of times is "20" to "11", "1.0s" is selected, and when the remaining number of times is "10" to "1", "0.5s" is selected. FIG. 46(B2) is a suggestion performance table that determines two performances based on the remaining number of times. When the remaining number of turns is between "800" and "101", the A effect will be "school of small fish" and the B effect will be none, when the remaining number of turns is between "100" and "21", the A effect will be "school of small fish" and the B effect will be "tuna", when the remaining number of turns is between "20" and "11", the A effect will be "school of medium-sized fish" and the B effect will be "shark", when the remaining number of turns is between "10" and "1", the A effect will be "school of large fish" and the B effect will be "dolphin".

[0183] FIG. 46(C1) is a suggestive performance lottery table. This is a table for determining the suggestive performance based on the remaining number of times. The performance control microcomputer 91 compares the random number with the setting value of this selection table, and selects from among no performance, "2.0s", and "1.0s" when the remaining number of times is "800" to "101", selects from among no performance, "2.0s", "1.0s", and "0.5s" when the remaining number of times is "100" to "21", selects from among no performance, "2.0s", "1.0s", and "0.5s" when the remaining number of times is "20" to "11", selects from among no performance, "2.0s", "1.0s", and "0.5s" when the remaining number of times is "10" to "1", and selects from among no performance, "2.0s", "1.0s", and "0.5s" when the remaining number of times is "10" to "1".

[0184] Fig. 46 (C2) is a lottery table for suggesting effect A. This is a table for determining effect A based on the remaining number of times. By comparing the random number with the setting value of this selection table, the effect control microcomputer 91 selects from among no effect, "school of small fish" and "school of medium-sized fish" when the remaining number of times is "800" to "101", selects from among no effect, "school of small fish", "school of medium-sized fish", and "school of large fish" when the remaining number of times is "100" to "21", selects from among no effect, "school of small fish", "school of medium-sized fish", and "school of large fish" when the remaining number of times is "20" to "11", selects from among no effect, "school of small fish", "school of medium-sized fish", and "school of large fish" when the remaining number of times is "10" to "1", and selects from among no effect, "school of small fish", "school of medium-sized fish", and "school of large fish" when the remaining number of times is "10" to "1".

[0185] Fig. 46 (C3) is a lottery table for suggesting performance B. This is a table for determining performance B based on the remaining number of times. By comparing the random number with the setting value of this selection table, the performance control microcomputer 91 selects from among no performance, "tuna" and "shark" when the remaining number of times is "800" to "101", selects from among no performance, "tuna", "shark" and "dolphin" when the remaining number of times is "100" to "21", selects from among no performance, "tuna", "shark" and "dolphin" when the remaining number of times is "20" to "11", selects from among no performance, "tuna", "shark" and "dolphin" when the remaining number of times is "10" to "1", and selects from among no performance, "tuna", "shark" and "dolphin" when the remaining number of times is "10" to "1".

[0186] [Example 3 of remaining number of times combination] FIG. 47 is an explanatory diagram of a performance in which a performance (A performance) by one of the display screen 7a, the sound output from the speaker 67, and the movable role (left fang movable body 13, center fang movable body 14, right fang movable body 15) and a performance (B performance) by one of the display screen 7a, the sound output from the speaker 67, and the movable role (left fang movable body 13, center fang movable body 14, right fang movable body 15) are executed at each time, and a suggestion is made by each of the performances and the interval between the performances. FIG. 47(A) is a timing chart showing the suggestion timing of the A performance and the B performance. The remaining number of fluctuations until the time of the play time is suggested by these performances and the interval between the performances of these performances.

[0187] FIG. 47 (C1) is a presentation interval selection table for selecting the time between suggested presentations based on the remaining number of times. The performance control microcomputer 91 compares the random number with the set value in this selection table, and selects from among no performance, "2.0s", and "1.0s" when the remaining number of times is "800" to "301", selects from among no performance, "2.0s", and "1.0s" when the remaining number of times is "300" to "201", selects from among no performance, "2.0s", and "1.0s" when the remaining number of times is "200" to "101", selects from among no performance, "2.0s", "1.0s", and "0.5s" when the remaining number of times is "100" to "51", selects from among no performance, "2.0s", "1.0s", and "0.5s" when the remaining number of times is "50" to "11", selects from among no performance, "2.0s", "1.0s", and "0.5s", and selects from among no performance, "2.0s", "1.0s", and "0.5s" when the remaining number of times is "10" to "1".

