Game machine

JP2025034976AActive Publication Date: 2025-03-13HEIWA CORP
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Patent Information

Application Number
JP2023141689
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-08-31
Publication Date
2025-03-13
Estimated Expiration
2043-08-31

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【0009】 本発明によれば、利便性を向上させることができる。

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Abstract

To provide a game machine with improved convenience.SOLUTION: When performance operation means is operated during a period in which a performance related to the progress of a game is being executed on display means, setting related to an execution mode of a performance can be performed. When setting related to the execution mode of the performance is performed during the period, a first display and a second display are displayed on the display means. The first display is related to the setting of the execution mode of the performance and includes at least one item for which the setting can be performed. The second display includes a reduced display of at least a part of the performance related to the progress of a game. On the display means, the first display is displayed in an area that is a margin of the area in which the second display is displayed.SELECTED DRAWING: Figure 14
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Description

[Technical field]

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

[0002] A known gaming machine is a pachinko gaming machine that includes a gaming area in which gaming balls (gaming value) move and a launching device that launches the gaming balls into the gaming area. The pachinko gaming machine includes a starting port provided in the gaming area, and when the entry of a gaming ball into the starting port is detected, a special symbol lottery is held. If the result of the special symbol lottery is a jackpot, the gaming state transitions to a special gaming state, and multiple special games are played in the special gaming state. In each special game, a big prize opening provided in the gaming area operates to an open state, and a gaming ball is paid out based on the entry of the gaming ball into the big prize opening.

[0003] Furthermore, some gaming machines of this type are provided with an effect customization function that allows a player to set the frequency of appearance of various effects (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2022-125914 A Summary of the Invention [Problem to be solved by the invention]

[0005] Meanwhile, there is a demand for improving the convenience of gaming machines.

[0006] The present invention has been made in consideration of the above circumstances, and has an object to provide a gaming machine with improved convenience. [Means for solving the problem]

[0007] In order to achieve the above object, the gaming machine of the present invention comprises: A main control means (main control board 200) for controlling the progress of the game; A sub-control means (sub-control board 202) for controlling the execution of the performance; A display means (liquid crystal display 32) capable of executing effects relating to the display of images; A performance operation means (performance button 26, cross key 27) that can be operated by a player; A performance execution mode control means (performance execution mode control means 305) for controlling settings related to the performance execution mode; the sub-control means is capable of executing a presentation relating to the progress of a game in accordance with a state in which the main control means is progressing a game to indicate a predetermined game result; the effect execution mode control means is capable of setting an effect execution mode when the effect operation means is operated during a period in which the effect related to the progress of the game is being executed on the display means, When setting the execution mode of the performance during the period, a first display and a second display are displayed on the display means, The first display is a display related to a setting of an execution mode of a performance, and includes at least one item for which the setting can be performed; The second display includes a reduced display of at least a part of the effects relating to the progress of the game, In the display means, the first representation is displayed in a blank area of ​​the area in which the second representation is displayed.

[0008] In a situation where the main control means is progressing a game to indicate a predetermined game result, it is possible to set the performance mode of the effect, and the first display is displayed in a marginal area of ​​the area where the second display is displayed. Since the display area of ​​the first display is relatively large and the first display is easily visible, it is possible to improve convenience when setting the performance mode during the progress of the game. In addition, when setting the performance mode during the progress of the game, the second display is displayed and the performance related to the progress of the game is displayed. Therefore, the player can visually confirm (understand) the progress of the game while setting the performance mode. According to the present invention, when setting the performance mode during the progress of the game, the display related to the setting (the first display) does not impede the visibility of the display related to the progress of the game (the second display). In other words, it is possible to provide a display method for setting the performance mode during the progress of the game, in which the visibility of the display related to the notification of the progress of the game is ensured. Effect of the Invention

[0009] According to the present invention, convenience can be improved. [Brief description of the drawings]

[0010] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to a first embodiment of the present invention, illustrating its external configuration. [Diagram 2] FIG. 2 is a front view showing the external configuration of the gaming machine. [Diagram 3] FIG. 2 is a front view showing the external configuration of the game board. [Figure 4] FIG. 2 is a front view showing the external configuration of the status display unit according to the first embodiment. [Diagram 5] FIG. 2 is a block diagram showing a schematic configuration of the gaming machine. [Figure 6] FIG. 13 shows the jackpot lottery table. [Figure 7] FIG. 13 is a diagram showing the symbol lottery table of the same. [Figure 8] FIG. 11 is a state transition diagram of the game state. [Figure 9] FIG. 11 is a diagram for explaining the layer structure of the first embodiment. [Figure 10] FIG. 11 is a diagram showing the effects executed in the normal state, where (a) shows the first effect and (b) shows the second effect. [Figure 11] This is a diagram explaining the changing and stopping display of the performance patterns and the reserved performance. [Figure 12] This is a diagram explaining the reserved number display and mini patterns. [Figure 13] FIG. 13 is a diagram explaining the first winning effect, the second winning effect, and the time-saving effect. [Figure 14] FIG. 13 is a diagram illustrating the effect customization screen that is displayed when an effect customization transition operation is performed while the special pattern is changing. [Figure 15] FIG. 13 is a diagram for explaining the display that is displayed when a light intensity adjustment operation and a volume adjustment operation are performed while the special pattern is changing. [Figure 16] FIG. 11 is a diagram illustrating a presentation customization screen in a gaming machine according to a second embodiment of the present invention, illustrating a case where a specific image is not displayed. [Figure 17] FIG. 11 is a diagram illustrating the arrangement of images on layers. [Figure 18] FIG. 13 is a diagram illustrating the performance customization screen when a specific image is displayed. [Figure 19] The same is a figure explaining the visibility of the stopped performance pattern, where (a) shows the case where the middle performance pattern is not offset, and (b) shows the case where the middle performance pattern is offset. [Figure 20] This is a diagram explaining a case where a specific image is hidden due to the stop of the change in the performance pattern. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] (First embodiment) The first embodiment of the present invention will be described below with reference to the drawings. In the following description, "front and rear" basically means that when a player is in front of a gaming machine, the player side is "front" and the gaming machine side is "rear", "up and down" means that the top side of the gaming machine is "up" and the bottom side is "down", and "left and right" means that the left hand side of the player playing with the gaming machine is "left" and the right hand side is "right".

[0012] The gaming machine 1 of this embodiment is different from conventional pachinko gaming machines in that the player can play the game without touching the gaming balls. The gaming machine 1 is an enclosed circulation type in which a certain number of gaming balls (gaming media) circulate inside the gaming machine. The gaming machine 1 is a gaming machine in which a gaming value as electronic information is used, and the gaming value is consumed or paid out by playing. In the gaming machine 1, the payment of the gaming value means that the gaming value is paid out (granted) electronically. Note that the invention according to this embodiment is not limited to the gaming machine 1 and can also be applied to conventional pachinko gaming machines, that is, pachinko gaming machines in which the player can touch physical gaming balls and the gaming balls are paid out to a tray based on the entry of the gaming balls into a predetermined winning hole.

[0013] FIG. 1 is a perspective view showing the external configuration of the gaming machine according to this embodiment. The gaming machine according to this embodiment includes an outer frame 2 forming the outer surface of the gaming machine, a gaming board 6 provided inside the gaming machine and forming a gaming area 4 in which a gaming ball moves, an inner frame 7 holding the gaming board 6, a glass unit 8 making the gaming board 6 visible but inaccessible to a player, and a front frame 10 to which the glass unit 8 is attached. The inner frame 7 is attached to the outer frame 2 via a hinge mechanism so as to be openable and closable. The front frame 10 is attached to the inner frame 7 via a hinge mechanism so as to be openable and closable. The inner frame 7 (and the front frame 10) can be opened and closed between a closed position (closed state) that closes the opening of the outer frame 2 and an open position (open state) that opens the opening of the outer frame 2.

[0014] The portion of the front frame 10 surrounding the glass unit 8 is made of a translucent material that transmits light, and inside the portion made of the translucent material are provided a number of front frame lamps 12 that output light effects to enhance the game. In addition, speakers 14 (sound output means) that output sounds to enhance the game are provided on the left and right sides of the lower part of the front frame 10.

[0015] A grip unit 20 (handle) is provided on the lower right side of the front frame 10, and when a player rotates the grip unit 20 clockwise toward the gaming machine, a launching device (not shown) provided inside the gaming machine is activated to launch gaming balls into the gaming area 4. The launching device of this embodiment can launch 99 gaming balls per minute (1.65 balls per second).

[0016] The front frame 10 is provided with a performance button 26 (performance operation means), and when the player operates the performance button 26, the performance performed in the gaming machine changes.

[0017] As shown in FIG. 2, a dedicated unit 400 (game value lending device, specified device) is provided on the side (left side) of the gaming machine 1 as a device for lending game value, and is connected to the gaming machine 1. On the front side of the dedicated unit 400, there are provided a bill insertion slot 406 into which bills can be inserted, a card insertion / ejection slot 402 into which a card (game value management medium) can be inserted / ejected, a lending button (lending operation means) 403, a replay button (lending operation means) 404, and a card return button 405. The card is used to manage the number of game values ​​owned by the player. In other words, the number of game values ​​owned by the player can be grasped by the card. The card may also be capable of storing a prepaid balance. In addition, management of the number of play values ​​by a card may be performed by storing the number of play values ​​on the card itself, or the number of play values ​​may be stored in a designated management device etc. installed in an amusement arcade etc., and the number of play values ​​stored in the management device etc. may be linked to identification information stored on the card (such as the player's ID or an identification number unique to each card).

[0018] In the dedicated unit 400, an operation (pressing operation) on the loan button 403 is accepted as a loan operation (game value transfer operation) for transferring the game value to the gaming machine 1. When the loan button 403 is pressed, a predetermined number (for example, 125) of game values ​​are credited to the gaming machine 1 by consuming a bill inserted into a bill insertion slot 406 or a stored value stored as a prepaid balance on a card. In addition, in the dedicated unit 400, an operation (pressing operation) on the replay button 404 is accepted as a loan operation (game value transfer operation) for transferring the game value to the gaming machine 1. When the replay button 404 is pressed, a predetermined number (for example, 125) of game values ​​are credited to the gaming machine 1 by consuming a game value owned by the player and managed by a card (game value linked to the card). In other words, in this embodiment, an operation on the loan button 403 or the replay button 404 as a loan operation means is accepted as a loan operation (game value transfer operation), and based on the loan operation, a predetermined amount of game value is transferred (loaned) from the dedicated unit 400 to the gaming machine 1.

[0019] As shown in FIG. 1, a game value number display device (game ball number display device) 211 and a count button (count operation means) 212 are provided on the left side (dedicated unit 400 side) of the front frame 10. Based on the lending operation in the dedicated unit 400, in the gaming machine 1, a value equivalent to a predetermined number of game values ​​is stored in a game value number storage area of ​​the frame control board 201 described later. Hereinafter, the value (stored value) indicated by the game value number storage area is referred to as the "number of balls held" (number of balls held). The number of balls held can be said to be the number of game values ​​available for play. The number of balls held is displayed on the game value number display device 211. The game value number display device 211 has a 6-digit 7-segment display, and the number of balls held is displayed by the 7-segment display.

[0020] The gaming machine 1 is equipped with a frame control board 201 (see FIG. 5), which controls the value (number of balls held) stored in the game value number storage area. The frame control board 201 decreases the number of balls held based on the detection of the launch of a game ball. The frame control board 201 also increases the number of balls held based on the payout of prize balls. The frame control board 201 also increases the number of balls held based on the detection of a foul ball. When a game value is transferred from the dedicated unit 400 to the gaming machine 1, the frame control board 201 also increases the number of balls held by the amount of the game value transferred. When a game value is transferred from the gaming machine 1 to the dedicated unit 400, the frame control board 201 also decreases the number of balls held by the amount of the game value transferred. The frame control board 201 also controls the number of balls held to be displayed on the game value number display device 211, and changes the display content of the game value number display device 211 according to the increase or decrease in the number of balls held.

[0021] The counting button 212 is a button that is operated when transmitting (returning, transferring) all or part of the number of balls held (game value stored in the game value number storage area) to the dedicated unit 400. The counting button 212 has a pressing portion (operation portion), which is formed so that it can be pressed. When the player ends a game, for example, the player operates (presses) the counting button 212 as a counting operation (return operation). When the counting button 212 is operated, a predetermined number of game values ​​is transferred from the gaming machine 1 to the dedicated unit 400. After the game value is transferred to the dedicated unit 400, when an operation (presses) is performed on the card return button 405 of the dedicated unit 400, a card that allows the number of game values ​​owned by the player to be known is ejected from the dedicated unit 400 (card insertion / ejection port 402).

[0022] 3 is a front view showing the external configuration of the game board 6. A circular outer rail 28 is provided on the game board 6, and the area surrounded by the outer rail 28 is the game area 4 in which game balls move. An arc-shaped inner rail 30 is provided on the left end of the game area 4 so as to follow the outer rail 28, and the outer rail 28 and the inner rail 30 guide game balls launched from a launching device (not shown) provided below the game board 6 to the game area 4.

[0023] At the center of the game board 6, there is provided a presentation unit 36 ​​including a liquid crystal display 32 (presentation display device, display means) that displays presentation images and the like to liven up the game, and a display frame 34 formed to surround the liquid crystal display 32. At the center above the liquid crystal display 32, there is provided a lighting device 38 (lighting means) that constitutes the presentation unit 36 ​​and outputs presentation light and the like to liven up the game.

[0024] In this embodiment, the game ball cannot pass in front of the liquid crystal display 32, and the game ball launched from the launching device falls in the game area 4a on the left side or the game area 4b on the right side of the liquid crystal display 32. In addition, in the game area 4, a large number of game nails (not shown) are nailed to the surface of the game board 6 so as to intersect with each other, and the moving direction of the game ball moving in the game area 4 changes randomly.

[0025] An opening 40 is formed on the left side of the display frame 34, through which game balls falling in the game area 4a on the left side of the liquid crystal display 32 can pass, and the game balls that pass through this opening 40 pass through a passage 42 provided in the display frame 34 and fall onto a stage 44 provided below the liquid crystal display 32. The top surface of this stage 44 is smoothly curved, and a gap is formed between the stage 44 and the glass unit 8 through which game balls can fall downward from the stage 44, and the game balls that fall onto the stage 44 from the passage 42 move back and forth on the stage 44 before falling downward from near the center of the stage 44.

[0026] A first start port 46 (first area) into which a game ball (including a game ball that has fallen downward from near the center of the stage 44) can enter is provided below the center of the stage 44. A first start port switch 100 (see FIG. 5) that detects a game ball that has entered the first start port 46 is provided inside the first start port 46. When the first start port switch 100 detects a game ball (entry of a game ball into the first start port 46), it outputs a detection signal to the main control board 200. The main control board 200 also executes a first special symbol lottery (first lottery) as a special symbol lottery based on the input of the detection signal from the first start port switch 100. The main control board 200 also executes the payout of a prize ball (for example, one ball) based on the input of the detection signal from the first start port switch 100. The game ball that has entered the first start port 46 is collected inside the gaming machine.

[0027] A plurality of (three) general winning holes 47 (upper left general winning hole 47a, middle left general winning hole 47b, and lower left general winning hole 47c) are provided to the left of the first starting hole 46 in the game area 4. A general winning hole switch 101 (see FIG. 5) is also provided on the game board 6 to detect a game ball that has entered the upper left general winning hole 47a, middle left general winning hole 47b, or lower left general winning hole 47c. When the general winning hole switch 101 detects a game ball (entry of a game ball into the upper left general winning hole 47a, middle left general winning hole 47b, or lower left general winning hole 47c), it outputs a detection signal to the main control board 200. The main control board 200 also executes the payout of prize balls (for example, three balls) based on the input of the detection signal from the general winning hole switch 101. The general prize opening switch 101 may be provided for each of the upper left general prize opening 47a, the center left general prize opening 47b, and the lower left general prize opening 47c, or may be provided for multiple (e.g., three) general prize openings 47. In addition to the upper left general prize opening 47a, the center left general prize opening 47b, and the lower left general prize opening 47c, general prize opening switches corresponding to the general prize openings 47 may be provided.

[0028] A passage gate 48 through which game balls pass without being collected inside the game machine is provided in the game area 4b on the right side of the liquid crystal display 32. A gate switch 102 (see FIG. 5) that detects the passage of a game ball is provided inside the passage gate 48. When the gate switch 102 detects a game ball (the game ball passing through the passage gate 48), it outputs a detection signal to the main control board 200. Based on the input of the detection signal from the gate switch 102, the main control board 200 executes a normal symbol lottery that determines whether or not a normal win has been won.

[0029] In the game area 4b on the right side of the liquid crystal display 32, a second start port 49 (second area) is provided below the passing gate 48. In addition, a second start port switch 103 (see FIG. 5) that detects a game ball that has entered the second start port 49 is provided in the second start port 49. When the second start port switch 103 detects a game ball (entry of a game ball into the second start port 49), it outputs a detection signal to the main control board 200. In addition, the main control board 200 executes a second special symbol lottery (second lottery) as a special symbol lottery based on the input of the detection signal from the second start port switch 103. In addition, the main control board 200 executes the payout of a prize ball (for example, one ball) based on the input of the detection signal from the second start port switch 103. In addition, the game ball that has entered the second start port 49 is collected inside the gaming machine.

[0030] The second starting hole 49 is provided with a normal role 54 (first movable object) that can move between a reduced state (closed state) in which it is difficult for a game ball to enter the second starting hole 49 (a state in which it is difficult for a game ball to enter the second starting hole 49) and an expanded state (open state) in which it is easy for a game ball to enter (a state in which it is easy for a game ball to enter the second starting hole 49). The normal role 54 has a built-in drive device such as a solenoid, and is controlled to enter the expanded state under predetermined conditions when a normal winning is won in the normal symbol lottery.

[0031] In addition, a large prize opening 50 (third area, predetermined area) is provided in the game area 4b on the right side of the liquid crystal display 32. In addition, a count switch 104 (see FIG. 5) that detects a game ball that has entered the large prize opening 50 is provided in the large prize opening 50. When the count switch 104 detects a game ball (entry of a game ball into the large prize opening 50), it outputs a detection signal to the main control board 200. In addition, the main control board 200 executes the payout of prize balls (for example, 15 balls) based on the input of the detection signal from the count switch 104. In addition, the main control board 200 counts the number of game balls that have entered the large prize opening 50 based on the input of the detection signal from the count switch 104. In addition, the game balls that have entered the large prize opening 50 are collected inside the gaming machine.

