Game machine

The gaming machine enhances player engagement through parallel display and switchable screens with decorative symbols and synchronized variable displays, addressing the need for more interactive gameplay.

JP2025100175APending Publication Date: 2025-07-03SANSEI R&D KK
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Patent Information

Application Number
JP2023217360
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-12-22
Publication Date
2025-07-03

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player engagement and interest through dynamic and interactive screen displays.

Method used

A gaming machine with a display means capable of displaying multiple types of images in parallel, allowing players to switch between screens using an operation means, featuring decorative symbols and synchronized variable displays to enhance gameplay interaction.

Benefits of technology

Improves gameplay amusement by providing dynamic and engaging visual experiences, increasing player interest and interaction.

✦ Generated by Eureka AI based on patent content.

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Abstract

To increase the interest of a game.SOLUTION: In a game machine having display means capable of displaying multiple types of images and operation means operable by a player, the display means can display a first screen displaying a predetermined content and a second screen displaying a content different from the predetermined content in parallel. The screen displayed in a first area of the display means can be switched from one of the first screen and the second screen to the other of the first screen and the second screen by the operation of the operation means by the player.SELECTED DRAWING: Figure 28
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Description

Technical Field

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

Background Art

[0002] Conventionally, there has been known a gaming machine capable of performing a display effect using a display device triggered by winning of a game ball into a start port (see, for example, Patent Document 1).

[0003] In such a gaming machine, a display effect using a character image, a pattern, or the like can be performed.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Patent Document 2

Patent Document 3

Summary of the Invention

Problems to be Solved by the Invention

[0005] However, even with the above-described gaming machine, there is still room for improvement in the technology for enhancing the interest of the game.

[0006] The present invention has been made to solve the above-described problems, and an object thereof is to improve the interest of the game.

Means for Solving the Problems

[0007] The present invention has been made to solve at least a part of the above-described problems and can be realized as the following application examples. Note that the reference numerals and supplementary explanations in parentheses in this column are shown for the purpose of helping the understanding of the present invention and showing the correspondence with the embodiments described later, and do not limit the present invention in any way.

[0008] [Application Example 1] A gaming machine comprising display means capable of displaying a plurality of types of images and operation means operable by a player, wherein the display means can display in parallel a first screen for displaying predetermined content and a second screen for displaying content different from the predetermined content, and the screen displayed in a first area of the display means can be switched from one of the first screen and the second screen to the other by an operation of the operation means by the player. A gaming machine characterized by the above. [Application Example 2] The gaming machine according to Application Example 1, wherein the display means includes a second area different from the first area, and the screen displayed in the second area can be switched from one of the first screen and the second screen to the other by an operation of the operation means by the player. A gaming machine characterized by the above. [Application Example 3] The gaming machine according to Application Example 1 or Application Example 2, wherein one of the plurality of types of images is a decorative symbol, and the predetermined content displayed on the first screen includes the decorative symbol. A gaming machine characterized by the above. [Advantages of the Invention]

[0009] According to the present invention, the amusement of the game can be improved. [Brief Description of the Drawings]

[0010] ​

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Mode for Carrying Out the Invention

[0011] <First Embodiment> 1. Structure of the gaming machine FIG. 1 is a front view of a gaming machine 1 as an embodiment of the present invention. Hereinafter, the left - right direction of the gaming machine 1 will be described as being the same as the left - right direction seen from a player facing the gaming machine 1. Also, the front direction of the gaming machine 1 will be described as the direction from the gaming machine 1 toward the player, and the rear direction of the gaming machine 1 will be described as the direction from the player toward the gaming machine 1.

[0012] The gaming machine 1 is a pachinko gaming machine that fires a game ball based on the player's firing operation and pays out a predetermined number of game balls to the player when the game ball wins a prize in a specific prize device. The gaming machine 1 includes a gaming machine frame 50 and a game board 2, and the game board 2 is attached inside the gaming machine frame 50. The gaming machine frame 50 includes, in addition to the front frame (front frame portion) 53, an outer frame (base frame portion) that forms the outer portion of the gaming machine, and an inner frame to which the game board 2 is attached inside the outer frame. The front frame (front frame portion) 53 is a vertically rectangular unit disposed on the front side of the outer frame and the inner frame, and includes a handle 60, a ball supply tray (upper tray) 61, a surplus ball receiving tray (lower tray) 62, an effect button 63, a sword member 64, a sword button 65, a frame lamp 66, a speaker 67, a select button 68, and a frame movable body 600. An opening is formed at the center of the front frame 53, and through the opening, the game area 3 of the game board 2 can be visually recognized.

[0013] The handle 60 is arranged at the lower right end of the front frame 53 and fires the game balls with a firing intensity corresponding to the rotation angle. The ball supply tray (upper tray) 61 is provided below the front frame 53 and stores the game balls. The surplus ball tray (lower tray) 62 is arranged below the ball supply tray (upper tray) 61 and stores the game balls that cannot be fully accommodated in the ball supply tray (upper tray). The effect button 63 is an operation part arranged near the ball supply tray (upper tray) 61 and is operated (pressed) by the player during effects executed as the game progresses. The sword member 64 is an operation part imitating the shape of a sword and can be pushed downward by the player during effects executed as the game progresses. The sword button 65 is an operation part provided at the upper end part of the sword member 64, that is, at the end of the handle of the sword, and is operated (pressed) by the player during effects executed as the game progresses. The sword member 64 is configured to be able to execute two different operations: a first operation of pushing the entire sword member 64 downward and a second operation of pressing the sword button 65 at the tip. The frame lamp 66 is provided at the lower part of the front frame 53 and is arranged below the ball supply tray (upper tray) 61. The frame lamp 66 has a light emitting part 66a on the front and performs a light emitting effect during the game etc. The speakers 67 are arranged at the upper left and upper right of the front frame 53 and perform a sound effect during the game etc. The select button 68 is a so-called cross key and is composed of a left button, a right button, an up button, and a down button, enabling various inputs. The frame movable body 600 is a movable so-called gimmick provided at the upper part of the front frame 53. The frame movable body 600 is configured to be displaceable from a stored state stored inside the front frame 53 to an exposed state protruding above the front frame 53.

[0014] The game board 2 includes a game area 3, a rail member 4, a board lamp 5, an image display device 7, a center decorative body 10, a fixed winning device (umbilical cord) 19, a normal variable winning device (electric chewing gum) 22, a gate (through chucker) 28, a big winning device (attacker) 31, a general winning port 27 (normal winning port 27), an out port 16, and displays 40.

[0015] The game area 3 is an area where the game balls launched by the operation of the handle 60 flow down, and a plurality of game pins for guiding the game balls are protruding. The rail member 4 is disposed at the left end of the game area 3 and guides the game balls launched by the operation of the handle 60 upward in the game area 3. The panel lamp 5 is disposed on the back side of the game area 3 and irradiates light from the back side of the game area 3.

[0016] The image display device 7 is provided near the center of the game area 3 and includes a display screen 7a. The image display device 7 may be a liquid crystal display device, or may be other image display devices such as an organic EL display device, a plasma display, a projector, or a dot matrix. The display screen 7a of the image display device 7 has an effect symbol display area where effect symbols (decorative symbols) 8L, 8C, 8R are variably displayed (also referred to as variable display), a hold image display area where hold images 9A, 9B are displayed, and a hold digestion image display area where a hold digestion image 9C is displayed. The hold images 9A, 9B are images representing holds, and are also referred to as hold icons 9A, 9B. The hold digestion image 9C is an image representing the hold, and is also referred to as the hold image 9C or the hold icon 9C. Further, since the hold digestion image 9C does not strictly indicate a hold, it is also referred to as the variable image 9C or the variable icon 9C.

[0017] The performance symbol display area includes three symbol display areas: "left", "center", and "right". The left performance symbol (left decorative symbol) 8L is displayed in the left symbol display area. The middle performance symbol (middle decorative symbol) 8C is displayed in the middle symbol display area. The right performance symbol (right decorative symbol) 8R is displayed in the right symbol display area. The performance symbols 8L, 8C, and 8R are composed of a plurality of symbols representing numbers from, for example, "1" to "9". The variable display of the performance symbols 8L, 8C, and 8R is synchronized with the variable display of the first special symbol and the second special symbol described later. The image display device 7 can clearly display to the player the results (big win lottery results) of the variable display of the first special symbol and the second special symbol displayed by the first special symbol display 41a and the second special symbol display 41b described later, according to the combination of the performance symbols displayed in the left, middle, and right symbol display areas.

[0018] For example, when winning a big win, the performance symbol is stopped and displayed as a triple like "777". When losing, the performance symbol is stopped and displayed as a non-triple like "637". This makes it easy for the player to grasp the progress of the game. The player can grasp the big win lottery results not only from the first special symbol display 41a and the second special symbol display 41b, but also from the image display device 7. Note that the position of the symbol display area does not have to be fixed. Also, as the mode of the variable display of the performance symbol, it may be a mode of scrolling in the vertical direction or other modes. What combination of performance symbols is stopped and displayed according to each lottery result is not limited to the above and can be set arbitrarily. Hereinafter, the performance of displaying the performance symbols 8L, 8C, and 8R is also referred to as "variable performance of performance symbols", "variable performance of decorative symbols", or simply "variable performance". Note that this variable performance of decorative symbols counts the performance during the period from the start of the special symbol's variation to its stop (also called the special symbol variation period) as one variable performance. Therefore, even if the decorative symbol is temporarily stopped during the period from the start of the special symbol's variation to its stop, the performance of the temporary stop is included in the variable performance of the decorative symbol.

[0019] The image display device 7 can display, on the display screen 7a, in addition to the effect symbol variation effect, jackpot effects that are carried out in parallel with jackpot games (an example of special games), demo effects for waiting customers, and the like. In the effect symbol variation effect, in addition to the effect symbols, effect images such as background images and character images may also be displayed. Further, the image display device 7 may display, on the display screen 7a, an identification display (a fourth symbol, not shown) that can suggest that a special symbol is changing or suggest the lottery result of the special symbol, in addition to the effect symbols. Note that the identification display (the fourth symbol) may be displayed by a light emitter such as an LED provided in the game area 3.

[0020] The held image display area includes a first held display area that displays the held image 9A according to the number of memories of the first special symbol hold described later, and a second held display area that displays the held image 9B according to the number of memories of the second special symbol hold described later. By displaying the held images 9A and 9B, the number of memories of the first special symbol hold displayed on the first special symbol hold display 43a described later and the number of memories of the second special symbol hold displayed on the second special symbol hold display 43b can be clearly displayed to the player. The held completion image display area includes a held completion display area that displays the held completion image 9C. The held completion image 9C corresponds to the effect symbols (effect symbols 8L, 8C, 8R) that are currently changing on the display screen 7a, and by displaying the held completion image 9C, it is possible to clearly display to the player that the first special symbol hold or the second special symbol hold is completed (the "completion of the special symbol hold" described later).

[0021] The center decoration 10 is located near the center of the game area 3 and is disposed in front of the image display device 7. A stage portion 11 is formed at the lower part of the center decoration 10. The stage portion 11 has a shape that can guide the game balls rolling on the upper surface of the stage portion 11 to the first starting port 20 described later. A warp portion 12 is provided at the lower left of the center decoration 10. The warp portion 12 includes an inlet portion into which the game balls flow and an outlet portion from which the game balls flow out, and causes the game balls flowing in from the inlet portion to flow out from the outlet portion to the stage portion 11.

[0022] The fixed winning device (umbilical cord) 19 is disposed below the image display device 7 in the game area 3 and includes a first start port (first start winning port, first ball entry port, fixed start port) 20 through which a game ball can always enter with the same ease. Winning of a game ball through the first start port 20 triggers a lottery for the first special symbol (big win lottery). In other words, winning of a game ball through the first start port 20 triggers the acquisition of a big win random number and the like and the opportunity for big win determination and the like.

[0023] The normal variable winning device (electric chute) 22 is disposed below the first start port 20 in the game area 3 and includes a second start port (second start winning port, second ball entry port, variable start port) 21. Winning of a game ball through the second start port 21 triggers a lottery for the second special symbol (big win lottery). The electric chute 22 includes a movable member 23 in front of the second start port 21, and the second start port 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (FIG. 3). The second start port 21 allows a game ball to enter when the movable member 23 is in the open state. Note that the electric chute 22 only needs to make it easier for a game ball to enter the second start port 21 when the movable member 23 is in the open state than when it is in the closed state, and it is also possible for a game ball to enter the second start port 21 when the movable member 23 is in the closed state.

[0024] The gate (through chucker) 28 is disposed above the big winning device (attacker) 31 in the game area 3 and is configured to allow a game ball to pass through. The passing of a game ball through the gate 28 triggers a normal symbol lottery for determining whether to open the electric chute 22. In other words, the passing of a game ball through the gate 28 triggers the acquisition of a normal symbol random number (winning random number) and the opportunity for winning determination and the like.

[0025] Here, the "special symbol lottery" refers to a process of obtaining a random number for special symbol determination when a game ball wins in the first start port 20 or the second start port 21, and comparing the obtained random number with a value corresponding to a predetermined "big win" to determine whether it is a big win. The lottery result of this "big win" is not immediately notified to the player. Instead, a variable display of the special symbol is performed on the first special symbol display 41a or the second special symbol display 41b described later. When a predetermined variable time has elapsed, the special symbol corresponding to the lottery result is stopped and displayed (confirmed display), and the lottery result is notified to the player. In the image display device 7, a symbol matching game is performed in which the effect symbols are variably displayed in synchronization with the variable display of the special symbol. Through this symbol matching game, the lottery result of the big win is more effectively notified to the player. When counting the repeated variable displays of the special symbol, it may be expressed as "rotation" or "variation". For example, it is expressed as "3 rotations after a big win" or "3 variations after a big win". The number of variations of the special symbol is particularly managed as the "number of games".

[0026] Also, the "normal symbol lottery" refers to a process of obtaining a random number for normal symbol determination when a game ball passes through the gate 28, and comparing the obtained random number with a value corresponding to a predetermined "win" to determine whether it is a win. Regarding the lottery result of this normal symbol, the lottery result is not immediately notified when the game ball passes through the gate 28. Instead, a variable display of the normal symbol is performed on the normal symbol display 42 described later. When a predetermined variable time has elapsed, the normal symbol corresponding to the lottery result is confirmed and displayed (lit or extinguished), and the lottery result is notified to the player.

[0027] The big winning device (attacker, special variable winning device) 31 is arranged in the upper right of the first start port 20 in the game area 3 and includes a big winning port (special winning port) 30. The big winning port 30 includes an opening and closing member (first special winning port opening and closing member) 32 that allows or inhibits the acceptance of game balls by a swinging opening and closing operation. The opening and closing member 32 is driven by a big winning port solenoid 33 (Figure 3). The big winning port 30 allows game balls to enter when the opening and closing member 32 is in the open state.

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

[0029] The general winning opening 27 is provided at the lower part of the game area 3. The out port 16 is provided at the lower part of the game area 3 and discharges the game balls that did not win in any of the winning openings outside the game area 3. The display devices 40 are arranged near the center on the right side of the game board 2. Details of the display devices 40 will be described later.

[0030] In the game area 3, there are a left game area 3A on the left side of the center in the left - right direction and a right game area 3B on the right side. The shooting method of shooting the game ball so that the game ball flows down in the left game area 3A is called "left shooting". On the other hand, the shooting method of shooting the game ball so that the game ball flows down in the right game area 3B is called "right shooting". In the gaming machine 1, it is possible to aim for winning in the first starting opening 20 by left shooting. On the other hand, it is configured such that passing through the gate 28, winning in the second starting opening 21, and winning in the big winning opening 30 can be aimed for by right shooting.