[0188] FIG. 47 (C2) is a suggested effect lottery table for selecting a combination of the A effect and the B effect based on the remaining number of times. The performance control microcomputer 91 compares the random number with the setting value of this selection table, and when the remaining number of times is between "800" and "301", it selects from among "A performance is the number of specific images, B performance is the shape of the specific image", "A performance is the number of specific images, B performance is the content of the specific image", "A performance is the shape of the specific image, B performance is the number of times the sound is output", and when the remaining number of times is between "300" and "201", it selects from among "A performance is the number of specific images, B performance is the shape of the specific image", "A performance is the number of specific images, B performance is the content of the specific image", "A performance is the shape of the specific image, B performance is the number of times the sound is output", and when the remaining number of times is between "200" and "101", it selects from among "A performance is the number of specific images, B performance is the shape of the specific image", "A performance is the number of specific images, B performance is the content of the specific image", "A performance is the shape of the specific image, B performance is the number of times the sound is output", "A performance is the number of specific images, B performance is the number of times the sound is output", and when the remaining number of times is When the remaining number of times is between "100" and "51", a choice is made from among "For A performance, the number of specific images, and for B performance, the shape of the specific image", "For A performance, the number of specific images, and for B performance, the content of the specific image", "For A performance, the shape of the specific image, and for B performance, the number of times the sound is output", "For A performance, the number of specific images, and for B performance, the number of times the sound is output", and when the remaining number of times is between "50" and "11", a choice is made from among "For A performance, the number of specific images, and for B performance, the shape of the specific image", "For A performance, the number of specific images, and for B performance, the content of the specific image", "For A performance, the shape of the specific image, and for B performance, the number of times the sound is output", "For A performance, the number of specific images, and for B performance, the number of times the sound is output", and when the remaining number of times is between "10" and "1", a choice is made from among "For A performance, the number of specific images, and for B performance, the shape of the specific image", "For A performance, the number of specific images, and for B performance, the content of the specific image", "For A performance, the shape of the specific image, and for B performance, the number of times the sound is output", "For A performance, the number of specific images, and for B performance, the number of times the sound is output".

[0189] [Example 2] The effects shown as "Remaining Number of Times Performance Combination Example 1", "Remaining Number of Times Performance Combination Example 2", and "Remaining Number of Times Performance Combination Example 3" may be two or more of the effects of the display screen 7a, the sound output from the speaker 67, and the movable parts (left fang movable body 13, middle fang movable body 14, right fang movable body 15). Also, it may be any one of the effects. Also, it may be the interval between effects executed at two points in time, such as "Remaining Number of Times Performance Combination Example 1", "Remaining Number of Times Performance Combination Example 2", and "Remaining Number of Times Performance Combination Example 3". Also, it may be the interval between multiple effects of effects executed at multiple points in time.

[0190] [Remaining number of times effect 3] A gaming machine equipped with a display screen 7a, a speaker 67, and movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) executes effects at multiple times using at least one of the display screen 7a, the sound output from the speaker 67, and the movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15), and suggests the number of remaining changes until the time when the play time begins (Figure 43: Example 1 until a specific time point, Figure 44: Example 2 until a specific time point, 1 for types of specific time points, 2 for types of specific time points) depending on the intervals between these effects (Figure 45: Remaining number of times effect combination example 1, Figure 46: Remaining number of times effect combination example 2, Figure 47: Remaining number of times effect combination example 3). With this configuration, unlike the case where the remaining number of changes until the play time is directly displayed as a numerical value, the remaining number of changes until the play time is indirectly displayed as a range, and the remaining number of changes until the play time can be deceived to the player, reducing the player's motivation not to play and improving the interest of the game.