[0032] The big prize opening 50 is provided with a special role 56 (second movable object, specific movable object) that can move between a closed state (non-entry state) in which the game ball cannot enter the big prize opening 50 and an open state (entry state) in which the game ball can enter. The special role 56 has a built-in drive device such as a solenoid, and is controlled to be in an open state under a predetermined condition in a special game state that starts when a big prize is won in the special pattern lottery (first special pattern lottery or second special pattern lottery). The special role 56 is also controlled to be in an open state under a predetermined condition in a small prize game state that starts when a small prize is won in the special pattern lottery (second special pattern lottery).

[0033] The large prize opening 50 is provided with a specific area (not shown), a discharge area (not shown), and a distribution means (not shown) for distributing the game balls that have entered the large prize opening 50 to either the specific area or the discharge area. A specific area switch 107 (see FIG. 5) is provided in the specific area. The specific area switch 107 outputs a detection signal to the main control board 200 based on detection of a game ball passing through the specific area (passage of the game ball through the specific area). The distribution means can be switched between a specific area passing state in which the game balls that have entered the large prize opening 50 are distributed to the specific area, and a non-specific area passing state in which the game balls that have entered the large prize opening 50 are distributed to the discharge area. That is, when the distribution means is switched to the specific area passing state, the game balls that have entered the large prize opening 50 are distributed to the specific area. This makes it impossible for the game balls that have entered the large prize opening 50 to pass through the discharge area. On the other hand, when the distribution means is displaced to the non-specific area passing state, the game ball that enters the large prize opening 50 is distributed to the discharge area. This makes it impossible for the game ball that enters the large prize opening 50 to pass through the specific area. The distribution means is displaced by the specific area solenoid. The game ball that enters the large prize opening 50 is first detected by the count switch 104, and then distributed by the distribution means to either the specific area or the discharge area, and after passing through that area, is discharged to the discharge path. At this time, the game ball that has been distributed to the specific area is detected by the specific area switch 107.

[0034] At the bottom of the game area 4, an outlet 62 is provided to collect game balls that have fallen through the game area 4 without entering any of the winning holes 46, 47, 49, 50 into the game machine. Here, inside the game machine, a discharge path (not shown) through which game balls collected (discharged) from the game area 4 pass is provided. In this game machine, all game balls shot into the game area 4 (all game balls collected from the game area 4) are configured to pass through the discharge path. That is, the game balls shot into the game area 4 are collected from the game area 4 and flow into the discharge path by entering any of the winning holes 46, 47, 49, 50 or passing through the outlet 62. Specifically, the game balls that have entered each of the winning holes 46, 47, 49, 50 are detected by the switches 100, 101, 103, 104 arranged in the winning holes, and then guided to the discharge path. The game balls collected from the outlet 62 are guided to a discharge path. An out switch 106 (see FIG. 5) is disposed in the discharge path. When the out switch 106 detects a game ball passing through the discharge path (discharge of a game ball from the game area 4), it outputs a detection signal to the main control board 200. The main control board 200 counts the number of game balls discharged from the game area 4 based on the input of the detection signal from the out switch 106.

[0035] The game ball launching device is configured so that the launch output of the game ball can be changed by adjusting the amount of rotation of the grip unit 20 (handle) shown in Figure 1. When the amount of rotation of the grip unit 20 is small, the game ball is launched so that it falls in the game area 4a (first game area 4a, left hitting area) on the left side of the liquid crystal display 32, and when the amount of rotation of the grip unit 20 is large, the game ball is launched so that it falls in the game area 4b (second game area 4b, right hitting area) on the right side of the liquid crystal display 32.

[0036] The player adjusts the amount of rotation of the grip unit 20 according to the game situation, and launches the game ball so that it falls through the left game area 4a or passes through the opening 40, the passage 42, and the stage 44 to win the first start hole 46 (left hit), or launches the game ball so that it falls through the right game area 4b and passes through the passing gate 48 or wins the second start hole 49 or wins the big win hole 50 (right hit). In this embodiment, left hit may be called the first game method, and right hit may be called the second game method.

[0037] In the gaming machine of this embodiment, when the gaming ball falls in the left gaming area 4a, the gaming ball does not pass through the passing gate 48, and the gaming ball does not enter (win) the second start opening 49 and the large winning opening 50. In addition, when the gaming ball falls in the right gaming area 4b, the gaming ball does not enter the first start opening 46 and the general winning opening 47.

[0038] As shown in FIG. 3, at the lower right of the game board 6, outside the game area 4, there is provided a status display section 70 that indicates various states of the game machine by turning on and off lamps or the like.

[0039] 4 is a front view showing the external configuration of the status display unit 70. The status display unit 70 is provided with a normal symbol display unit 72, a normal reserve display unit 74, a first special symbol display unit 76, a first special reserve display unit 78, a second special symbol display unit 81, a second special reserve display unit 82, and a game status display unit 84.

[0040] The normal pattern display unit 72 is composed of two lamps, and when a normal pattern lottery is held, the two lamps are flashed to variably display the normal pattern, and the two lamps are turned on or off to statically display the normal pattern, thereby displaying the result of the normal pattern lottery.

[0041] The normal hold display unit 74 is composed of two lamps, and displays the normal hold number corresponding to the number of the reserved random number values ​​for the normal pattern lottery when the random number value for the normal pattern lottery is reserved because a normal pattern lottery cannot be performed even if the random number value for the normal pattern lottery is obtained, such as when the normal pattern is already in a changing or stopped display when the game ball passes through the passing gate 48, and displays a normal hold number of 0 to 4 by combining the two lamps by turning on, turning off, or flashing.

[0042] The first special pattern display unit 76 is composed of a 7-segment display, and when a first special pattern lottery is held by a game ball entering the first starting hole 46, the 7-segment display is caused to flash to display the first special pattern in a variable manner, and the 7-segment display is caused to light up in one of a plurality of manners to display the first special pattern in a static manner, thereby displaying the result of the first special pattern lottery.

[0043] The first special reserve display unit 78 is composed of two lamps and displays a first special reserve number corresponding to the number of the reserved first special random number value when, for example, the first special pattern or second special pattern is already being displayed in a varying or stopped state at the time the game ball enters the first starting hole 46, and a special pattern lottery cannot be performed even if a random number value for special pattern lottery (lottery information) is obtained, so the random number value for special pattern lottery is reserved as the first special random number value.The first special reserve number, which is 0 to 4, is displayed by combining the two lamps to turn on, turn off, or flash.

[0044] The second special pattern display unit 81 is composed of a 7-segment display, and when a second special pattern lottery is held by the entry of a gaming ball into the second starting hole 49, the second special pattern is displayed in a variable manner by flashing the 7-segment display, and the second special pattern is displayed in a static manner by lighting the 7-segment display in one of a plurality of different modes, thereby displaying the result of the second special pattern lottery.

[0045] The second special reserve display unit 82 is composed of two lamps and displays a second special reserve number corresponding to the number of the reserved second special random number value when, for example, the first special pattern or the second special pattern is already being displayed in a varying or stopped state at the time the game ball enters the second starting hole 49, and therefore a special pattern lottery cannot be performed even if the random number value for special pattern lottery is obtained, and the random number value for special pattern lottery is reserved as the second special random number value.The second special reserve number, which is 0 to 4, is displayed by a combination of turning on, turning off, or flashing the two lamps.

[0046] The game state display unit 84 is composed of six lamps, and displays the type of game state currently set by a combination of turning on, off, or blinking the six lamps. Details will be described later, but in this embodiment, as shown in FIG. 8, multiple game states including a normal state, a minute time-saving state, a time-saving state, and a special game state can be set. In the time-saving state, the variation time of the first special symbol or the second special symbol is shortened compared to the normal state and the minute time-saving state, and the opportunity to execute the special symbol lottery arrives frequently.

[0047] 5 is a functional block diagram of the gaming machine of this embodiment. The gaming machine of this embodiment is controlled by a control board including a main control board 200 (main control means), a sub-control board 202 (sub-control means), and a frame control board 201. The functions of the main control board 200, the sub-control board 202, and the frame control board 201 are realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), ROM (an example of an information storage medium), or RAM, or software consisting of a given program pre-stored in the ROM or the like.

[0048] The main control board 200 receives input signals from input means such as the gate switch 102, the first start port switch 100, the second start port switch 103, the general winning port switch 101, the count switch 104, the out switch 106, and the specific area switch 107, performs various calculations to execute the game, and controls the operation of output means such as the normal device 54 and the special device 56 based on the calculation results.

[0049] The sub-control board 202 receives signals sent from the main control board 200 and input signals from the effect button switch 150, performs various calculations to execute effects that match the progress of the game, and based on the results of the calculations, controls the operation of effect devices such as the front frame lamp 12, speaker 14, LCD display 32, and lighting device 38.

[0050] The frame control board 201 receives signals sent from the main control board 200 and input signals from the counting button 212, controls the number of balls held (number of game balls), and controls the game value number display device 211, etc. The frame control board 201 is capable of bidirectional communication with the main control board 200.

[0051] The main control board 200 is configured to include a random number generating means 210, a normal pattern lottery means 220, a normal display control means 222, a normal gimmick control means 224, a special pattern lottery means 230 (lottery means), a special display control means 240, a game state transition control means 250 (state control means), a special game execution means 260, a payout control means 270, a communication control means 280, and a main memory 290.

[0052] The random number generating means 210 is a means for generating random numbers for lottery, and is realized by a random number generator that generates hardware random numbers, or a program that generates software random numbers. Software random numbers can be generated, for example, based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range). Note that in this embodiment, the "random number value" includes not only values ​​that are generated randomly in the mathematical sense, but also values ​​that may be generated regularly but may function substantially as random numbers because the timing of acquisition is irregular.

[0053] The normal pattern lottery means 220 acquires a random number value for normal pattern lottery from the random number generating means 210 based on a detection signal input from the gate switch 102 which detects each game ball passing through the passing gate 48, stores the random number value for normal pattern lottery in the normal random number storage means 2912 of the main memory 290, and performs a normal pattern lottery to determine whether or not a normal win has been obtained based on the random number value for normal pattern lottery read from the normal random number storage means 2912.

[0054] In detail, the normal random number memory means 2912 is provided with four normal reserve memory areas, normal reserve memory area 1 to normal reserve memory area 4, as memory areas for storing the acquired random number values ​​for normal pattern lottery, and one normal reserve memory area is provided as a memory area for storing the random number values ​​for normal pattern lottery read from normal reserve memory area 1 and used for the normal pattern lottery until the changing and stopping display of the normal patterns ends. Then, when the normal symbol lottery means 220 acquires the normal symbol lottery random number value from the random number generating means 210, if the normal symbol lottery random number value is not stored in any of the normal reservation memory areas 1 to 4, the normal symbol lottery random number value acquired is first stored in the normal reservation memory area 1. Then, when the normal symbol lottery random number value is stored in the normal reservation memory area 1, if the normal symbol is not being displayed variably or stopped, that is, if the normal symbol lottery random number value is not stored in the normal reservation memory area and control to open the normal role 54 is not being executed, the normal symbol lottery random number value is read out from the normal reservation memory area 1 immediately to perform the normal symbol lottery, and the normal symbol lottery random number value used for the normal symbol lottery is stored in the normal reservation memory area. On the other hand, when the normal symbol is being displayed in a variable or stationary manner, i.e., when a random number value for the normal symbol lottery is stored in the normal pending memory area, or when control for opening the normal reel 54 is being executed, the random number value for the normal symbol lottery is reserved in the normal pending memory area 1.

[0055] Then, when a random number value for normal pattern lottery is reserved in normal hold memory area 1 and a detection signal is input from gate switch 102 to obtain a random number value for normal pattern lottery, the normal hold memory area selection means 220 stores the random number value for normal pattern lottery in the normal hold memory area with the smallest ordinal number among normal hold memory area 1 to normal hold memory area 4 in which a random number value for normal pattern lottery is not reserved, on the condition that the number of random number values ​​for normal pattern lottery reserved in normal hold memory area 1 to normal hold memory area 4 is less than four, i.e., on the condition that the normal hold number is less than four.

[0056] Then, when the variable display and stop display of the normal symbol are finished, the normal symbol lottery means 220 erases the random number value for normal symbol lottery stored in the normal reservation memory area, and when the random number value for normal symbol lottery is reserved in the normal reservation memory area 1, the random number value for normal symbol lottery is read from the normal reservation memory area 1 to perform the normal symbol lottery, and the random number value for normal symbol lottery performed after the normal reservation memory area 1 is stored in the normal reservation memory area 1, provided that the control to open the normal role 54 is not being executed. Here, when the random number value for normal symbol lottery remains in the normal reservation memory area 2 or later, the remaining random number value for normal symbol lottery is moved from the original normal reservation memory area to the normal reservation memory area with the ordinal number one smaller. For example, when the random number value for normal symbol lottery remains in the normal reservation memory area 2 to the normal reservation memory area 3, it is moved to the normal reservation memory area 1 to the normal reservation memory area 2.

[0057] In this way, in the normal random number memory means 2912, the random number value for the normal pattern lottery for which a normal pattern lottery has been performed is reserved in the normal reserve memory area up to a maximum of one, and the random number value for the normal pattern lottery for which a normal pattern lottery has not been performed is reserved in the normal reserve memory area 1 to normal reserve memory area 4 up to a maximum of four.

[0058] The normal symbol selection means 220 performs normal winning determination processing and the like as the normal symbol selection.

[0059] The normal winning determination process is a process for determining whether or not a "normal winning" has been won. In the normal winning determination process, the normal symbol lottery means 220 selects which normal symbol lottery table to refer to among the multiple types of normal symbol lottery tables stored in the lottery table storage means 2910 of the main memory 290 and performs the random number determination process according to the game state. Here, in each normal symbol lottery table, "normal winning" or "miss" is associated with each of the 100 normal symbol lottery random number values ​​from 0 to 99. Then, the normal symbol lottery means 220 refers to the selected normal symbol lottery table and determines whether or not one normal symbol lottery random number value read from the normal random number storage means 2912 is associated with a normal winning, thereby determining whether or not the "normal winning" has been won.

[0060] The normal symbol lottery table selected when the game state is in the time-saving state (excluding the minute time-saving state, the same applies below) is set to have a higher probability of winning a "normal win" than the normal symbol lottery table selected when the game state is not in the time-saving state. In other words, the normal symbol lottery performed when the game state is in the time-saving state has a higher probability of winning a "normal win" than the normal symbol lottery performed when the game state is not in the time-saving state.

[0061] The normal display control means 222 is a means for controlling the display of the status display unit 70 based on the result of the normal symbol lottery, and performs normal symbol display control processing and normal hold display control processing.

[0062] In the normal pattern display control process, the normal display control means 222 changes the display of the normal pattern by flashing the two lamps of the normal pattern display unit 72 until a predetermined change time has elapsed, and displays the result of the normal pattern lottery on the normal pattern display unit 72 by turning on or off the two lamps of the normal pattern display unit 72 to stop the display of the normal pattern depending on whether or not a "normal win" has been won in the normal win determination process.

[0063] In this embodiment, the normal pattern variation time is determined according to the game state at the time when the normal pattern lottery is performed. Specifically, when the game state is in the time-saving state, the normal pattern variation time is set shorter than when the game state is not in the time-saving state. For example, when the game state is not in the time-saving state at the time when the normal pattern lottery is performed, the normal pattern variation time is set to a first time (e.g., 20 seconds), and when the game state is in the time-saving state at the time when the normal pattern lottery is performed, the normal pattern variation time is set to a second time (e.g., 1 second) shorter than the first time. Therefore, when the game state is in the time-saving state, the opportunity to perform the normal pattern lottery arrives more frequently.

[0064] In the normal hold display control processing, the normal display control means 222 displays a normal hold number of 0 to 4 by combining turning on, off, or blinking the two lamps of the normal hold display unit 74 according to the number of random number values ​​for normal pattern lottery stored in the normal random number memory means 2912.

[0065] The normal role control means 224 is a means for controlling the normal role 54 based on the result of the normal symbol lottery. When the game state is not in the time-saving state, the normal role control means 224 controls the normal role 54 to operate so that the normal role 54 becomes enlarged and then returns to the reduced state until time A (for example, 0.1 seconds) has elapsed, triggered by the normal symbol being stopped and displayed in a manner indicating the winning of the "normal win". Also, when the game state is in the time-saving state, the normal role control means 224 controls the normal role 54 to operate so that the normal role 54 becomes enlarged and then returns to the reduced state until time B (for example, 6 seconds) longer than time A has elapsed, triggered by the normal symbol being stopped and displayed in a manner indicating the winning of the "normal win".

[0066] Therefore, when a "normal win" is obtained in the normal symbol lottery, if the game state is not in the time-saving state, the normal device 54 operates so as to hardly increase the ease of entry of the game ball into the second start hole 49, but if the game state is in the time-saving state, the normal device 54 operates so as to increase the ease of entry of the game ball into the second start hole 49. In this embodiment, the time-saving state controls the operation of the normal device 54 so that the game ball can enter the second start hole 49 more easily than in the normal state and the minute time-saving state. Therefore, the time-saving state is a game state that is more advantageous to the player than the normal state and the minute time-saving state.

[0067] In this embodiment, the control of the operation of the normal role 54 is different between the normal state and the micro-time-saving state. In the micro-time-saving state, the opening time of the normal role 54 (time in the expanded state) is set slightly longer than in the normal state. In the micro-time-saving state, any one or more of the winning probability of the normal symbol lottery, the fluctuation time of the normal symbol, or the opening time of the normal role 54 may be different from that of the normal state. For example, the winning probability of the normal symbol lottery and the opening time of the normal role 54 may be the same in the micro-time-saving state and the normal state, and the fluctuation time of the normal symbol may be different. In that case, the fluctuation time of the normal symbol may be slightly shorter in the micro-time-saving state than in the normal state.

[0068] The special symbol lottery means 230 (lottery means) acquires a random number value for special symbol lottery from the random number generating means 210 based on the input of a detection signal from the first start port switch 100 that detects each game ball entering the first start port 46, and stores it as a first special random number value in the special random number storage means 2914 of the main memory 290. In addition, the special symbol lottery means 230 acquires a random number value for special symbol lottery from the random number generating means 210 based on the input of a detection signal from the second start port switch 103 that detects each game ball entering the second start port 49, and stores it as a second special random number value in the special random number storage means 2914. The special symbol lottery means 230 performs a special symbol lottery to determine whether or not a jackpot has been won, using the first special random number value or the second special random number value read from the special random number storage means 2914.

[0069] The special random number memory means 2914 is provided with four first special reserve memory areas, first special reserve memory area 1 to first special reserve memory area 4, as memory areas for storing the acquired first special random number values, and one first special reserve memory area is provided as a memory area for storing the first special random number value read from first special reserve memory area 1 and used in the special pattern lottery until the varying and stopping display of the first special pattern ends.