[0031] FIG. 2 is an enlarged view of the display devices 40. The display devices 40 include a first special symbol display device 41a, a second special symbol display device 41b, a normal symbol display device 42, a first special symbol hold display device 43a, a second special symbol hold display device 43b, and a normal symbol hold display device 44. The first special symbol display device 41a variably displays the first special symbol. The second special symbol display device 41b variably displays the second special symbol. The normal symbol display device 42 variably displays the normal symbol. The first special symbol hold display device 43a displays the stored number of the operation hold (first special symbol hold) of the first special symbol display device 41a. The second special symbol hold display device 43b displays the stored number of the operation hold (second special symbol hold) of the second special symbol display device 41b. The normal symbol hold display device 44 displays the stored number of the operation hold (normal symbol hold) of the normal symbol display device 42. The variable display of the first special symbol is triggered by the winning of a game ball into the first start port 20. The variable display of the second special symbol is triggered by the winning of a game ball into the second start port 21. Hereinafter, the first special symbol and the second special symbol are collectively referred to as "special symbols". Also, the first special symbol display device 41a and the second special symbol display device 41b are collectively referred to as "special symbol display device 41". Also, the first special symbol hold display device 43a and the second special symbol hold display device 43b are collectively referred to as "special symbol hold display device 43".

[0032] After variably displaying (fluctuating display) the special symbol (identification information), the special symbol display device 41 stops displaying to notify the result of a lottery (special symbol winning lottery, jackpot lottery) based on the winning in the first start port 20 or the second start port 21. The special symbol to be stopped and displayed (stopped symbol, special symbol derived and displayed as the display result of the variable display) is one special symbol selected from a plurality of types of special symbols by the special symbol lottery. When the stopped symbol is a special symbol (jackpot symbol) in a predetermined jackpot stop mode, a special game (jackpot game) is performed to open the big winning port 30 in an opening pattern corresponding to the type of the stopped jackpot symbol (type of the winning jackpot). The opening pattern of the big winning port 30 in the special game will be described later.

[0033] The special symbol display 41 is composed of eight LEDs arranged side by side, and displays a special symbol according to the result of the lottery for each special symbol by its lighting pattern. For example, when winning a big hit (one of multiple types of big hits described later), it displays a big hit symbol in which the LEDs at the 1st, 2nd, 5th, and 6th positions from the left are lit, such as "○○●●○○●●" (○: lit, ●: unlit). When it is a miss, it displays a miss symbol in which only the LED at the far right is lit, such as "●●●●●●●○". A mode of turning off all the LEDs may be adopted as the miss symbol. Before the special symbol stops being displayed, the special symbol is variably displayed (variable display) for a predetermined variable time. The mode of variable display may be, for example, that each LED lights up so that light repeatedly flows from left to right. The mode of variable display is not limited to the above mode as long as each LED is not in a stop display (lighting display in a specific mode), and can be any lighting pattern. For example, in the mode of variable display, all the LEDs may blink simultaneously.

[0034] In the gaming machine 1, when a game ball wins a prize (enters) the first start port 20 or the second start port 21, the values (numerical information) of various random numbers such as the jackpot random number obtained for the prize are temporarily stored in the special figure retention memory area 84e (Fig. 5). Specifically, if it is a win at the first start port 20, it is stored in the first special figure retention memory area as the first special figure retention, and if it is a win at the second start port 21, it is stored in the second special figure retention memory area as the second special figure retention. There is an upper limit to the number of special figure retentions that can be stored in each special figure retention memory area 84e, and the upper limit value in this embodiment is 4 for both the first special figure retention memory area and the second special figure retention memory area. The special figure retention stored in the special figure retention memory area 84e is consumed when the variable display of the special symbol based on the special figure retention becomes possible. "Consumption of the special figure retention" means determining the jackpot random number etc. corresponding to the special figure retention and executing the variable display of the special symbol to show the determination result. Therefore, in the gaming machine 1, when the variable display of the special symbol based on the winning of a game ball at the first start port 20 or the second start port 21 cannot be performed immediately after the winning, that is, even when a winning occurs during the execution of the variable display of the special symbol or during the execution of the special game, the right to conduct the jackpot lottery for the winning can be reserved with a predetermined number as the upper limit. The number of special figure retentions is displayed on the special figure retention indicator 43. The first special figure retention indicator 43a and the second special figure retention indicator 43b are each composed of, for example, 4 LEDs. Each special figure retention indicator 43 displays the number of special figure retentions by lighting the LEDs corresponding to the number of special figure retentions.

[0035] The variable display of the normal symbol is triggered by the passage of the game ball through gate 28. After variably displaying (fluctuating display) the normal symbol, the normal symbol display 42 notifies the result of the normal symbol lottery based on the passage of the game ball through gate 28 by stopping the display. The normal symbol to be stopped and displayed (the normal symbol for stop, the normal symbol derived and displayed as the result of the variable display) is one normal symbol selected from among a plurality of types of normal symbols by the normal symbol lottery. When the normal symbol for stop is a predetermined specific normal symbol (the normal symbol in a predetermined stop mode, that is, the normal winning symbol), an auxiliary game is performed to open the second start port 21 in an opening pattern corresponding to the current game state. Note that the opening pattern of the second start port 21 will be described later.

[0036] The normal symbol display 42 is composed of two LEDs and displays a normal symbol corresponding to the result of the normal symbol lottery according to its lighting pattern. For example, when the lottery result is a win, it displays a normal winning symbol in which both LEDs are lit, such as "○○" (○: lit, ●: extinguished). When the lottery result is a loss, it displays a normal losing symbol in which only the right LED is lit, such as "●○". It is also possible to adopt a mode in which all LEDs are extinguished as the normal losing symbol. Before the normal symbol is stopped and displayed, the normal symbol is variably displayed for a predetermined variable time. The mode of the variable display may be, for example, that both LEDs alternately light up. The mode of the variable display is not limited to the above mode and can be any lighting pattern as long as each LED is not stopped and displayed (lit in a specific pattern). For example, the mode of the variable display may be that all LEDs flash simultaneously.

[0037] In the gaming machine 1, when a game ball passes through the gate 28, the value of the normal symbol random number (winning random number) obtained for the passage is temporarily stored as a normal symbol hold in the normal symbol hold memory area 84f (Fig. 5). There is an upper limit to the number of normal symbol holds that can be stored in the normal symbol hold memory area 84f, and the upper limit value in this embodiment is four. The normal symbol hold stored in the normal symbol hold memory area 84f is consumed when the variable display of the normal symbol based on the normal symbol hold becomes possible. The consumption of the normal symbol hold means determining the normal symbol random number (winning random number) corresponding to the normal symbol hold and executing the variable display of the normal symbol to show the determination result. Therefore, in the gaming machine 1, when the variable display of the normal symbol based on the passage of the game ball through the gate 28 cannot be performed immediately after the passage, that is, even when a winning occurs during the execution of the variable display of the normal symbol or during the execution of the auxiliary game, the right to the normal symbol lottery for the passage can be reserved up to a predetermined number as the upper limit. The number of normal symbol holds is displayed on the normal symbol hold indicator 44. The normal symbol hold indicator 44 is composed of, for example, four LEDs, and the number of normal symbol holds is displayed by lighting the LEDs corresponding to the number of normal symbol holds.

[0038] 2. Electrical Configuration of the Gaming Machine Based on Figs. 3 and 4, the electrical configuration of the gaming machine 1 will be described. Fig. 3 is a block diagram showing the electrical configuration on the main control board side of the gaming machine 1. Fig. 4 is a block diagram showing the electrical configuration on the sub-control board side of the gaming machine 1. The gaming machine 1 includes a main control board 80 (Fig. 3), a sub-control board 90 (Fig. 4), an image control board 100 (Fig. 4), a lamp control board 107 (Fig. 4), an audio control board 106 (Fig. 4), and a payout control board 110 (Fig. 3). The main control board 80 is a game control board that performs control related to game benefits such as jackpot lottery and transition of game states, and constitutes the main control unit. The sub-control board 90 is an effect control board that performs control related to the effects executed as the game progresses, and constitutes the sub-control unit together with the image control board 100, the lamp control board 107, and the audio control board 106. Note that the sub-control unit can be configured as long as it includes at least the sub-control board 90.

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

[0040] Various sensors and solenoids are connected to the main control board 80 via the input / output circuit 87 and the relay board 88. The main control board 80 inputs signals output from each sensor and outputs signals to each solenoid. Examples of the sensors connected via the relay board 88 include the first start port sensor 20a, the second start port sensor 21a, the gate sensor 28a, the big winning port sensor 30a, the general winning port sensor 27a, and the out counter 25. Examples of the solenoids connected via the relay board 88 include the electric chute solenoid 24 and the big winning port solenoid 33. The first start port sensor 20a is provided inside the first start port 20 and detects a game ball that has won in the first start port 20. The second start port sensor 21a is provided inside the second start port 21 and detects a game ball that has won in the second start port 21. The gate sensor 28a is provided inside the gate 28 and detects a game ball that has passed through the gate 28. The big winning port sensor 30a is provided inside the big winning port 30 and detects a game ball that has won in the big winning port 30. The general winning port sensor 27a is provided inside the general winning port 27 and detects a game ball that has won in the general winning port 27. The out counter 25 is provided at the most downstream of the game board 2 and detects all the game balls launched into the game area 3. The electric chute solenoid 24 drives the movable member 23 of the electric chute 22. The big winning port solenoid 33 drives the opening / closing member 32 of the big winning device 31.

[0041] Display devices 40 are connected to the main control board 80 via the input / output circuit 87. The game control microcomputer 81 performs display control for the first special symbol display 41a, the second special symbol display 41b, the normal symbol display 42, the first special symbol hold display 43a, the second special symbol hold display 43b, and the normal symbol hold display 44.

[0042] An external terminal board 70 is connected to the main control board 80 via the input / output circuit 87. The main control board 80 outputs to the external terminal board 70 prize ball information, door or frame opening information, the number of variations of the first special symbol or the second special symbol, the winning of a game ball in the first start port 20 or the second start port 21, whether it is a big win, and a security signal, etc.

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

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

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

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

[0047] A speaker 67 is connected to the audio control board 106. The production control microcomputer 91 outputs voices, music, sound effects, etc. from the speaker 67 via the audio control board 106 based on the command received from the main control board 80. The acoustic data such as voices output from the speaker 67 is stored in the sub-ROM 93 of the sub-control board 90. Note that the audio control board 106 may implement a CPU, and the CPU may execute audio control based on a command. Further, the audio control board 106 may implement a ROM, and the ROM may store acoustic data. Also, the speaker 67 may be connected to the image control board 100, and the CPU 102 of the image control board 100 may execute audio control. Further, the acoustic data may be stored in the ROM 103 of the image control board 100.

[0048] The frame lamp 66 and the panel lamp 5 are connected to the lamp control board 107 and are controlled thereby. The effect control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the panel lamp 5 via the lamp control board 107 based on the command received from the main control board 80. That is, the effect control microcomputer 91 creates light emission pattern data (data that determines the light emission mode of lamps such as the frame lamp 66 and the panel lamp 5, also referred to as lamp data) that determines the light emission mode of the lamps such as the frame lamp 66 and the panel lamp 5, and controls the light emission of the lamps such as the frame lamp 66 and the panel lamp 5 according to the light emission pattern data. The data stored in the sub-ROM 93 of the sub-control board 90 is used to create the light emission pattern data. Note that the lamp control board 107 may implement a CPU, and the CPU may execute the lighting control of the lamp based on the command. In this case, the lamp control board 107 may implement a ROM, and data related to the light emission pattern and the operation pattern may be stored in the ROM.

[0049] The relay board 108 is connected to the effect button 63, the select button 68, and the frame movable body 600. When the effect button 63 is pressed (depressed) by the player, a switch signal is output to the sub-control board 90 via the relay board 108. Further, the effect control microcomputer 91 operates the effect button 63 based on the command received from the main control board 80. The effect button 63 can not only be pressed, but also be changed in position between a normal position (buried position) where the upper surface portion of the button main body slightly protrudes and a protruding position where most of the button main body protrudes. That is, as one of the effects, the effect button 63 rises. The effect control microcomputer 91 creates position change data (drive data) for changing the position of the effect button 63, and controls the operation of the effect button 63 according to the position change data. The data stored in the sub-ROM 93 is used to create the position change data. When the select button 68 is pressed (depressed) by the player, a switch signal is output to the sub-control board 90 via the relay board 108.

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

[0051] 3. Data Configuration of the Gaming Machine Based on Fig. 5, the data configuration of the gaming machine 1 will be described. Fig. 5(A) is a diagram for explaining the main ROM 83. Fig. 5(B) is a diagram for explaining the storage area provided in the main RAM 84. Fig. 5(C) is a diagram for explaining the sub-ROM 93. Fig. 5(D) is a diagram for explaining the storage area provided in the sub-RAM 94.

[0052] A table storage area 83a is provided in the main ROM 83 (Fig. 5(A)). In the table storage area 83a, a jackpot determination table, a reach determination table, a normal symbol hit determination table, a normal symbol variation pattern determination table, a jackpot type determination table, a variation pattern determination table, an electric chew release pattern determination table, a big winning opening release pattern determination table, etc. are stored. These determination tables are referred to by the game control microcomputer 81 in the main control main process (described later) executed by the game control microcomputer 81.

[0053] In the main RAM 84 (Fig. 5(B)), a command set area 84a, a flag set area 84b, a counter set area 84c, a special operation status set area 84d, a special figure reservation memory area 84e, and a normal figure reservation memory area 84f are provided.

[0054] The command set area 84a is an area (output buffer) where commands output from the main control unit side to the sub-control unit side are set in the main control main process (described later). A pre-judgment command, a suspended ball count command, a variation start command, a variation stop command, an opening command, a round designation command, an ending command, a game state designation command, a customer waiting command, a sudden command, etc. are set therein.

[0055] The flag set area 84b is an area where flags indicating the state of the gaming machine and the game state are set in the main control main process (described later). A jackpot flag, a jackpot end flag, a probability variation flag, a time shortening flag, etc. are set therein.

[0056] The counter set area 84c is an area where counters used in the main control main process (described later) are set. A random number counter, a round counter, a probability variation counter, a time shortening counter, a game counter, etc. are set therein.

[0057] The special operation status set area 84d is an area where statuses in the special operation process described later are set. The special figure hold memory area 84e includes a first special figure hold memory area where the first special figure hold is stored and a second special figure hold memory area where the second special figure hold is stored. In the first special figure hold memory area, a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number value groups (hold information) such as random numbers for each special symbol hit corresponding to the first, second, third, and fourth of the first special figure hold are provided. In the second special figure hold memory area, a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number value groups (hold information) corresponding to the first, second, third, and fourth of the second special figure hold are provided.

[0058] The normal figure hold memory area 84f is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number value groups (hold information) such as normal symbol random numbers (hit random numbers) corresponding to the first, second, third, and fourth of the normal figure hold.

[0059] The sub-ROM 93 (Fig. 5(C)) is provided with a table storage area 93a. In the table storage area 93a, a pre-reading effect pattern determination table, a main effect pattern determination table, a chance-up effect pattern determination table, a stop symbol pattern determination table, etc. are stored. These determination tables are referred to by the sub-control main processing (described later) executed by the effect control microcomputer 91 in the effect control microcomputer 91.

[0060] The sub-RAM 94 (Fig. 5(D)) is provided with a command storage area 94a, an effect command set area 94b, a counter set area 94c, and an information storage area 94d.

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

[0062] The effect command set area 94b is an area (output buffer) where commands output from the sub-control board 90 to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108 are set in the sub-control main processing (described later), and a variation effect start command, a command before the end of variation, a variation effect end command, an opening effect start command, a round effect start command, an ending effect start command, etc. are set.

[0063] The counter set area 94c is an area where counters used in the sub-control main processing (described later) are set, and a random number counter, a first special figure reserved effect counter, a second special figure reserved effect counter, a normal figure reserved effect counter, a probability variation effect counter, a time shortening effect counter, a game counter, etc. are set. The information storage area 94d is used as a storage area in various effect processes.

[0064] Here, various random numbers acquired by the game control microcomputer 81 in the gaming machine 1 will be described. The game control microcomputer 81 is configured to acquire a "big win random number", a "big win type random number", a "reach random number", a "variation pattern random number", and a "normal symbol random number (winning random number)" at the timings described later. All of them are acquired as the values of the random number counters in the counter set area 84c of the main RAM 84. A plurality of random number counters are prepared corresponding to each of them. The "big win random number" is a random number used for a lottery (big win determination) as to whether or not a big win occurs, and takes a value in the range of 0 to 65535. The "big win type random number" is a random number used for a lottery (big win type determination) of the type of the winning big win, and takes a value in the range of 0 to 127. The "reach random number" is a random number used to determine whether or not to generate a reach in the effect symbol variation effect indicating the result when the big win determination fails, and takes a value in the range of 0 to 127. A reach is a state in which among a plurality of effect symbols (decoration symbols), the effect symbol being variably displayed remains one, and depending on which symbol the variably displayed effect symbol stops and is displayed as, it becomes a combination of effect symbols indicating a big win (for example, the state of "7↓7"). Note that the effect symbol stopped and displayed in the reach state may be displayed as swaying within the display screen 7a.

[0065] The "variation pattern random number" is a random number used to determine a variation pattern including a variation time, and takes a value in the range of 0 to 127. The "normal symbol random number (winning random number)" is used for a lottery (normal symbol lottery) as to whether or not to perform an auxiliary game for releasing the electric chew 22. The normal symbol random number takes a value in the range of 0 to 255. "Big win random number", "Big win type random number", "Reach random number", and "Variation pattern random number" are obtained based on the ball entry into the start port (the first start port 20 or the second start port 21). The group of random number values obtained based on the ball entry into the first start port 20 is stored in the first special drawing hold memory area, and the group of random number values obtained based on the ball entry into the second start port 21 is stored in the second special drawing hold memory area. "Normal symbol random number (winning random number)" is obtained based on the passage through gate 28. The obtained normal symbol random number value is stored in the normal drawing hold memory area 84f.

[0066] Next, various random numbers acquired by the effect control microcomputer 91 in the gaming machine 1 will be described. The effect control microcomputer 91 is configured to acquire a "pre-reading effect random number" and a "chance-up random number". Both are acquired as the values of the random number counters in the counter set area 94c of the sub-RAM 94. A plurality of random number counters are prepared corresponding to each.

[0067] The "pre-reading effect random number" is a random number used to determine the pre-reading effect during the variable effect, and takes a value in the range of 0 to 127. The "pre-reading effect random number" is acquired based on the output of a pre-judgment command from the main control unit side to the sub-control unit side. The obtained group of random number values is stored in the sub-RAM 94.

[0068] The "chance-up random number" is a random number used to determine the chance-up effect during the variable effect, and takes a value in the range of 0 to 127. The "chance-up random number" is acquired based on the output of a variation start command from the main control unit side to the sub-control unit side. The obtained random number value is stored in the sub-RAM 94.

[0069] 4. Explanation of various tables FIG. 6 is a diagram for explaining the big win determination table. The jackpot determination table is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine whether the obtained jackpot random number value (any value from 0 to 65535) corresponds to "jackpot" or "loss". The jackpot determination in the jackpot determination table is performed based on the game state of the gaming machine 1. For example, it is shown that in the "low probability state", if the jackpot random number value is "0 to 204", it is determined as "jackpot", and in other cases, it is determined as "loss". Also, for example, it is shown that in the "high probability state", if the jackpot random number value is "0 to 1366", it is determined as "jackpot", and in other cases, it is determined as "loss".

[0070] The reach determination table is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine whether the obtained reach random number value (any value from 0 to 127) corresponds to "with reach" or "without reach". The reach determination in the reach determination table is performed based on the game state of the gaming machine 1. In this embodiment, in the "non-time shortening state", if the reach random number value is "0 to 13", it is determined as "with reach", and if the reach random number value is "a number other than 0 to 13 (14 to 127)", it is determined as "without reach". Also, in the "time shortening state", if the reach random number value is "0 to 5", it is determined as "with reach", and if the reach random number value is "a number other than 0 to 5 (6 to 127)", it is determined as "without reach".

[0071] The normal symbol hit determination table is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine whether the acquired normal symbol random number value (any value from 0 to 255) corresponds to a "hit" or a "miss". The determination in the normal symbol hit determination table is made based on the game state of the gaming machine 1. In this embodiment, in the "non-time-reduced state", when the normal symbol random number value is in the range of "0 to 2", it is determined as a "hit", and when the normal symbol random number value is a number other than "0 to 2" (3 to 255), it is determined as a "miss". Also, in the "time-reduced state", when the normal symbol random number value is in the range of "0 to 254", it is determined as a "hit", and when the normal symbol random number value is a number other than "0 to 254" (255), it is determined as a "miss".

[0072] The normal symbol variation pattern determination table is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine how many seconds the variation time of the normal symbol is according to the game state (non-time-reduced state or time-reduced state). In this embodiment, when in the "non-time-reduced state", the variation time of the normal symbol is determined to be "30 seconds", and when in the "time-reduced state", the variation time of the normal symbol is determined to be "1 second".

[0073] FIG. 7 is a diagram for explaining the big win type determination table. The big win type determination table is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine the "type of big win" according to the acquired big win type random number value (any value from 0 to 127).

[0074] In FIG. 7, when winning in the lottery of the first special symbol (special figure 1), if the jackpot type random value is "0 to 63", the jackpot type is determined to be "10R sure change jackpot"; if the jackpot type random value is "64 to 95", the jackpot type is determined to be "7R normal jackpot (100 times of time shortening)"; if the jackpot type random value is "96 to 127", the jackpot type is determined to be "4R normal jackpot (100 times of time shortening)". When winning in the lottery of the second special symbol (special figure 2), if the jackpot type random value is "0 to 63", the jackpot type is determined to be "10R sure change jackpot"; if the jackpot type random value is "64 to 95", the jackpot type is determined to be "7R normal jackpot (100 times of time shortening)"; if the jackpot type random value is "96 to 127", the jackpot type is determined to be "4R normal jackpot (100 times of time shortening)". In addition, in the jackpot type determination table, the "opening (OP) command", "round designation command", and "ending (ED) command" of the special game may also be specified.

[0075] FIG. 8 is a diagram for explaining the variation pattern determination table in the non-time shortening state. FIG. 9 is a diagram for explaining the variation pattern determination table in the time shortening state. In FIG. 8, for example, it is shown that when winning in the first start port 20 in the non-time shortening state, being determined as "losing" in the jackpot determination table and being determined as "with reach" in the reach determination table, if the variation pattern random value is "0 to 20", the variation pattern is determined to be "P4".

[0076] In FIG. 9, for example, it is shown that when winning in the second start port 21 in the time shortening state and being determined as "jackpot" in the jackpot determination table, if the variation pattern random value is "0 to 63", the variation pattern is determined to be "P31".

[0077] As shown in FIGS. 8 and 9, once the variation pattern is determined, the variation time is also determined. Also, when it reaches a reach, it is determined whether the reach is a normal reach or a super reach (SP reach). A super reach is a reach effect where the variation time after the reach is longer than that of a normal reach, and it is a reach effect that is executed developmentally through a normal reach. Here, three types of super reaches (SP1, SP2, SP3) with different variation times are set.

[0078] The electric chute opening pattern determination table is a table referred to by the game control microcomputer 81 in the main control main process (described later) to determine the opening pattern of the electric chute 22 according to the game state (non-time-limited state or time-limited state). In this embodiment, when in the "non-time-limited state", the opening pattern of the electric chute 22 is determined to be "opening pattern 11", and when in the "time-limited state", the opening pattern is determined to be "opening pattern 12". In opening pattern 11, the electric chute 22 is opened once with an opening time of 0.2 seconds. In opening pattern 12, the electric chute 22 is opened three times, with an opening time of 2.0 seconds per time and an interval (opening interval) of 1.0 second. The electric chute 22 is closed even if there is remaining opening time when a predetermined number of game balls are won (the specified winning number is 10).

[0079] The big winning opening pattern determination table is a table that the game control microcomputer 81 refers to for determining the opening pattern of the big winning opening 30 in the main control main process (described later). In this embodiment, in the case of a "4R jackpot", it is determined as the "opening pattern 21". In the "opening pattern 21", in the 1st to 4th R, the big winning opening 30 is opened (long opening) once with an opening time of 29.5 seconds. Also, in the case of a "7R jackpot", it is determined as the "opening pattern 22". In the "opening pattern 22", in the 1st to 7th R, the big winning opening 30 is opened (long opening) once with an opening time of 29.5 seconds. In the case of a "10R jackpot", it is determined as the "opening pattern 23". In the "opening pattern 23", in the 1st to 10th R, the big winning opening 30 is opened (long opening) once with an opening time of 29.5 seconds. The big winning opening 30 is closed even if there is remaining opening time when there is a winning of a predetermined number of game balls (the specified winning number is 10).

[0080] 5. Explanation of Jackpots, etc. In the gaming machine 1, there are "jackpots" and "loses" as the results of jackpot lotteries (special symbol lotteries). In the case of a "jackpot", the "jackpot symbol" stops and is displayed on the special symbol display 41. When it is a "lose", the "losing symbol" stops and is displayed on the special symbol display 41. When winning a jackpot, a "jackpot game" is executed to open the big winning opening (big winning opening 30) with an opening pattern corresponding to the type of jackpot. The jackpot game is an example of a special game. The jackpot game includes a plurality of rounds of game (unit opening games), an opening (OP) before the start of the first round of game, and an ending (ED) after the end of the last round of game. Each round of game starts with the end of the opening or the end of the previous round of game and ends with the start of the next round of game. The closing time (interval time) of the big winning opening between rounds of game is included in the round of game before the closing.

[0081] There are multiple types of big wins. The types of big wins include "10R sure-win big win", "7R normal big win (100 times of shortened time)", and "4R normal big win (100 times of shortened time)". For a "sure-win big win", after the big win game, it enters a high-probability shortened-time state (high-probability high-base state). On the other hand, for a "normal big win", after the big win game, it enters a low-probability shortened-time state (low-probability high-base state). The number of times this low-probability shortened-time state continues is 100 times.

[0082] 6. Explanation of Game States The game states of the gaming machine 1 will be explained. The game control microcomputer 81 can execute "probability variation control" and "variation time shortening control" for the special symbols displayed on the special symbol display 41 and the normal symbols displayed on the normal symbol display 42, respectively. Here, the state where the game control microcomputer 81 performs probability variation control on the special symbols of the special symbol display 41 is called the "high-probability state", and the state where no probability variation control is performed is simply called the "normal probability state (non-high-probability state, low-probability state)". The game control microcomputer 81 realizes the high-probability state by performing a big win determination using a big win determination table (Figure 7) in which the number of big win random values determined as big wins is higher in the high-probability state than in the normal probability state for the special symbols of the special symbol display 41. Therefore, the probability of a big win in the high-probability state is higher than that in the normal probability state. That is, when the game control microcomputer 81 executes probability variation control on the special symbols of the special symbol display 41, the probability that the display result (stopped symbols) of the variable display of the special symbols by the special symbol display 41 becomes big win symbols is higher than when no probability variation control is executed.

[0083] In addition, the state in which the game control microcomputer 81 performs variable time shortening control on the special symbols of the special symbol display 41 is referred to as the "time shortening state", and the state in which variable time shortening control is not performed is simply referred to as the "non-time shortening state". In the time shortening state, the variable time of the special symbols (the time from the start of variable display to the derived display of the display result) is shorter than that in the non-time shortening state. The game control microcomputer 81 determines the variable pattern using a variable pattern determination table (Figs. 8 and 9) defined such that a variable pattern with a shorter variable time is selected more frequently in the time shortening state than in the non-time shortening state. That is, when the game control microcomputer 81 performs variable time shortening control on the special symbols of the special symbol display 41, a shorter variable time is more likely to be selected as the variable time of the variable display of the special symbols compared to the case where variable time shortening control is not performed. As a result, in the time shortening state, the pace of digestion of special symbol holds becomes faster, and a valid winning (a winning that can be stored as a special symbol hold) at the start opening is more likely to occur. Thereby, it is possible to aim for a big win under smooth game progress. Note that the game control microcomputer 81 may perform probability variation control and variable time shortening control on the special symbols of the special symbol display 41 simultaneously, or may perform only one of them.

[0084] The game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols of the normal symbol display 42 in parallel with the variation time shortening control for the special symbols of the special symbol display 41. That is, the game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols when in the time shortening state, and does not execute them when in the non-time shortening state. As the probability variation control for the normal symbols, the game control microcomputer 81 uses a normal symbol winning determination table in which the number of normal symbol random values (winning random values) determined to be winning is larger in the time shortening state than in the non-time shortening state to perform a winning determination (determination of normal symbols). Therefore, in the time shortening state, the winning probability becomes higher than that in the normal symbol normal probability state. That is, when the game control microcomputer 81 executes the probability variation control for the normal symbols of the normal symbol display 42, the probability that the display result (stopped symbol) of the variable display of the normal symbols by the normal symbol display 42 becomes a winning symbol is higher than when the probability variation control is not executed. In the time shortening state, the variation time of the normal symbols is shorter than that in the non-time shortening state. Here, the variation time of the normal symbols is 30 seconds in the non-time shortening state, but is 1 second in the time shortening state. Furthermore, in the time shortening state, the opening time of the electric chute 22 in the auxiliary game is longer than that in the non-time shortening state. That is, the game control microcomputer 81 executes an opening time extension control for the electric chute 22. In addition, in the time shortening state, the number of opening times of the electric chute 22 in the auxiliary game is larger than that in the non-time shortening state. That is, the game control microcomputer 81 executes an opening number increase control for the electric chute 22. In a situation where the game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols of the normal symbol display 42, and the opening time extension control and the opening number increase control for the electric chute 22, compared with the case where these controls are not executed, the electric chute 22 is frequently opened, and the game balls frequently win the second start port 21. As a result, the base, which is the ratio of the number of prize balls to the number of launched balls, becomes higher. Therefore, the state in which these controls are executed is called a "high base state", and the state in which they are not executed is called a "low base state". In the high base state, it is possible to aim for a big win without significantly reducing the number of game balls in hand.Note that the high-base state is a state in which so-called electric assist control (control to support winning at the second start port 21 by the electric chute 22) is being executed. The high-base state (electric assist control state) does not necessarily execute all of the above controls. That is, by executing one or more of the probability variation control for the normal symbol of the normal symbol display 42, the variation time shortening control for the normal symbol of the normal symbol display 42, the opening time extension control for the electric chute 22, and the opening number increase control for the electric chute 22, it is sufficient that the electric chute 22 is more likely to open than when that control is not being executed. Also, the high-base state (electric assist control state) may be controlled independently without being associated with the time shortening state.

[0085] In the gaming machine 1, the gaming state after a jackpot game due to winning a 10R certain-variation jackpot is a high-probability state and a time shortening state. This gaming state is particularly referred to as the "high-probability high-base state", the "high-probability time shortening state", or the "certain-variation gaming state". The high-probability high-base state continues for 10,000 times and, substantially, ends when winning a jackpot and executing the jackpot game.

[0086] Also, the gaming state after a jackpot game due to winning a 7R normal jackpot or a 4R normal jackpot is a low-probability state (normal probability state) and a time shortening state. This gaming state is particularly referred to as the "low-probability high-base state", the "low-probability time shortening state", or the "time shortening gaming state". The low-probability high-base state ends when a special symbol variable display is executed a predetermined number of times (here, 100 times) or when winning a jackpot and executing the jackpot game.

[0087] When starting to play the gaming machine 1 for the first time, the gaming state after power-on is a low-probability state and a low-base state (non-electric assist control state). This gaming state is particularly referred to as the "low-probability low-base state". The low-probability low-base state may also be referred to as the "normal gaming state" or the "low-probability non-time shortening state (simply referred to as the non-time shortening state)". Also, the state during the execution of a special game (jackpot game) is referred to as the "special game state (jackpot game state)".

[0088] In a high-base state such as a high-certainty high-base state or a low-certainty high-base state, it is advantageous to make the game balls enter the right game area 3B (Fig. 1) by hitting the ball to the right to advance the game. This is because, under the power assist control, the power tube 22 is more likely to be opened compared to the low-base state, and it is easier to win at the second starting port 21 than to win at the first starting port 20. Therefore, in the high-base state, while passing the game balls through the gate 28 that triggers the normal symbol lottery, a right hit is made to make the game balls win at the second starting port 21. This enables obtaining a larger number of starting wins (wins at the starting ports) compared to making a left hit. Note that in the gaming machine 1, the game is also played with a right hit even during a big win game. On the other hand, in the low-base state, it is advantageous to make the game balls enter the left game area 3A (Fig. 1) by hitting the ball to the left to advance the game. This is because the power assist control is not executed, so the power tube 22 is less likely to be opened compared to the high-base state, and it is easier to win at the first starting port 20 than to win at the second starting port 21. Therefore, in the low-base state, a left hit is made to make the game balls win at the first starting port 20. This enables obtaining a larger number of starting wins compared to making a right hit.

[0089] 7. Operation of the game control microcomputer 81 Next, the operation of the game control microcomputer 81 provided on the main control board 80 (Fig. 3) will be described. Counters, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the main RAM 84 (Fig. 5).

[0090] [Main control main process] Figure 10 is a flowchart of the main control main process. When the power of the gaming machine 1 is turned on, the game control microcomputer 81 reads out a program for executing the main control main process from the main ROM 83. In the main control main process, the game control microcomputer 81 first performs an initialization process (step S001). In the initialization process, for example, settings of the main CPU 82, reset of various flags, statuses, counters, etc. are performed. The initial value of the flag is "0", that is, "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the initialization process is executed only once after the power is turned on and is not executed thereafter.

[0091] After the initialization process, the game control microcomputer 81 prohibits interrupts of the interrupt process (step S002) and performs a normal symbol / special symbol main random number update process (step S003). In this normal symbol / special symbol main random number update process, the game control microcomputer 81 updates by adding 1 to various random number counter values (big win random number value, big win type random number value, reach random number value, variation pattern random number value, normal symbol random number value). Each random number counter value returns to "0" and is added again when it reaches the set upper limit value. Note that the initial value of each random number counter may be a value other than "0" and may be randomly changed. Also, each random number may be a so-called hardware random number generated using a known random number generation circuit composed of a counter IC or the like.

[0092] After the normal symbol and special symbol main random number update process, the game control microcomputer 81 permits interrupts for interrupt processing (step S004). While interrupts are permitted, execution of the main side timer interrupt process (step S005) becomes possible. The main side timer interrupt process is executed based on interrupt pulses that are repeatedly input to the main CPU 82 at a predetermined period (for example, a 4 msec period). That is, the main side timer interrupt process is executed every predetermined period (for example, a 4 msec period). And, after the main side timer interrupt process ends and before the next main side timer interrupt process starts, the update process of various counter values by the normal symbol and special symbol main random number update process is repeatedly executed. Note that when an interrupt pulse is input to the main CPU 82 while in the interrupt prohibited state, the main side timer interrupt process is not immediately started and is started after interrupts are permitted.

[0093] [Main Side Timer Interrupt Process] FIG. 11 is a flowchart of the main side timer interrupt process (step S005 in FIG. 10). In the main side timer interrupt process, the game control microcomputer 81 first performs a random number update process (step S101). Specifically, the game control microcomputer 81 updates various random number counter values. This random number update process is the same as the normal symbol and special symbol main random number update process performed in the main control main process (FIG. 11) described above. That is, the update process of various random number counter values is performed in both the execution period of the main side timer interrupt process and the other period (the period from the end of the main side timer interrupt process until the next main side timer interrupt process starts).

[0094] After the random number update process, the game control microcomputer 81 performs an input process (step S102). In the input process, the game control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1. Further, the game control microcomputer 81 sets payout data for paying out winning balls corresponding to the winning ports, that is, the first start port 20, the second start port 21, the big winning port 30, and the general winning port 27, in the output buffer of the main RAM 84.

[0095] After the input process, the game control microcomputer 81 performs a start port sensor detection process (step S103). In the start port sensor detection process, the game control microcomputer 81 determines the passage of the game balls through the gate 28, acquires the value of the normal symbol random number counter, and stores the acquired random number value in the storage area corresponding to the current number of normal symbol reserved balls among the first to fourth storage areas of the normal symbol reserved storage area 84f of the main RAM 84. Further, the game control microcomputer 81 determines the winning of the game balls into the first start port 20, and acquires the values of the jackpot random number counter, the jackpot type random number counter, the reach random number counter, and the variation pattern random number counter. The game control microcomputer 81 stores the acquired group of random number values in the storage area corresponding to the current number of special symbol 1 reserved balls among the first to fourth storage areas of the first special symbol reserved storage area. Furthermore, the game control microcomputer 81 determines the winning of the game balls into the second start port 21, and acquires the values of the jackpot random number counter, the jackpot type random number counter, the reach random number counter, and the variation pattern random number counter. The game control microcomputer 81 stores the acquired group of random number values in the storage area corresponding to the current number of special symbol 2 reserved balls among the first to fourth storage areas of the second special symbol reserved storage area.

[0096] In the start port sensor detection process, the game control microcomputer 81 performs a preliminary determination of the jackpot. Based on the above-mentioned group of random number values, it is preliminarily determined whether it is a jackpot, and if it is a jackpot, the jackpot type and the variation pattern are determined. Then, a preliminary determination command is created from the preliminary determination result and set in the command set area 84a of the main RAM 84.

[0097] Next, the game control microcomputer 81 performs normal operation processing (step S104). In the normal operation processing, the game control microcomputer 81 controls the operation of the electric chute 22. Specifically, the game control microcomputer 81 determines whether the number of hold balls for the normal symbol is "0". If the number of hold balls is 1 or more, a hit determination is made by referring to the hit determination table for each normal symbol. Next, the game control microcomputer 81 selects a variation pattern by referring to the normal symbol variation pattern determination table. The game control microcomputer 81 starts the variation display of the normal symbol by setting the selected normal symbol variation pattern. Thereafter, the variation display is stopped. In the case of a "hit", a power chute release pattern is set by referring to the power chute release pattern determination table, and the electric chute 22 is operated.

[0098] Next, the game control microcomputer 81 performs special operation processing (step S105). This special operation processing will be described later. Next, the game control microcomputer 81 performs hold ball number processing (step S106). The game control microcomputer 81 first reads out the number of hold balls for special figure 1, the number of hold balls for special figure 2, and the number of hold balls for the normal symbol stored in the main RAM 84. Next, the game control microcomputer 81 sets a hold ball number command in the command set area (output buffer) 84a of the main RAM 84. The hold ball number command is a command for notifying the sub-control board 90 of the number of hold balls and includes information regarding the number of hold balls for special figure 1, the number of hold balls for special figure 2, and the number of hold balls for the normal symbol.

[0099] After the held ball count process, the game control microcomputer 81 performs output processing (step S107). In the output processing, the game control microcomputer 81 outputs commands and the like set in the command set area 84a of the main RAM 84 in each of the above processes to the sub-control board 90. After the output processing, the game control microcomputer 81 performs other processes (step S108). In the other processes, for example, based on the held ball count in the second special figure described later, the second special figure held indicator 43b is controlled to a display mode indicating the number, and based on the held ball count in the first special figure, the first special figure held indicator 43a is controlled to a display mode indicating the number.

[0100] [Special operation process] Figure 12 is a flowchart of the special operation process (Figure 11: Step S105). Here, the processing related to the special symbol display 41 and the big winning device (big winning device 31) is divided into four stages, and each stage is called "1", "2", "3", and "4" of the "special operation status" respectively. When the "special operation status" is "1" (Step S1301: YES), the game control microcomputer 81 performs the special symbol standby process (Step S1302). In the special symbol standby process, jackpot determination, variable pattern selection, etc. are executed. When the "special operation status" is "2" (Step S1301: NO, Step S1303: YES), the special symbol variation process is performed (Step S1304). In the special symbol variation process, after the variation time has elapsed, the output of the variation stop command, etc. is executed. Specifically, the game control microcomputer 81 first determines whether the variation time of the special symbol has elapsed. If the variation time has elapsed, it sets the variation stop command and sets the special operation status to "3". When the "special operation status" is "3" (Steps S1301, S1303: NO, Step S1305: YES), the special symbol determination process is performed (Step S1306). In the special symbol determination process, the output of the opening command at the time of jackpot, etc. is executed. Specifically, the game control microcomputer 81 first executes the game state management process. The game state management process is a process for managing the ST times (the number of variations controlled in the probability-variable game state) and the time-shortening times (the number of variations controlled in the time-shortening game state). Next, when the jackpot flag is OFF, the game control microcomputer 81 sets the special operation status to "1". On the other hand, when the jackpot flag is ON, it sets the opening pattern of the big winning port according to the type of the selected jackpot. After setting the opening pattern, the game control microcomputer 81 performs the game state reset process. The game state reset process is a process for resetting the probability-variable flag and the time-shortening flag. After the game state reset process, in order to start the jackpot game, it sets the opening command of the jackpot. Then, it sets the special operation status to "4". When the "special operation status" is "4" (Steps S1301, S1303, S1305: NO), the special electric accessory process is performed (Step S1308).In the special electric accessory process, a jackpot game is executed. Specifically, the opening of the big winning opening 30 is controlled according to the opening pattern based on the round counter, and a set of a round designation command and an ending command is performed. Also, at the end of the jackpot, a time-saving counter and a probability-variable counter are set.

[0101] [Special symbol standby process] FIG. 13 is a flowchart of the special symbol standby process (FIG. 12: step S1302). In the special symbol standby process, the game control microcomputer 81 first determines whether the number of reserved balls for the special symbol 2 is "0" (step S1401). When the number of reserved balls for the special symbol 2 is "0" (step S1401: YES), that is, when there is no storage of the random number value group acquired due to winning at the second start opening 21 in the second special symbol reserved memory area, the process proceeds to step S1407. When the number of reserved balls for the special symbol 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes a jackpot determination process (step S1402). In the jackpot determination process, a jackpot determination is made. The jackpot determination is performed using a jackpot determination table. Then, the game control microcomputer 81 determines whether it is a jackpot. If it is determined to be a jackpot, the jackpot flag is turned ON, the jackpot type is determined, and then the jackpot determination process ends.

[0102] Next, the game control microcomputer 81 executes variable pattern selection processing (step S1403). In the variable pattern selection processing, with reference to the variable pattern determination table (FIGS. 8 and 9), based on the game state of the gaming machine 1 (time-limited state or non-time-limited state), the determination result of the big win determination processing (step S1402), the number of held balls, and the variable pattern random number, after selecting a variable pattern in the variable pattern selection processing, the number of held balls in the second special figure is decremented (step S1404). Next, the game control microcomputer 81 shifts the storage location of the held information (various random values) stored in the first to fourth storage areas of the second special figure held storage area by one position to the side where it is read from the current position, and clears the held information stored in the location farthest from the side where it is read in the second special figure held storage area (step S1405). For example, when held information is stored in the first to third storage areas, the held information stored in the third storage area is cleared, and when held information is stored in the first to fourth storage areas, the held information stored in the fourth storage area is cleared. By the above steps, the second special figure holds are consumed in the order in which they are held. In this case, on the display screen 7a of the image display device 7, the held image 9B corresponding to the first storage area of the second special figure held storage area (the leftmost held image 9B among the four held images 9B) shifts to the held consumption image display area side and is displayed as the held consumption image 9C. Also, the held images 9B corresponding to the second to fourth storage areas of the second special figure held storage area (the second, third, and fourth held images 9B from the left among the four held images 9B) each shift one position to the left (FIG. 1). Thereby, the player can recognize that one second special figure hold has been consumed. Next, the game control microcomputer 81 performs second special figure variable start processing (step S1406). In the second special figure variable start processing, a variable start command is set in the command set area 84a of the main RAM 84, the variable display of the second special symbol is started, and a variable time timer is set. The variable time timer is set with a variable time determined according to the variable pattern selected in the variable pattern selection processing. Also, the game control microcomputer 81 sets the special operation status to "2".Note that the variation start command (Special Figure 2 variation start command) set in the Special Figure 2 variation start process includes information regarding the Special Figure stop symbol data set in the jackpot determination process (step S1402) and information regarding the variation pattern set in the variation pattern selection process (step S1403) (including information regarding the variation time).

[0103] In step S1401, when the number of held balls in Special Figure 2 is "0" (step S1401: YES), the game control microcomputer 81 determines whether the number of held balls in Special Figure 1 is "0" (step S1407). When the number of held balls in Special Figure 1 is "0" (step S1407: YES), that is, when there is no storage of the random number value group acquired due to winning in the first start port 20 in the first special figure held memory area, the process moves to step S1413. When the number of held balls in Special Figure 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes the jackpot determination process (step S1408). In the jackpot determination process, a jackpot determination is made. The jackpot determination is performed using a jackpot determination table. Then, the game control microcomputer 81 determines whether it is a jackpot. If it is determined to be a jackpot, the jackpot flag is turned ON, the jackpot type is determined, and then the jackpot determination process ends.

[0104] Next, the game control microcomputer 81 executes variable pattern selection processing (step S1409). In the variable pattern selection processing, with reference to the variable pattern determination table (FIGS. 8 and 9), a variable pattern is selected based on the game state of the gaming machine 1 (whether it is a time-limited state or a non-time-limited state), the determination result of the jackpot determination processing (step S1408), the number of reserved balls, and the variable pattern random number. After the variable pattern selection processing, the number of special figure 1 reserved balls is decremented (step S1410). Next, the game control microcomputer 81 shifts the storage locations of the various random number values stored in the first to fourth storage areas of the first special figure reserved storage area by one position to the side from which they are read out from the current position, and clears the reserved information stored in the location farthest from the side from which they are read out in the first special figure reserved storage area (step S1411). By the above steps, the first special figure reserves are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A corresponding to the first storage area of the first special figure reserved storage area (the rightmost reserved image 9A among the four reserved images 9A) shifts to the reserved consumption image display area side and is displayed as the reserved consumption image 9C. Also, the reserved images 9A corresponding to the second to fourth storage areas of the first special figure reserved storage area (the second, third, and fourth reserved images 9A from the right among the four reserved images 9A) each shift one position to the right (FIG. 1). Thereby, the player can recognize that one first special figure reserve has been consumed. Next, the game control microcomputer 81 performs special figure 1 variable start processing (step S1412). In the special figure 1 variable start processing, a variable start command is set in the command set area 84a of the main RAM 84, the variable display of the first special symbol is started, and the variable time timer is set. The variable time timer is set with a variable time determined according to the variable pattern selected in the variable pattern selection processing. Also, the game control microcomputer 81 sets the special operation status to "2". Note that the variable start command (special figure 1 variable start command) set in the special figure 1 variable start processing includes information regarding the special figure stop symbol data set in the jackpot determination processing (step S1408) and information regarding the variable pattern set in the variable pattern selection processing (step S1409) (including information regarding the variable time).

[0105] In step S1413, the game control microcomputer 81 determines whether the game state is the customer waiting state. If the game state is the customer waiting state (step S1413: YES), the special symbol waiting process ends. If the game state is not the customer waiting state (step S1413: NO), the game control microcomputer 81 performs the customer waiting process (step S1414). In the customer waiting process, the game control microcomputer 81 sets the game state to the customer waiting state, sets a customer waiting command in the command set area 84a of the main RAM 84, and performs a demo effect for customer waiting on the display screen 7a. Then, the special symbol waiting process ends.

[0106] As described above, according to the special symbol waiting process of the present embodiment, the variable display of the special symbol based on the first special figure reservation is executed only when the second special figure reservation is "0". That is, the digestion of the second special figure reservation is executed prior to the digestion of the first special figure reservation. Also, according to the big hit type determination table (FIG. 7) of the present embodiment, the lottery based on the second special figure reservation is more likely to win a big hit that is more profitable for the player than the lottery based on the first special figure reservation.

[0107] [Special Symbol Determination Process] FIG. 14 is a flowchart of the special symbol determination process (step S1306 in FIG. 12). In the special symbol determination process, first, the game control microcomputer 81 executes a game state management process (step S1501). The game state management process will be described later. Next, the game control microcomputer 81 determines whether the big hit flag is ON (step S1502). The big hit flag is stored in the flag set area 84b of the main RAM 84. If it is determined here that the big hit flag is ON (step S1502: YES), the process proceeds to step S1503. On the other hand, if it is determined that the big hit flag is not ON (step S1502: NO), that is, if the big hit flag is OFF, the special operation status is set to "1" (step S1507), and the special symbol determination process ends.

[0108] In step S1503, the game control microcomputer 81 sets an opening pattern. The opening pattern is as described above. If it is a 4R jackpot, the opening pattern 21 is set; if it is a 7R jackpot, the opening pattern 22 is set; if it is a 10R jackpot, the opening pattern 23 is set. Next, the game control microcomputer 81 executes a game state reset process (step S1504). This process is to reset the probability change flag and the time shortening flag. Next, the game control microcomputer 81 sets an opening command (step S1505), sets the special operation status to "4" (step S1506), and ends the special symbol determination process.

[0109] [Game State Management Process] FIG. 15 is a flowchart of the game state management process (FIG. 14: step S1501). In the game state management process, first, the game control microcomputer 81 determines whether the probability change flag is ON (step S1601). If it is determined here that the probability change flag is ON (step S1601: YES), the probability change counter is decremented (step S1602), and the process proceeds to step S1603. On the other hand, if it is determined that the probability change flag is not ON (step S1601: NO), that is, if the probability change flag is OFF, the process proceeds to step S1605.

[0110] In step S1603, the game control microcomputer 81 determines whether the probability change counter is "0". If it is determined here that the probability change counter is "0" (step S1603: YES), the probability change flag is set to OFF (step S1604), and the process proceeds to step S1605. On the other hand, if it is determined that the probability change counter is not "0" (step S1603: NO), the process of step S1604 is not executed, and the process proceeds to step S1605. When the probability change flag is ON, the process is performed in a high probability state, and when the probability change flag is OFF, the process is performed in a non-high probability state (low probability state).

[0111] In step S1605, the game control microcomputer 81 determines whether the time shortening flag is ON. If it is determined here that the time shortening flag is ON (step S1605: YES), the time shortening counter is decremented (step S1606), and the process proceeds to step S1607. On the other hand, if it is determined that the time shortening counter is not ON (step S1605: NO), that is, if the time shortening counter is OFF, the process proceeds to step S1609.

[0112] In step S1607, the game control microcomputer 81 determines whether the time shortening counter is "0". If it is determined here that the time shortening counter is "0" (step S1607: YES), the time shortening flag is turned OFF (step S1608), and the process proceeds to step S1609. On the other hand, if it is determined that the time shortening counter is not "0" (step S1607: NO), the process of step S1608 is not executed, and the process proceeds to step S1609. When the time shortening flag is ON, the process is performed in the time shortening state, and when the time shortening flag is OFF, the process is performed in the non-time shortening state.

[0113] In step S1609, the game control microcomputer 81 sets the game state designation command and ends the game state management process.

[0114] [Special electric accessory processing] FIG. 16 is a flowchart of the special electric accessory processing (step S1308 in FIG. 12). In the special electric accessory processing, first, the game control microcomputer 81 executes the jackpot opening process (step S1701). In the opening process, the game control microcomputer 81 determines whether it is the opening period, and sets the opening command at the timing when it is first determined that it is the opening period.

[0115] Next, the game control microcomputer 81 executes the big winning opening process (step S1702). In the big winning opening process, it is determined whether it is the opening period of the big winning opening 30. If it is determined that it is the opening period of the big winning opening 30 and the big winning opening 30 is closed, the big winning opening 30 is opened and the round designation command for a big win is set. If it is determined that it is the opening period of the big winning opening 30 and the big winning opening 30 is open, the open state of the big winning opening 30 is maintained.

[0116] Next, the game control microcomputer 81 determines whether there has been a winning at the big winning opening 30 (step S1703). This process is a process of determining whether there has been a winning at the big winning opening 30 based on the signal from the big winning opening sensor 30a. If it is determined here that there has been a winning (step S1703: YES), a winning command is set (step S1704), and the process proceeds to step S1705. On the other hand, if it is determined that there has been no winning (step S1703: NO), the process of step S1704 is not executed, and the process proceeds to step S1705.

[0117] In step S1705, the game control microcomputer 81 executes the big winning opening closing process. The big winning opening closing process is a process of determining whether the closing condition of the big winning opening 30 is satisfied, and if it is satisfied, closing the big winning opening 30. Also, when the big winning opening 30 is closed, a round process is executed. In the round process, the round counter is decremented.

[0118] Next, the game control microcomputer 81 determines whether the big win has ended (step S1706). This process is a process of determining whether the round counter is "0". If it is determined here that the big win has ended (step S1706: YES), the process proceeds to step S1707. On the other hand, if it is determined that the big win has not ended (step S1706: NO), the subsequent processes are not executed, and the special electric accessory process ends.

[0119] In step S1707, the game control microcomputer 81 executes the jackpot ending process. In the jackpot ending process, it is determined whether the ending time has elapsed. If it has elapsed, the jackpot flag is turned off, and the game state setting process is executed (step S1708).

[0120] [Game State Setting Process] FIG. 17 is a flowchart of the game state setting process (step S1708 in FIG. 16). In the game state setting process, first, the game control microcomputer 81 determines whether it is a probability-variable jackpot (step S1801). If it is determined that it is a probability-variable jackpot in this case (step S1801: YES), the probability-variable flag and the time-shortening flag are turned on (step S1802), the probability-variable counter and the time-shortening counter are set to 10000 (step S1803), and the process proceeds to step S1804. On the other hand, if it is determined that it is not a probability-variable jackpot (step S1801: NO), the processes of step S1802 and step S1803 are not executed, and the process proceeds to step S1804.

[0121] In step S1804, the game control microcomputer 81 determines whether it is a normal jackpot. If it is determined that it is a normal jackpot in this case (step S1804: YES), the time-shortening flag is turned on (step S1805), the time-shortening counter is set to 100 (step S1806), and the process proceeds to step S1807. On the other hand, if it is determined that it is not a normal jackpot (step S1804: NO), the processes of step S1805 and step S1806 are not executed, and the process proceeds to step S1807. In step S1807, the game control microcomputer 81 sets the game state designation command (step S1806), and then ends the game state setting process.

[0122] 8. Operation of the effect control microcomputer 91 Next, the operation of the effect control microcomputer 91 provided on the sub-control board 90 (Fig. 4) will be described. The counters, flags, statuses, buffers, etc. that appear in the description of the operation of the effect control microcomputer 91 are provided in the sub-RAM 94.

[0123] [Sub-control main process] Fig. 18 is a flowchart showing the sub-control main process. When the power of the gaming machine 1 is turned on, the effect control microcomputer 91 reads out a program for executing the sub-control main process from the sub-ROM 93. In the sub-control main process, the effect control microcomputer 91 first performs initialization processing (step S4000). In the initialization processing, for example, the setting of the sub-CPU 92, the reset of various flags, statuses, counters, etc. is performed. The initial value of the flag is "0", that is, "OFF", the initial value of the status is "1", and the initial value of the counter is "0". Note that the initialization processing is executed only once after the power is turned on and is not executed thereafter.

[0124] After the initialization processing, the effect control microcomputer 91 prohibits the interruption of the interruption processing (step S4001) and performs a random number update processing (step S4002). In this random number update processing, the effect control microcomputer 91 adds 1 to the random number counter value for update. Each random number counter value returns to "0" and is added again when it reaches the set upper limit value. Note that the initial value of each random number counter may be a value other than "0" and may be randomly changed. Also, the random number value may be added by 2 or more instead of adding 1 each time. Each random number may be a so-called hardware random number.

[0125] After the random number update process, the effect control microcomputer 91 permits interrupts for the interrupt process (step S4003). While interrupts are permitted, execution of the sub-side timer interrupt process (step S4004) becomes possible. The sub-side timer interrupt process is executed based on interrupt pulses repeatedly input to the sub-CPU 92 at a predetermined period. That is, the sub-side timer interrupt process is executed at every predetermined period. Then, the random number update process is repeatedly executed between the end of the sub-side timer interrupt process and the start of the next sub-side timer interrupt process.

[0126] [Sub-side Timer Interrupt Process] FIG. 19 is a flowchart of the sub-side timer interrupt process (step S4004 in FIG. 18). The effect control microcomputer 91 first performs received command analysis processing (step S4101). Details of the received command analysis processing will be described later. After the received command analysis processing, the effect control microcomputer 91 performs variable effect in-process processing (step S4102). After the variable effect in-process processing, the effect control microcomputer 91 performs switch processing (step S4103). In the switch processing, the effect control microcomputer 91 sets the display content of the display screen 7a and the like based on the switch data (edge data and level data) output from the effect button 63.

[0127] After the switch process, the effect control microcomputer 91 performs command transmission processing (step S4104). In the command transmission processing, the effect control microcomputer 91 transmits various commands set in the effect command set area 94b (output buffer) of the sub-RAM 94 to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108 through reception command analysis processing and the like. The image control board 100 that has received various commands uses the image display device 7 to execute a display effect according to the received commands. Also, the audio control board 106 that has received various commands executes an audio effect that outputs audio from the speaker 67 according to the received commands. The lamp control board 107 that has received various commands executes a light emission effect that controls the light emission of the panel lamp 5 and the frame lamp 66 according to the received commands. After the command transmission processing, the effect control microcomputer 91 performs customer waiting screen processing (step S4105). Details of the customer waiting screen processing will be described later. After the customer waiting screen processing, the effect control microcomputer 91 performs other processing (step S4106) and ends this processing. In the other processing, random number update processing and the like are performed.

[0128] [Received Command Analysis Processing] FIG. 20 is a flowchart of the received command analysis process (step S4101 in FIG. 19). The effect control microcomputer 91 first determines whether it has received a preliminary determination command from the main control board 80 (step S4201). If it has received the command (step S4201: YES), it performs a pre-reading effect determination process (step S4202). The "pre-reading effect determination process" is a process of determining whether to execute a pre-reading effect and the pre-reading effect pattern when executing. Specifically, the effect control microcomputer 91 obtains the value of the pre-reading effect random number counter, and refers to the obtained random number value and the pre-reading effect pattern determination table stored in the sub-ROM 93 to determine whether to perform a pre-reading effect and the pre-reading effect pattern when performing a pre-reading effect. On the other hand, if it has not received the command (step S4201: NO), it skips the above-mentioned pre-reading effect determination process. The pre-reading effect is an effect that suggests that there is a high possibility that a big win is included in the hold information newly stored in the special figure hold storage area 84e, and is executed during the variable effect.

[0129] Next, the effect control microcomputer 91 determines whether it has received a hold ball number command from the main control board 80 (step S4203). If it has received the command (step S4203: YES), it performs a hold display process (step S4204). In the hold display process, based on the information regarding the special figure 1 hold ball number, special figure 2 hold ball number, and normal symbol hold ball number included in the hold ball number command, the values of the first special figure hold effect counter, the second special figure hold effect counter, and the normal symbol hold effect counter provided in the counter set area 94c of the sub-RAM 94 are updated. Thereby, not only on the main control board 80 side but also on the sub-control board 90 side, the information of each hold ball number can be held. Also, the effect control microcomputer 91 updates the hold images 9A, 9B displayed on the display screen 7a based on the values of the first special figure hold effect counter, the second special figure hold effect counter, and the normal symbol hold effect counter. On the other hand, if it has not received the hold ball number command (step S4203: NO), it skips the above-mentioned hold display process.

[0130] Subsequently, the effect control microcomputer 91 determines whether it has received a variation start command from the main control board 80 (step S4205). If it has received the command (step S4205: YES), it performs variation effect start processing (step S4206). The "variation effect start processing" is a process of selecting a variation effect pattern (content) to be executed during the special symbol variation. On the other hand, if it has not received the command (step S4205: NO), it skips the above-described variation effect start processing.

[0131] Subsequently, the effect control microcomputer 91 determines whether it has received a variation stop command from the main control board 80 (step S4207). If it has received the command (step S4207: YES), it performs variation effect end processing (step S4208). The "variation effect end processing" is a process for stopping the variation effect executed during the special symbol variation. In the variation effect end processing, the effect control microcomputer 91 sets a counter, etc. based on the analysis result of the variation stop command, and sets a variation effect end command for ending the variation effect. As a result, the effect symbol corresponding to the special symbol 1 or special symbol 2 during the variation stops being displayed. If it has not received the variation stop command (step S4207: NO), it skips the above-described variation effect end processing.

[0132] Subsequently, the effect control microcomputer 91 determines whether or not it has received a hit-related command from the main control board 80 (step S4209). The hit-related commands include a jackpot opening command, a round designation command, an ending command, a minor hit opening command, a round designation command, an ending command, and the like. Here, if it has received a command (step S4209: YES), it performs hit-related effect pattern determination processing corresponding to each command (step S4210). For example, when it has received a jackpot opening command, it selects an effect pattern of an opening effect preset corresponding to the jackpot type, and sets an opening effect start command for starting the selected opening effect in the effect command set area 94b of the sub-RAM 94. When the opening effect start command set in the effect command set area 94b is transmitted to the image control board 100 in the command transmission process (step S4104), the image control board 100 reads out a predetermined opening effect image and displays it on the display screen 7a of the image display device 7. The same applies to other commands. On the other hand, if it has not received a command (step S4209: NO), it skips the above-described hit-related effect pattern determination processing.

[0133] Subsequently, the effect control microcomputer 91 determines whether or not it has received a customer waiting standby command from the main control board 80 (step S4211). If it has received a command (step S4211: YES), it performs customer waiting standby processing (step S4212). The "customer waiting standby processing" is processing for setting the game state to the customer waiting standby state. In the customer waiting standby processing, the effect control microcomputer 91 sets the customer waiting standby state based on the customer waiting standby command. If it has not received a customer waiting standby command (step S4211: NO), it skips the above-described customer waiting standby processing.

[0134] Next, the effect control microcomputer 91 executes other processing (step S4213) and ends the received command analysis processing.

[0135] [Variable effect start processing] FIG. 21 is a flowchart of the variable effect start process (step S4206 in FIG. 20). The effect control microcomputer 91 first analyzes the variable start command (step S4301). Here, the effect control microcomputer 91 sets information regarding the special figure stop symbol data and information regarding the variable pattern included in the variable start command in the sub-RAM 94. The set information includes game state information indicating the current game state, symbol information indicating the symbols as the determination results of the winning determination processes of special figure 1 or special figure 2, and the like. The information obtained here can be appropriately referred to by the effect control microcomputer 91.

[0136] Subsequently, the effect control microcomputer 91 performs the main effect pattern determination process (step S4302). The main effect pattern determination process is a process of determining the basic configuration of the variable effect using the main effect pattern determination table. The basic configuration of the variable effect includes, for example, the display and switching of the background image on the image display device 7, the display and movement of a predetermined character, the output of melodies and sound effects using the speaker 67, the lighting control of lamps, and the like. The variable effect is completed by superimposing additional effects such as a chance-up effect on this main effect.

[0137] Subsequently, the effect control microcomputer 91 performs the chance-up effect pattern determination process (step S4303). The chance-up effect pattern determination process is a process for determining the additional effects to be superimposed on the variable effect. The effect control microcomputer 91 acquires the value of the chance-up random number counter, and refers to the acquired random number value and the chance-up effect pattern determination table stored in the sub-ROM 93 to determine the chance-up effect pattern. After determining the chance-up effect pattern, the effect control microcomputer 91 may further refer to the random number value and the stop symbol pattern determination table to determine the combination of the effect symbols 8L, 8C, 8R to be stopped and displayed, and the like.

[0138] The dedicated microcomputer 91 for performance sets a variable performance start command in the performance command set area 94b (output buffer) of the sub-RAM 94 so that a variable performance based on the variable performance pattern determined in the above steps S4301 to S4303 is realized (step S4304). When the variable performance start command set in the performance command set area 94b of the sub-RAM 94 is transmitted to the image control board 100 in the command transmission process, the image control board 100 reads out the variable performance image and displays it on the display screen 7a of the image display device 7.

[0139] Subsequently, the dedicated microcomputer 91 for performance sets a variable performance timer (step S4305) and ends this process. The variable performance time corresponding to the variable pattern included in the variable start command is set in the variable performance timer.

[0140] [Customer waiting screen process] FIG. 22 is a flowchart of the customer waiting screen process (FIG. 19: step S4105). Here, the process performed in the customer waiting state is divided according to the stage of the display on the display screen 7a of the image display device 7, and the process is performed for each stage. That is, it is divided into four stages: "variable stop screen", "demo screen", "menu screen", and "decoration screen setting screen", and the process is performed for each stage.

[0141] The dedicated microcomputer 91 for performance determines whether the gaming state is the customer waiting state (step S4408). When it is determined that the gaming state is not the customer waiting state (step S4408: NO), the customer waiting screen process ends. When it is determined that the gaming state is the customer waiting state (step S4408: YES), the dedicated microcomputer 91 for performance determines whether the display on the display screen 7a is the "variable stop screen" (step S4401).

[0142] When it is determined that the display on the display screen 7a is the "fluctuation stop screen" (step S4401: YES), the effect control microcomputer 91 performs the fluctuation stop screen process (step S4402). In the fluctuation stop screen process, when a predetermined time has elapsed, the display on the display screen 7a is set to the "demo screen" (described later in the "fluctuation stop screen process"). Then, the customer waiting screen process ends. When it is determined that the display on the display screen 7a is not the "fluctuation stop screen" (step S4401: NO), the effect control microcomputer 91 determines whether the display on the display screen 7a is the "demo screen" (step S4403).

[0143] When it is determined that the display on the display screen 7a is the "demo screen" (step S4403: YES), the demo screen process is performed (step S4404). In the demo screen process, when the effect button 63 is pressed, the display on the display screen 7a is set to the "menu screen" (described later in the "demo screen process"). Then, the customer waiting screen process ends. When it is determined that the display on the display screen 7a is not the "demo screen" (step S4403: NO), the effect control microcomputer 91 determines whether the display on the display screen 7a is the "menu screen" (step S4405).

[0144] When it is determined that the display on the display screen 7a is the "menu screen" (step S4405: YES), the menu screen process is performed (step S4406). In the menu screen process, when an item for setting the decoration screen is selected, the display on the display screen 7a is set to the "decoration screen setting screen" (described later in the "decoration screen setting screen process"). Then, the customer waiting screen process ends. When it is determined that the display on the display screen 7a is not the "menu screen" (step S4405: NO), the decoration screen setting is performed (step S4407). In the decoration screen setting, the display position of the decoration screen is set (described later in the "decoration screen setting screen process"). Then, the customer waiting screen process ends.

[0145] [Fluctuation Stop Screen Process] FIG. 23 is a flowchart of the variable stop screen process (FIG. 22: step S4402). The variable stop screen process is a process of changing the display on the display screen 7a to the "demo screen" when a predetermined time (for example, 30 seconds) has elapsed since entering the customer waiting standby state. The effect control microcomputer 91 determines whether or not a predetermined time (for example, 30 seconds) has elapsed since the variation of the special symbol has stopped definitely (step S4501). If the predetermined time (for example, 30 seconds) has not elapsed since the variation of the special symbol has stopped definitely (step S4501: NO), the variable stop screen process ends. If the predetermined time (for example, 30 seconds) has elapsed since the variation of the special symbol has stopped definitely (step S4501: YES), the display on the display screen 7a is changed to the "demo screen" (step S4502), and the variable stop screen process ends.

[0146] [Demo screen process] FIG. 24 is a flowchart of the demo screen process (FIG. 22: step S4404). The demo screen process is a process of changing the display on the display screen 7a to the "menu screen" when the effect button 63 is pressed during the demo screen. The effect control microcomputer 91 determines whether or not the effect button 63 has been pressed during the demo screen (step S4601). If the effect button 63 has not been pressed during the demo screen (step S4601: NO), the demo screen process ends. If the effect button 63 has been pressed during the demo screen (step S4601: YES), the display on the display screen 7a is changed to the "menu screen" (step S4602), and the demo screen process ends.

[0147] [Menu screen process] FIG. 25 is a flowchart of the menu screen process (FIG. 22: step S4406). The menu screen process is a process of displaying the decoration screen setting screen when the decoration screen setting item is selected, or displaying the demo screen when the menu end item is selected. In the present embodiment, the selection items are "decoration screen setting" and "menu end". There may be other items. For example, "volume setting" and "light quantity setting" may be provided.

[0148] The performance control microcomputer 91 determines whether or not "decoration screen setting" has been selected (step S4705). If "decoration screen setting" has been selected (step S4705: YES), the display of the display screen 7a is set to the decoration screen setting screen (step S4706), and the menu screen process is terminated.

[0149] If "decoration screen setting" has not been selected (step S4705: NO), the performance control microcomputer 91 determines whether "end" has been pressed or a predetermined time (for example, 60 seconds since the menu screen was displayed) has elapsed (step S4707). In this embodiment, the predetermined time is set to 60 seconds since the menu screen was displayed, but it may be a fixed time (for example, 20 seconds) since the performance button 63 or the select button 68 was last pressed. If "end" has been pressed or the predetermined time has elapsed (step S4707: YES), the performance control microcomputer 91 sets the display of the display screen 7a to the demo screen (step S4708), and the menu screen process is terminated. If "end" has not been pressed and the predetermined time has not elapsed (step S4707: NO), the menu screen process is terminated.

[0150] [Decoration Screen Setting Screen Process] FIG. 26 is a flowchart of the decoration screen setting screen process (FIG. 22: step S4407). Here, the "decoration screen" is a screen that performs an operation that is not directly related to the variable performance. For example, on this "decoration screen", time is displayed, the player's held balls are displayed, announcements from the hall such as the hall's business days are made, ranks are displayed according to the player's number of game balls, the selected content of the player customization is displayed, game points are displayed (FIG. 28(H)). Some of these displays may be absent, or there may be other displays.

[0151] In the decorative screen setting screen process, the position setting, size setting, and content setting of the decorative screen are performed. For the position setting of the decorative screen, as shown in Fig. 28(G), the position of the decorative screen is set by selecting the number of the "decorative screen position" determined in advance. In this embodiment, there are nine types of "decorative screen positions" determined in advance, but other numbers of types may also be used. For example, there may be four types, sixteen types, etc. For the content setting of the decorative screen, as shown in Fig. 28(H), the content of the decorative screen is set by selecting the number of the "decoration content" determined in advance. In this embodiment, there are six types of "decoration content" determined in advance, but other types may also exist. Also, some parts may not be present.

[0152] Also, for the size setting of the decorative screen, the area of the decorative screen is multiplied by "1.1 times" in the case of enlargement and "0.9 times" in the case of reduction. In this embodiment, it is set to "1.1 times" in the case of enlargement and "0.9 times" in the case of reduction, but other magnification factors may also be used. Also, instead of the area, the length of one side may be used. Also, the size of the decorative screen may be set by selecting the number of the size of the decorative screen determined in advance. Also, each time it is enlarged, one side may increase by a certain number of pixels (for example, 10 pixels each time), or each time it is reduced, one side may decrease by a certain number of pixels (for example, 10 pixels each time). Also, instead of the number of pixels, the number of dots may be used.

[0153] The effect control microcomputer 91 determines whether "position change" has been selected (step S4801). If "position change" has been selected (step S4801: YES), the decorative screen position number is incremented by 1 (step S4802). Then, the decorative screen setting screen process ends. As shown in Fig. 28(G), the display position of the decorative screen is determined by this number of the "decorative screen position". When the position change (left button) is pressed when the number of the "decorative screen position" is "9", it becomes "1".

[0154] When "Position Change" is not selected (step S4801: NO), the effect control microcomputer 91 determines whether "Enlargement" is selected (step S4803). When "Enlargement" is selected (step S4803: YES), the size of the decoration screen is increased by 1.1 times (step S4804). Then, the decoration screen setting screen process ends.

[0155] When "Enlargement" is not selected (step S4803: NO), the effect control microcomputer 91 determines whether "Reduction" is selected (step S4805). When "Reduction" is selected (step S4805: YES), the size of the decoration screen is reduced to 0.9 times (step S4806). Then, the decoration screen setting screen process ends.

[0156] When "Reduction" is not selected (step S4805: NO), the effect control microcomputer 91 determines whether "Content Change" is selected (step S4809). When "Content Change" is selected (step S4809: YES), the decoration content number is incremented by 1 (step S4810). Then, the decoration screen setting screen process ends.

[0157] When "Content Change" is not selected (step S4809: NO), the effect control microcomputer 91 determines whether "End" is pressed or a predetermined time (for example, 60 seconds after the decoration screen setting screen is displayed) has elapsed (step S4807). In this embodiment, the predetermined time is set to 60 seconds after the decoration screen setting screen is displayed, but it may be a fixed time (for example, 20 seconds) after the effect button 63 or the select button 68 is pressed last. When "End" is pressed or the predetermined time has elapsed (step S4807: YES), the effect control microcomputer 91 sets the display on the display screen 7a to the "Demo Screen" (step S4808) and ends the decoration screen setting screen process. When "End" is not pressed and the predetermined time has not elapsed (step S4807: NO), the decoration screen setting screen process ends.

[0158] [Decoration Screen Setting Method (During Demo Performance)] FIG. 27 is a diagram for explaining a method of setting a decoration screen during a demo performance. First, as shown in FIG. 27(A), on the winning / losing display screen 7b, a confirmation stop performance is executed. The confirmation stop performance is a performance in which the decorative symbol stops moving and is fixed. It is a variable stop screen. Here, the left decorative symbol 8L stops moving and is fixed as the "1" symbol, the middle decorative symbol 8C stops moving and is fixed as the "2" symbol, and the right decorative symbol 8R stops moving and is fixed as the "3" symbol. At this time, when both the number of reserved balls in special figure 2 and the number of reserved balls in special figure 1 are "0" (step S1401: YES, step S1407: YES in FIG. 13), the game control microcomputer 81 sets a customer waiting standby command (step S1413: NO, step S1414) and sends the customer waiting standby command to the performance control microcomputer 91.

[0159] In the present embodiment, as shown by the dotted line in FIG. 27(A), the display screen 7a is divided into nine display areas for explanation. The upper left display area is called the upper left area RY1, the upper middle display area is called the upper middle area RY2, the upper right display area is called the upper right area RY3, the middle left display area is called the middle left area RY4, the middle middle display area is called the middle middle area RY5, the middle right display area is called the middle right area RY6, the lower left display area is called the lower left area RY7, the lower middle display area is called the lower middle area RY8, and the lower right display area is called the lower right area RY9. On the lower right area RY9, the player rank is displayed as the decoration screen 7c overlaid on the winning / losing display screen 7b.

[0160] The number of the "decoration screen position" is "9", and the decoration screen 7c is displayed in the lower right area RY9 (28(G)). The display position of the decoration screen 7c is displayed according to the number of the "decoration screen position" shown in FIG. 28(G). The number of the "decoration content" is "4", and the "player rank" is displayed on the decoration screen 7c (28(H)). The display content of the decoration screen 7c is displayed according to the number of the "decoration content" shown in FIG. 28(H).

[0161] It indicates that the player rank is "B". This player rank is a standard for showing how many game balls have increased. Other types of player ranks include "S", "A", "C", etc.

[0162] On the winning / losing display screen 7b, at the lower left, there are displayed an image JK of the up, down, left, and right keys of the select button 68, a character telop "Position change" TR1 corresponding to the left key of the select button 68, a character telop "Content change" TR2 corresponding to the right key of the select button 68, a character telop "Enlarge" TR3 corresponding to the up key of the select button 68, and a character telop "Reduce" TR4 corresponding to the down key of the select button 68.

[0163] As shown in Fig. 27(B), when a predetermined time (e.g., 30 seconds) has elapsed since entering the customer waiting standby state, the screen changes from the variable stop screen to the demo screen. In the demo screen, a demo effect is performed. At the lower left of the display screen 7a, a button image BG representing the effect button 63 is displayed, and above the button image BG, a message image MG saying "Menu display" is displayed. The following description continues assuming that the effect button 63 is pressed.

[0164] As shown in Fig. 27(C), when the effect button 63 is pressed, the screen changes from the demo screen to the menu screen. In the menu screen, a character telop RB of "Decoration screen setting" for setting the decoration screen and a character telop SB of "Menu end" for ending the menu screen are displayed. Further, at the lower center of the display screen 7a, a button image BG representing the effect button 63 is displayed, and above the button image BG, a message image KT saying "OK" is displayed.

[0165] The player selects by using the up and down keys of the select button 68 to select the character telop RB of "Decoration screen setting" and the character telop SB of "Menu end", and then presses the effect button 63. Here, it is assumed that the character telop RB of "Decoration screen setting" is selected (shown with hatching). In this embodiment, the selectable items are "Decoration screen setting" and "Menu end". Other items such as "Volume setting" and "Light quantity setting" may also be available.

[0166] As shown in FIG. 27(D), when the character caption RB of "Decoration Screen Setting" is selected, the menu screen changes to the decoration screen setting screen. On the decoration screen setting screen, an image GM1 of the win / loss display screen 7b and an image GM2 of the decoration screen 7c are displayed in the upper center of the display screen 7a.

[0167] Here, it is the state before entering the customer waiting standby, the number of "Decoration Screen Position" is "9", and the image GM2 of the decoration screen 7c is displayed in the lower right area RY9 of the right side of the image GM1 of the win / loss display screen 7b. Also, the number of "Decoration Content" is "4", and the word "Rank" representing the "rank of the player" is displayed on the image GM2 of the decoration screen 7c. With the image GM1 of the win / loss display screen 7b and the image GM2 of the decoration screen 7c, the player can grasp where the decoration screen 7c is displayed. Also, the player can grasp what is displayed on the decoration screen 7c. The image GM1 of the win / loss display screen 7b also corresponds to the nine display areas (upper left area RY1, upper center area RY2, upper right area RY3, middle left area RY4, middle center area RY5, middle right area RY6, lower left area RY7, lower center area RY8, lower right area RY9) of the above-described display screen 7a.

[0168] Here, in the lower center of the display screen 7a, an image JK of the up, down, left, and right keys of the select button 68, a character caption "Position Change" TR1 corresponding to the left key of the select button 68, a character caption "Content Change" TR2 corresponding to the right key of the select button 68, a character caption "Enlarge" TR3 corresponding to the up key of the select button 68, and a character caption "Reduce" TR4 corresponding to the down key of the select button 68 are displayed. Also, on the middle left of the display screen 7a, a button image BG representing the effect button 63 is displayed, and a message image KT of "End" is displayed above the button image BG.

[0169] The player adjusts the display position of the image GM2 on the decoration screen 7c using the left key of the select button 68, and adjusts the display content of the decoration screen 7c using the right key of the select button 68. The player adjusts the size of the image GM2 on the decoration screen 7c using the up and down keys of the select button 68. After this adjustment is completed, the player presses the effect button 63 to end the decoration screen setting.

[0170] As shown in FIG. 27(E), the player adjusts the display position of the image GM2 on the decoration screen 7c using the left key of the select button 68. By using the left key of the select button 68, the number of the "decoration screen position" changes, and based on that number, the display position of the image GM2 on the decoration screen 7c is determined. By using the left key of the select button 68, the number of the "decoration screen position" is incremented by 1 and is displayed according to FIG. 28(G).

[0171] Also, the player adjusts the content of the image GM2 on the decoration screen 7c using the right key of the select button 68. By using the right key of the select button 68, the number of the "decoration content" changes, and based on that number, as shown in FIG. 28(H), the content of the image GM2 on the decoration screen 7c is determined. By using the right key of the select button 68, the number of the "decoration content" is incremented by 1 and is displayed according to FIG. 28(H).

[0172] In the case of FIG. 27(E), it is the case where the left key of the select button 68 is pressed four times from the case of FIG. 27(D). In the case of FIG. 27(D), the number of the "decoration screen position" is "9" and the image GM2 on the decoration screen 7c is displayed in the "lower right". However, each time the left key of the select button 68 is pressed, the number of the "decoration screen position" changes to "1", "2", "3", "4", and accordingly, the "decoration screen position" of the image GM2 on the decoration screen 7c changes to "upper left", "upper center", "upper right", "middle left". That is, the display area of the image GM2 on the decoration screen 7c changes to the upper left area RY1, the upper center area RY2, the upper right area RY3, and the middle left area RY4.

[0173] In the case of Fig. 27(E), it is the case where the right key of the select button 68 is pressed three times from the case of Fig. 27(D). In the case of Fig. 27(D), the number of the "decoration content" is "4", and the image GM2 of the decoration screen 7c is displayed for the "player rank". However, each time the right key of the select button 68 is pressed once, the number of the "decoration content" changes to "5", "6", "1", and accordingly, the image GM2 of the decoration screen 7c changes to "customization setting content", "game points", "clock".

[0174] As shown in Fig. 27(F), the image GM2 of the decoration screen 7c is enlarged by the up key of the select button 68. By the up key of the select button 68, the size of the image GM2 of the decoration screen 7c is multiplied by 1.1, and the image GM2 of the decoration screen 7c becomes larger each time the up key of the select button 68 is pressed. Also, it is the case where the right key of the select button 68 is pressed five times from the case of Fig. 27(E). The number of the "decoration content" is "6", and the image GM2 of the decoration screen 7c is "game points".

[0175] As shown in Fig. 27(G), the image GM2 of the decoration screen 7c is reduced by the down key of the select button 68. By the down key of the select button 68, the size of the image GM2 of the decoration screen 7c is multiplied by 0.9, and the image GM2 of the decoration screen 7c becomes smaller each time the down key of the select button 68 is pressed. Also, it is the case where the right key of the select button 68 is pressed three times from the case of Fig. 27(F). The number of the "decoration content" is "3", and the image GM2 of the decoration screen 7c is "notification from the hall".

[0176] As shown in Fig. 27(H), the image GM2 of the decoration screen 7c is of normal size, the decoration screen position is "central middle section", and the decoration content is "clock" by the up, down, left, and right keys of the select button 68. Then, it is assumed that the "decoration screen setting" is terminated by pressing the effect button 63.

[0177] As shown in FIG. 27(I), when the effect button 63 is pressed in the "decoration screen setting", the screen changes from the decoration screen setting screen to the demo screen. Then, it is assumed that the game ball enters the first start port 20.

[0178] As shown in FIG. 27(J), when the game ball enters the first start port 20 during the demo screen, the screen changes from the demo screen to the changing screen. The decoration screen 7c is displayed in the central middle section (central middle section area RY5). Also, the decoration screen 7c displays the time (17:50). In the winning / losing display screen 7b, since the left decorative symbol 8L, the right decorative symbol 8R are displayed, and the decoration screen 7c is displayed at the position where the middle decorative symbol 8C is to be displayed, the middle decorative symbol 8C is hardly displayed.

[0179] [Decoration Screen Setting Method (During Variable Effect)] FIG. 28 is a diagram for explaining a method of setting a decoration screen during variable effect. First, as shown in FIG. 28(A), in the winning / losing display screen 7b, the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R are changing rapidly.

[0180] In this embodiment, as shown by the dotted line in FIG. 28(A), the display screen 7a is divided into nine display areas for explanation. The upper left display area is called the upper left area RY1, the upper central display area is called the upper central area RY2, the upper right display area is called the upper right area RY3, the middle left display area is called the middle left area RY4, the middle central display area is called the middle central area RY5, the middle right display area is called the middle right area RY6, the lower left display area is called the lower left area RY7, the lower central display area is called the lower central area RY8, and the lower right display area is called the lower right area RY9. The player rank is displayed as the decoration screen 7c overlaid on the winning / losing display screen 7b in the lower right area RY9.

[0181] The number of the "decoration screen position" is "9", and the decoration screen 7c is displayed in the lower right area RY9 (28(G)). The display position of the decoration screen 7c is displayed according to the number of the "decoration screen position" shown in FIG. 28(G). The number of the "decoration content" is "4", and the "player rank" is displayed on the decoration screen 7c (28(H)). The display content of the decoration screen 7c is displayed according to the number of the "decoration content" shown in FIG. 28(H).

[0182] It shows that the player rank is "B". This player rank is a measure indicating how much the number of game balls has increased. Other types of player ranks include "S", "A", "C", etc.

[0183] On the win / loss display screen 7b, in the lower left, the up, down, left, and right key images JK of the select button 68, the character telop "position change" TR1 corresponding to the left key of the select button 68, the character telop "content change" TR2 corresponding to the right key of the select button 68, the character telop "enlarge" TR3 corresponding to the up key of the select button 68, and the character telop "reduce" TR4 corresponding to the down key of the select button 68 are displayed.

[0184] When the left key of the select button 68 is pressed, the number of the "decoration screen position" is incremented by 1. When the right key of the select button 68 is pressed, the number of the "decoration content" is incremented by 1. Also, when the up key of the select button 68 is pressed, the decoration screen 7c is enlarged. Also, when the down key of the select button 68 is pressed, the decoration screen 7c is reduced. Note that the way the size changes upon enlargement and reduction of the decoration screen 7c is the same as the way the size changes described in the decoration screen setting method (during the demo effect).

[0185] Here, assume that the left key of the select button 68 is pressed once. That is, assume that the number of the "decoration screen position" is incremented by 1 and changes from "9" to "1". Also, assume that the right key of the select button 68 is pressed three times. That is, assume that the number of the "decoration content" is incremented by 3 and changes from "4" to "1".

[0186] As shown in FIG. 28(B), when the number of the “decoration screen position” becomes “1”, the decoration screen 7c is displayed in the upper left region RY1 (28(G)). Further, when the number of the “decoration content” becomes “1”, “time” is displayed on the decoration screen 7c (28(H)). In FIG. 28(B), the “time” is “17:50”. Since the decoration screen 7c is displayed in the upper left region RY1, a part of the left decoration pattern 8L is not displayed. Further, it is assumed that the left key of the select button 68 is pressed once. That is, it is assumed that the number of the “decoration screen position” is incremented by 1 and changes from “1” to “2”. Also, it is assumed that the right key of the select button 68 is pressed once. That is, it is assumed that the number of the “decoration content” is incremented by 1 and changes from “1” to “2”.

[0187] As shown in FIG. 28(C), when the number of the “decoration screen position” becomes “2”, the decoration screen 7c is displayed in the upper central region RY2 overlaid on the win / loss display screen 7b (28(G)). Further, when the number of the “decoration content” becomes “2”, “the number of balls held by the player” is displayed on the decoration screen 7c (28(H)). In FIG. 28(C), “the number of balls held by the player” is “15750”. Since the decoration screen 7c is displayed in the upper central region RY2, a part of the middle decoration pattern 8C is not displayed. Next, it is assumed that the left key of the select button 68 is pressed eight times. That is, it is assumed that the number of the “decoration screen position” is incremented by 8 and changes from “2” to “1”. Also, it is assumed that the right key of the select button 68 is pressed once. That is, it is assumed that the number of the “decoration content” is incremented by 1 and changes from “2” to “3”.

[0188] As shown in FIG. 28(D), when the number of the “decoration screen position” becomes “1”, the decoration screen 7c is displayed in the upper left area RY1 on top of the win / loss display screen 7b (28(G)). Also, when the number of the “decoration content” becomes “3”, “Notification from the hall” is displayed on the decoration screen 7c (28(H)). In FIG. 28(D), “Notification from the hall” is “Tomorrow is a business day”. Since the decoration screen 7c is displayed in the upper left area RY1, a part of the left decorative pattern 8L is not displayed. Next, assume that the down key of the select button 68 is pressed several times. That is, the size of the decoration screen 7c is reduced. Also, assume that the right key of the select button 68 is pressed twice. That is, the number of the “decoration content” is incremented by 2 and changes from “3” to “5”.

[0189] As shown in FIG. 28(E), each time the down key of the select button 68 is pressed, the size of the decoration screen 7c becomes smaller, and in FIG. 28(E), the entire left decorative pattern 8L is displayed. Also, when the number of the “decoration content” becomes “5”, “Custom setting content” is displayed on the decoration screen 7c (28(H)). In FIG. 28(E), the “Custom setting content” is the normal setting (“N”). Next, assume that the up key of the select button 68 is pressed several times. That is, the size of the decoration screen 7c is enlarged. Also, assume that the right key of the select button 68 is pressed once. That is, the number of the “decoration content” is incremented by 1 and changes from “5” to “6”.

[0190] As shown in FIG. 28(F), each time the up key of the select button 68 is pressed, the size of the decoration screen 7c becomes larger, and in FIG. 28(F), the entire left decorative pattern 8L is not displayed. When the number of the “decoration content” becomes “6”, “Game points” is displayed on the decoration screen 7c. In FIG. 28(F), it shows that the “Game points” is 3650P.

[0191] [Decoration screen setting screen processing (alternative plan)] FIG. 29 is a flowchart of the decoration screen setting screen process (alternative plan) (FIG. 22: step S4407). Here, an alternative "decoration screen setting screen process" different from the above-described "decoration screen setting screen process" (FIGS. 26 to 28) will be described.

[0192] In the decoration screen setting screen process (alternative plan), the position setting of the decoration screen 7c is performed. The position setting of the decoration screen 7c directly adjusts the position coordinates of the decoration screen by pressing the up, down, left, and right keys of the select button 68. By pressing the up key of the select button 68, the coordinate value in the vertical direction of the decoration screen 7c is increased. Also, by pressing the down key of the select button 68, the coordinate value in the vertical direction of the decoration screen 7c is decreased. Also, by pressing the right key of the select button 68, the coordinate value in the horizontal direction of the decoration screen 7c is increased. Also, by pressing the left key of the select button 68, the coordinate value in the vertical direction of the decoration screen 7c is decreased.

[0193] The coordinate value is represented by, for example, the number of pixels. It is assumed that the increase or decrease of the coordinate value changes by a certain number of pixels each time it is pressed. For example, it is assumed that the number of pixels changes by 1 each time it is pressed. In this embodiment, the coordinate value is represented by the number of pixels, but it may be represented by other values. For example, it may be a ratio of 100%. In this case, for example, it is assumed that 1% changes each time it is pressed.

[0194] The effect control microcomputer 91 determines whether "up" is selected (step S4901). If "up" is selected (step S4901: YES), the coordinate value in the vertical direction of the decoration screen 7c is increased by a certain number (for example, +1) (step S4902). Then, the decoration screen setting screen process ends.

[0195] If "up" is not selected (step S4901: NO), the effect control microcomputer 91 determines whether "down" is selected (step S4903). If "down" is selected (step S4903: YES), the coordinate value in the vertical direction of the decoration screen 7c is decreased by a certain number (for example, -1) (step S4904). Then, the decoration screen setting screen process ends.

[0196] When "down" is not selected (step S4903: NO), the effect control microcomputer 91 determines whether "right" is selected (step S4905). When "right" is selected (step S4905: YES), the coordinate value in the horizontal direction of the decoration screen 7c is increased by a certain number (for example, +1) (step S4906). Then, the decoration screen setting screen process ends.

[0197] When "right" is not selected (step S4905: NO), the effect control microcomputer 91 determines whether "left" is selected (step S4907). When "left" is selected (step S4907: YES), the coordinate value in the horizontal direction of the decoration screen 7c is decreased by a certain number (for example, -1) (step S4908). Then, the decoration screen setting screen process ends.

[0198] When "left" is not selected (step S4907: NO), the effect control microcomputer 91 determines whether "end" is pressed or a predetermined time (for example, 60 seconds after the decoration screen setting screen is displayed) has elapsed (step S4909). In this embodiment, the predetermined time is set to 60 seconds after the decoration screen setting screen is displayed, but it may be a certain time (for example, 20 seconds) after the effect button 63 or the select button 68 is pressed last.

[0199] When "end" is pressed or the predetermined time has elapsed (step S4909: YES), the effect control microcomputer 91 changes the display of the display screen 7a to the "demo screen" (step S4910) and ends the decoration screen setting screen process. When "end" is not pressed and the predetermined time has not elapsed (step S4909: NO), the decoration screen setting screen process ends.

[0200] [Decoration Screen Setting Method (During Demo Effect) (Alternative Solution)] FIG. 30 is a diagram for explaining a decoration screen setting method (corresponding to the decoration screen setting screen process (alternative)) during the demonstration performance. First, as shown in FIG. 30(A), on the winning / losing display screen 7b, a confirmation stop performance is executed. The confirmation stop performance is a performance in which the decorative symbol stops moving and is confirmed. This is a variable stop screen. Here, the left decorative symbol 8L has stopped moving and is confirmed as the "1" symbol, the middle decorative symbol 8C has stopped moving and is confirmed as the "2" symbol, and the right decorative symbol 8R has stopped moving and is confirmed as the "3" symbol. At this time, when both the number of reserved balls in FIG. 2 and the number of reserved balls in FIG. 1 are "0" (step S1401: YES, step S1407: YES in FIG. 13), the game control microcomputer 81 sets a customer waiting standby command (step S1413: NO, step S1414) and sends the customer waiting standby command to the performance control microcomputer 91.

[0201] In the present embodiment, as shown by the dotted line in FIG. 30(A), the display screen 7a is divided into nine display areas for explanation. The upper left display area is called the upper left area RY1, the upper middle display area is called the upper middle area RY2, the upper right display area is called the upper right area RY3, the middle left display area is called the middle left area RY4, the middle middle display area is called the middle middle area RY5, the middle right display area is called the middle right area RY6, the lower left display area is called the lower left area RY7, the lower middle display area is called the lower middle area RY8, and the lower right display area is called the lower right area RY9. In the lower right area RY9, the decoration screen 7c displays "Time" (17:50) superimposed on the winning / losing display screen 7b.

[0202] The number of the "decoration screen position" is "9", and the decoration screen 7c is displayed in the lower right area RY9 (28(G)). The display position of the decoration screen 7c is displayed according to the number of the "decoration screen position" shown in FIG. 28(G).

[0203] On the winning / losing display screen 7b, in the lower middle part, as images of the up, down, left, and right keys of the select button 68, an image J1 of the up key of the select button 68, an image J2 of the down key of the select button 68, an image J3 of the left key of the select button 68, and an image J4 of the right key of the select button 68 are displayed.

[0204] As shown in FIG. 30(B), when a predetermined time (e.g., 30 seconds) elapses after entering the customer waiting standby state, the screen changes from the fluctuation stop screen to the demo screen. A demo performance is carried out on the demo screen. A button image BG representing the effect button 63 is displayed in the lower left of the display screen 7a, and a message image MG saying "Menu Display" is displayed above the button image BG. The following description continues assuming that the effect button 63 is pressed.

[0205] As shown in FIG. 30(C), when the effect button 63 is pressed, the screen changes from the demo screen to the menu screen. On the menu screen, a character telop RB for "decoration screen setting" to set the decoration screen and a character telop SB for "menu end" to end the menu screen are displayed. Further, a button image BG representing the effect button 63 is displayed in the lower center of the display screen 7a, and a message image KT saying "OK" is displayed above the button image BG.

[0206] The player selects the character telop RB for "decoration screen setting" and the character telop SB for "menu end" using the up and down keys of the select button 68, and selects by pressing the effect button 63. Here, it is assumed that the character telop RB for "decoration screen setting" is selected (shown with hatching). In this embodiment, the selectable items are "decoration screen setting" and "menu end". Other items such as "volume setting" and "light quantity setting" may also be available.

[0207] As shown in FIG. 30(D), when the character telop RB for "decoration screen setting" is selected, the screen changes from the menu screen to the decoration screen setting screen. On the decoration screen setting screen, an image image GM1 of the winning / losing display screen 7b and an image image GM2 of the decoration screen 7c are displayed in the upper center of the display screen 7a.

[0208] Here, it is the state before waiting for customers. The number of the "decoration screen position" is "9", and the image GM2 of the decoration screen 7c is displayed in the lower right area RY9 of the image GM1 of the win / loss display screen 7b. With the image GM1 of the win / loss display screen 7b and the image GM2 of the decoration screen 7c, the player can grasp where the decoration screen 7c is displayed. The image GM1 of the win / loss display screen 7b also corresponds to the nine display areas (upper left area RY1, upper middle area RY2, upper right area RY3, middle left area RY4, middle middle area RY5, middle right area RY6, lower left area RY7, lower middle area RY8, lower right area RY9) of the above-described display screen 7a.

[0209] Here, in the lower middle of the display screen 7a, as images of the up, down, left, and right keys of the select button 68, the image J1 of the up key of the select button 68, the image J2 of the down key of the select button 68, the image J3 of the left key of the select button 68, and the image J4 of the right key of the select button 68 are displayed. Also, in the middle left of the display screen 7a, a button image BG representing the effect button 63 is displayed, and a message image KT saying "END" is displayed above the button image BG.

[0210] The player adjusts the display position of the image GM2 of the decoration screen 7c with the up, down, left, and right keys of the select button 68. After this adjustment is completed, the player presses the effect button 63 to end the decoration screen setting.

[0211] As shown in FIG. 30(E), the display position of the image GM2 of the decoration screen 7c is adjusted with the up, down, left, and right keys of the select button 68. By directly adjusting the coordinate values of the decoration screen 7c with the up, down, left, and right keys of the select button 68, the display position of the image GM2 of the decoration screen 7c is determined.

[0212] By using the up key of the select button 68, the vertical coordinate value of the display position of the image GM2 on the decoration screen 7c is increased. By using the down key of the select button 68, the vertical coordinate value of the display position of the image GM2 on the decoration screen 7c is decreased. By using the left key of the select button 68, the horizontal coordinate value of the display position of the image GM2 on the decoration screen 7c is decreased. By using the right key of the select button 68, the horizontal coordinate value of the display position of the image GM2 on the decoration screen 7c is increased.

[0213] In the case of Fig. 30(E), it is the case where the up key of the select button 68 is pressed several times from the case of Fig. 30(D). Each time the up key of the select button 68 is pressed once, the image GM2 on the decoration screen 7c moves upward by a certain distance.

[0214] As shown in Fig. 30(F), further, by using the up key of the select button 68, the image GM2 on the decoration screen 7c is further moved upward. Each time the up key of the select button 68 is pressed once, the image GM2 on the decoration screen 7c moves upward by a certain distance.

[0215] As shown in Fig. 30(G), by using the left key of the select button 68, the image GM2 on the decoration screen 7c is moved to the left. Each time the left key of the select button 68 is pressed once, the image GM2 on the decoration screen 7c moves to the left by a certain distance.

[0216] As shown in Fig. 30(H), by using the up, down, left, and right keys of the select button 68, the image GM2 on the decoration screen 7c is positioned at the "center middle" of the decoration screen position. Then, assuming that the production button 63 is pressed, the "decoration screen setting" is terminated.

[0217] As shown in Fig. 30(I), when the production button 63 is pressed in the "decoration screen setting", it changes from the rank display screen setting screen to the demo screen. Then, assuming that the game ball enters the first starting port 20.

[0218] As shown in FIG. 30(J), when a game ball enters the first start port 20 during the demo screen, the screen changes from the demo screen to the variable screen. The decoration screen 7c is displayed in the central middle section (central middle section area RY5). On the winning / losing display screen 7b, since the left decorative symbol 8L, the right decorative symbol 8R are displayed, and the decoration screen 7c is displayed at the position where the middle decorative symbol 8C is to be displayed, the middle decorative symbol 8C is not displayed.

[0219] [Decoration Screen Setting Method (During Variable Effect) (Alternative Plan)] FIG. 31 is a diagram for explaining a method of setting the position of the decoration screen (corresponding to the decoration screen position setting process 2) during the variable effect. As shown in FIG. 31(A), on the winning / losing display screen 7b, the left decorative symbol 8L, the middle decorative symbol 8C, and the right decorative symbol 8R are rapidly changing.

[0220] In the present embodiment, as shown by the dotted line in FIG. 31(A), the display screen 7a is divided into nine display areas for explanation. The display area in the upper left is called the upper left area RY1, the display area in the upper center is called the upper center area RY2, the display area in the upper right is called the upper right area RY3, the display area in the middle left is called the middle left area RY4, the display area in the middle center is called the middle center area RY5, the display area in the middle right is called the middle right area RY6, the display area in the lower left is called the lower left area RY7, the display area in the lower center is called the lower center area RY8, and the display area in the lower right is called the lower right area RY9. On the lower right area RY9, "Time" (17:50) is displayed as the decoration screen 7c overlaid on the winning / losing display screen 7b.

[0221] The number of the "decoration screen position" is "9", and the decoration screen 7c is displayed in the lower right area RY9 (28(G)). The display position of the decoration screen 7c is displayed according to the number of the "decoration screen position" shown in FIG. 28(G).

[0222] On the landing display screen 7b, at the lower center, as images of the up, down, left, and right keys of the select button 68, the image J1 of the up key of the select button 68, the image J2 of the down key of the select button 68, the image J3 of the left key of the select button 68, and the image J4 of the right key of the select button 68 are displayed.

[0223] When the up key of the select button 68 is pressed, the vertical coordinate value of the decoration screen 7c is increased. When the down key of the select button 68 is pressed, the vertical coordinate value of the decoration screen 7c is decreased. When the right key of the select button 68 is pressed, the horizontal coordinate value of the decoration screen 7c is increased. When the left key of the select button 68 is pressed, the horizontal coordinate value of the decoration screen 7c is decreased.

[0224] In FIG. 31(A), it is assumed that the up key of the select button 68 is pressed several times. That is, the vertical coordinate value of the decoration screen 7c is increased.

[0225] As shown in FIG. 31(B), each time the up key of the select button 68 is pressed, the vertical coordinate value of the decoration screen 7c is increased, so that the decoration screen 7c moves upward by a certain distance. In FIG. 31(B), since the decoration screen 7c is displayed in the middle right (right middle area RY6), most of the right decoration pattern 8R is not displayed. Further, it is assumed that the up key of the select button 68 is pressed several times. That is, the vertical coordinate value of the decoration screen 7c is increased.

[0226] As shown in FIG. 31(C), each time the up key of the select button 68 is pressed, the vertical coordinate value of the decoration screen 7c is increased, so that the decoration screen 7c moves upward by a certain distance. In FIG. 31(C), since the decoration screen 7c is displayed in the upper right (upper right area RY3), a part of the right decoration pattern 8R is not displayed. It is assumed that the left key of the select button 68 is pressed several times. That is, the horizontal coordinate value of the decoration screen 7c is decreased.

[0227] As shown in FIG. 31(D), each time the up key of the select button 68 is pressed once, the horizontal coordinate values of the decoration screen 7c decrease, so that the decoration screen 7c moves a certain distance to the left. In FIG. 31(D), since the decoration screen 7c is displayed in the upper center (upper center region RY2), a part of the middle decoration pattern 8C is not displayed. Further, assume that the left key of the select button 68 is pressed several times. That is, the horizontal coordinate values of the decoration screen 7c are decreased.

[0228] As shown in FIG. 31(E), each time the up key of the select button 68 is pressed once, the horizontal coordinate values of the decoration screen 7c decrease, so that the decoration screen 7c moves a certain distance to the left. In FIG. 31(E), since the decoration screen 7c is displayed in the upper left (upper left region RY1), a part of the left decoration pattern 8L is not displayed.

[0229] [Effect Example] The following shows an effect example of the decoration screen position setting.

[0230] [Effect 1] In the gaming machine 1 of the above-described embodiment, as shown in "Decoration Screen Setting Method (During Demo Performance)" (Fig. 27), "Decoration Screen Setting Method (During Variable Performance)" (Fig. 28), "Decoration Screen Setting Method (During Demo Performance) (Alternative Plan)" (Fig. 30), and "Decoration Screen Setting Method (During Variable Performance) (Alternative Plan)" (Fig. 31), it includes a display means (display screen 7a) capable of displaying a plurality of types of images and operation means (performance buttons 63, select buttons 68) operable by a player. The display means can display in parallel a first screen (winning / losing display screen 7b) that displays predetermined content and a second screen (decoration screen 7c) that displays content different from the predetermined content. By operating the operation means by the player, the screen displayed in a first area (for example, the upper left area RY1 in Fig. 28, or for example, the middle right area RY6 in Fig. 31) of the display means can be switched from one of the first screen and the second screen to the other (for example, Fig. 28(A), Fig. 28(B), Fig. 28(C), or for example, Fig. 31(A), Fig. 31(B), Fig. 31(C)). According to this configuration, since the player can freely set the display position of the decoration screen 7c, the decoration screen 7c can be displayed at a position that does not interfere with the winning / losing performance of the special figure, and the decoration screen 7c can be confirmed while enjoying the winning / losing display performance of the special figure. Therefore, the interest can be improved.

[0231] [Effect 2] In the gaming machine 1 of the above-described embodiment, as shown in "Decoration Screen Setting Method (During Demo Presentation)" (Fig. 27), "Decoration Screen Setting Method (During Variable Presentation)" (Fig. 28), "Decoration Screen Setting Method (During Demo Presentation) (Alternative Plan)" (Fig. 30), and "Decoration Screen Setting Method (During Variable Presentation) (Alternative Plan)" (Fig. 31), the display means (display screen 7a) includes a second area (e.g., the upper central area RY2 in Fig. 28 and the upper right area RY3 in Fig. 31, for example) different from the first area (e.g., the upper left area RY1 in Fig. 28 and the middle right area RY6 in Fig. 31, for example). By operating the operation means (production button 63, select button 68) by the player, the screen displayed in the second area (e.g., the upper central area RY2 in Fig. 28 and the upper right area RY3 in Fig. 31, for example) can be switched from one of the first screen (winning / losing display screen 7b) and the second screen (decoration screen 7c) to the other (e.g., Fig. 28(B), Fig. 28(C), Fig. 28(D), and Fig. 31(B), Fig. 31(C), Fig. 31(D), for example). According to this configuration, since the player can freely set the display position of the decoration screen 7c, the decoration screen 7c can be displayed at a position that does not interfere with the winning / losing production of the special figure, and the decoration screen 7c can be confirmed while enjoying the winning / losing display production of the special figure. Therefore, the interest can be improved.

[0232] [Effect 3] In the gaming machine 1 of the above-described embodiment, as shown in "Decoration Screen Setting Method (During Variable Presentation)" (Fig. 28) and "Decoration Screen Setting Method (During Variable Presentation) (Alternative Plan)" (Fig. 31), one of the plurality of types of images is a decorative symbol (left decorative symbol 8L, middle decorative symbol 8C, right decorative symbol 8R), and the predetermined content displayed on the first screen (winning / losing display screen 7b) includes the decorative symbol. According to this configuration, since the player can freely set the display position of the decoration screen 7c, the decoration screen 7c can be displayed at a position that does not interfere with the winning / losing production of the special figure, and the decoration screen 7c can be confirmed while enjoying the winning / losing display production of the special figure. Therefore, the interest can be improved.

[0233] [Modification Example] The following shows a modification example of the decoration screen position setting.

[0234] [Modification Example 1] In the above-described embodiment, during the variable effect, the display position of the decorative screen (decorative screen 7c) can be set (Figs. 28 and 31). However, even during the winning game, the display position of the decorative screen (decorative screen 7c) may be set. Also, during the winning game, the decorative screen (decorative screen 7c) may not be displayed, or the display position of the decorative screen (decorative screen 7c) may not be set during the winning game.

[0235] [Modification Example 2] In the above-described embodiment, during the demo effect and the variable effect, the display position of the decorative screen (decorative screen 7c) can be set (Figs. 27, 28, 30, and 31). However, it may be possible to set the display position of the decorative screen only during the demo effect, or it may be possible to set the display position of the decorative screen only during the variable effect.

[0236] [Modification Example 3] In the above-described embodiment, in the decorative screen setting screen process (Figs. 26, 27, and 28), there is no limit on the size for enlargement and reduction, but a limit may be provided. For example, when the size is above a certain value, even if enlargement is selected, it may not be enlarged, and when the size is below a certain value, even if reduction is selected, it may not be reduced.

[0237] [Modification Example 4] In the above-described embodiment, in the decorative screen setting screen process (alternative plan) (Figs. 29, 30, and 31), there is no limit on the movement in the up, down, left, or right directions, but a limit may be provided. For example, when the vertical coordinate value of the decorative screen is above a certain value, even if "up" is selected, it may not move up, and when the vertical coordinate value of the decorative screen is below a certain value, even if "down" is selected, it may not move down. Also, for example, when the horizontal coordinate value of the decorative screen is above a certain value, even if "right" is selected, it may not move right, and when the horizontal coordinate value of the decorative screen is below a certain value, even if "left" is selected, it may not move left.

[0238] [Modification Example 5] In the above-described embodiment, in the decoration screen setting screen process (alternative case) (Figs. 29, 30, 31), the decoration screen is not displayed unless the coordinate values of the decoration screen are within a certain range, but even if it is outside the certain range, it may be displayed somewhere on the display screen 7a. For example, when the coordinate value in the vertical direction of the decoration screen becomes equal to or greater than a certain value, it is cut off on the upper side of the display screen 7a, and the cut-off part is displayed on the lower side of the display screen 7a. Further, when the coordinate value in the vertical direction of the decoration screen becomes larger, it may be displayed on the lower side of the display screen 7a.

[0239] [Modification Example 6] In the above-described embodiment, in the decoration screen setting screen process (Figs. 26, 27, 28) and the decoration screen setting screen process (alternative case) (Figs. 29, 30, 31), it is assumed that the player sets the display position of the decoration screen so that the display effect is easy to see. However, the production control microcomputer 91 may automatically set the display position of the decoration screen.

[0240] [Modification Example 7] In the above-described embodiment, in the decoration screen setting screen process (Figs. 26, 27, 28) and the decoration screen setting screen process (alternative case) (Figs. 29, 30, 31), it is assumed that the display position of the decoration screen is set. However, it may be possible to set whether or not the decoration screen is displayed.

[0241] [Aspect Example] In the gaming machine of the present embodiment, the following aspects can be realized. [Aspect 1] A display means capable of displaying a plurality of types of images, An operation means operable by a player, a gaming machine comprising: The display means can display in parallel a first screen for displaying predetermined content and a second screen for displaying content different from the predetermined content, By operating the operation means by the player, the screen displayed in the first area of the display means can be switched from one of the first screen and the second screen to the other. A gaming machine characterized by the above. [Aspect 2] The gaming machine according to Aspect 1, The display means includes a second area different from the first area, and by an operation of the operation means by a player, the screen displayed in the second area can be switched from one of the first screen and the second screen to the other. The gaming machine is characterized by this. [Aspect 3] A gaming machine according to Aspect 1 or Aspect 2, wherein one of the plurality of types of images is a decorative symbol, and the predetermined content displayed on the first screen includes the decorative symbol. The gaming machine is characterized by this.

[0242] [Other Modification Examples] In the various display effects described above, a configuration that does not include some of the effects, or effects other than those described above may be included.

[0243] The gaming machine 1 of the above embodiment has been described by taking a pachinko gaming machine as an example, but it is not limited thereto. For example, instead of a pachinko gaming machine, the present invention may be applied to a rotary gaming machine such as a slot machine, an arrange ball gaming machine, or a mahjong ball gaming machine. When the gaming machine 1 is a slot machine, the gaming medium may be changed from a gaming ball to a gaming medal.

[0244] The gaming machine 1 of the above embodiment was a gaming machine equipped with a payout device for paying out balls, but it is not limited thereto. For example, instead of the gaming machine 1, the present invention may be applied to a gaming machine that does not have a payout device, such as a so-called enclosed gaming machine.

[0245] Also, among the plurality of effect examples and / or modification examples described above, two or more effect examples and / or modification examples may be combined. Further, the gaming machine 1 may include a sub-display device in addition to the image display device 7. In this case, the above-described display effect may be executed by the sub-display device.

[0246] The present aspect has been described based on the embodiments and modifications above. However, the embodiments of the above-described aspects are for facilitating the understanding of the present aspect and do not limit the present aspect. The present aspect can be changed and improved without departing from its gist and the scope of the claims, and equivalents thereof are included in the present aspect.

Explanation of Signs

[0247] 1... Gaming machine 7... Image display device 7a... Display screen 63... Effect button 66... Frame lamp 68... Select button 81... Microcomputer for game control 91... Microcomputer for effect control 101... Microcomputer for image control

Claims

1. A gaming machine comprising display means capable of displaying a plurality of types of images and operating means operable by a player, wherein the display means is capable of concurrently displaying a first screen for displaying predetermined content and a second screen for displaying content different from the predetermined content, and the screen displayed in a first area of the display means can be switched from one of the first screen and the second screen to the other by an operation of the operating means by the player. A gaming machine characterized by this.

2. The gaming machine according to Claim 1, wherein the display means includes a second area different from the first area, and the screen displayed in the second area can be switched from one of the first screen and the second screen to the other by an operation of the operating means by the player. A gaming machine characterized by this.

3. The gaming machine according to Claim 1 or Claim 2, wherein one of the plurality of types of images is a decorative symbol, and the predetermined content displayed on the first screen includes the decorative symbol. A gaming machine characterized by this. ​

Citation Information

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