[0191] [Example 2 of ceiling remaining number indication] FIG. 52 is a diagram for explaining a ceiling remaining number indication presentation example 2 (presentation of sound contents).

[0192] First, FIG. 52(A) is similar to FIG. 51(A).

[0193] Next, FIG. 52(B) is similar to FIG. 51(B).

[0194] Next, Fig. 52(C) is similar to Fig. 51(C).

[0195] Next, as shown in FIG. 52(D), the microcomputer 91 for effect control displays a ceiling remaining number suggestion effect method selection screen. In the ceiling remaining number suggestion effect method selection screen display, selection candidates are displayed. Here, an image TGB indicating a selection of the effect of the color of a specific image, an image TOB indicating a selection of the effect of the content of a sound, an image TKB indicating a selection of the number of movable role objects, and an image TMB indicating the end of the menu are displayed on the display screen 7a. Here, the player makes a selection using the select button 68 and confirms with the effect button 63. The explanation will continue assuming that the image TGB indicating the selection of the effect of the content of a sound is selected. When the ceiling remaining number suggestion effect method is selected, the microcomputer 91 for effect control stores the ceiling remaining number suggestion effect method information and replaces the ceiling remaining number suggestion effect method (FIG. 6(94g), FIG. 25).

[0196] Next, the microcomputer 91 for effect control executes the ceiling remaining number suggestion effect at the start of the fluctuation as shown in FIG. 52 (E). Here, the remaining number of rotations until the ceiling is 153. As the ceiling remaining number suggestion effect, the sound "more, more" is output. This effect corresponds to the ceiling remaining number suggestion effect method selected.

[0197] Next, the microcomputer 91 for effect control executes the ceiling remaining number indication effect at the start of the fluctuation as shown in FIG. 52 (F). Here, the remaining number of rotations until the ceiling is 8 times. As the ceiling remaining number indication effect, the voice "You did well" is output. This effect corresponds to the ceiling remaining number indication effect method selected.

[0198] The suggestion method switching means displayed during the demo performance (Ceiling remaining number of times suggestion performance example 2) displays a selection screen on the display screen 7a to allow the player to select the method of suggesting the number of remaining changes up to a specific point in time (Figures 52(B), 52(C), 52(D)), and switches the method of suggesting the number of remaining changes up to a specific point in time (Figures 52(E), 52(F)) depending on the selection result from the player (Figure 52(D)).

[0199] [Remaining number of times effect 4] In a gaming machine equipped with a display screen 7a, a speaker 67, movable accessories (left fang movable body 13, center fang movable body 14, right fang movable body 15), and a suggestion method switching means displayed during a demo performance, the suggestion method switching means (Fig. 51: ceiling remaining number suggestion performance example 1, Fig. 52: ceiling remaining number suggestion performance example 2) displays a selection screen on the display screen 7a to allow the player to select a method of suggesting the remaining number of fluctuations until a specific time, and switches the method of suggesting the remaining number of fluctuations until the time of play (Fig. 43: example 1 until a specific time, Fig. 44: example 2 until a specific time, 1 for the type of specific time, 2 for the type of specific time) depending on the selection result from the player. With this configuration, it is possible to perform a performance according to the player's preference, and it is possible to improve the interest of the game.

[0200] [Other Example 2] Fig. 42 is an example of a remaining number of times performance selection table. Fig. 42(A) is a table for determining which performance should be displayed for the remaining number of times performance for the number of specific images 9D based on the remaining number of times. Fig. 42(B) is a table for determining which performance should be displayed for the remaining number of times performance for the number of movements of the moving role objects (left fang moving body 13, middle fang moving body 14, right fang moving body 15) based on the remaining number of times.