[0070] When the special symbol lottery means 230 acquires a random number value for special symbol lottery based on the input of a detection signal from the first start switch 100, in a state where the first special random number value is not stored in any of the first special reservation memory area 1 to the first special reservation memory area 4, the acquired random number value for special symbol lottery is first stored as a first special random number value in the first special reservation memory area 1. Then, when the first special random number value is stored in the first special reservation memory area 1, if the first special symbol is not being displayed variably or stopped, that is, if the first special random number value is not stored in the first special reservation memory area, the game state is not a special game state, and a small win game is not being executed, the first special random number value is read out from the first special reservation memory area 1 immediately to perform a special symbol lottery, and the first special random number value used for the special symbol lottery is stored in the first special reservation memory area. On the other hand, when the first special symbol is being displayed in a varying or stopped state, i.e., when the first special random number value is stored in the first special reserve memory area, or the game state is a special game state, or a small win game is being executed, the first special random number value is reserved in the first special reserve memory area 1.

[0071] Then, when a first special random number value is reserved in the first special reserve memory area 1 and a detection signal is input from the first start port switch 100 to obtain a random number value for the special pattern lottery, the special pattern lottery means 230 stores the first special random number value in the first special reserve memory area with the smallest ordinal number among the first special reserve memory area 1 to the first special reserve memory area 4 in which the first special random number value is not reserved and which has the smallest ordinal number, on the condition that the number of first special random number values ​​reserved in the first special reserve memory area 1 to the first special reserve memory area 4 is less than four, i.e., on the condition that the first special reserve number is less than four.

[0072] The special random number memory means 2914 is provided with four second special reserve memory areas, second special reserve memory area 1 to second special reserve memory area 4, as memory areas for storing the acquired second special random number values, and one second special reserve memory area is provided as a memory area for storing the second special random number value read from second special reserve memory area 1 and used in the special pattern lottery until the varying and stopping display of the second special pattern ends.

[0073] When the special symbol lottery means 230 acquires a random number value for special symbol lottery based on the input of a detection signal from the second start hole switch 103, in a state where the second special random number value is not stored in any of the second special reservation memory areas 1 to 4, the special symbol lottery means 230 first stores the acquired random number value for special symbol lottery as a second special random number value in the second special reservation memory area 1. Then, when the second special random number value is stored in the second special reservation memory area 1, if the second special symbol is not being displayed variably or stopped, that is, if the second special random number value is not stored in the second special reservation memory area, the game state is not a special game state, and a small win game is not being executed, the special symbol lottery means 230 immediately reads out the second special random number value from the second special reservation memory area 1 to perform a special symbol lottery, and stores the second special random number value used for the special symbol lottery in the second special reservation memory area. On the other hand, when the second special symbol is being displayed in a varying or stopped manner, i.e., when the second special random number value is stored in the second special reserve memory area, or when the game state is a special game state, or when a small win game is being executed, the second special random number value is reserved in the second special reserve memory area 1.

[0074] Then, when a second special random number value is reserved in the second special reserve memory area 1 and a detection signal is further input from the second start port switch 103 to obtain a random number value for the special pattern lottery, the special pattern lottery means 230 stores the second special random number value in the second special reserve memory area with the smallest ordinal number among the second special reserve memory areas 1 to 4 in which the second special random number value is not reserved, on the condition that the number of second special random number values ​​reserved in the second special reserve memory area 1 to 4 is less than four, i.e., on the condition that the second special reserve number is less than four.

[0075] When the variable display and stationary display of the first special symbol are completed, the special symbol selection means 230 erases the first special random number value stored in the first special reservation memory area. When the first special random number value is stored in the first special reservation memory area 1, the first special random number value is read from the first special reservation memory area 1 to perform a special symbol selection, and the first special random number value used for the special symbol selection is stored in the first special reservation memory area, on condition that the game state is not a special game state and a small win game is not being executed. In addition, the special symbol selection means 230 erases the second special random number value stored in the second special reservation memory area, on condition that the variable display and stationary display of the second special symbol are completed. Then, when the second special random number value is stored in the second special reservation memory area 1, the second special random number value is read from the second special reservation memory area 1, a special symbol lottery is performed, and the second special random number value used in the special symbol lottery is stored in the second special reservation memory area, provided that the game state is not a special game state and a small win game is not being executed. In this embodiment, since the first special random number value and the second special random number value are consumed in parallel, the second special symbol variable display may start during the first special symbol variable display, or the first special symbol variable display may start during the second special symbol variable display.

[0076] In addition, when the first special random number value is stored in the first special reservation memory area 1, the first special random number value is read from the first special reservation memory area 1 to perform a special symbol lottery, provided that the second special random number value is not stored in any of the second special reservation memory areas 1 to 4. When the second special random number value is stored in any of the second special reservation memory areas 1 to 4, the second special random number value is read from the second special reservation memory area 1 to perform a special symbol lottery, even if the first special random number value is stored in any of the first special reservation memory areas 1 to 4. That is, the second special random number value may be consumed in preference to the first special random number value. In addition, regardless of whether it is the first special random number value or the second special random number value, the first special random number value or the second special random number value may be read in the order stored in the special random number storage means 2914 to perform a special symbol lottery. In other words, the first special random number value or the second special random number value may be consumed in the order in which the gaming ball enters the first start hole 46 or the second start hole 49.

[0077] When the first special random number value is read from the first special reserve memory area 1 and the first special random number value remains in the first special reserve memory area 2 or later, or when the second special random number value is read from the second special reserve memory area 1 and the second special random number value remains in the second special reserve memory area 2 or later, the remaining first special random number value or second special random number value is moved from the original special reserve memory area to a special reserve memory area having an ordinal number one smaller. For example, if the first special random number value remains in each of the first special reserve memory area 2 to the first special reserve memory area 4 when the first special random number value is read from the first special reserve memory area 1, the first special random number value stored in each of the first special reserve memory area 2 to the first special reserve memory area 4 is moved to each of the first special reserve memory area 1 to the first special reserve memory area 3, and if the second special random number value remains in each of the second special reserve memory area 2 to the second special reserve memory area 3 when the second special random number value is read from the second special reserve memory area 1, the second special random number value stored in each of the second special reserve memory area 2 to the second special reserve memory area 3 is moved to each of the second special reserve memory area 1 to the second special reserve memory area 2.

[0078] In the special random number storage means 2914, the first special random number value for which a special symbol lottery has not been performed is reserved up to a maximum of four in the first special reservation storage area 1 to the first special reservation storage area 4. Also, the second special random number value for which a special symbol lottery has not been performed is reserved up to a maximum of four in the second special reservation storage area 1 to the second special reservation storage area 4.

[0079] Next, the details of the special symbol lottery will be described. The special symbol lottery means 230 acquires multiple types of random numbers such as a jackpot determination random number and a symbol determination random number as random numbers for special symbol lottery based on the detection signal input from the first start hole switch 100 or the second start hole switch 103, and stores these multiple types of random numbers as the first special random number or the second special random number in the special random number storage means 2914. Then, the special symbol lottery means 230 performs a jackpot determination process, a symbol determination process, etc. as a special symbol lottery.

[0080] The jackpot determination process is a process for reading out one jackpot determination random number value included in the first special random number value or the second special random number value stored in the first special reservation memory area 1 or the second special reservation memory area 1 of the special random number storage means 2914, and determining whether or not there has been a jackpot. Here, one jackpot determination random number value is obtained from 65,536 jackpot determination random number values ​​from 0 to 65,535 based on the input of a detection signal from the first start port switch 100 or the second start port switch 103, and is stored in the special random number storage means 2914 as the first special random number value or the second special random number value.

[0081] In the jackpot determination process, the special pattern selection means 230 selects which of the multiple types of jackpot selection tables stored in the selection table storage means 2910 of the main memory 290 to refer to in performing the random number determination process, depending on whether the one jackpot determination random number value that has been read out has been stored as a first special random number value or a second special random number value.

[0082] In this embodiment, the lottery table storage means 2910 stores a jackpot lottery table A shown in Fig. 6(a) and a jackpot lottery table B shown in Fig. 6(b). In each jackpot lottery table, a jackpot or the like is associated with each of 65536 jackpot determination random numbers from 0 to 65535.

[0083] The jackpot lottery table A is selected when performing the jackpot determination process for the first special random number, and the correspondence between each judgment result and the jackpot determination random number is set so that the probability of the "jackpot" being won is 1 / 350 (187 / 65536) and the probability of the "C time reduction" being won is 349 / 350 (65349 / 65536). The special symbol lottery means 230 determines whether the "jackpot" or the "C time reduction" has been won by referring to the jackpot lottery table A and determining whether the jackpot determination random number read from the first special reservation memory area 1 is associated with the "jackpot" or the "C time reduction". In this embodiment, the first special symbol lottery is always set to win either the "jackpot" or the "C time reduction". In this embodiment, the probability of winning the "jackpot" or the "C time reduction" in the first special symbol lottery is set not to change depending on the game state. In the first special symbol lottery, there are cases where the winner (big win) is won and cases where the winner is not won, and the latter case (which may be called a miss) includes cases where the C time reduction (C time reduction 1 or C time reduction 2 described later) is won. In addition, "not winning" may also include cases where the time reduction is not won (in other words, a complete miss).

[0084] The jackpot lottery table B is selected when performing the jackpot determination process for the second special random number, and the correspondence between each judgment result and the jackpot determination random number is set so that the "jackpot" is won with a probability of 1 / 350 (187 / 65536) and the "small jackpot" is won with a probability of 1 / 139.8 (469 / 65536). The special symbol lottery means 230 determines whether the "jackpot" or "small jackpot" has been won by referring to the jackpot lottery table B and judging whether the jackpot determination random number read from the second special reservation memory area 1 is associated with the "jackpot" or the "small jackpot". In this embodiment, the probability of winning the "jackpot" or the "small jackpot" in the second special symbol lottery does not change depending on the game state. In the second special symbol lottery, there are cases where a hit (jackpot or small jackpot) is won and cases where a hit is not won. In addition, the latter "if you do not win the prize" does not include the case where you win the C-time reduction without winning the prize.

[0085] The pattern determination process is a process that is performed when a "jackpot", "C time reduction" or "small jackpot" is won in the jackpot determination process. The pattern determination process reads out one pattern determination random number value included in the first special random number value or the second special random number value stored in the first special reserve memory area 1 or the second special reserve memory area 1 of the special random number storage means 2914, and when a "jackpot" is won, it determines which of multiple jackpot patterns the jackpot pattern (type of jackpot) will be, when a "C time reduction" is won, it determines which of multiple time reduction patterns the time reduction pattern (type of C time reduction) will be, and when a "small jackpot" is won, it determines which of multiple small jackpot patterns the small jackpot pattern (type of small jackpot) will be. Here, one pattern determination random number value is obtained from 200 pattern determination random number values ​​from 0 to 199 based on the detection signal input from the first start port switch 100 and the second start port switch 103, and is stored in the special random number memory means 2914 as the first special random number value or the second special random number value.

[0086] In the pattern determination process, the special pattern lottery means 230 selects which of the multiple types of pattern lottery tables stored in the lottery table storage means 2910 to refer to in performing the random number determination process, depending on whether the one read pattern determination random number value was stored as a first special random number value or a second special random number value.

[0087] In this embodiment, the lottery table storage means 2910 stores a symbol lottery table A shown in Fig. 7(a), a symbol lottery table B shown in Fig. 7(b), a symbol lottery table C shown in Fig. 7(c), and a symbol lottery table D shown in Fig. 7(d). In each symbol lottery table, a predetermined symbol is associated with each symbol determination random number value.

[0088] The symbol selection table A shown in Fig. 7(a) is selected when a "jackpot" is won and one read-out symbol determination random number value is stored as the first special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "jackpot 1" (10R time reduction 10000) is won with a probability of 0.005 / 100, "jackpot 2" (7R time reduction 110) is won with a probability of 59.997 / 100, and "jackpot 3" (7R time reduction 0) is won with a probability of 39.998 / 100. The special symbol selection means 230 refers to the symbol selection table A and determines which of the multiple types of jackpot symbols the read-out symbol determination random number value corresponds to, thereby determining which of the multiple types of jackpot symbols has been won.

[0089] The symbol selection table B shown in Fig. 7(b) is selected when "C time reduction" is won and one read symbol determination random number value is stored as the first special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "C time reduction 1" (micro time reduction 1329) is won with a probability of 80.5 / 100 (about 80%) and "C time reduction 2" (time reduction 1329) is won with a probability of 19.5 / 100 (about 20%). The special symbol selection means 230 refers to the symbol selection table B and determines which of the multiple types of time reduction symbols the read one symbol determination random number value corresponds to, thereby determining which of the multiple types of time reduction symbols has been won.

[0090] The symbol selection table C shown in Fig. 7(c) is selected when the "jackpot" is won and the read one symbol determination random number value is stored as the second special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that the "jackpot 4" (10R time reduction 10000) is won with a probability of 12.8 / 100 and the "jackpot 5" (10R time reduction 110) is won with a probability of 87.2 / 100. The special symbol selection means 230 refers to the symbol selection table C and determines which of the multiple types of jackpot symbols the read one symbol determination random number value corresponds to, thereby determining which of the multiple types of jackpot symbols has been won.

[0091] The symbol selection table D shown in Fig. 7(d) is selected when a "small win" is won and one read-out symbol determination random number value is stored as the second special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "small win 1" (10R time reduction 10000) is won with a probability of 50 / 100, and "small win 2" is won with a probability of 50 / 100 (10R time reduction 110). The special symbol selection means 230 refers to the symbol selection table D and determines which of the multiple types of small win symbols the read-out symbol determination random number value corresponds to, thereby determining which of the multiple types of small win symbols has been won.

[0092] The special game execution means 260 is a means for executing a special game based on the result of the special symbol lottery, and executes the execution process of the special game. The special game execution means 260 is a means for executing a small win game based on winning a "small win" in the special symbol lottery, and executes the execution process of the small win game. Note that the special game may include the small win game.

[0093] The special game state is started based on winning a "jackpot" in the special symbol lottery (first special symbol lottery or second special symbol lottery) and ends when a predetermined number of rounds (number of times executed) of special games (jackpot games) are played according to the type (category) of the jackpot symbol. When the special game state is started based on winning "jackpot 1," "jackpot 4," or "jackpot 5" in the special symbol lottery, the special game state ends on the condition that 10 rounds of special games from the first round to the tenth round have been played. When the special game state is started based on winning "jackpot 2" or "jackpot 3" in the special symbol lottery, the special game state ends on the condition that 7 rounds of special games from the first round to the seventh round have been played. Details will be described later, but if a "jackpot" is won in the special pattern lottery, at the end of the special game state, a predetermined number of time-saving cycles corresponding to the jackpot pattern is set and a time-saving state is initiated, or a predetermined number of micro-time-saving cycles corresponding to the jackpot pattern is set and a micro-time-saving state is initiated.

[0094] The small win game state is started based on winning a "small win" in the special symbol lottery (second special symbol lottery), and ends when a predetermined number of small win games (one in this embodiment) have been played. In the small win game, the special role 56 is in an open state that allows the game ball to enter the large prize winning port 50, and the distribution means is shifted from a non-specific area passing state to a specific area passing state. Specifically, in the small win game, the distribution means is shifted from a non-specific area passing state to a specific area passing state so that the game ball that entered the large prize winning port 50 during the execution of the small win game can easily (possibly) pass through the specific area. As a result, if either "small win 1" or "small win 2" is won in the second special symbol lottery, the game ball can easily (possibly) pass through the specific area in the small win game state. Then, when the passage of a game ball through a specific area is detected during a small win game state (when the passage of a game ball that has entered the large prize opening 50 through a specific area is detected during the execution of a small win game), a special game state is initiated based on the end of the small win game state.

[0095] If "small win 1" is won in the second special pattern lottery and the passage of the game ball through a specific area is detected in the small win game state, the number of times of the special game (round game) is set to 9 times. As a result, 10 rounds will be played with the small win game as the first round game. Then, the special game state ends on the condition that 10 rounds of the special game are played. Also, if "small win 2" is won in the second special pattern lottery and the passage of the game ball through a specific area is detected in the small win game state, the number of times of the special game (round game) is set to 9 times. As a result, 10 rounds will be played with the small win game as the first round game. Then, the special game state ends on the condition that 10 rounds of the special game are played. Details will be described later, but at the end of the special game state, a predetermined number of time-saving times according to the small win pattern is set, and the time-saving state starts. In addition, if the passage of the game ball through a specific area is not detected during the small win game state (if the passage of the game ball that entered the large prize opening 50 through a specific area during the execution of a small win game is not detected), the special game state is not initiated and the normal state is initiated.

[0096] In this embodiment, in the special game of each round (including the small win game), when the opening timer of the main memory 290 counts a predetermined time (29 seconds) after the special feature 56 is opened, or when the value of the large prize number counter (not shown) of the main memory 290, which adds a value equivalent to one game ball (for example, 1) when the count switch 104 detects the entry of one game ball, reaches an upper limit value (for example, 10), the condition for ending the special game is met and the special feature drive device is controlled to close the special feature 56.

[0097] The special display control means 240 performs a first special pattern display control process, a second special pattern display control process, a first special reserve display control process, and a second special reserve display control process based on the results of the special pattern lottery.

[0098] The first special pattern display control process is a process that is performed when the first special random number value is read out from the first special reserve memory area 1 and a special pattern lottery is performed, and the special display control means 240 causes the first special pattern to be displayed in a variable manner by flashing the 7-segment display of the first special pattern display unit 76 until the variation time has elapsed, and then causes the first special pattern to be displayed in a stationary manner by lighting the 7-segment display of the first special pattern display unit 76 in a predetermined manner. The special pattern lottery means 230 performs a variation pattern determination process for the special pattern lottery, and the special display control means 240 causes the first special pattern to be displayed in a varying manner by flashing the 7-segment display of the first special pattern display unit 76 until a variation time corresponding to the variation pattern determined in the variation pattern determination process has elapsed, and then causes the first special pattern to be displayed in a stationary manner by lighting the 7-segment display of the first special pattern display unit 76 in a predetermined manner.

[0099] In this embodiment, the display mode of the 7-segment display is determined in advance in correspondence with each of the big win symbols, the time-saving symbols, and the small win symbols. The special display control means 240 stops and displays the first special pattern by lighting up the 7-segment display of the first special pattern display unit 76 in a manner corresponding to whether or not a ``jackpot'' or ``C time reduction'' has been won in the jackpot determination process, and in a manner corresponding to the jackpot pattern determined in the pattern determination process if a ``jackpot'' has been won in the jackpot determination process, and in a manner corresponding to the time reduction pattern determined in the pattern determination process if ``C time reduction'' has been won in the jackpot determination process, and displays the result of the special pattern lottery on the first special pattern display unit 76.