[0201] In FIG. 42(A), the performance control microcomputer 91 compares the random number with the setting value of this selection table, and selects from none, "1 fish", or "2 fish" when the remaining number of times is between "800" and "301", selects from none, "1 fish", "2 fish", or "school of small fish" when the remaining number of times is between "300" and "201", and selects from none, "1 fish", "2 fish", "school of small fish", or "school of medium fish" when the remaining number of times is between "200" and "101". when the remaining number of times is between "100" and "51", choose from none, "1 fish", "2 fish", "school of small fish", "school of medium fish", or "school of large fish"; when the remaining number of times is between "50" and "11", choose from none, "1 fish", "2 fish", "school of small fish", "school of medium fish", or "school of large fish"; when the remaining number of times is between "10" and "1", choose from none, "1 fish", "2 fish", "school of small fish", "school of medium fish", or "school of large fish".

[0202] By adjusting the set value, the ratio of the specific image 9D with a large number of fishes being selected can be increased as the remaining number of times decreases. In other words, the presentation indicating the remaining number of times until the play time is reached can be adjusted according to the remaining number of times, thereby improving the interest of the game.

[0203] In FIG. 42(B), the performance control microcomputer 91 compares the random number with the setting value of this selection table, and selects from among none and “1 time” when the remaining number of times is between “800” and “301”, selects from among none, “1 time” and “2 times” when the remaining number of times is between “300” and “201”, selects from among none, “1 time” and “2 times” when the remaining number of times is between “200” and “101”, selects from among none, “1 time” and “2 times” when the remaining number of times is between “100” and “51”, selects from among none, “1 time”, “2 times” and “3 times” when the remaining number of times is between “50” and “11”, and selects from among none, “1 time”, “2 times” and “3 times” when the remaining number of times is between “10” and “1”,

[0204] By adjusting the set value, the ratio of the number of times that the number of times that the movable parts (left fang movable body 13, middle fang movable body 14, right fang movable body 15) that move increases as the number of times that remain decreases. In other words, the presentation that suggests the number of times that remain until the time of play can be adjusted according to the number of times that remain, and the interest of the game can be improved.

[0205] [Example 4 of remaining number of times combination] FIG. 48 is an explanatory diagram of a case where a performance is performed by a plurality of the display screen 7a, the sound output from the speaker 67, and the movable role objects (left fang movable body 13, middle fang movable body 14, right fang movable body 15). FIG. 48(A) is a timing chart showing the suggested timing of each performance. FIG. 48(B) is a table showing the contents of each performance. The performance control microcomputer 91 selects no display when the remaining number of times is "800" to "301", selects "one fish" when the remaining number of times is "300" to "201", selects "two fish" when the remaining number of times is "200" to "101", selects "school of small fish" when the remaining number of times is "100" to "51", selects "school of medium-sized fish" when the remaining number of times is "50" to "11", and selects "school of large fish" when the remaining number of times is "10" to "1". Regarding the sound to be output, when the remaining number of times is between "800" and "301", select "No sound", when the remaining number of times is between "300" and "201", select "Good luck", when the remaining number of times is between "200" and "101", select "More, more", when the remaining number of times is between "100" and "51", select "It's close", when the remaining number of times is between "50" and "11", select "Almost there", and when the remaining number of times is between "10" and "1", select "Good job!"

[0206] Fig. 48(C) is a table for selecting a combination of whether or not each effect is to be displayed. By comparing the random number with the setting value of this selection table, the effect control microcomputer 91 selects from among no effect, the "number of specific images" and the "content of sound to be output" when the remaining number of times is between "800" and "301", selects from among no effect, the "number of specific images" and the "content of sound to be output" when the remaining number of times is between "300" and "201", and selects from among no effect, the "number of specific images", the "content of sound to be output" and the "number of specific images and the content of sound to be output" when the remaining number of times is between "200" and "101". When the remaining number of times is between "100" and "51," the choice is from among no performance, "number of specific images," "content of the sound to be output," and "number of specific images and the content of the sound to be output." When the remaining number of times is between "50" and "11," the choice is from among no performance, "number of specific images," "content of the sound to be output," and "number of specific images and the content of the sound to be output." When the remaining number of times is between "10" and "1," the choice is from among no performance, "number of specific images," "content of the sound to be output," and "number of specific images and the content of the sound to be output."

[0207] This allows the player to see a variety of different effects by adjusting the setting values, thereby making the game more entertaining.

[0208] [Suggestions at the start of special chart fluctuations] Fig. 49 is a time chart of the effect suggesting the number of remaining changes until the time of Yu-time. Fig. 49(A) is an example in which the effect of the specific image 9D displayed on the display screen 7a, which is an effect suggesting the number of remaining changes until the time of Yu-time, is performed at the start of the change of the special chart. Fig. 49(B) is an example in which the effect of Fig. 49(A) and the effect of the shape of the specific image 9D are performed. Fig. 49(C) is an example in which the effect of Fig. 49(A) and the effect of the number of sounds output from the speaker 67 are performed.

[0209] In addition to these, the performance indicating the remaining number of fluctuations until the play time, which is performed at the start of the special chart fluctuation, may be a performance of a sound output from the speaker 67 or a performance of a moving part (left fang movable body 13, middle fang movable body 14, right fang movable body 15). In addition, these performances may be performed multiple times.

[0210] In this way, the display screen 7a, the sound output from the speaker 67, and the movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) may be combined to suggest the number of remaining fluctuations until the time when the play time begins at the start of the special chart fluctuation by two or more. That is, at least one of the display screen 7a, the sound output from the speaker 67, and the movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) may suggest the number of remaining fluctuations until the time when the play time begins at the start of the special chart fluctuation.

[0211] [Remaining number of times effect 5] In a gaming machine equipped with a display screen 7a, a speaker 67, and movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15), at least one of the display screen 7a, the sound output from the speaker 67, and the movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) suggests the number of remaining changes until the time of play time at the start of the special chart change (Figure 49: Example of suggestion of change start). With this configuration, unlike the case where the number of remaining changes until the play time is directly displayed as a numerical value, the number of remaining changes until the play time is indirectly displayed as a range, and the number of remaining changes until the play time can be deceived to the player, so the motivation for the player not to play is reduced, and the interest of the game can be improved.

[0212] [Suggestions by operating the control means] FIG. 50 is a time chart of a presentation suggesting the number of remaining changes until a specific time point by operating the operating means. FIG. 50(A) is an example in which a button display is displayed to prompt the user to press a button, which is an operation of the operating means, and the button is pressed while the display is on, and at that time, the presentation of a specific image 9D displayed on the display screen 7a suggests the number of remaining changes until a specific time point. FIG. 50(B) is an example in which a button display is displayed to prompt the user to press a button, which is an operation of the operating means, and the button is pressed while the display is on, and one second later, the presentation of a specific image 9D displayed on the display screen 7a suggests the number of remaining changes until a specific time point. FIG. 50(C) is an example in which the presentation of FIG. 50(B) and the presentation of the number of sounds output from the speaker 67 are performed.

[0213] In addition to these, the performance indicating the remaining number of fluctuations until a specific time point when the player operates the operating means may be a sound performance output from the speaker 67, or a performance of the movable role (left fang movable body 13, middle fang movable body 14, right fang movable body 15). Also, these performances may be one or more.

[0214] [Remaining number of times effect 6] In a gaming machine equipped with a display screen 7a, a speaker 67, and movable accessories (left fang movable body 13, center fang movable body 14, right fang movable body 15), at least one of the display screen 7a, the sound output from the speaker 67, and the movable accessories (left fang movable body 13, center fang movable body 14, right fang movable body 15) suggests the number of remaining changes until a specific time when the player operates the operation means (Figure 50: Example of operation means operation suggestion). With this configuration, unlike the case where the number of remaining changes until the play time is directly displayed as a numerical value, the number of remaining changes until the play time is indirectly displayed as a range, and the number of remaining changes until the play time can be deceived to the player, so the motivation for the player not to play is reduced, and the interest of the game can be improved.

[0215] 9. Examples of Effects, Modifications, and Aspects of the Present Embodiment [Example of effect] The following are examples of the effects of this embodiment.