[0100] The second special pattern display control process is a process that is performed when a second special random number value is read out from the second special reserve memory area 1 and a special pattern lottery is performed, and the special display control means 240 causes the second special pattern to be displayed in a variable manner by flashing the 7-segment display of the second special pattern display unit 81 until the variation time has elapsed, and then causes the second special pattern to be displayed in a stationary manner by lighting the 7-segment display of the second special pattern display unit 81 in a predetermined manner. The special pattern lottery means 230 performs a variation pattern determination process for the special pattern lottery, and the special display control means 240 causes the second special pattern to be displayed in a varying manner by flashing the 7-segment display of the second special pattern display unit 81 until a variation time corresponding to the variation pattern determined in the variation pattern determination process has elapsed, and then causes the second special pattern to be displayed in a stationary manner by lighting the 7-segment display of the second special pattern display unit 81 in a predetermined manner.

[0101] The special display control means 240 stops and displays the second special pattern by lighting up the 7-segment display of the second special pattern display unit 81 in a manner corresponding to whether a ``jackpot'' or a ``small hit'' has been won in the jackpot determination process, and in a manner corresponding to the jackpot pattern determined in the pattern determination process if a ``jackpot'' has been won in the jackpot determination process, and in a manner corresponding to the small hit pattern determined in the pattern determination process if a ``small hit'' has been won in the jackpot determination process, and displays the result of the special pattern lottery on the second special pattern display unit 81.

[0102] In the first special hold display control process, the special display control means 240 displays a first special hold number of 0 to 4 by combining turning on, off, or blinking two lamps of the first special hold display unit 78 depending on the number of the first special random number value stored in the special random number memory means 2914.

[0103] In the second special hold display control process, the special display control means 240 displays a second special hold number of 0 to 4 by combining turning on, off, or blinking two lamps of the second special hold display unit 82 depending on the number of second special random number values ​​stored in the special random number memory means 2914.

[0104] In this embodiment, when a "big win" is won in the special symbol lottery (first special symbol lottery or second special symbol lottery), a special game state is started in which a game ball can (easily) enter the big prize opening 50. When a "small win" is won in the second special symbol lottery, a small win game state is started in which a game ball can (easily) enter the big prize opening 50, and when the passage of a specific area by a game ball that has entered the big prize opening 50 in the small win game state is detected, a special game state is started in which a game ball can (easily) enter the big prize opening 50. The player can win many prize balls by having the game ball enter the big prize opening 50. In this embodiment, the probability of transitioning to the special game state based on the second special symbol lottery is higher than the probability of transitioning to the special game state based on the first special symbol lottery. Specifically, in the first special symbol lottery, a "small win" is not set as a lottery result, and the game transitions to the special game state only when a "big win" is won. On the other hand, in the second special symbol lottery, a "big win" and a "small win" are set as lottery results, and the game transitions to the special game state when a "big win" is won, and the game transitions to the special game state when a "small win" is won and the passage of the game ball through a specific area is detected in the small win game state.

[0105] In this embodiment, the probability of transition to the special game state is higher when the player wins the chance to draw the second special symbol than when the player wins the chance to draw the first special symbol. As described above, in order to win the chance to draw the second special symbol, it is necessary to win the "normal win" in the normal symbol lottery and to make the game ball enter (enter) the second start hole 49 when the normal role 54 (normal electric role) is in the open state (open state). Also, the ease of entering the game ball into the second start hole 49 (ease of making the ball enter) varies depending on the game state.

[0106] The game state transition control means 250 performs a game state transition control process for transitioning the game state between each game state based on the establishment of a predetermined condition (transition condition), as shown in FIG.

[0107] (Normal state) The normal state (normal game state) is a game state that corresponds to the initial state among a plurality of game states. As described above, in the normal state, the probability of winning the "normal hit" in the normal symbol lottery is lower than in the time-saving state. In addition, even if the "normal hit" is won in the normal symbol lottery, the normal accessory 54 operates so that the ease of the game ball entering the second start hole 49 is hardly increased. For this reason, in the normal state, it is difficult (impossible) to make the game ball enter the second start hole 49. In other words, it is difficult (impossible) to get an opportunity to draw the second special symbol. In the normal state, it is more advantageous for the player to hit the ball from the left so that the game ball enters the first start hole 46 in order to get an opportunity to draw the first special symbol than to hit the ball from the right. In other words, the normal state is a game state in which the player should hit the ball from the left.

[0108] As shown in FIG. 8, a transition to a special game state occurs when a "jackpot" is won in a special pattern lottery (first special pattern lottery) in a normal state. As shown in FIG. 7(a), if a "jackpot 1" is won in the special pattern lottery, the number of time-saving times is set to 10,000 at the end of the special game state, and a transition to a time-saving state occurs based on the end of the special game state. Also, if a "jackpot 2" is won in the special pattern lottery, the number of time-saving times is set to 110 at the end of the special game state, and a transition to a time-saving state occurs based on the end of the special game state. Also, if a "jackpot 3" is won in the special pattern lottery, the number of time-saving times (micro-time-saving times) is set to 1,329 at the end of the special game state, and a transition to a micro-time-saving state occurs based on the end of the special game state.

[0109] Also, as shown in Fig. 7(b), in the normal state, if "C time-saving 1" is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" (when the first special pattern is confirmed), the number of time-saving times (1329 times of micro-time-saving times) corresponding to the time-saving pattern is set by the stopped display (confirmation), and a transition is made to the micro-time-saving state. Also, in the normal state, if "C time-saving 2" is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 2" (when the first special pattern is confirmed), the number of time-saving times (1329 times of time-saving times) corresponding to the time-saving pattern is set by the stopped display (confirmation), and a transition is made to the time-saving state.

[0110] In this embodiment, the first special pattern lottery in the normal state will always result in either a "jackpot" or a "C time-saving" win, and based on the execution of the first special pattern lottery in the normal state, the game will transition to either a micro-time-saving state, a time-saving state, or a special game state.

[0111] The time-saving symbol "C time-saving 2" does not allow a transition to a game state (special game state or small win game state) in which it is easy to get a game ball into the large prize slot 50, and is a time-saving symbol that allows a transition to the time-saving state without passing through the special game state or small win game state. In addition, in a game state other than the normal state, if "C time-saving 1" or "C time-saving 2" is won in the first special symbol lottery and the first special symbol is stopped and displayed, the stopped display does not trigger a transition to the time-saving state or the micro-time-saving state. The "not transitioning" includes that the predetermined number of time-saving times (micro-time-saving times) is not reset if the player is already in that game state.

[0112] (Slight time saving state) As described above, in the micro-time-saving state, the probability of winning the "normal hit" in the normal symbol lottery is lower than in the time-saving state (it may be the same as in the time-saving state). Even if the "normal hit" is won in the normal symbol lottery, the normal device 54 operates so that the ease of the game ball entering the second start hole 49 is hardly increased. For this reason, in the micro-time-saving state, at least a part of the functions constituting the time-saving state is activated, and it is slightly easier to enter the second start hole 49 than in the normal state, but it is difficult (impossible) to make the game ball enter the second start hole 49 even if the player hits with the right hand. In other words, it is difficult (impossible) to get an opportunity to draw the second special symbol. In the micro-time-saving state, it is more advantageous for the player to hit with the left hand so that the game ball enters the first start hole 46 in order to get an opportunity to draw the first special symbol than to hit with the right hand. In other words, the slight time-saving state is a gaming state in which left-handed shots should be made.

[0113] As shown in FIG. 8, a transition to a special game state occurs when a "jackpot" is won in a special pattern drawing (first special pattern drawing) in the micro-time-saving state. As shown in FIG. 7(a), if a "jackpot 1" is won in the special pattern drawing, the number of time-saving times is set to 10,000 at the end of the special game state, and a transition to a micro-time-saving state occurs upon the end of the special game state. Also, if a "jackpot 2" is won in the special pattern drawing, the number of time-saving times is set to 110 at the end of the special game state, and a transition to a micro-time-saving state occurs upon the end of the special game state. Also, if a "jackpot 3" is won in the special pattern drawing, the number of time-saving times (micro-time-saving times) is set to 1,329 at the end of the special game state, and a transition to a micro-time-saving state occurs upon the end of the special game state.

[0114] The game state transition control means 250 determines that the termination condition of the micro-time-saving state is established based on the number of times the first special symbol is displayed in the micro-time-saving state reaching 1329 times, terminates the micro-time-saving state, and transitions to the normal state. In this embodiment, at the end of the special game state based on winning "Big Win 3" in the special symbol lottery (first special symbol lottery), the number of micro-time-saving times is set in the memory value of the micro-time-saving counter 2916 of the main memory 290. Also, when "C time-saving 1" is won in the special symbol lottery (first special symbol lottery) in the normal state and the first special symbol is stopped and displayed in a manner corresponding to "C time-saving 1", the number of micro-time-saving times is set in the memory value of the micro-time-saving counter 2916 in response to the stopped display. In the micro-time-saving state, "1" is subtracted from the memory value of the micro-time-saving counter 2916 every time the first special symbol is displayed in the variable manner. Then, based on the fact that the stored value of the minute time-saving counter 2916 has reached "0", the minute time-saving end condition is established, the minute time-saving state is ended, and the normal state is started. Note that, in this embodiment, the minute time-saving end condition is established when the stored value of the minute time-saving counter 2916 has been subtracted and reached a predetermined value "0", but this is not limiting, and the minute time-saving end condition may be established when the stored value of the minute time-saving counter 2916 has been added and reached a predetermined value (for example, "1329").

[0115] In the micro-time-saving state, if "C time-saving" ("C time-saving 1" or "C time-saving 2") is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2", the stopped display does not trigger the micro-time-saving state or the time-saving state to start (set) (a new number of time-saving times is not set). In other words, the game state at the time of the winning is continued. Note that in the micro-time-saving state, if "C time-saving 1" or "C time-saving 2" is won as a result of the first special pattern lottery and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2", a new number of time-saving times may be set in response to the stopped display.

[0116] (Time-saving mode) As described above, in the time-saving state (specific game state), the probability of winning the "normal win" in the normal symbol lottery is higher than in the normal state or the slight time-saving state. In addition, when the "normal win" is won in the normal symbol lottery, the normal accessory 54 operates so as to increase the ease with which the game ball can enter the second start hole 49. For this reason, in the time-saving state, it is easier to make the game ball enter the second start hole 49 than in the normal state or the slight time-saving state. In other words, it is easier to get an opportunity to draw the second special symbol. In the time-saving state, it is more advantageous for the player to hit the ball to the right so that the game ball passes through the passing gate 48 in order to get an opportunity to draw the second special symbol than to hit the ball to the left. In other words, the time-saving state is a game state in which the player should hit the ball to the right.

[0117] As shown in FIG. 8, the game transitions to a special game state (including via a small win game state) based on whether a "big win" or "small win" is won in the special pattern lottery (second special pattern lottery) in the time-saving state. As shown in FIG. 7(c), if a "big win 4" is won in the special pattern lottery, the number of time-saving times is set to 10,000 at the end of the special game state, and the game transitions to the time-saving state based on the end of the special game state. Also, if a "big win 5" is won in the special pattern lottery, the number of time-saving times is set to 110 at the end of the special game state, and the game transitions to the time-saving state based on the end of the special game state. Also, if a "small win 1" is won in the special pattern lottery and the passage of a game ball through a specific area is detected in the small win game state, the number of time-saving times is set to 10,000 at the end of the special game state, and the game transitions to the time-saving state based on the end of the special game state. In addition, if the "Small Win 2" is won in the special pattern lottery and the passage of the game ball through a specific area is detected during the small win game state, the number of time-saving times at the end of the special game state is set to 110, and the game will transition to the time-saving state upon the end of the special game state.

[0118] The game state transition control means 250 determines that the termination condition (predetermined condition) of the time-saving state is established based on the number of times the second special symbol is displayed in a time-saving state reaching 110 times (or 10,000 times), terminates the time-saving state, and transitions to the normal state. In this embodiment, at the end of the special game state, the number of times the time-saving state is performed according to the type of winning symbol is set in the storage value of the time-saving counter 2915 of the main memory 290, and "1" is subtracted from the storage value of the time-saving counter 2915 every time the second special symbol is displayed in a time-saving state. Then, based on the value of the time-saving counter 2915 reaching "0", the time-saving termination condition is established, the time-saving state is terminated, and the normal state is started. In this embodiment, the time-saving end condition is met when the stored value of the time-saving counter 2915 is subtracted and reaches a predetermined value "0", but this is not limited thereto, and the time-saving end condition may be met when the stored value of the time-saving counter 2915 is added and reaches a predetermined value "110" (or "10000"). In addition, in the present embodiment, the time-saving counter 2915 and the minute time-saving counter 2916 are provided, but the present invention is not limited to this, and may be configured so that they are managed (controlled) by one of the counters.

[0119] In the time-saving state, if "C time-saving" ("C time-saving 1" or "C time-saving 2") is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2", the stop display will not trigger the start (setting) of the micro-time-saving state or the time-saving state (a new number of time-saving times will not be set). In other words, the game state at the time of the win will continue. Note that in the time-saving state, if "C time-saving 1" or "C time-saving 2" is won as a result of the first special pattern lottery and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2", the stop display may be configured to trigger the setting of a new number of time-saving times.

[0120] Returning to Fig. 5, the payout control means 270 performs control to (electronically) pay out a number of game balls corresponding to a number of prize balls that is predetermined for each detection signal, based on the detection signal input from the first start port switch 100, the detection signal from the second start port switch 103, the detection signal from the general winning port switch 101, and the detection signal from the count switch 104.

[0121] The communication control means 280 controls the transmission of various commands generated according to various calculation results in the main control board 200 to the sub-control board 202 and the frame control board 201. In this embodiment, the main control board 200 and the sub-control board 202 are connected in a communication manner such that only one-way communication from the main control board 200 to the sub-control board 202 is possible, and information cannot be transmitted from the sub-control board 202 to the main control board 200.

[0122] Next, a description will be given of the sub-control board 202. The sub-control board 202 is configured to include a performance control means 300 and a sub-memory 302.

[0123] The performance control means 300 controls the performance devices based on various commands sent from the main control board 200, input signals from the performance button switch 150, and performance data stored in the performance data storage means 303 (ROM) of the sub-memory 302, and controls the performance devices to perform effects to liven up or assist the game (controls various performance devices), such as turning on or blinking the front frame lamp 12 and the lighting device 38, displaying performance images on the LCD display 32, controlling the audio device to output performance sounds from the speaker 14, and driving the performance object drive device to operate the performance objects (gimmick objects).

[0124] The performance data storage means 303 stores a large number of performance image data for displaying images on the liquid crystal display 32, and the performance control means 300 draws images in the frame buffer of the sub-memory 302 for each frame (1 / 30 seconds) based on this performance image data, and displays the drawn images on the liquid crystal display 32, thereby playing and displaying a moving image on the liquid crystal display 32.

[0125] The performance control means 300 includes a VDP 314 (drawing means) and a performance execution mode control means 305. The VDP 314 also includes a VRAM 320. The sub-memory 302 also includes multiple types of RAM and ROM, and various data stored in the sub-memory 302 is stored in each RAM and ROM.

[0126] The performance control means 300 determines the performance content to be executed based on various commands sent from the main control board 200, input signals from the performance button switch 150, etc. Furthermore, the performance control means 300 performs control related to the display on the LCD display 32, for example, based on the determined performance content. The performance control means 300 executes LCD drawing processing at a predetermined cycle (for example, at a frame rate of 60 times per second = 60 FPS). In the LCD drawing processing, drawing commands (information) that instruct the VDP 314 on the drawing content are constructed. Then, the VDP 314 performs drawing according to the drawing commands, and the drawn content is displayed in the display area 32a of the LCD display 32.

[0127] In the display area 32a of the liquid crystal display 32, for example, 60 still images are displayed per second to display a moving image. Hereinafter, one frame is referred to as a "frame." For example, in the case of a performance image (performance pattern) with a performance time of 60 seconds, the performance image is composed of 60 seconds x 60 frames, totaling 3600 frames.

[0128] The VDP 314 loads the drawing materials stored in the ROM of the sub-memory 302 into the frame buffer of the VRAM 320 for each frame. In the frame buffer, multiple drawing materials are superimposed according to set priorities. Specifically, in the frame buffer, drawing materials with lower priorities are arranged at the bottom (back) side in the stacking direction, and drawing materials with higher priorities are arranged at the top (front) side in the stacking direction. As a result, image data (composite image) showing a frame image of one frame is generated in the frame buffer. The VDP 314 drives the liquid crystal display 32 based on the composite image generated in the frame buffer. As a result, the composite image generated in the frame buffer is displayed in the display area 32a of the liquid crystal display 32 for each frame.

[0129] When a drawing material with a lower priority is overlaid with a drawing material with a higher priority, it may be possible that part or all of the drawing material cannot be seen on the display (composite image) of the liquid crystal display 32. However, transparency (transmittance) can be set for each drawing material, and this does not apply if the transparency set for the drawing material overlaid on top is not 0 (completely opaque), and depending on the degree of transparency, the drawing material hidden below may be visible on the display (composite image) of the liquid crystal display 32.

[0130] Drawing a drawing material on top of an image buffered in a frame buffer can be said to be drawing the drawing material on a higher layer. In other words, one frame has N virtual transparent layers, and each drawing material is arranged on each layer. FIG. 9 is a diagram showing the concept of layers on which drawing materials are arranged, and shows the layer structure that constitutes one frame. Priority is set for each drawing material to be overlaid, and drawing materials with lower priority are arranged on lower layers, and drawing materials with higher priority are arranged on higher layers. Note that the composite image that constitutes each frame can be constructed by arranging drawing materials on all N layers, but the number of drawing materials that constitute each composite image varies depending on the content of the performance, and it is not necessarily constructed by arranging drawing materials on all N layers. In addition, when drawing materials that constitute a composite image are arranged, layers are not necessarily used from the bottom without any vacant numbers, and layers are used taking into consideration the efficiency of the composition process of the frame images, so that unused layers may occur appropriately in the middle part.