[0216] [Effect 1] The gaming machine, which is equipped with a display screen 7a, a speaker 67, and movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15), determines the color (FIG. 26: remaining number of times display judgment table example 1), shape (FIG. 27: remaining number of times display judgment table example 2), number (FIG. 28: remaining number of times display judgment table example 3), content (FIG. 29: remaining number of times display judgment table example 4), operation (FIG. 30: remaining number of times display judgment table example 5), type of background image (FIG. 31: remaining number of times display judgment table example 6), number of sounds output from the speaker 67 (FIG. 32: remaining number of times output sound judgment table example 1), volume (FIG. 33: remaining number of times output sound judgment table example 2), tone (FIG. 34: remaining number of times output sound judgment table example 3), and the like of the specific image 9D displayed on the display screen 7a. The remaining number of changes until the point at which the Yu-time begins (Figure 43: Example 1 until a specific point in time, Figure 44: Example 2 until a specific point in time, 1 for types of specific points in time, 2 for types of specific points in time) is suggested by at least one of the following: table example 3), timing (Figure 35: Example 4 of remaining number of times output sound judgment table), content (Figure 36: Example 5 of remaining number of times output sound judgment table), number of moving parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) that will operate (Figure 37: Example 1 of remaining number of moving part judgment table), operation content (Figure 38: Example 2 of remaining number of moving part judgment table), number of operations (Figure 39: Example 3 of remaining number of moving part judgment table), and operation timing (Figure 40: Example 4 of remaining number of moving part judgment table). With this configuration, unlike the case where the remaining number of changes until the play time is directly displayed as a numerical value, the remaining number of changes until the play time is indirectly displayed as a range, and the remaining number of changes until the play time can be deceived to the player, reducing the player's motivation not to play and improving the interest of the game.

[0217] [Effect 2] The gaming machine equipped with the remaining display screen 7a, speaker 67, and movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) decides whether or not to perform a variable performance for the remaining number of times based on the number of times (Figure 41: Example of a table for selecting whether or not to perform a variable performance for the remaining number of times), so by adjusting the setting value, it is possible to perform a fixed rate of performance for each change, to have it appear every certain number of changes, or to increase the rate at which the performance is performed as the remaining number of times decreases. With this configuration, it is possible to adjust the appearance of the performance that suggests the remaining number of changes up to a specific point in time according to the remaining number of times, thereby improving the interest of the game.

[0218] [Effect 3] By adjusting the set value, it is possible to adjust the ratio of the selection of the effect indicating the remaining number of times being low as the remaining number of times decreases (Fig. 42, Fig. 45, Fig. 46, Fig. 47, Fig. 48). With this configuration, it is possible to adjust the effect suggesting the remaining number of times of change up to a specific time point according to the remaining number of times, and it is possible to improve the interest of the game.

[0219] [Effect 4] The gaming machine equipped with the display screen 7a, the speaker 67, and the movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) suggests the remaining number of fluctuations until the time of play time (Figure 43: Example 1 until a specific time point, Figure 44: Example 2 until a specific time point, 1 for the type of specific time point) by at least one of the following: the color, shape, number, content, operation, type of background image of the specific image 9D displayed on the display screen 7a, the number of sounds output to the speaker 67, the number of movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) that are moving, the operation content, the number of operations, and the operation timing. With this configuration, unlike the case where the remaining number of fluctuations until the play time is directly displayed as a numerical value, the remaining number of fluctuations until the play time is indirectly displayed as a range, and the remaining number of fluctuations until the play time can be deceived to the player, so that the player's motivation not to play is reduced, and the interest in the game can be improved.

[0220] [Effect 5] A gaming machine equipped with a display screen 7a, a speaker 67, and movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) executes effects at multiple times using at least one of the display screen 7a, the sound output from the speaker 67, and the movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15), and suggests the number of remaining changes until the time when the play time begins (Figure 43: Example 1 until a specific time point, Figure 44: Example 2 until a specific time point, 1 for types of specific time points, 2 for types of specific time points) depending on the intervals between these effects (Figure 45: Remaining number of times effect combination example 1, Figure 46: Remaining number of times effect combination example 2, Figure 47: Remaining number of times effect combination example 3). With this configuration, unlike the case where the remaining number of changes until the play time is directly displayed as a numerical value, the remaining number of changes until the play time is indirectly displayed as a range, and the remaining number of changes until the play time can be deceived to the player, reducing the player's motivation not to play and improving the interest of the game.

[0221] [Effect 6] A gaming machine equipped with a display screen 7a, a speaker 67, and movable accessories (left fang movable body 13, center fang movable body 14, right fang movable body 15) performs effects using multiple of the display screen 7a, the speaker 67, and the movable accessories (left fang movable body 13, center fang movable body 14, right fang movable body 15) (Fig. 47(C2), Fig. 48(C)). With this configuration, by adjusting the setting value, various effects can be shown to the player, and the interest of the game can be improved.

[0222] [Effect 7] In a gaming machine equipped with a display screen 7a, a speaker 67, and movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15), at least one of the display screen 7a, the sound output from the speaker 67, and the movable parts (left fang movable body 13, center fang movable body 14, right fang movable body 15) suggests the number of remaining changes until the time of play time at the start of the special chart change (Figure 49: Example of suggestion of change start). With this configuration, unlike the case where the number of remaining changes until the play time is directly displayed as a numerical value, the number of remaining changes until the play time is indirectly displayed as a range, and the number of remaining changes until the play time can be deceived to the player, so the motivation for the player not to play is reduced, and the interest of the game can be improved.

[0223] [Effect 8] In a gaming machine equipped with a display screen 7a, a speaker 67, and movable accessories (left fang movable body 13, center fang movable body 14, right fang movable body 15), at least one of the display screen 7a, the sound output from the speaker 67, and the movable accessories (left fang movable body 13, center fang movable body 14, right fang movable body 15) suggests the number of remaining changes until a specific time when the player operates the operation means (Figure 50: Example of operation means operation suggestion). With this configuration, unlike the case where the number of remaining changes until the play time is directly displayed as a numerical value, the number of remaining changes until the play time is indirectly displayed as a range, and the number of remaining changes until the play time can be deceived to the player, so the motivation for the player not to play is reduced, and the interest of the game can be improved.

[0224] [Effect 9] In a gaming machine equipped with a display screen 7a, a speaker 67, movable accessories (left fang movable body 13, center fang movable body 14, right fang movable body 15), and a suggestion method switching means displayed during a demo performance, the suggestion method switching means (Fig. 51: ceiling remaining number suggestion performance example 1, Fig. 52: ceiling remaining number suggestion performance example 2) displays a selection screen on the display screen 7a to allow the player to select a method of suggesting the remaining number of fluctuations until a specific time, and switches the method of suggesting the remaining number of fluctuations until the time of play (Fig. 43: example 1 until a specific time, Fig. 44: example 2 until a specific time, 1 for the type of specific time, 2 for the type of specific time) depending on the selection result from the player. With this configuration, it is possible to perform a performance according to the player's preference, and it is possible to improve the interest of the game.

[0225] [Variations] A modified example of this embodiment is shown.

[0226] [Variation 1] In the above embodiment, the number of remaining changes until a specific time point is suggested at the start of the special chart change. In contrast, the number of remaining changes until a specific time point may be suggested after a certain time has elapsed from the start of the special chart change.

[0227] [Variation 2] In the above embodiment, the number of remaining changes until a specific time point is suggested at the start of the special pattern change. In contrast, the number of remaining changes until a specific time point may be suggested when the special pattern change stops or when the pattern is determined.

[0228] [Variation 3] In the above embodiment, the operation means is a button press, but the operation means may be a sensor that reacts to the player's action.

[0229] [Variation 4] In the above embodiment, the suggestion method switching means displays a selection screen for allowing the player to select a suggestion method during a demo performance. In contrast, the suggestion method switching means may display a selection screen for allowing the player to select a suggestion method during a variation or a big win.