[0131] When drawing one frame, the drawing materials are drawn one by one in the corresponding layer starting from the lowest priority. For example, if one frame is composed of five drawing materials, the drawing material with the lowest priority (fifth priority) is first arranged in the lowest layer and drawn at a predetermined position. Next, the drawing material with the second lowest priority (fourth priority) is arranged in a layer higher than the layer in which the drawing material with the fifth priority is drawn and drawn at a predetermined position. In this way, the drawing materials are drawn one after another according to the priority, and finally, the drawing material with the highest priority (first priority) is arranged in a layer higher than the layer in which the drawing material with the second priority is drawn and drawn at a predetermined position. When all the drawing materials have been drawn in each layer, a composite image of the layers viewed from the upper side (front side) is displayed in the display area 32a of the liquid crystal display 32 as a composite image corresponding to the frame. In other words, when the composite image is viewed in the display area 32a, the drawing materials arranged in the lower layers are covered by the drawing materials arranged in the higher layers. In other words, the higher the layer, the higher the display priority in the display area 32a. Examples of objects (images) displayed in the display area 32a include people, animals, vehicles, buildings, natural objects (e.g., rocks, trees, etc.), characters, backgrounds, patterns, designs, etc.

[0132] In this embodiment, in the normal state, if the player wins "jackpot 1" in the special pattern lottery (first special pattern lottery), if the player wins "jackpot 2" in the special pattern lottery (first special pattern lottery), or if the player wins "C time-saving 2" in the special pattern lottery (first special pattern lottery), the game transitions to the time-saving state. In contrast, in the micro-time-saving state, if the player wins "jackpot 1" in the special pattern lottery (first special pattern lottery), or if the player wins "jackpot 2" in the special pattern lottery (first special pattern lottery), the game transitions to the time-saving state. For this reason, the normal state has a higher probability of transitioning to the time-saving state (a game state advantageous to the player) than the micro-time-saving state, which is advantageous to the player. In other words, the normal state has a higher probability of transitioning to the time-saving state than the micro-time-saving state because the player can transition to the time-saving state when the player wins "C time-saving 2". In the gaming machine of this embodiment, when a RAM clear (a process for initializing at least a part of the area in the RAM of the main memory 290) is executed, the gaming state is set to a normal state. The normal state is a so-called "morning state."

[0133] As described above, the normal state and the slight time-saving state (left-hitting time-saving state) are game states in which left-handed players are more advantageous than right-handed players, and the time-saving state (right-hitting time-saving state) is a game state in which right-handed players are more advantageous than left-handed players. In the time-saving state, it is easier to get the game ball into the second starting hole 49 than in the normal state and the slight time-saving state, and the second special symbol lottery based on the game ball entering the second starting hole 49 is more likely to determine a transition to the special game state than the first special symbol lottery. In other words, the time-saving state has a higher probability of determining a transition to the special game state than the normal state and the slight time-saving state.

[0134] (1st performance) The performance control means 300 can execute the first performance in a normal state. The first performance is a performance that encourages the player to shoot the game ball by hitting it with the left hand and aiming at the first starting hole 46 (to get a chance to draw the first special symbol). In other words, the first performance is a performance that is executed in a situation where the game ball is waiting to enter the first starting hole 46 (to execute the first special symbol drawing). FIG. 10(a) shows an example of the first performance, and a display S related to the first performance is displayed on the liquid crystal display 32. The display S is a window image having a substantially rectangular frame, and is configured to include an image (enlarged image) showing the first starting hole 46 and its surrounding area on the game board 6, an arrow pointing from the left side to the first starting hole 46 in the image, and the text "Aim!". The text may be, for example, "Aim at the start chucker!". Although not shown, the display S may include a display (left hit display) that encourages the player to hit it with the left hand.

[0135] (2nd performance) The performance control means 300 can execute the second performance in the normal state. When "C time reduction 1" or "C time reduction 2" is won in the first special symbol lottery, the performance control means 300 executes the second performance (shutter performance). As shown in FIG. 10(b), the second performance is a performance that starts with the appearance of a shutter (door). Specifically, a left shutter and a right shutter appear from the outside to the inside in the left-right direction, and the shutter stops in a half-open state. In the first half of the second performance (at least from the time the shutter appears until it stops in a half-open state), the same performance is executed whether "C time reduction 1" or "C time reduction 2" is won in the first special symbol lottery. In the second half of the second performance, if "C time reduction 2" is won in the first special symbol lottery, a performance of a success pattern is executed, and if "C time reduction 1" is won in the first special symbol lottery, a performance of a failure pattern (first failure pattern or second failure pattern) is executed. The success pattern is a presentation in which it is finally announced that the transition to the time-saving state has been decided, for example, the shutter closes, then a presentation encouraging the transition to the time-saving state is executed, then a push presentation (a presentation encouraging the pressing of the presentation button 26) is executed, and it is announced that the transition to the time-saving state has been decided based on the pressing of the presentation button 26. The first failure pattern is a presentation in which it is finally announced that the transition to the time-saving state has not been decided, for example, the shutter closes, then a presentation encouraging the transition to the time-saving state is executed, then a push presentation is executed, and it is announced that the transition to the time-saving state has not been decided based on the pressing of the presentation button 26. The second failure pattern is a presentation in which it is announced that the transition to the time-saving state has not been decided, and the presentation ends without the shutter closing (without proceeding to the next presentation). In the second failure pattern, the presentation execution time is shorter than that of the first failure pattern.

[0136] In addition, when a "jackpot" is won in the first special symbol lottery in the normal state, the performance control means 300 executes the jackpot performance instead of the above-mentioned second performance. In the jackpot performance, for example, a variable display of the performance symbols (described later) is performed on the liquid crystal display 32, a reach performance is executed, and after the reach performance, the performance symbols are stopped and displayed in a manner corresponding to the jackpot. In addition, the jackpot performance is the same as the performance executed when a "jackpot" is won in the first special symbol lottery in the micro-time-saving state.

[0137] (Performance design) The performance control means 300 can execute a performance in which a performance pattern (demo pattern, decorative pattern) is displayed on the liquid crystal display 32 in the micro-time-saving state and the time-saving state. Specifically, the performance control means 300 executes a performance (first pattern performance) in which a performance pattern (main performance pattern) is displayed on the liquid crystal display 32 in accordance with (corresponding to) the variable display and stop display of the first special pattern in the first special pattern display section 76, or in accordance with (corresponding to) the variable display and stop display of the second special pattern in the second special pattern display section 81, and can notify the result of the first special pattern lottery or the second special pattern lottery. In the micro-time-saving state, the performance control means 300 displays a performance pattern corresponding to the variable display and stop display of the first special pattern on the liquid crystal display 32, and in the time-saving state, displays a performance pattern corresponding to the variable display and stop display of the second special pattern on the liquid crystal display 32.

[0138] Here, the display of the performance symbols in the micro-time-saving state will be explained. FIG. 11(a) shows the state before the first special symbol starts to change display in the micro-time-saving state. In the display area 32a of the liquid crystal display 32, the left performance symbol 350, the middle performance symbol 352, and the right performance symbol 354 are displayed as performance symbols. The left performance symbol 350 is displayed on the left side of the display area 32a of the liquid crystal display 32, the middle performance symbol 352 is displayed in the center of the display area 32a of the liquid crystal display 32, and the right performance symbol 354 is displayed on the right side of the display area 32a of the liquid crystal display 32. The left performance symbol 350, the middle performance symbol 352, and the right performance symbol 354 each constitute nine types of performance symbol strings representing the numbers "1" to "9". Each performance symbol representing the numbers "1" to "9" may be composed of a decorative part such as a character in addition to the number.

[0139] As shown in FIG. 11(b), the display of the effect pattern (the effect of changing the display) starts based on the start of the display of the first special pattern. The downward arrow in the figure indicates that the effect pattern is being displayed (scrolling) at high speed vertically.

[0140] As shown in FIG. 11(c), the performance pattern is displayed in a stopped state based on the stopped display of the first special pattern. The performance pattern is displayed in a manner according to the result of the first special pattern lottery. For example, if a "jackpot" is won in the first special pattern lottery, the performance pattern is displayed in a manner according to the jackpot pattern determined in the pattern determination process. Although not shown, in the time-saving state, as in the micro-time-saving state (as shown in FIG. 11(a), FIG. 11(b) and FIG. 11(c)), the performance pattern is displayed in a changing or stopped state according to the changing and stopped display of the second special pattern.

[0141] (Holding performance) The performance control means 300 executes a performance (hold performance) in which an image showing the first special hold number or the second special hold number is displayed on the liquid crystal display 32 based on the first special hold number (the first special random number value stored (held) in the special random number storage means 2914) or the second special hold number (the second special random number value stored (held) in the special random number storage means 2914) in the main control board 200. As shown in FIG. 11(a) etc., four hold display areas (display areas) of the first hold display area 411 to the fourth hold display area 414 are provided below the display area of ​​the liquid crystal display 32 in correspondence with the first special hold memory area 1 to the first special hold memory area 4 or the second special hold memory area 1 to the second special hold memory area 4 of the special random number storage means 2914.

[0142] Fig. 11(a) shows a reserved performance executed in a micro-time-saving state, in which a first special random number value is stored in the first special reserved memory area 1 to the first special reserved memory area 3, and a first reserved image 420 (first reserved ball display) (three first reserved images 420) is displayed in the first reserved display area 411 to the third reserved display area 413. Fig. 11(d) shows a reserved performance executed in a time-saving state, in which a second special random number value is stored in the second special reserved memory area 1 to the second special reserved memory area 2, and a second reserved image 422 (second reserved ball display) (two second reserved images 422) is displayed in the first reserved display area 411 to the second reserved display area 412.

[0143] In addition, in the reserved performance, one reserved display area 430 is displayed in the area to the left of the first reserved display area 411 at the bottom of the display area 32a of the liquid crystal display 32, corresponding to the special reserved memory area of ​​the special random number storage means 2914. In the reserved display area 430, when a first special random number value is read out from the first special reserved memory area 1 and stored in the special reserved memory area, a first reserved image 420 is displayed (FIG. 11(b)). In addition, when a second special random number value is read out from the second special reserved memory area 1 and stored in the special reserved memory area, a second reserved image 422 is displayed.

[0144] (Display number of pending) As shown in FIG. 12, the performance control means 300 can display the reserved number display N indicating the first special reserved number and the second special reserved number at a predetermined position (for example, the lower right) in the display area 32a of the liquid crystal display 32. The reserved number display N is a display of two numbers arranged in a predetermined direction (vertical or horizontal), one (upper row) number corresponds to the number of the first special random number value (any of 0 to 4) reserved in the first special reserved memory area 1 to the first special reserved memory area 4 of the special random number storage means 2914, and the other (lower row) number corresponds to the number of the second special random number value (any of 0 to 4) reserved in the second special reserved memory area 1 to the second special reserved memory area 4 of the special random number storage means 2914. The reserved number display N is smaller in display size than the first reserved image 420 (second reserved image 422). Even if the visibility of the above-mentioned reserved effects (reserved balls) decreases due to the execution of a specified effect (including a state in which the reserved effects are not visible), the player can still grasp the reserved number because the reserved number display N is displayed.

[0145] (Mini design) Here, the left performance pattern 350, the middle performance pattern 352, and the right performance pattern 354 shown in FIG. 11(a) and the like are regarded as main performance patterns. The main performance pattern changes (stops) in response to the change (stop) of the special pattern. As shown in FIG. 12, the performance control means 300 can execute a performance (second pattern performance) in which a sub-performance pattern (mini pattern M) that corresponds to the change (stop) of the special pattern and has a smaller display size than the main performance pattern is displayed at a predetermined position (for example, the lower right) in the display area 32a of the liquid crystal display 32. The mini pattern M is configured to include a sub-left performance pattern 360, a sub-middle performance pattern 362, and a sub-right performance pattern 364. It can be said that the sub-left performance pattern 360 corresponds to the left performance pattern 350. It can be said that the sub-middle performance pattern 362 corresponds to the middle performance pattern 352. It can be said that the sub-right performance symbol 364 corresponds to the right performance symbol 354. The mini symbol M is composed only of numbers and does not include any decorative parts. Even if the visibility of the main performance symbol decreases due to the execution of a specified performance (including a state in which the main performance symbol cannot be seen), the mini symbol M is displayed, so that the player can understand that, for example, a special symbol is being displayed in a changing manner.

[0146] Although the mini symbol M is displayed in conjunction with the main performance symbol, it may be displayed without being linked to the main performance symbol. The change of the mini symbol M may not be a scrolling change, but may be a change in which the numbers increase in sequence (increasing by 1). The display position of the mini symbol M may change when a specified performance (e.g., a reach performance) is executed during one game, but it is not displayed in a reduced size. The mini symbol M may be configured to be displayed (appear) when the main performance symbol is not displayed due to the execution of a specified performance, etc.

[0147] As shown in FIG. 8, if a "big win" is won in the first special symbol lottery in the micro time-saving state (or normal state), the state transitions to a special game state, and a specified number of special games are played. If the type of the "big win" (big win symbol) that is won is a specified type ("big win 1" or "big win 2"), the state transitions to a time-saving state after the special game state ends. If a "big win" or "small win" is won in the second special symbol lottery in the time-saving state, the state transitions to a special game state (including a small win game state), a specified number of special games (including small win games) are played, and the state transitions to the time-saving state again after the special game state ends.

[0148] In the gaming machine of this embodiment, a period in which the special game state and the time-saving state are alternately repeated (a period in which the transition of the game state between the special game state and the time-saving state is repeated) may occur. In addition, when the termination condition of the time-saving state is satisfied in the time-saving state, the state transitions to the normal state, but when the first special symbol lottery in the normal state wins "C time-saving 2", the state transitions to the time-saving state again. In other words, a pullback to the time-saving state may occur in the normal state. Hereinafter, a series of periods in which the special game state (including via the small win game state) and the time-saving state are alternately repeated is called a "continuous period" (consecutive period). In addition, when a pullback to the time-saving state is determined in the normal state after the time-saving state ends, the continuous period is continued without interruption. The normal state after the time-saving state ends refers to the normal state that starts based on the termination condition of the time-saving state being satisfied.

[0149] In this embodiment, winning a "jackpot" (any of "jackpot 1" to "jackpot 3") in the first special pattern lottery may be simply referred to as winning a "win". Also, winning a "jackpot" or a "small win" in the second special pattern lottery may be simply referred to as winning a "win". Also, the special game state based on winning a "win" in the first special pattern lottery may be referred to as the "first special game state". Also, the special game state (including via a small win game state) based on winning a "win" in the second special pattern lottery may be referred to as the "second special game state".

[0150] (First winning performance) In the first special game state based on winning the "win" in the first special symbol lottery in the minute time-saving state (or normal state), the performance control means 300 can execute a performance (first win performance) corresponding to the first special game state. As shown in FIG. 13(a), the performance control means 300 can display, as the first win performance, a display including a display (round number display S1) indicating how many times the special game (round game) has been played and a display (right-hit display S2) encouraging the player to hit the right on the liquid crystal display 32 (display area 32a). In addition, the performance control means 300 executes, as the first win performance, a performance suggesting a transition to the time-saving state (a performance encouraging a transition to the time-saving state) via the liquid crystal display 32 or the like. Note that, as the first win performance, a performance (PUSH performance) encouraging the player to press the performance button 26 at a predetermined opportunity may be executed, and based on the pressing of the performance button 26, the possibility of transition to the time-saving state may be notified. In the PUSH effect, an image (an image resembling the effect button 26) is displayed on the liquid crystal display 32 to prompt the player to press the effect button 26.

[0151] (Second winning performance) In the second special game state based on winning the "win" in the second special symbol lottery in the time-saving state, the performance control means 300 can execute a performance (second win performance) according to the second special game state. The second win performance is a performance in a manner different from the first win performance, and at least the display displayed on the liquid crystal display 32 is different. FIG. 13(b) shows a state in which the second win performance is executed in the second special game state. The performance control means 300 can display, as the second win performance, a display including a display (round number display S1) indicating the number of times the special game (round game) has been played, a display (right hit display S2) encouraging the player to hit the right, a display (cumulative winning number of winning balls display S4) indicating the total number of winning balls won in the special game (including the small win game) during the consecutive period, and a display (win icon S6) indicating the type (type) of the winning win on the liquid crystal display 32 (display area 32a).

[0152] The performance control means 300 receives information indicating the type of winning from the main control board 200, and determines which winning icon S6 should be displayed in the second winning performance based on the information. When the winning winning is a winning that sets 10,000 times as the number of time-saving times at the end of the special game state (first winning: "big win 4" or "small win 1"), the performance control means 300 displays the first winning icon, and when the winning winning is a winning that sets 110 times as the number of time-saving times at the end of the special game state (second winning: "big win 5" or "small win 2"), the performance control means 300 displays the second winning icon. The first winning icon includes, for example, a character string "ABC bonus", and the second winning icon includes, for example, a character string "DEF bonus". In FIG. 13(b), the second winning icon is displayed as the winning icon S6 based on the fact that the winning winning is the second winning. The type of the winning icon S6 is not limited to being different for each set number of time-saving times, and may be different according to, for example, the number of rounds.

[0153] The sub-memory 302 is provided with a specific memory area as a memory area capable of storing information on balls dispensed during a continuous period (information on game results during a continuous period), and a first counter is provided in the specific memory area. The sub-control board 202 receives information indicating the number of prize balls from the main control board 200, updates the storage value of the first counter based on the information, and manages the total number (total) of prize balls dispensed in special games during a continuous period. The storage value of the first counter is a value indicating the total number of prize balls dispensed in special games during a continuous period, and the sub-control board 202 adds a value corresponding to the number of prize balls to the storage value of the first counter. The storage value of the first counter is "0" at the start of the continuous period. The performance control means 300 displays the cumulative number of prize balls S4 based on the storage value of the first counter. In FIG. 13(b), the storage value of the first counter is "1470", and therefore the character string "TOTAL1470" is displayed as the cumulative number of prize balls S4.

[0154] (Time-saving performance) In the time-saving state, the performance control means 300 can execute a performance (time-saving performance) according to the time-saving state. FIG. 13(c) shows a state (starting state) in which the time-saving state starts after the first special game state based on winning "Big Hit 2" (7R time-saving 110) in the first special symbol lottery in the micro-time-saving state ends. The performance control means 300 can display, as time-saving performance, on the liquid crystal display 32 (display area 32a) a display that encourages the player to hit the right (right hit display S2), a display that indicates the number of remaining variable displays of the second special symbol until the time-saving state ends (remaining time-saving number display S3), a display that indicates the total number of prize balls acquired in the special game during the continuous period (cumulative acquired prize ball number display S4), and a display that indicates the number of times the state has been changed to the time-saving state during the continuous period (continuous number icon S5). Although not shown in the figure, the presentation control means 300 can display a background (time-saving background) according to the time-saving state as a time-saving presentation on the liquid crystal display 32. In Fig. 13(c), the character string "TOTAL 1050" is displayed as the cumulative number of winning balls display S4 based on the stored value of "1050" in the first counter.

[0155] Also, the performance control means 300 displays the remaining time-saving count display S3 based on the stored value of the time-saving counter 2915 in the main memory 290. In FIG. 13(c), the character string "110 remaining" is displayed as the remaining time-saving count display S3 based on the stored value of the time-saving counter 2915 being "110". Depending on the type of winning, the stored value of the time-saving counter 2915 may be set to "10000". In a time-saving state in which the stored value of the time-saving counter 2915 is set to "10000" (when the stored value of the time-saving counter 2915 is greater than a predetermined value (e.g., "1000")), the performance control means 300 may display a predetermined symbol (e.g., a symbol representing infinity) as the remaining time-saving count display S3.

[0156] Also, a second counter is provided in a specific storage area of ​​the sub-memory 302. The sub-control board 202 receives information indicating a transition of a game state from the main control board 200, updates the stored value of the second counter based on the information, and manages the number of transitions to the time-saving state during a continuous period. The sub-control board 202 adds "1" to the stored value of the second counter each time the time-saving state starts during a continuous period. The stored value of the second counter is a value indicating the number of transitions to the time-saving state during a continuous period. The stored value of the second counter is "0" at the start of the continuous period. The performance control means 300 displays a consecutive number of times icon S5 based on the stored value of the second counter. In FIG. 13(c), an icon including a character string "XYZ time x 1" ("XYZ time" is the name of the time-saving state) is displayed as the consecutive number of times icon S5 based on the stored value of the second counter being "1". For example, when the stored value of the second counter is "15", a consecutive count icon S5 including the character string "XYZ time x 15" is displayed as shown in FIG. 13(d).

[0157] In addition, the performance control means 300 can store information indicating the type of winning and the number of winnings during the consecutive period (information regarding the winning icon S6 displayed during the consecutive period) in a specific storage area as information regarding the balls dispensed during the consecutive period. The performance control means 300 can refer to the specific storage area when starting the time-saving performance, and can display the winning icons S6 displayed during the consecutive period (at least the winning icons displayed in the second special game state) side by side on the liquid crystal display 32 as a time-saving performance, as shown in FIG. 13(d). As a time-saving performance, the winning icons S6 corresponding to the winnings won during the consecutive period are displayed, and the type of winning and the number of winnings won during the consecutive period are notified. For example, when the first winning icon (ABC bonus) is displayed four times during the consecutive period, a winning icon S6 of "ABC bonus x 4" may be displayed. In addition, the "win icon S6 displayed during the continuous period" is not limited to the win icon corresponding to the second special game state, but may include a win icon corresponding to the first special game state (ie, the first win).

[0158] (Performance customization screen) As shown in FIG. 1, the front frame 10 is provided with a performance button 26 and a cross key 27. The cross key 27 has at least an up button, a down button, a left button, and a right button that are formed so as to be pressable. The gaming machine of this embodiment allows the player to perform performance customization (setting (selection) of the performance execution mode). In performance customization, for example, it is possible to set (select) the frequency of appearance of a predetermined performance. As shown in FIG. 5, the performance control means 300 has a performance execution mode control means 305 that controls performance customization (setting related to the performance execution mode).

[0159] The performance execution mode control means 305 can display a performance customization screen (display related to performance customization settings) in the display area 32a of the liquid crystal display 32 based on a specific operation (performance customization transition operation). The performance execution mode control means 305 can display the performance customization screen when the performance button 26 is pressed as a performance customization transition operation while the special symbols are stopped from varying (during a customer waiting state). The performance execution mode control means 305 can display the performance customization screen when a predetermined button (e.g., the up button) of the cross key 27 is pressed as a performance customization transition operation while the special symbols are varying.

[0160] FIG. 14 shows a case where a transition operation to effect customization is performed while the special symbol is varying, and the effect customization screen C is displayed on the liquid crystal display 32. The effect customization screen C is configured to be displayed on the entire screen (or substantially the entire screen) of the display area 32a of the liquid crystal display 32. The background of the effect customization screen C is a relatively dark color such as black. At least one item (setting target) is provided as an item (setting target) that can be set (selected) from the effect customization screen C. In this embodiment, multiple types of items are provided, including "preview customization," "air customization," "instant announcement customization," and "premium customization."

[0161] The performance execution mode control means 305 displays the customization item image CK on the left side of the display area 32a. The icons relating to each item are horizontally long and approximately rectangular, and are displayed in a vertical line. The item name of each icon is written in white characters on a blue background. The player can press the up or down button of the cross key 27 to select the icon that he or she wishes to set (customize) (the selected icon can be switched). The performance execution mode control means 305 changes the background of the (currently) selected icon from blue to yellow. This allows the player to easily understand the currently selected icon (item).

[0162] The effect execution mode control means 305 displays a customized window image CW with a border on the right side (upper right) of the display area 32a. The window image can also be called a wipe image. The customized window image CW includes an explanatory information display corresponding to the selected item and an ON / OFF display for switching the setting related to the item between ON and OFF. The explanatory information display is in white characters. The ON / OFF display E has white characters "ON" and white characters "OFF" surrounded by a frame. The player can select ON or OFF by pressing the left button or the right button of the cross key 27. When ON is selected, the effect execution mode control means 305 turns the periphery (inside the frame) of ON into red, and when OFF is selected, turns the periphery (inside the frame) of OFF into red. In FIG. 14, the periphery of OFF is red. This allows the player to easily understand whether the current setting is ON or OFF.

[0163] The explanatory information display corresponding to "pre-reading customization" is "When it is ON, the expectation of the pre-reading performance increases." When pre-reading customization is ON, the expectation of winning when the pre-reading performance occurs is higher than when it is OFF. As the pre-reading performance, for example, the display mode (color, etc.) of the first reserved image 420 (FIG. 11(a)) corresponding to the first special random number value is changed (reserved change) according to the result of the advance judgment process, and the result of the first special pattern lottery (expectation of winning) is suggested in advance. The color of the first reserved image 420 represents the expectation that the result of the first special pattern lottery will be pleasing to the player, and for example, the expectation increases in the order of white, blue, green, red, and gold. The same is true for the performance in which the display mode of the second reserved image 422 (FIG. 11(d)) is changed (reserved change) to suggest the result of the second special pattern lottery in advance.

[0164] The explanatory information display for "Air Custom" reads, "When turned ON, the appearance rate of air effects increases." When Air Custom is turned ON, the probability (frequency) of air effects being executed when a special symbol changes is higher than when it is turned OFF. Air effects are effects in which air is blown toward the player from the air outlet provided in the front frame 10.

[0165] The explanatory information display corresponding to "One-shot Announcement Custom" is "When turned ON, the appearance rate of the one-shot announcement effect increases." When the one-shot announcement custom is turned ON, the probability (frequency) of the one-shot announcement effect being executed when the special symbol changes is higher than when it is turned OFF. The one-shot announcement effect may be, for example, an effect in which a lamp lights up in a predetermined manner, or an effect in which a predetermined sound is output.

[0166] The explanatory information display corresponding to "Premium Custom" reads, "When turned ON, the appearance rate of the premium effect increases." When the premium custom is turned ON, the probability (frequency) of a premium effect (an effect whose appearance rate is lower than other effects) being executed when a special symbol changes into a winning combination is higher than when the premium custom is turned OFF. As an example of the premium effect, a special image is displayed on the liquid crystal display 32.

[0167] It should be noted that the examples of the customization item image CK and the customization window image CW in the effect customization screen C described above are merely examples, and other customization item images may be added, and the customization window image may be one that allows the degree of effect frequency to be adjusted to "none," "low," "medium," or "high," rather than being limited to a selection of "ON" or "OFF."

[0168] The performance control means 300 can execute performances related to the progress of the game on the liquid crystal display 32 in accordance with (according to) the situation in which the main control means 200 is progressing the game to show a predetermined game result (the result of the special symbol lottery). Performances related to the progress of the game can be said to be performances related to the variation (variable display) of special symbols, and include preview performances such as variation performances of performance symbols (decorative symbols), reach performances, cut-in performances and dialogue performances, and pseudo game continuous performances. In addition, the above-mentioned pre-reading performances (reserved change performances) suggest the result of the game in advance, and can be said to be performances related to the progress of the game. In addition, the performances that display the mini symbol M and the reserved number display N can also be said to be performances related to the progress of the game.

[0169] When a performance customization transition operation is performed during a period in which a performance related to the progress of a game is being executed (while special symbols are changing), the performance execution mode control means 305 displays the performance customization screen C shown in FIG. 14, and makes it possible to perform performance customization (settings related to the performance execution mode).

[0170] In the performance customization screen C, the customization item image CK and the customization window image CW are set to have a higher display priority than the background, and are viewed in the foreground. Here, a display including the customization item image CK and the customization window image CW in the performance customization screen C is referred to as a display related to performance customization (first display). The first display can also be referred to as a performance customization menu. A display other than a second display, which will be described later, in the performance customization screen C may be referred to as the first display.

[0171] When displaying the effect customization screen C, the effect execution mode control means 305 causes the liquid crystal display 32 to display an effect window image EW as a second display in addition to the first display. Specifically, a bordered effect window image EW (effect wipe image) is displayed on the right side (bottom right) of the display area 32a, below the customized window image CW. The size of the effect window image EW is the same or approximately the same as the size of the customized window image CW. The effect window image EW is set to have a higher display priority than the background, and is viewed in the foreground.

[0172] The effect window image EW is a display including a reduced display of at least some of the effects related to the progress of the game. It can be said that at least some of the effects related to the progress of the game (effects related to the variation of special symbols) are reduced and displayed as the effect window image EW (effect wipe image). When the variation of the special symbols stops, the effect window image EW includes a reduced display of the effect (stop display effect) in which the effect symbols stop in a manner corresponding to the game result (the result of the special symbol lottery).

[0173] Even during the variation of the special symbols, the player can display the performance customization screen C and perform performance customization (settings related to the performance execution mode). In the performance customization screen C, the size of the display area of ​​the first display (display related to performance customization) is larger than the size of the display area of ​​the second display. It can be said that the first display is displayed in an area that is a margin of the area in which the second display is displayed. In addition, the first display is visible without being covered by the second display. Since the display area of ​​the first display is relatively large and is an easy-to-see display (good visibility) for the player, the player can easily perform performance customization. Therefore, it is possible to improve convenience when setting (performance customization) related to the performance execution mode during the progress of the game. In addition, it is possible to reduce the burden on the player when setting the performance execution mode during the progress of the game.

[0174] Furthermore, if the effect customization screen C is displayed while the special symbols are varying, a second display (effect window image EW) is displayed. The progress of the game (the result of the game) can be correctly notified (the player can understand) through the second display (effect window image EW). The player can visually confirm (understand) the progress of the game (the result of the game) while making settings related to effect customization. In other words, it is possible to provide an effect customization screen (display method) that suppresses the influence on understanding the result of the variation of the special symbols (visibility of the effect symbols). Also, for example, when the second display includes an effect (such as a cut-in effect) that suggests a high expectation of a win, the player can enjoy the effect without missing it. In other words, since the second display is displayed, it is possible to prevent the player from missing a predetermined effect, and to prevent a decrease in interest in the game.

[0175] In this embodiment, the presentation window image EW includes a reduced display of the hold display area 430 (Figure 11(a)), a reduced display of the first hold display area 411 to the fourth hold display area 414 (Figure 11(a)), and, when a hold occurs, includes a reduced display of the first hold image 420 (Figure 11(a)) or the second hold image 422 (Figure 11(d)).

[0176] Although the effect window image EW includes a reduced display of at least some of the effects related to the progress of the game, the effects that are not included (reduced) in the effect window image EW include the mini symbol M and the reserved number display N shown in FIG. 14. Even when the effect window image EW is displayed, the effect execution mode control means 305 does not reduce the mini symbol M and the reserved number display N, and maintains the display in the original size. Note that the display size may not be reduced, but the display position may be changed. The effect execution mode control means 305 does not include the mini symbol M and the reserved number display N in the second display (the effect window image EW), and keeps them displayed in the display area of ​​the effect customization menu (the first display). Since the original display size of the mini symbol M and the reserved number display N is relatively small, it is difficult to ensure visibility (distinctness) when they are reduced. For this reason, the mini symbol M and the reserved number display N are controlled so as not to be included (reduced) in the second display (the effect window image EW), and visibility (distinctness) is ensured.

[0177] In addition, in a game state in which right-hitting is recommended, the right-hitting display S2 (Figure 13) is displayed, but the performance execution mode control means 305 controls the right-hitting display S2 in the same way as the mini pattern M and the reserved number display N, and does not include it in the performance window image EW, maintaining the display at the original size.

[0178] Furthermore, in this embodiment, the performance window image EW includes a reduced display of the hold display area 430, a reduced display of the first hold display area 411 to the fourth hold display area 414, and a reduced display of the first hold image 420 or the second hold image 422, but the performance window image EW may not include those displays (hold UI), and those displays may be configured to be displayed in the display area of ​​the performance customization menu (first display).

[0179] In addition, when a transition to performance customization operation is performed while the special pattern is stopped from changing (not changing) and the performance customization screen C is displayed on the liquid crystal display 32, the second display (performance window image EW) may not be displayed and only the first display may be displayed.

[0180] The effect execution mode control means 305 is capable of displaying the effect customization screen C and outputting effect customization sounds (BGM, SE) relating to the effect customization from the speaker 14. When the effect customization screen C is displayed while the special symbols are not changing (not changing), the effect execution mode control means 305 outputs the effect customization sound. On the other hand, when the effect execution mode control means 305 displays the effect customization screen C while the special symbols are changing, the effect execution mode control means 305 does not output the effect customization sound but outputs the effect sound relating to the progress of the game. The effect sound relating to the progress of the game can also be said to be the effect sound corresponding to the second display (effect window image EW).

[0181] When the operation to shift to the effect customization is performed while the special symbols are stopped from varying (not varying) and the effect customization screen C is displayed on the liquid crystal display 32, a second display (effect window image EW) may be displayed, and in this case, the second display may be a demo play image. In other words, the effect execution mode control means 305 may display a demo play image as the second display while the special symbols are stopped from varying (not varying). The demo play image is an image (effect explanation image) that introduces (explains) the effect related to the selected item (custom item). The player can understand what kind of effect the selected item is related to through the demo play image (image). This allows the player to visually understand the effect, making it easier to decide whether or not to customize.

[0182] When a demo play image is displayed as the second display, a display indicating that it is a demo play (for example, the letters "DEMO") may be displayed together with the demo play image to distinguish it from the effects corresponding to the progress of the actual game (to avoid misunderstanding that the game is progressing). Also, the demo play image may be configured not to include a display of the change in the effect pattern (display of the stop of the effect pattern).

[0183] When the effect execution mode control means 305 displays a demo play image as the second display during non-variation of the special symbol, it does not output a sound (effect sound) related to the demo play, but outputs an effect customized sound. When a sound (effect sound) related to the demo play is output, there is a risk that the demo play will be mistaken for an effect corresponding to the progress of the actual game, but such a misconception can be suppressed.

[0184] When the effect customization screen C is displayed, whether the special pattern is changing or not changing, a layout (configuration) including the second display is used, and a common layout (effect material) is used in either case, thereby simplifying the processing.

[0185] In addition, as a modified example, the effect customization screen C displayed while the special symbol is not changing (while the game is stopped) can customize the effect contents of both the game state in which left hitting is recommended and the game state in which right hitting is recommended, while the effect customization screen C displayed while the special symbol is changing can display only the customization item CK related to the effect contents according to the current game state (only the effect contents of the current game state can be customized). For example, the effect customization screen C displayed while the special symbol is not changing can have multiple pages, and it can be switched by switching the pages to display either the customization item CK (first display) of the game state in which left hitting is recommended or the game state in which right hitting is recommended, while the effect customization screen C displayed while the special symbol is changing can be configured to be composed of (only) a page that displays the customization item CK (first display) according to the current game state. In this way, it becomes possible to smoothly execute the customization of the effect contents in the current game state.

[0186] In the gaming machine of this embodiment, when the special symbol stops changing and a predetermined time (about 4 seconds) has passed without the next change starting, pressing the effect button 26 (effect customization transition operation) becomes effective, the effect button 26 lights up (indicating that the press is effective), and when the effect button 26 is pressed, the effect customization screen C is displayed. Also, when the effect customization screen C is displayed during the change of the special symbol, the change stops while the effect customization screen C is displayed, and there is no reserved state, after the change stops, a demo play image is displayed as the second display based on the passage of the predetermined time (about 4 seconds). In other words, if the state in which the next change does not start continues for the predetermined time after the change stops, a demo play image is displayed as the second display (the demo play image is played).

[0187] In this embodiment, when the performance customization screen C is displayed during the variation of the special symbols, the performance customization sound is not output, and the performance sound related to the progress of the game is output, but it may be configured to output both the performance customization sound and the performance sound related to the progress of the game (the performance sound during variation). In that case, the volume of the performance sound during variation may be controlled to be smaller (lower) than the volume of the performance sound during variation when the performance customization screen C is not displayed. By reducing the volume of the performance sound during variation, it is possible to prevent the player from confusing the performance customization sound with the performance sound during variation.

[0188] As shown in Fig. 1, a volume adjustment button 28 and a light intensity adjustment button 29 are provided near the cross key 27. When the volume adjustment button 28 is pressed (when a volume adjustment operation is performed), the performance control means 300 can display a volume setting display V on the liquid crystal display 32 as shown in Fig. 15. When the light intensity adjustment button 29 is pressed (when a light intensity adjustment operation is performed), the performance control means 300 can display a light intensity setting display W on the liquid crystal display 32 as shown in Fig. 15. When the volume adjustment button 28 (or the light intensity adjustment button 29) is pressed while the special symbol is varying, the performance control means 300 can display a volume setting display V (or a light intensity setting display W) on the liquid crystal display 32.

[0189] The presentation control means 300 controls (sets a predetermined transmittance) so that at least a part of the volume setting display V (or light intensity setting display W) overlaps with the display of the presentation related to the progress of the game (for example, the display of the variation of the presentation pattern), the priority of the display of the volume setting display V (or light intensity setting display W) is higher than the priority of the display of the presentation related to the progress of the game, and the volume setting display V (or light intensity setting display W) has a degree of transparency that allows the display placed (overlapping) behind it (backside) to be visible. Even when the volume setting display V or light intensity setting display W is displayed, the player can view the display of the presentation related to the progress of the game (the variation of the presentation pattern) because these displays have transparency. Therefore, the player can view (understand) the progress of the game (the result of the game) while adjusting the volume or light intensity.

[0190] The volume adjustment display V (or light intensity adjustment display W) has a smaller display size (range) than the above-mentioned first display (display related to performance customization). The volume or light intensity adjustment has fewer display items (items) than performance customization, and the player can easily adjust it without a large display (full screen display). When performance customization is set, the second display (performance window image EW) is displayed as shown in FIG. 14 (the performance related to the variation of special symbols is switched to a wipe display), making it possible to grasp the progress of the game, etc. In contrast, when adjusting the volume or light intensity, the second display is not displayed (not switched to a wipe display), and the display related to the adjustment is displayed overlapping the performance related to the variation of special symbols as shown in FIG. 15, while the display related to the adjustment is made transparent, making it possible to grasp the progress of the game, etc.

[0191] When the volume setting display V (or light amount setting display W) does not have transparency, it is possible to make the volume setting display V (or light amount setting display W) in a state where it is not displayed (hidden) when the special pattern stops fluctuating in order to correctly inform the player of the result of the game (stop display of the performance pattern). In this case, it may happen that the display related to the adjustment becomes hidden when the special pattern stops fluctuating, even though the adjustment is not completed (in the middle of the adjustment). When it becomes hidden, the player must press the button again to make the adjustment. When the volume setting display V (or light amount setting display W) has transparency as in this embodiment and the stop display of the performance pattern is visible, it is not necessary to make the display related to the adjustment hidden when the special pattern stops fluctuating. The player can adjust the volume or light amount across the stop of the special pattern fluctuating, and there is no need to press the button again, which improves convenience. In addition, since there is no need to make it hidden, the processing can be simplified.

[0192] In this embodiment, as a performance related to the variation of the special symbol (performance suggesting the expectation of the winning of the variation), a movable role performance in which a movable role (a game board movable role) appears in front (forward) of the display area 32a of the liquid crystal display 32 is provided. The movable role is retreated to a position that cannot be seen from the front when not in operation, and moves to the front of the display area 32a when in operation. This movable role performance is executed in conjunction with the image display performance in the display area 32a, and an effect image (such as a flame or lightning) is displayed at a position corresponding to the movable role that appeared in front of the display area 32a. At this time, if the display of the performance customization screen C (FIG. 14) and the movable role performance are executed overlappingly, and the image display performance (effect image) is reduced and included in the second display (performance window image EW), the display position of the effect image is shifted (changed) and not displayed near the movable role, which leads to a decrease in the performance effect of the movable role performance. In addition, the presence of the movable role may be an obstacle, and the visibility of the performance customization screen C may decrease. Therefore, in this embodiment, when the performance customization screen C is displayed based on the performance customization transition operation, the movable role performance (and the image display performance linked thereto) is controlled not to be executed. Therefore, it is possible to suppress the deterioration of the performance effect of the movable role performance. Also, it is possible to suppress the deterioration of the visibility of the performance customization screen C due to the appearance of the movable role.

[0193] When the effect customization screen C (FIG. 14) is displayed during the variation of the special symbol, and the player's attention is drawn to the effect customization, if the second display (effect window image EW) includes an effect that suggests that the expectation of the winning of the variation is high, the player may miss the effect. An example of an effect that suggests that the expectation of the winning of the variation is a cut-in effect in which a predetermined character is displayed. When the effect execution mode control means 305 executes the effect as the second display, it may execute an emphasis effect together with the effect. The emphasis effect is, for example, an effect that changes the color of the frame of the second display (effect window image EW) for a predetermined time. The color of the frame may be determined according to the expectation of the winning of the variation. In addition, the emphasis effect may extend outside the frame of the effect window image EW (may straddle the inside and outside of the frame), or may be executed outside the frame, for example, a message display (for example, "XX has occurred!" (XX is the name of the effect, etc.)).

[0194] The performance control means 300 can execute a so-called pseudo-sequential performance in which the performance symbol variation display and the temporary stop display are repeated between the start and end (stop display) of one performance symbol variation display, and in the pseudo-sequential performance, a pseudo-sequential number display indicating the number of times the pseudo-sequential performance is performed can be displayed on the liquid crystal display 32. For example, in the second pseudo-sequential performance, the pseudo-sequential number display "x2" is displayed, and in the third pseudo-sequential performance, the pseudo-sequential number display "x3" is displayed. In this embodiment, the more the pseudo-sequential performance is executed, the higher the expectation of finally winning. The pseudo-sequential performance can be said to be a performance that suggests that the expectation of the win of the corresponding variation is high, and in that case, the pseudo-sequential number display (for example, "x3") as an emphasis performance may be configured to be displayed outside the frame of the performance window image EW.

[0195] When the emphasis effect ("XX has occurred!" or "x3") is executed, the player's attention can be attracted to the second display (effect window image EW) compared to when the emphasis effect is not executed. This makes it possible to prevent the player from missing the effect that suggests that the expectation of the corresponding variation is high. This makes it possible to prevent a decline in the interest of the game.

[0196] In addition, the effect (emphasis effect) that attracts the player's attention to the second display is not limited to being executed together with the effect that suggests the expectation of a hit of the variation, but may be executed alone as a warning display (notification of game-related information) regarding the progress of the game. For example, when four first special random number values ​​are reserved in the first special reserve memory area 1 to the first special reserve memory area 4 (when four second special random number values ​​are reserved in the second special reserve memory area 1 to the second special reserve memory area 4), a message display (for example, "reservation is full") as an emphasis effect may be displayed outside the frame of the effect window image EW. Although firing game media when the reserve is full is disadvantageous to the player, by displaying the message display to alert the player, it is possible to prevent the player from suffering a disadvantage. In addition, since the display regarding the reserve included in the effect window image EW is reduced in size and visibility is reduced, when such a message display is displayed, the player can more easily understand that the reserve is full. In addition, in a game state in which left-handed hitting is recommended, if a player makes a mistake in the position from which the game ball is launched and hits with the right, a message display (for example, "Please return to left-handed hitting") may be displayed outside the frame of the effect window image EW as an emphasis effect.

[0197] In a situation where the performance customization screen C (FIG. 14) is displayed during the variation of the special symbols, if a big win (small win) is won and the special symbols (performance symbols) are stopped and displayed in a manner corresponding to the determined big win symbol (small win symbol), the sub-control means 202 receives a command related to a win start demo from the main control means 200. Based on receiving the command, the performance control means 300 forcibly ends the display of the performance customization screen C including the performance window image EW, and starts a performance (win performance) corresponding to the win on the entire screen. By starting the win performance on the entire screen, it is possible to reliably inform the player that he or she has won. In addition, the win performance includes the right hit display S2, etc. (FIG. 13(a)), and by executing the win performance on the entire screen, it is possible to reliably inform the player of important notices (information) such as the right hit display S2.

[0198] In addition, in a situation where the effect customization screen C is displayed while the special symbols are changing, if the game result is a loss (the special symbols are stopped and displayed in a manner corresponding to a loss) and the next game is started, the display of the effect customization screen C continues. In other words, in the case of a loss, the effect customization screen C is displayed across the stop of the special symbols' change. On the other hand, in a situation where the effect customization screen C is displayed while the special symbols are changing, if the game result is a win (the special symbols are stopped and displayed in a manner corresponding to a win) and the next game is started, the display of the effect customization screen C ends. In other words, in the case of a win, the effect customization screen C is not displayed across the stop of the special symbols' change.

[0199] In addition, in a situation where the performance customization screen C is displayed in a game state where left-hand hitting is recommended, if a win occurs and the game state transitions to a special game state, the display of the performance customization screen C is forcibly terminated and the winning performance is started on the full screen. However, in a situation where the performance customization screen C is displayed in a game state where right-hand hitting is recommended, if a win occurs and the game state transitions to a special game state, the display of the performance customization screen C may not be terminated and the display of the performance customization screen C may be maintained (continued). In the latter case, there is no need to change the launch position of the game ball (it can remain right-hand hitting), and the player can continue to hit right-hand without displaying the winning performance (including the right-hand hitting display S2) on the full screen. In addition, the time-saving state has a higher probability of determining a transition to a special game state than the normal state and the minute time-saving state, and if the display of the performance customization screen C is forcibly terminated due to the transition to the special game state (due to the receipt of a command related to the winning start demo), it may be annoying for the player, but this can prevent such a problem from occurring.

[0200] When a performance customization transition operation is performed during the variation of the special symbol, the performance customization screen C is displayed and the performance window image EW is displayed, and a performance (suggestive performance) suggesting the expected degree of winning of the variation may be executed based on the performance customization transition operation. In other words, a dedicated suggestive performance accompanying the display of the performance customization screen C may be executed as a back button element. The suggestive performance may be a performance in which a predetermined display object (mini character) is attached to the performance window image EW and displayed. The suggestive performance may be, for example, a performance suggesting that the expected degree of winning of the variation is 50% or more (a performance indicating that a reach performance executed when the expected degree of winning is 50% or more is executed). In addition, the expected degree of winning may differ depending on the type of the attached mini character, and a win may be confirmed when a special mini character is attached. When a performance customization transition operation is performed during the variation of the special symbol, the performance customization screen C is displayed, and a mini character is attached to the performance window image EW, the player can have a sense of expectation that the expected degree of winning may be high. In this case, the player can end the display of the effect customization screen C and enjoy the effect (reach effect) on a larger screen.

[0201] In addition, the performance customization screen C may be displayed across the stoppage of the special symbol variation, but if the performance customization screen C is displayed continuously from the variation immediately before the variation, the above-mentioned suggestive performance related to the mini-character is controlled not to be executed. Also, even if the performance customization screen C is displayed during the variation, if the performance customization screen C is displayed at a timing prior to a specific timing during the variation, the above-mentioned suggestive performance related to the mini-character is controlled not to be executed. This makes it possible to prevent the player from knowing in advance that the variation has a high expectation of winning (so-called pre-reveal).

[0202] The main control board 200 (or frame control board 201) can detect errors based on the signal state of sensors, etc., and if an error is detected, it sends an error occurrence command to the sub-control board 202. The sub-control board 202 (performance control means 300) executes an error notification in a manner according to the type of error via various performance devices based on receiving the error occurrence command. Furthermore, if the main control board 200 (or frame control board 201) determines that the error has been cleared based on the execution of a release operation, it sends an error clear command to the sub-control board 202. The sub-control board 202 (performance control means 300) ends the error notification based on receiving the error clear command.

[0203] When the performance control means 300 receives an error command related to a predetermined error (e.g., a door open error), it displays an error display corresponding to the error at a common position (the same position) in the display area 32a of the liquid crystal display 32, regardless of whether the performance customization screen C is displayed or not. The error display is not displayed in the entire display area 32a, but in a part of the display area 32a. One example of the predetermined error is a door open error, and the error display corresponding to the door open error includes the words "Door is open."

[0204] The error display is set to have a higher display priority than each display element of the effect customization screen C (such as the customization item image CK, the customization window image CW, and the effect window image EW), and is visually recognized on the front side. When the effect customization screen C is displayed, at least one of the display elements of the effect customization screen C may overlap with the error display. In this embodiment, the error display is controlled to be displayed at a position where it does not overlap with at least the effect window image EW. In other words, even if the error display is displayed, the effect window image EW is displayed at a position where it is not covered (hidden) by the error display. Therefore, it is possible to suppress a decrease in visibility (distinguishing ability) of the effect pattern (variation result) related to the effect window image EW due to the display of the error display. In other words, it is possible to suppress a difficulty in grasping the game result when the error display is displayed while the effect customization screen C is displayed.

[0205] The effect control means 300 can execute a push effect (button effect) that prompts the user to press the effect button 26 as an effect related to the variation of a special symbol, and can notify the result of the game (whether or not a bonus is awarded) based on the effect button 26 being pressed. The effect control means 300 causes the liquid crystal display 32 to display a display including an image that resembles the effect button 26 as a push effect. Meanwhile, the effect execution mode control means 305 can end the display of the effect customization screen C based on the effect button 26 being pressed as an operation to end the effect customization while the effect customization screen C is being displayed.

[0206] In this embodiment, when the effect customization screen C is displayed, and the effect window image EW including a display (reduced display) related to the PUSH effect is displayed by executing the PUSH effect, if the effect button 26 is pressed, the process related to the PUSH effect (notification of the game result) is executed with priority based on the press, and the process of terminating the display of the effect customization screen C is not executed. Therefore, it is possible to avoid the player being dissatisfied when the display of the effect customization screen C is unintentionally terminated despite the effect button 26 being pressed in accordance with the PUSH effect.

[0207] In addition, when the effect button 26 is pressed in this situation, a process related to the PUSH effect (notification of the game result) is executed based on the press, and a process to end the display of the effect customization screen C may be executed.

[0208] In this embodiment, when the effect button 26 is pressed in a scene where the PUSH effect is not displayed, a predetermined effect (assumed to be a hidden button effect) may be executed, but when the effect button 26 is pressed in a situation where the effect customization screen C is displayed, the hidden button effect is not executed and the display of the effect customization screen C is terminated. This makes it possible to prevent the problem of the hidden button effect being executed when the effect button 26 is pressed, making it impossible to terminate the display of the effect customization screen C and causing dissatisfaction to the player.

[0209] When a performance customization transition operation is performed during the variation of the special symbol, the performance customization screen C is displayed, and when a performance customization end operation is performed, the display of the performance customization screen C ends, but when a performance customization end operation (pressing the performance button 26) is performed after a specific timing during the variation and the time (remaining time) until the display of the stop of the variation is short, the performance execution mode control means 305 may not end the display of the performance customization screen C (standby) until the display of the stop of the variation, and may end the display of the performance customization screen C based on the display of the stop of the variation. In this case, the performance execution mode control means 305 may display a message (for example, "The screen will change after the end of the variation") on the liquid crystal display 32.

[0210] In the period when the time until the stop display of the variation is short, the speed of the change display (scroll) of each performance pattern gradually decreases in the performance window image EW, and then the performance patterns stop in order, and the game result (combination of performance patterns) is notified. Therefore, by not ending the display of the performance customization screen C (performance window image EW) until the stop display of the variation, it is possible to suppress a decrease in the visibility of the stopped display of the performance patterns (making it difficult to grasp the game result) based on the end of the display of the performance customization screen C (performance window image EW) during that period.

[0211] The gaming machine of this embodiment is equipped with lamps (front frame lamp 12 and game board lamp) that can emit (light) light in a predetermined color (mode). The performance execution mode control means 305 can display the performance customization screen C and can cause the lamps to emit light in a mode related to performance customization based on the performance customization transition operation being performed. Furthermore, when the performance customization transition operation is performed while the special symbols are fluctuating, the performance execution mode control means 305 can prioritize the emission of light in a mode related to performance customization for at least some of the lamps over the emission of light related to the currently executing performance. In addition, lamp effects such as effects that suggest that the expected winning probability of the corresponding variation is extremely high (for example, a predetermined flash effect) or effects that notify that the corresponding variation is a winning variation (for example, an effect that lights up in rainbow colors) are executed in priority over lamp effects related to variation customization, making it possible to create a sense of expectation and excitement in the player.

[0212] The performance control means 300 can cause the performance button 26 (its light-emitting section) to emit light in a predetermined manner. The performance control means 300 causes the performance button 26 to emit light in a first color (e.g., blue) to notify that pressing the performance button 26 as a performance customization end operation is valid. The performance control means 300 can also execute a PUSH performance as described above, and in the PUSH performance, an image (button image) imitating the performance button 26 is displayed and the performance button 26 is caused to emit light in a second color (e.g., white or red) to notify that pressing the performance button 26 is valid. Note that the emission of light in the second color ends based on the lapse of the valid pressing period of the performance button 26 related to the PUSH performance.

[0213] When the effect control means 300 executes a PUSH effect in a situation where the effect button 26 is illuminated in a first color, the effect control means 300 prioritizes the PUSH effect and illuminates the effect button 26 in a manner related to the PUSH effect (second color). In other words, the notification that the press related to the PUSH effect is valid is executed with priority. Therefore, the player can be encouraged to press the effect button 26, and the deterioration of the effect of the PUSH effect can be suppressed. As described above, when the effect customization screen C is displayed, even if the effect button 26 is pressed, the back button effect is not executed (the display of the effect customization screen C ends). Therefore, when the effect customization screen C is displayed, the effect button 26 is illuminated in the first color and is not illuminated in a manner corresponding to the back button effect.

[0214] As shown in FIG. 14, the effect customization screen C is provided with a plurality of types of items as configurable items (customization items). In this embodiment, the background of the selected icon (item) changes from blue to yellow, but this is not limited thereto. The selected icon may be configured to have a predetermined character (e.g., "setting") attached thereto indicating that the item is being selected (setting). The player can see the character to know which item is currently being set among the plurality of items. In addition, when a predetermined item is changed from a default (initial) setting (e.g., OFF) to a different setting (e.g., ON), a predetermined character (e.g., "changed") indicating that the setting has been changed may be attached thereto. The player can see the character to know at a glance which item has been changed among the plurality of items.

[0215] Conventionally, the effect customization screen during the variation of the special symbol displays one icon (item) in a part of the display area 32a, and the cross key 27 is operated to switch the icon (one icon) to be displayed and perform the setting. Therefore, it was difficult to know at a glance which of the multiple items has been changed in setting. The effect customization screen C according to this embodiment displays all items in a list, and when a predetermined character (e.g., "changed") indicating that the setting has been changed is attached, it is possible to know at a glance which item has been changed in setting.

[0216] In this embodiment, the effect customization screen C is displayed during the variation of the special symbol, and it is possible to change the settings of a specific item (for example, to turn it ON), but among the multiple items, there may be an item whose setting change is reflected from the next variation, not from the current variation. For the item, whether or not the effect can be executed is determined by lottery (effect lottery), and the setting change (for example, change of the table used in the lottery) is reflected from the effect lottery for the next variation. Also, for the item, a performance window image EW (performance wipe image) reflecting the setting change is displayed from the next variation.

[0217] The gaming machine of this embodiment is A main control means (main control board 200) for controlling the progress of the game; A sub-control means (sub-control board 202) for controlling the execution of the performance; A display means (liquid crystal display 32) capable of executing effects relating to the display of images; A performance operation means (performance button 26, cross key 27) that can be operated by a player; A performance execution mode control means (performance execution mode control means 305) for controlling settings related to the performance execution mode; the sub-control means is capable of executing a presentation relating to the progress of a game in accordance with a state in which the main control means is progressing a game to indicate a predetermined game result; the effect execution mode control means is capable of setting an effect execution mode when the effect operation means is operated during a period in which the effect related to the progress of the game is being executed on the display means, When setting the execution mode of the performance during the period, a first display and a second display are displayed on the display means, The first display is a display related to a setting of an execution mode of a performance, and includes at least one item for which the setting can be performed; The second display includes a reduced display of at least a part of the effects relating to the progress of the game, In the display means, the first representation is displayed in a blank area of ​​the area in which the second representation is displayed.

[0218] In a situation where the main control means is progressing a game to indicate a predetermined game result, it is possible to set the execution mode of the effect, and the first display is displayed in a marginal area of ​​the area where the second display is displayed. Since the display area of ​​the first display is relatively large and the first display is easily visible, it is possible to improve convenience when setting the execution mode of the effect while the game is in progress. In addition, when setting the execution mode of the effect while the game is in progress, the second display is displayed and the effect related to the progress of the game is displayed. Therefore, the player can visually confirm (understand) the progress of the game while setting the execution mode of the effect. According to this embodiment, when setting the execution mode of the effect while the game is in progress, the display related to the setting (the first display) does not hinder the visibility of the display of the effect related to the progress of the game (the second display). In other words, it is possible to provide a display method when setting the execution mode of the effect while the game is in progress, in which the visibility of the display related to the notification of the progress of the game is ensured.

[0219] In addition, the gaming machine of this embodiment has A game area (game area 4) in which the game medium moves; A lottery means for executing a lottery based on the entry of a game medium into a predetermined area provided in the game area (special symbol lottery means 230); A performance control means (performance control means 300) for controlling the execution of the performance, The special symbols change based on the execution of the lottery. The performance control means is capable of executing, in the display means, a first pattern performance in which a main performance pattern is varied in response to the variation of the special pattern, and a second pattern performance in which a sub-performance pattern smaller than the main performance pattern is varied in response to the variation of the special pattern; The second display includes a reduced display of the first symbol presentation but does not include a reduced display of the second symbol presentation.

[0220] (Second embodiment) Next, a second embodiment of the present invention will be described. The gaming machine of this embodiment has the same configuration as the gaming machine of the first embodiment. Therefore, the description of the same configuration as the first embodiment will be omitted or simplified.

[0221] In this embodiment, the effect execution mode control means 305 can display the effect customization screen X shown in Fig. 16 on the liquid crystal display 32 based on the effect customization transition operation being performed. The effect execution mode control means 305 can display the effect customization screen X and perform effect customization (settings related to the execution mode of the effect) even if the effect customization transition operation is performed during the period when the effect related to the progress of the game is being executed (during the variation of the special pattern).

[0222] The performance customization screen X is substantially rectangular and divided into a number of rows, with items (customization items) displayed on each row. The player can select an item by pressing the up button or the down button of the cross key 27. An ON / OFF display is provided on (the right side of) each row, and the player can switch between ON and OFF by pressing the left button or the right button of the cross key 27. On the performance customization screen X, the color of the selected row (item) changes to a predetermined color (e.g., blue). The ON / OFF display changes the color of the surroundings (frame) of the characters that are being selected (set) to a predetermined color (e.g., green). This allows the player to easily grasp which item is being selected and whether the item is currently OFF or ON.

[0223] The performance control means 300 can display an image related to the performance customization screen X (hereinafter referred to as the performance setting image X) in a state where at least a part of the image overlaps with an image of a performance related to the progress of a game (hereinafter referred to as the performance image P). The performance image P includes performance symbols (left performance symbol 350, center performance symbol 352, and right performance symbol 354). The performance symbols are symbols that can notify the result of the variation of the special symbol. Even when the performance setting image X is displayed, the performance control means 300 can continue to display the variation of the performance symbols without changing the size (display size) of the performance symbols. Furthermore, the performance control means 300 can continue to display the performance setting image X even if the variation of the performance symbols stops.

[0224] Here, if the layer in which the effect image P relating to the progress of the game is arranged is, for example, the third layer, the effect setting image X is arranged in a layer (first layer) having a higher display priority than the third layer so as to at least partially overlap the effect image P. For this reason, the effect setting image X is visually recognized in front of (on the near side of) the effect image P.

[0225] The performance control means 300 (performance execution mode control means 305) controls the performance setting image X to be a transparent image (sets a predetermined transparency). The transparency is set to a degree that allows the image (background or performance image P) placed behind it to be visible. Even when the performance setting image X is displayed, the player can see the changing and stationary display of the performance pattern on the back because the performance setting image X has transparency. In this embodiment, the background of the performance setting image X is a transparent black, and the text part of the performance setting image X is a transparent white. The white part has a higher transparency than the black part, making it easier to see the image on the back.

[0226] Since the performance setting image X has transparency (is displayed transparently), a problem may occur in that the visibility of at least a part of the performance setting image X is reduced depending on the display mode (size, color, etc.) of the image (background or performance image P) displayed in the background (lower layer). The performance setting image X may become dark due to the image displayed in the background, or the color of the image displayed in the background may be similar to the color of the performance setting image X, making it difficult to see the performance setting image X. In addition, the changing display (high-speed change) of the performance pattern is visible through the character portion (white portion) of the performance setting image X, and the character portion of the performance setting image X may flicker and be annoying (straining the eyes).

[0227] (Specific image) In this embodiment, as shown in FIG. 17, when the performance control means 300 (performance execution mode control means 305) places a performance setting image X in a layer (first layer) having a higher display priority than the third layer in a situation where a performance image P (performance pattern, etc.) related to the progress of the game is placed in a predetermined layer (third layer), the performance control means 300 places a specific image Y in a layer (second layer) between the first layer and the third layer and having a lower display priority than the first layer. At this time, the performance control means 300 (performance execution mode control means 305) places the specific image Y so as to overlap with the performance setting image X. The specific image Y (mask image) is placed (drawn) in the second layer with the same size as the performance setting image X or a size larger than the performance setting image X. In this embodiment, the specific image Y is white and does not have transparency. At least a part of the specific image Y placed in the second layer overlaps with the performance image P placed in the third layer.

[0228] As shown in FIG. 18, by arranging (displaying) a specific image Y (white image) behind (behind) the performance setting image X, it becomes difficult (impossible) to see the performance image P through the transparent performance setting image X. By arranging (displaying) the specific image Y, it is possible to prevent the transparent performance setting image X from being affected by the image behind it (performance image P, etc.), which would reduce the visibility of the performance setting image X. In other words, the arrangement of the specific image Y can improve the visibility of the performance setting image X. It can also be said that the arrangement of the specific image Y reduces the transparency of the performance setting image X. Furthermore, by arranging (displaying) the specific image Y, the text portion in the performance setting image X is viewed in a non-transparent white color, improving the visibility of the white text (preventing the text portion from flickering).

[0229] In this embodiment, the specific image Y is white, but the specific image Y may be a color other than white. Also, the specific image Y is not transparent, but may be transparent as long as it can suppress a decrease in visibility of the performance setting image X.

[0230] In addition, in this embodiment, the performance setting image X is an image related to performance customization, and a specific image Y is displayed together with the performance setting image X to suppress a decrease in visibility of the performance setting image X, but the performance setting image X (a performance setting image related to setting the execution mode of the performance) may be an image related to the volume setting display V or the light amount setting display W shown in FIG. 15. As described above, the image related to the volume setting display V and the image related to the light amount setting display W are transparent. Therefore, when these images are displayed, a specific image (for example, white and having the same or approximately the same size as the image) may be displayed behind them to suppress a decrease in visibility.

[0231] (Visibility of stop display of performance pattern) Next, we will explain how to ensure the visibility (distinguishing ability) of the performance symbols when the performance customization transition operation is performed and the performance setting image X (specific image Y) is displayed (FIG. 18). In this embodiment, the left performance symbol 350, the center performance symbol 352, and the right performance symbol 354 are each composed of seven types of performance symbol strings representing the numbers "one" to "seven."

[0232] As shown in FIG. 19(a), consider the case where the left performance pattern 350, the middle performance pattern 352, and the right performance pattern 354 stop at the same position (on the same line) in the vertical direction. The stopped left performance pattern 350 protrudes to the left and below the specific image Y (performance setting image X). The stopped right performance pattern 354 protrudes to the right and below the specific image Y (performance setting image X). The stopped middle performance pattern 352 protrudes only below the specific image Y (performance setting image X). It can be said that the area in which the visibility of the middle performance pattern 352 (final stop pattern) is hindered by the specific image Y (performance setting image X) is larger than that of the left performance pattern 350 and the right performance pattern 354. In other words, the visibility of the middle performance pattern 352 is most impaired (the middle performance pattern 352 is most difficult to identify). In this case, a problem may occur in which it becomes difficult for the player to grasp the stopped display of the performance symbols (the pattern combination of the stopped performance symbols).

[0233] In this embodiment, as shown in FIG. 19(b), the stop position of the middle performance pattern 352 is controlled (offset downward) to be lower than the stop position of the left performance pattern 350 and the stop position of the right performance pattern 354 in the vertical direction. Therefore, even if the variation of the performance pattern stops while the performance setting image X (specific image Y) is displayed, at least a part of the stopped middle performance pattern 352 protrudes from the specific image Y (performance setting image X), and the protrusion amount is relatively large. The protrusion amount from the specific image Y (performance setting image X) is a protrusion amount that can be recognized (distinguishable) as a specific number. In addition, when comparing the protrusion amount downward from the specific image Y (performance setting image X), the protrusion amount of the middle performance pattern 352 is the largest. This allows the player to identify the stopped display of the middle performance pattern 352 (in other words, the player can recognize the number represented by the stopped middle performance pattern 352 (not mistake it for another number)). That is, even if the effect setting image X accompanied by the specific image Y is displayed, the player can grasp the stopped display of the effect symbols (the symbol combination of the stopped effect symbols).

[0234] In this embodiment, the stopping position of the middle performance pattern 352 is shown to be lower than the stopping position of the left performance pattern 350 and the stopping position of the right performance pattern 354, but this is not limited thereto, and the stopping position of the middle performance pattern 352 may be configured to be higher than the stopping position of the left performance pattern 350 and the stopping position of the right performance pattern 354, so that the middle performance pattern 352 protrudes upward from the specific image Y (performance setting image X) and becomes recognizable. In short, the stopping position of the middle performance pattern 352 may be configured to be shifted (offset) in one direction in the vertical direction, so that the number represented by the stopped middle performance pattern 352 can be recognized.

[0235] Also, in this embodiment, the size (display size) of each performance pattern is the same, but the size (display size) of the middle performance pattern 352 (final stop pattern) may be controlled to be different from the size of the left performance pattern 350 and the size of the right performance pattern 354. For example, the middle performance pattern 352 may be displayed smaller than the left performance pattern 350 and the right performance pattern 354, and the middle performance pattern 352 may be displayed larger than the left performance pattern 350 and the right performance pattern 354. When the middle performance pattern 352 is made smaller, the amount of downward overhang from the specific image Y (performance setting image X) is reduced, while the number represented by the middle performance pattern 352 can be made recognizable.

[0236] In this embodiment, when the effect symbols are stopped and displayed in a manner corresponding to a loss (a combination of symbols related to a loss) based on the result of the special symbol lottery, at least one of the effect symbols is different in color from the other effect symbols. In this embodiment, the effect symbols representing "one," "three," and "five" are red, the effect symbol representing "two" is blue-green, the effect symbol representing "four" is purple, the effect symbol representing "six" is yellow-green, and the effect symbol representing "seven" is gold. Even if the effect setting image X accompanied by the specific image Y is displayed and the visibility of the stop display of the effect symbols related to a loss is obstructed, the player can see (compare) the colors of the effect symbols protruding from the effect setting image X and recognize that it is a loss if at least one color is different.

[0237] When the effect setting image X accompanied by the specific image Y is displayed, if the effect pattern stops and is displayed in a manner corresponding to a win, the color of the effect pattern that extends beyond the effect setting image X will be the same color. In this case, an effect that notifies the player of the win is executed via another effect device, so that the player can recognize that he or she has won.

[0238] In this embodiment, while the effect setting image X is displayed, the specific image Y is always arranged (displayed) to ensure the visibility of the effect setting image X, but this is not limiting, and for example, the specific image Y may be controlled to be arranged when a predetermined image as the effect image P related to the progress of the game is displayed behind the effect setting image X. For example, the specific image Y may be controlled to be arranged only when it is determined that the visibility of the effect setting image X is reduced by displaying the predetermined image, thereby ensuring the visibility of the effect setting image X.

[0239] In addition, it is not limited to the specific image Y always being arranged together with the performance setting image X, and when the changing performance pattern stops while the performance setting image X is being displayed, the visibility of the stopped display of the performance pattern may be prioritized, and the specific image Y may be temporarily not displayed (hidden) based on the stop. When the specific image Y is hidden, as shown in Fig. 20, the stopped display of the performance pattern (the pattern combination of the stopped performance pattern) can be viewed through the transparent performance setting image X. Note that, in this way, when the specific image Y is temporarily hidden based on the stop of the performance pattern, the performance pattern may be configured to stop at the same position (on the same line) in the vertical direction.

[0240] In addition, as the presentation mode, a first presentation mode in which the presentation pattern scrolls in the up-down direction and a second presentation mode in which the presentation pattern scrolls in the left-right direction may be prepared. The first presentation mode and the second presentation mode have different manners of change (scroll) of the presentation pattern. In the second presentation mode, the left presentation pattern 350 becomes the upper presentation pattern, the middle presentation pattern 352 becomes the middle presentation pattern, and the right presentation pattern 354 becomes the lower presentation pattern, and each presentation pattern scrolls in the left-right direction. When the presentation setting image X accompanied by the specific image Y is displayed during the execution of the second presentation mode, it becomes difficult to offset the stop position of the middle presentation pattern to one of the left and right directions and ensure the visibility (distinguishing ability) of the stopped middle presentation pattern. Therefore, when the presentation setting image X accompanied by the specific image Y is displayed during the execution of the second presentation mode, the specific image Y is controlled to be hidden at least at the timing when the change of the presentation pattern stops. This allows the stopped display of the performance patterns (the pattern combination of the stopped performance patterns) to be visually recognized through the performance setting image X, which has transparency.

[0241] The gaming machine of this embodiment is equipped with a liquid crystal display 32, and as shown in Fig. 17, a performance setting image X is arranged in a first layer, a specific image Y is arranged in a second layer, and a performance image P is arranged in a third layer, and a composite image thereof is displayed. However, this is not limited to this, and for example, a second liquid crystal display and a first liquid crystal display (transparent liquid crystal) arranged in front of it may be provided, and the performance setting image X is displayed in the display area of ​​the first liquid crystal display at the front, and the specific image Y and the performance image P are displayed in the display area (rear display area) of the second liquid crystal display at the rear, and when viewed from the front, these images overlap and are visually recognized in the same way as in Fig. 18.

[0242] The gaming machine of this embodiment is A main control means (main control board 200) for controlling the progress of the game; A sub-control means (sub-control board 202) for controlling the execution of the performance; A display means (liquid crystal display 32) capable of executing effects relating to the display of images; A performance operation means operable by a player (performance button 26, cross key 27, volume control button 28, light intensity control button 29); A performance execution mode control means (performance execution mode control means 305) for controlling settings related to the performance execution mode; the sub-control means is capable of executing a presentation relating to the progress of a game in accordance with a state in which the main control means is progressing a game to indicate a predetermined game result; the effect execution mode control means is capable of setting an effect execution mode when the effect operation means is operated during a period in which the effect related to the progress of the game is being executed on the display means, When a setting related to the execution mode of the effect is performed during the period, a performance setting image related to the setting is displayed on the display means; The effect setting image is controlled so that at least a part of the effect setting image overlaps with an effect image of the effect related to the progress of the game and is visually recognized in front of the effect image, The performance setting image is controlled to have transparency that allows the performance image to be viewed, A specific image capable of suppressing a decrease in visibility of the performance setting image is controlled so as to be placed behind the performance setting image.

[0243] The setting related to the execution mode of the effect can be performed even during the period when the effect related to the progress of the game is being executed. The effect setting image has transparency that allows the effect image of the effect related to the progress of the game to be visible, and the visibility of the effect setting image may be reduced by the effect image, but the reduction in visibility of the effect setting image is suppressed by arranging the specific image behind the effect setting image. Therefore, the display related to the setting (the effect setting image) when setting the execution mode of the effect during the progress of the game can be made to be easily visible for the player. This can suppress (reduce) discomfort to the player due to the display being difficult to see. In addition, the display is easy to see, so the player can comfortably set the execution mode of the effect.

[0244] In addition, the gaming machine of this embodiment has A game area (game area 4) in which the game medium moves; A lottery means (special symbol lottery means 300) for executing a lottery based on the entry of a game medium into a predetermined area provided in the game area, The special symbols change based on the execution of the lottery. The effect related to the progress of the game is an effect in which the effect pattern changes in accordance with the change of the special pattern.

[0245] As shown in the first embodiment, when the performance control means 300 receives an error command related to a predetermined error, it displays an error display corresponding to the error on the liquid crystal display 32. The error display may have a degree of transparency that allows the image (background or performance image P) arranged behind it to be visible. When the performance control means 300 displays the error display at a predetermined opportunity, it arranges a specific image for error behind the error display that can suppress a decrease in visibility of the error display (can improve visibility). The specific image for error is a white image that has transparency, and is set to a higher transmittance than the specific image Y (for performance customization) described above. By arranging the specific image for error, it is possible to suppress a decrease in visibility of the error display.

[0246] In addition, the specific error image is displayed in almost the entire display area 32a (full screen). This reduces the visibility of displays other than the error display, and can attract the attention of the player to the error display. Even when a specific error image that covers the entire screen is displayed, the specific error image has transparency, so the image behind it (such as a performance symbol) can be seen.

[0247] The present invention is not limited to the above-mentioned embodiment, and can be modified in various ways without departing from the gist of the invention. Furthermore, the present invention allows free combination of each embodiment, modification of any component of each embodiment, or omission of any component of each embodiment within the scope of the invention. Furthermore, the present invention can be applied to conventional pachinko machines, that is, pachinko machines in which the player can physically touch the game balls and the game balls are paid out to the receiving tray based on the entry of the game balls into a predetermined winning hole. [Explanation of symbols]

[0248] 26. Production button (production operation means) 27 Cross key (acting operation means) 32 Liquid crystal display (display means) 200 Main control board 202 Sub-control board

Claims

[Claim 1] A main control means for controlling the progress of a game; A sub-control means for controlling the execution of the performance; A display means capable of executing a performance related to the display of an image; A presentation operation means operable by a player; A performance execution mode control means for controlling settings related to the performance execution mode, the sub-control means is capable of executing a presentation relating to the progress of a game in accordance with a state in which the main control means is progressing a game to indicate a predetermined game result; the effect execution mode control means is capable of setting an effect execution mode when the effect operation means is operated during a period in which the effect related to the progress of the game is being executed on the display means, When setting the execution mode of the performance during the period, a first display and a second display are displayed on the display means; The first display is a display related to a setting of an execution mode of a performance, and includes at least one item for which the setting can be performed; The second display includes a reduced display of at least a part of the effects relating to the progress of the game, A gaming machine in which the display means displays the first display in an area that is a margin of the area in which the second display is displayed.

Citation Information

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