[0230] [Example of the situation] In the gaming machine of this embodiment, the following aspects can be realized. [Aspect 1] A gaming machine including a display means, a sound output means, and a movable accessory, The remaining number of changes until a specific time point is indicated by at least one of the following: the color, shape, number, content, operation, and type of background image of the specific image displayed on the display means; the number, volume, tone, timing, and content of the sound output by the sound output means; the number of the movable parts that are moving, the operation content, the number of operations, and the operation timing; A gaming machine characterized by:

[0231] [Aspect 2] 2. The gaming machine according to claim 1, The specific time point is a time point when the play time is reached, a time point when the variable time shortening state ends, or a time point when the probability variable state ends. A gaming machine characterized by:

[0232] [Aspect 3] A gaming machine according to aspect 1 or aspect 2, The performance by at least one of the display means, the sound output means, and the movable role object is executed at multiple points, and the suggestion is made depending on the interval between the performances. A gaming machine characterized by:

[0233] [Aspect 4] A gaming machine according to aspect 1 or aspect 2, At least one of the display means, the sound output means, and the movable role object makes the suggestion at the start of the special chart change. A gaming machine characterized by:

[0234] [Aspect 5] A gaming machine according to aspect 1 or aspect 2, The game machine is provided with an operating means operable by a player, At least one of the display means, the sound output means, and the movable role object gives the suggestion when the player operates the operation means. A gaming machine characterized by:

[0235] [Aspect 6] The gaming machine according to the first or second aspect further comprises: A suggestion method switching means is provided, the suggestion method switching means displays a selection screen on the display means for allowing the player to select the suggestion method, and switches the suggestion method according to the selection result from the player; A gaming machine characterized by:

[0236] [Other variations] The various display effects described above may not include some of the effects, or may include effects other than those described above.

[0237] The gaming machine 1 of the above embodiment has been described as a pachinko gaming machine, but is not limited to this. For example, instead of a pachinko gaming machine, the present invention may be applied to a reel-type gaming machine such as a slot machine, an arrange ball gaming machine, or a mahjong ball gaming machine. When the gaming machine 1 is a slot machine, the gaming medium may be changed from a gaming ball to a gaming medal.

[0238] The gaming machine 1 of the above embodiment is a gaming machine equipped with a payout device for paying out balls, but is not limited to this. For example, instead of the gaming machine 1, the present invention may be applied to a gaming machine that does not have a payout device, such as a so-called enclosed gaming machine.

[0239] In addition, two or more of the above-mentioned multiple performance examples and / or modified examples may be combined. Furthermore, the gaming machine 1 may be provided with a sub-display device in addition to the image display device 7. In this case, the above-mentioned display performance may be executed on the sub-display device.

[0240] Although the present aspect has been described above based on the embodiment and modified examples, the above-described embodiment of the aspect is intended to facilitate understanding of the present aspect and does not limit the present aspect. The present aspect may be modified or improved without departing from the spirit and scope of the claims, and equivalents thereof are included in the present aspect. [Explanation of symbols]

[0241] 1. Gaming machine 7...Image display device 7a…Display screen 9D…Specific image 13...Left fang movable body 14...Middle fang movable body 15…Right fang movable body 67…Speaker 81...Game control microcomputer 91...Performance control microcomputer 101...Image control microcomputer

Claims

1. A gaming machine comprising a display means, a sound output means, and a movable accessory, The remaining number of changes up to a specific point in time is indicated by at least one of the color, shape, number, content, action, type of background image of the specific image displayed on the display means, the number of times, volume, tone, timing, content of the sound output by the sound output means, the number of moving movable parts, action content, number of actions, and action timing. A gaming machine characterized by:

2. 2. The gaming machine according to claim 1, The specific time point is a time point when the play time starts, a time point when the variable time shortening state ends, or a time point when the probability variable state ends. A gaming machine characterized by:

3. 3. The gaming machine according to claim 1 or 2, The effect indicating the remaining number of changes until the specific time may not be displayed due to a lottery. A gaming machine characterized by:

4. 3. The gaming machine according to claim 1 or 2, At least one of the display means, the sound output means, and the movable role object makes the suggestion at the start of the special drawing change, A gaming machine characterized by: