Game machine

The gaming machine enhances player engagement by using a lottery system and diverse display effects to adapt text information display to game scenes and reliability, addressing the lack of interest in conventional machines.

JP2025163812APending Publication Date: 2025-10-30FUJI SHOJI CO LTD
View PDF 4 Cites 0 Cited by

Patent Information

Application Number
JP2024067352
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-04-18
Publication Date
2025-10-30

AI Technical Summary

Technical Problem

Conventional gaming machines lack the ability to diversify text information display based on game scene and reliability, leading to insufficient player interest.

Method used

Implementing a gaming machine with a lottery system to determine special game states and using display effects such as two-dimensional and three-dimensional character images, movable character images, and varying display methods based on game reliability to enhance player engagement.

Benefits of technology

The diversified display methods increase player interest by adapting to game scenes and reliability, providing a more engaging gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025163812000001_ABST
    Figure 2025163812000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of sufficiently interesting a player on a game performance by diversifying a mode for letter information in accordance with the scene and reliability in the game performance and making the modes correspond to each scene.SOLUTION: First letter image M1 to ninth letter image M9 in a first performance are displayed in a manner in which first and second contour parts M1b and M2b, second and third contour parts M2b and M3b, third and fourth contour parts M4b and M5b, fifth and sixth contour parts M5b and M6b, and sixth and seventh contour parts M6b and M7b respectively overlap with each other while first body M1a to ninth body M9a do not overlap with each other. On the other hand, letter images in a second performance are displayed in a manner in which at least some the letter images are movable and the body and the contour part of one of the letter images overlap with the body of one of the other letter images.SELECTED DRAWING: Figure 24
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to gaming machines such as pachinko machines, arrange ball machines, mahjong ball gaming machines, slots, and enclosed pachinko machines (controlled gaming machines) that circulate enclosed gaming balls inside, and more specifically to gaming machines that can diversify the manner in which text information is displayed according to the scene and reliability of the gaming performance, and can provide players with sufficient interest in the gaming performance by making the manner suitable for each scene. [Background technology]

[0002] As a conventional gaming machine such as a pachinko machine, for example, a gaming machine as described in Patent Document 1 is known. This gaming machine displays the same warning message on the display means and outside the display means in different fonts. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2020-168032 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the above gaming machine, only different fonts are used for the displayed content, and the type of text information is not adequately differentiated according to the game presentation, which has resulted in a problem of not being able to sufficiently enhance the interest in the game presentation.

[0005] In view of the above problems, the present invention aims to provide a gaming machine that can provide players with sufficient interest in the game presentation by diversifying the manner in which text information is displayed depending on the scene and reliability of the game presentation, and by creating a manner that suits each scene. [Means for solving the problem]

[0006] The above object of the present invention can be achieved by the following means: Note that the parentheses indicate reference symbols of embodiments to be described later, but the present invention is not limited to these.

[0007] According to the gaming machine of the invention of claim 1, there is provided a lottery means (for example, a main control CPU 600a shown in FIG. 3) which performs a lottery to determine whether or not to grant a special gaming state advantageous to a player in response to a predetermined signal; Display means (for example, a liquid crystal display device 41 shown in FIG. 2), a plurality of effects for displaying a plurality of character images on the display means; the character image is composed of a main body portion and an outline portion, The plurality of effects include a first effect (see, for example, the screen example shown in FIG. 24(a)) in which a two-dimensionally expressed character image is displayed on the display means, and a second effect (see, for example, the screen example shown in FIG. 27) in which a three-dimensionally expressed character image is displayed on the display means, In the character images in the first effect (for example, the first character image M1 to the ninth character image M9 shown in FIGS. 24(b) and (c)), the main body portions (for example, the first main body portion M1a to the ninth main body portion M9a shown in FIGS. 24(b) and (c)) do not overlap with each other, and the outline portions (for example, the first main body portion M1a to the ninth main body portion M9a shown in FIGS. 24(b) and (c)) overlap with each other in at least some of the plurality of character images (for example, the first character image M1 to the ninth character image M9 shown in FIGS. 24(b) and (c)). 24(c), the first contour portion M1b and the second contour portion M2b shown in FIG. 24(c), the second contour portion M2b and the third contour portion M3b shown in FIG. 24(c), the third contour portion M3b and the fourth contour portion M4b shown in FIG. 24(c), the fourth contour portion M4b and the fifth contour portion M5b shown in FIG. 24(c), the fifth contour portion M5b and the sixth contour portion M6b shown in FIG. 24(c), and the sixth contour portion M6b and the seventh contour portion M7b shown in FIG. 24(c) can be displayed in an overlapping manner. The character images in the second performance (for example, the three-dimensional character images shown in Figure 27(c) (see image P95)) are configured so that at least a portion of the multiple character images (for example, the character image ``Final Battle Reach'' shown in Figure 27(c)) is movable, and the main body portion (for example, the main body portion R1a shown in Figure 27(c)) of one character image can be displayed overlapping the main body portion (for example, the main body portion R1a shown in Figure 27(c)) and the outline portion (for example, the outline portion R1b shown in Figure 27(c)) of another character image (for example, see the example screen shown in Figure 27(c)). According to the gaming machine of the invention of claim 2, in the gaming machine of claim 1, in the first performance, the state of the character image in the first performance changes depending on the reliability of whether or not the special game state advantageous to the player will be granted (for example, see the screen example shown in FIG. 28), In the second performance, whether or not a special game state advantageous to the player is granted, the character image in the second performance is displayed on the display means as the same character image, and the appearance of the character image does not change depending on the reliability of whether or not a special game state advantageous to the player will be granted (for example, see the example screen shown in Figure 27). According to the gaming machine of the invention of claim 3, in the gaming machine of claim 1 or 2, there is further provided a notice lottery means (for example, a sub-control CPU 800a shown in FIG. 3) for performing a notice lottery based on the lottery result by the lottery means (for example, a main control CPU 600a shown in FIG. 3), The character image in the first performance has a plurality of still images corresponding to the reliability of whether or not the special game state advantageous to the player will be granted, and the character image corresponding to the advance notice lottery is displayed on the display means (for example, the liquid crystal display device 41 shown in FIG. 2) (for example, see the screen example shown in FIG. 28). The character image in the second performance is characterized in that it is displayed on the display means (e.g., the liquid crystal display device 41 shown in Figure 2) using a single moving image without using the preview lottery (e.g., see the example screen shown in Figure 27). [Effects of the Invention]

[0008] According to the present invention, the manner in which text information is displayed can be diversified according to the scene and reliability in the game presentation, and the manner can be adapted to suit each scene, thereby providing the player with sufficient interest in the game presentation. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a perspective view showing the appearance of a gaming machine according to one embodiment of the present invention; [Figure 2] FIG. 2 is a front view of the game board according to the embodiment. [Figure 3] 2 is a block diagram showing a control device of the gaming machine according to the embodiment. FIG. [Figure 4] 1A shows the memory area of ​​the main control RAM according to the embodiment, and FIG. 1B is an explanatory diagram illustrating a memory map showing the memory area of ​​the main control ROM according to the embodiment. [Figure 5] (a) to (e) are diagrams showing example screens to explain what happens when the difference in balls exceeds 90,000 during fluctuation and a suppression device activation warning command is sent to the sub-control board. [Figure 6] (a) to (c) are diagrams showing example screens to explain what happens when the difference in balls exceeds 95,000 during fluctuation and a game stop command is sent to the sub-control board. [Figure 7] (a) to (d) are diagrams showing example screens to explain what happens when the difference in balls exceeds 95,000 during a jackpot and a suppression device activation warning command is sent to the sub-control board. [Figure 8] 10(a) to 10(e) are diagrams showing example screens for explaining a case where two big wins are displayed together as one effect. [Figure 9] 10(a) to 10(c) are diagrams showing example screens for explaining the processing contents when the difference in balls exceeds 95,000 during one of two jackpots. [Figure 10](a) to (d) are diagrams showing example screens to explain the processing contents when the difference in balls exceeds 95,000 during the fluctuation of the special pattern between the first jackpot and the second jackpot of two jackpots. [Figure 11] (a) to (d) are diagrams showing example screens for explaining the processing contents when the difference in balls exceeds 95,000 during a jackpot game in a game that enters a special state after a jackpot game. [Figure 12] (a) to (d) are diagrams showing example screens to explain the processing contents when the difference in balls exceeds 95,000 during a jackpot in a game in which there is a start-up reserved ball (first start-up reserved ball or second start-up reserved ball) that will result in a jackpot, and after the jackpot game, a reserved consecutive effect occurs in which a jackpot will result when the start-up reserved ball is consumed. [Figure 13] (a) is an explanatory diagram explaining the layer structure of an image to be displayed on a liquid crystal display device, (b-1) is an explanatory diagram showing the state in which an error display layer is superimposed on a normal game screen layer, (b-2) is an example screen when an error display layer is superimposed on a normal game screen layer, (c-1) is an explanatory diagram showing the state in which a suppression device (saving function) operation display layer is superimposed on an error display layer, and (c-2) is a diagram showing an example screen when a suppression device (saving function) operation display layer is superimposed on an error display layer. [Figure 14] (a-1) is an explanatory diagram showing an example of drawing a specific error on the layer displaying the operation of the suppression device (saving function); (a-2) is an explanatory diagram showing the state in which the layer displaying the error is overlaid on the layer displaying the operation of the suppression device (saving function); (b) is an example screen showing a specific error displayed together with the display of the operation of the suppression device (saving function); and (c) is a diagram showing an example screen for an enclosed pachinko machine (controlled gaming machine) that circulates enclosed gaming balls inside. [Figure 15] This is a simple explanatory diagram of when a start-up pending ball number display device is installed on the front right side of the liquid crystal display device, where (a) shows the start-up pending ball number display device when it is lit, and (b) shows the start-up pending ball number display device when it is turned off. [Figure 16]10A to 10D are diagrams showing example screens for explaining how to change the number of balls to be acquired. [Figure 17] (a) to (c) show examples of screens for the button rapid-press effect, (d-1) shows an example of a screen for a pattern where the button rapid-press effect is successful, and (d-2) shows an example of a screen for a pattern where the button rapid-press effect is unsuccessful. [Figure 18] This is a diagram showing a timing chart of what is executed by the video, sound lamps, and movable props when the effect button is pressed once. [Figure 19] (a-1) to (a-4) are explanatory diagrams that explain the flow of displaying the effect image from when it starts to when it ends, and (b-1) to (b-3) are explanatory diagrams that explain the flow of movement of the movable prop from when it starts to when it ends. [Figure 20] (a) is a timing chart showing the timing of execution of the video, sound lamps and movable props when the validity determination of the effect button is matched to the video effect, (b) is a timing chart showing the timing of execution of the video, sound lamps and movable props when the validity determination of the effect button is matched to the sound lamp, and (c) is a timing chart showing the timing of execution of the video, sound lamps and movable props when the validity determination of the effect button is matched to the movable props. [Figure 21] This is a timing chart showing the execution timing of each of the video, sound lamps, and movable props when a button disable time (so-called delay time) is set to match the performance time of each of the video, sound lamps, and movable props. [Figure 22] This is a timing chart showing the execution timing of each of the video, sound lamps, and movable props when a button disable time (so-called delay time) is set that does not match the performance time of each of the video, sound lamps, and movable props (shorter than the performance time). [Figure 23](a) to (c) show the process of gradually enlarging an effect image after it starts to be displayed, and (d) is an explanatory diagram showing the case where a new effect image is displayed before the enlarged display of the effect image ends. [Figure 24] (a) shows an example screen of the SP reach effect, (b) shows only the character image shown in (a), and (c) is a diagram explaining the areas where the character images shown in (b) touch or overlap. [Figure 25] 10A shows an example of a screen for a strong SP reach effect, and FIG. 10B shows only the character image shown in FIG. 10A. [Figure 26] (a) shows an example of a screen showing a treasure chest preview, (b) shows only the character image shown in (a), and (c) is a diagram explaining the areas where the character images shown in (b) touch or overlap. [Figure 27] 10(a) to 10(c) show an example of a series of screens up to the title display, and 10(d) shows an example of a screen indicating that a strong SP reach will start. [Figure 28] FIG. 24(b) is a diagram showing an example screen showing a variation with improved reliability compared to the example screen of the SP reach effect shown in FIG. 24(a). [Figure 29] FIG. 25(b) is a diagram showing an example screen showing a variation with improved reliability compared to the example screen of the strong SP reach effect shown in FIG. 25(a). [Figure 30] 10A and 10B show examples of screens for dialogue preview effects executed during normal variation, where (a) shows an example of a screen displaying a normal variation, (b) shows an example of a screen displaying a variation with improved reliability than (a), and (c) shows an example of a screen displaying a variation with improved reliability than (b). [Figure 31] 10(a) to 10(d) are diagrams showing example screens in which a strong SP reach effect is being executed. [Figure 32] 10A to 10F are diagrams showing example screens up to the time when a win / loss branching effect is performed in a strong SP reach effect. [Figure 33](a) is an explanatory diagram explaining that the three-dimensional character image displayed on the liquid crystal display device shown in Figure 31(c) is displayed at the edge of the screen, and (b) is an explanatory diagram explaining that the three-dimensional character image displayed on the liquid crystal display device shown in Figure 31(d) is displayed at the edge of the screen. [Figure 34] FIG. 33 is an explanatory diagram illustrating that the three-dimensional character image displayed on the liquid crystal display device shown in FIG. 32(f) is displayed at the edge of the screen. [Figure 35] 10A to 10B are diagrams showing examples of screens when a line preview effect is issued during a preview effect during normal fluctuation. [Figure 36] FIG. 4 is a flowchart illustrating a main process of a main control according to the embodiment. [Figure 37] FIG. 37 is a flowchart illustrating the continuation of the main processing of the main control shown in FIG. 36. [Figure 38] FIG. 37 is a flowchart illustrating the setting switching process shown in FIG. 36. [Figure 39] FIG. 10 is a flowchart illustrating a power supply abnormality check process. [Figure 40] FIG. 38 is a flowchart illustrating the process of clearing the RAM from the used area shown in FIG. 37. [Figure 41] FIG. 38 is a flowchart illustrating the setting of the game start processing outside the use area shown in FIG. 37. [Figure 42] 38 is a flowchart illustrating the prize ball winning number management process 1 shown in FIG. 37. [Figure 43] FIG. 43 is a flowchart illustrating the initial setting of the RAM area outside the used area shown in FIG. 42. [Figure 44] FIG. 10 is a flowchart illustrating a timer interrupt process of main control according to the embodiment. [Figure 45] FIG. 45 is a flowchart illustrating the normal symbol processing shown in FIG. 44. [Figure 46] FIG. 45 is a flowchart illustrating the special symbol processing shown in FIG. 44. [Figure 47] FIG. 47 is a flowchart illustrating the start port check process 1(2) shown in FIG. 46. [Figure 48] A flowchart explaining the special pattern variation start processing shown in Figure 46. [Figure 49] A flowchart explaining the processing during the special pattern change shown in Figure 46. [Figure 50] FIG. 47 is a flowchart illustrating the processing during the special symbol confirmation time shown in FIG. 46. [Figure 51] FIG. 48 is a flowchart illustrating the out-of-use area process shown in FIG. 47. [Figure 52] FIG. 52 is a flowchart illustrating the suppression device counting process shown in FIG. 51. [Figure 53] FIG. 52 is a flowchart illustrating the suppression device operation management process shown in FIG. 51. [Figure 54] FIG. 52 is a flowchart illustrating suppression device operation management processing 2 shown in FIG. 51. [Figure 55] 10A shows an example of a program for a suppression device activation determination table according to the embodiment, and FIG. 10B shows an example of a program for a suppression device activation advance notice command table according to the embodiment. [Figure 56] FIG. 10 is a flowchart showing main processing of sub-control according to the embodiment. [Figure 57] FIG. 57 is a flowchart showing the data analysis process shown in FIG. 56. [Figure 58] FIG. 10 is a flowchart showing a command reception process of sub-control according to the embodiment. [Figure 59] FIG. 10 is a flowchart showing a timer interrupt process of the sub-control according to the embodiment. [Figure 60] 10A shows a flowchart illustrating an initial command list for moving images, FIG. 10B shows a flowchart illustrating a regular command list for moving images, and FIG. 10C shows a flowchart illustrating a command list for still images. DETAILED DESCRIPTION OF THE INVENTION

[0010] An embodiment of a gaming machine according to the present invention will be specifically described below with reference to the drawings, taking a pachinko gaming machine as an example. In the following description, when directions such as up, down, left, and right are indicated, they refer to up, down, left, and right as viewed from the front of the illustration.

[0011] <Explanation of the external structure of the pachinko machine> First, the external configuration of the pachinko gaming machine according to this embodiment will be described with reference to FIGS.

[0012] <Explanation of the external appearance of the front of the pachinko machine>

[0013] As shown in Figure 1, a pachinko gaming machine 1 has a rectangular front frame 3 attached to the front of a wooden outer frame 2 so that it can be opened and closed, and a gaming board 4 mounted in a gaming board storage frame (not shown) attached to the back of the front frame 3. The gaming board 4 is mounted with a gaming area 40 shown in Figure 2 facing the front, and a glass door frame 5 supporting transparent glass is provided in front of this gaming area 40 as shown in Figure 1. The gaming area 40 is an area surrounded by a ball guide rail 6 (see Figure 2) arranged on the surface of the gaming board 4.

[0014] On the other hand, as shown in FIG. 1, the pachinko gaming machine 1 has a front operation panel 7 disposed below the glass door frame 5, an upper tray 8 provided on the front operation panel 7, and a lower tray 9 provided below the upper tray 8 for storing game balls that do not fit in the upper tray 8. The front operation panel 7 also has a ball lending button 11 and a prepaid card ejection button 12 (card return button 12). The upper tray surface of the upper tray 8 is provided with a push-button effect button device 13 that the player can press to change the effect when a built-in lamp (not shown) is lit. The upper tray 8 also has a ball ejection button 14 for ejecting game balls stored in the upper tray 8 downward, and a setting button 15 consisting essentially of a cross key. This setting button 15 can be operated by the player and consists of a circular decision key 15a located in the center, a triangular up key 15b located above the decision key 15a in the illustration, a triangular left key 15c located to the left of the decision key 15a in the illustration, a triangular right key 15d located to the right of the decision key 15a in the illustration, and a triangular down key 15e located below the decision key 15a in the illustration.

[0015] 1, a launch handle 16 for operating the launch unit is provided on the right end side of the front operation panel 7, and speakers 17 for emitting background music, sound effects, etc. are provided on both upper side surfaces of the front frame 3 and near the launch handle 16. In addition, decorative lamps such as full-color LED lamps that create dramatic effects with light decoration are arranged around the periphery of the front frame 3.

[0016] <Explanation of the appearance of the game board> On the other hand, as shown in FIG. 2, a liquid crystal display device 41 such as an LCD (Liquid Crystal Display) is located approximately in the center of the game area 40 of the game board 4. This liquid crystal display device 41 divides the display area into three areas, left, center, and right, and can independently display numbers, characters, letters (such as character conversations and lyrics captions), or patterns (special and normal patterns). Decorative top ornaments 42a, left ornaments 42b, and right ornaments 42c are provided around the liquid crystal display device 41, and movable gadget devices 43 are located on the backsides of the top ornaments 42a, left ornaments 42b, and right ornaments 42c. Decorative lamps such as full-color LED lamps that create dramatic effects through lighting are located in the top ornaments 42a, left ornaments 42b, and right ornaments 42c.

[0017] As shown in Fig. 2, this movable accessory device 43 is composed of an upper movable accessory 43a, a left movable accessory 43b, a right movable accessory 43c, and an upper-left movable accessory 43d, which perform predetermined performance operations as the game progresses, and a motor (not shown) such as a two-phase stepping motor that drives each of the upper, left, right, and upper-left movable accessories 43a to 43d. In addition, decorative lamps such as full-color LED lamps that create performance effects with light decoration are arranged on these upper, left, right, and upper-left movable accessories 43a to 43d.

[0018] Meanwhile, a special symbol 1 start hole 44 is located directly below the LCD display 41, and a special symbol 1 start hole switch 44a (see FIG. 3) is provided inside the special symbol 1 start hole switch 44a to detect winning balls. The number of valid winning balls detected by the special symbol 1 start hole switch 44a (see FIG. 3), i.e., the first start reserved ball count, is displayed on the LCD display 41 as a predetermined number (e.g., four). The first reserved ball count is incremented (+1) when a game ball enters the special symbol 1 start hole 44 and is detected by the special symbol 1 start hole switch 44a (see FIG. 3). It is decremented (-1) when the display of a special symbol, such as a number, character, or symbol (decorative symbol), begins. Decorative lamps, such as full-color LED lamps, are located around the special symbol 1 start hole 44 to create decorative lighting effects.

[0019] On the other hand, as shown in Fig. 2, a special symbol 2 start device 45 is disposed on the lower right side of the liquid crystal display device 41. This special symbol 2 start device 45 is composed of a special symbol 2 start port 45a, an opening / closing section 45b that can change between an "open state" in which the special symbol 2 start port 45a is in an open state where a gaming ball can enter, and a "closed state" in which a gaming ball cannot enter, a ball entry guide section 45c that can change between a "guiding state" in which the gaming ball is guided toward the special symbol 2 start port 45a and a "non-guiding state" in which the gaming ball is not guided, and a special symbol 2 start port switch 45a1 (see Fig. 3) that detects a gaming ball that has entered the special symbol 2 start port 45a.

[0020] The special symbol 2 start hole 45a opens almost sideways toward the right side of the front in the left-right direction in FIG. 2, and a special symbol 2 start hole switch 45a1 (see FIG. 3) that detects winning balls is provided inside the special symbol 2 start hole 45a. The number of valid winning balls detected by the special symbol 2 start hole switch 45a1 (see FIG. 3), i.e., the number of second start reserved balls, is displayed on the liquid crystal display device 41 as a predetermined number (e.g., four). Note that when a game ball enters the special symbol 2 start hole 45a and is detected by the special symbol 2 start hole switch 45a1 (see FIG. 3), the number of second start reserved balls is incremented by one (+1), and when the variable display of special symbols such as numbers, characters, or symbols (decorative symbols) begins, the number is decremented by one (-1).

[0021] The opening / closing section 45b is provided with an opening / closing member (not shown) that can move left and right relative to the special symbol 2 starting opening 45a, and a normal electric role solenoid 45b2 (see FIG. 3) that drives and controls the opening / closing member (not shown). When the opening / closing section 45b is in a closed state, the opening / closing member (not shown) protrudes into the special symbol 2 starting opening 45a to prevent game balls from entering the special symbol 2 starting opening 45a, and when in an open state, it retracts to allow game balls to enter the special symbol 2 starting opening 45a.

[0022] The ball entry guide section 45c is provided with a guide member (not shown) that slopes downward from the right side to the left side as shown in Fig. 2 (sloping downward toward the special symbol 2 starting hole 45a side). This guide member (not shown) is driven and controlled by the normal electric role solenoid 45b2 (see Fig. 3).

[0023] When this ball entry guide section 45c is in the guide state, a guide member (not shown) slides and protrudes toward the front of the play area 40 (toward the glass door frame 5 shown in FIG. 1) to guide a game ball placed on its top to the special symbol 2 start opening 45a. When in the non-guide state, the guide member (not shown) slides backward (toward the rear of the play area 40) to retract. As a result, even if a game ball lands on the guide member (not shown) when it is in the guide state, if the guide member (not shown) changes to the non-guide state and slides backward before the game ball enters the special symbol 2 start opening 45a, the game ball will flow downstream without entering the special symbol 2 start opening 45a. The guide member (not shown) and the opening / closing member (not shown) are designed to operate in conjunction with each other.

[0024] In the following, the special symbol 2 starting device 45 as described above may be referred to as a normal electric device. In addition, the special symbol 2 starting device 45 is equipped with a decorative lamp such as a full-color LED lamp that produces a dramatic effect by means of light decoration.

[0025] On the other hand, as shown in Fig. 2, a prize winning device 46 is disposed to the right of the special symbol 1 starting hole 44. When a special symbol lottery described below is won, that is, during a winning game state, this prize winning device 46 is controlled by a special electric accessory solenoid 46b (see Fig. 3) so that a large prize opening (not shown) that is closed by an opening / closing door 46a is opened, allowing a gaming ball to enter the large prize opening (not shown). Note that a gaming ball that enters the large prize opening (not shown) is detected as a winning ball by a large prize opening switch 46c (see Fig. 3) provided inside the large prize opening (not shown).

[0026] On the other hand, when the special symbol is not selected, i.e., when the game is not in a winning state, the special electric device solenoid 46b (see FIG. 3) drives and controls the opening / closing door 46a, closing the large prize opening (not shown). This prevents the game ball from entering the large prize opening (not shown). Note that, hereinafter, the device combining the opening / closing door 46a and the special electric device solenoid 46b may be referred to as the "special electric device." The winning device 46 is also equipped with decorative lamps, such as full-color LED lamps, that create decorative lighting effects.

[0027] Incidentally, a sorting device 47, which has a conventionally well-known structure, is provided within the winning device 46. As shown in Fig. 2, this sorting device 47 has a V region 47a and an outlet 47b, and when a gaming ball enters a large winning opening (not shown), the gaming ball is sorted into either the V region 47a or the outlet 47b. Note that the sorting device 47 does not sort gaming balls that enter the large winning opening (not shown) into the V region 47a, but sorts them into the outlet 47b, unless a predetermined gaming state is reached.

[0028] On the other hand, as shown in Fig. 2, a normal symbol start opening 48 consisting of a gate is disposed in the upper right portion of the liquid crystal display device 41, and a normal symbol start opening switch 48a (see Fig. 3) that detects the passage of the gaming ball is provided inside the normal symbol start opening. In addition, normal prize openings 49 are disposed on the right side of the winning device 46 and on the left side of the special symbol 1 start opening 44. The general prize openings 49 are composed of an upper right general prize opening 49a disposed on the right side of the winning device 46, an upper left general prize opening 49b disposed on the left side of the special symbol 1 start opening 44, a middle left general prize opening 49c, and a lower left general prize opening 49d. An upper right general winning opening switch 49a1 (see FIG. 3) that detects the passage of game balls is provided inside the upper right general winning opening 49a, an upper left general winning opening switch 49b1 (see FIG. 3) that detects the passage of game balls is provided inside the upper left general winning opening 49b, a middle left general winning opening switch 49c1 (see FIG. 3) that detects the passage of game balls is provided inside the middle left general winning opening 49c, and a lower left general winning opening switch 49d1 (see FIG. 3) that detects the passage of game balls is provided inside the lower left general winning opening 49d. Decorative lamps such as full-color LED lamps that create a dramatic effect with decorative light are provided in the general winning openings 49.

[0029] Meanwhile, directly below the special symbol 1 starting hole 44 is an outlet 50 into which game balls (out balls) that have flowed down to the lowest part of the game area 40 without winning are admitted. Game balls that enter this outlet 50 are detected as non-winning balls by an internal outlet switch 50a (see FIG. 3). Furthermore, the winning balls described above also flow down to the lowest part of the game area 40 through the back side of the game board 4, and are therefore detected by the outlet switch 50a (see FIG. 3). Therefore, the outlet switch 50a (see FIG. 3) detects the total number of outs, i.e., the same number of game balls as those launched into the game area 40 by the launch handle 16. Furthermore, when counting the game balls launched into the game area 40 by the launch handle 16, a switch may be provided at the point where the ball guide rail 6 enters the game area 40 to count the number of balls.

[0030] On the other hand, three 7-segment displays are arranged in the lower right periphery of the game area 40 of the game board 4, two of which are special symbol display devices 51, and the remaining 7-segment display device 53a displays special symbol 1, special symbol 2, the number of balls reserved for the start of normal symbols, and the game status (for example, advantageous game status, etc.). As shown in Figure 2, this special symbol display device 51 is composed of a special symbol 1 display device 51a and a special symbol 2 display device 51b, and to the left of the special symbol 1 display device 51a is provided a normal symbol display device 52 consisting of one LED, and further provided are a round lamp 53b that indicates the number of rounds of the jackpot game and a right hit notification lamp 53c that notifies right hits.

[0031] In addition, an identification lamp device 51A that displays identification information corresponding to special pattern 1 and special pattern 2 is provided on the upper end side of the left ornament 43b.

[0032] This identification lamp device 51A has first and second identification lamps 51Aa and 51Ab for informing the player when special symbol 1 or special symbol 2 is changing, or when special symbol 1 or special symbol 2 has won or lost. The first identification lamp 51Aa corresponds to special symbol 1, and the second identification lamp 51Ab corresponds to special symbol 2. When special symbol 1 is changing, the first identification lamp 51Aa flashes; when special symbol 1 is a win, the first identification lamp 51Aa is lit; when special symbol 1 is a loss, the first identification lamp 51Aa is extinguished. Furthermore, when special symbol 2 is changing, the second identification lamp 51Ab flashes; when special symbol 2 is a win, the second identification lamp 51Ab is lit; and when special symbol 2 is a loss, the second identification lamp 51Ab is extinguished.

[0033] Although not shown, a plurality of game pegs are arranged in the game area 40 of the game board 4, and a windmill 54 is also arranged as a member for changing the falling direction of game balls.

[0034] <Control device description> Next, the control device that performs electronic control according to the progress of the game and is provided in the pachinko gaming machine 1 having the external configuration described above will be explained using Fig. 3. As shown in Fig. 3, this control device is mainly composed of a main control board 60 that controls the overall game operation, a payout / launch control board 70 that pays out game balls based on control commands from the main control board 60, and a sub-control board 80 that controls images, lights, and sounds.

[0035] <Explanation about the main control board> The main control board 60 is mainly equipped with a one-chip microcomputer 600 consisting of a main control CPU 600a, a main control ROM 600b that stores a game program that describes a series of game control procedures, and a main control RAM 600c that functions as a working area, buffer memory, etc., a measurement / setting display device 610 consisting of 7 segments that displays (performance display) information such as the ratio of the number of winning balls when the probability of winning is low (when the probability of winning is in a normal low probability state), and also displays the setting contents of the probability that will create a game state that is advantageous to the player, a RAM clear switch 620, and a setting key switch 630.

[0036] The main control board 60 configured in this manner is connected to a payout / launch control board 70 that controls the payout motor M to pay out game balls. Furthermore, there are connected a special pattern 1 start port switch 44a which detects winnings in the special pattern 1 start port 44, a special pattern 2 start port switch 45a1 which detects winnings in the special pattern 2 start port 45a, a normal pattern start port switch 48a which detects passage through the normal pattern start port 48, an upper right general prize port switch 49a1, an upper left general prize port switch 49b1, a middle left general prize port switch 49c1, and a lower left general prize port switch 49d1 which detect winnings in the general prize ports 49 (upper right general prize port 49a, upper left general prize port 49b, middle left general prize port 49c, and lower left general prize port 49d), a large prize port switch 46c which detects winnings in a large prize port (not shown) which is opened or closed by the opening / closing door 46a, and an outlet switch 50a which can detect the same number of game balls as those launched into the game area 40 by the launch handle 16. Furthermore, a normal electric accessory solenoid 45b2 that drives and controls the opening and closing member (not shown) and the guide member (not shown), a special electric accessory solenoid 46b that controls the operation of the opening and closing door 46a, a distribution device 47, a special symbol 1 display device 51a, a special symbol 2 display device 51b, a normal symbol display device 52, a 7-segment display device 53a, a round lamp 53b, and a right-hit notification lamp 53c are connected. Furthermore, a cheating detection board 55 that detects cheating by the player is connected.

[0037] When the main control board 60 configured in this manner receives a signal from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, or the normal symbol start port switch 47a at the main control CPU 600a, it conducts a lottery and determines the special symbol variation pattern and the display content of the stop symbol or normal symbol based on the winning / losing information that is the lottery result, and sends the determined information to the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. As a result, the lottery result is displayed on the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. Then, the main control board 60, i.e., the main control CPU 600a, generates a performance control command DI_CMD including the determined information and sends it to the sub-control board 80. Furthermore, when the main control board 60, i.e., the main control CPU 600a, receives signals from the special pattern 1 start port switch 44a, the special pattern 2 start port switch 45a, the upper right general prize port switch 49a1, the upper left general prize port switch 49b1, the middle left general prize port switch 49c1, the lower left general prize port switch 49d1, and the large prize port switch 46c, it determines how many game balls to pay out to the player and sends a payout control command PAY_CMD containing that determined information to the payout / launch control board 70, which then pays out the game balls to the player.

[0038] Furthermore, if the result of the lottery is that the normal pattern is won, the normal electric role solenoid 45b2 is controlled to keep the opening / closing member (not shown) in the open state and the guide member (not shown) in the guiding state for a predetermined time, and if the lottery is won for the special pattern, the special electric role solenoid 46b is controlled to open the big prize opening (not shown).

[0039] In a type 1 / type 2 mixed gaming machine, when a small win game state is reached, the opening and closing door 46a is controlled to repeatedly open and close the large prize opening (not shown), and when a game ball enters the large prize opening (not shown), the distribution device 47 is controlled so that the game ball is distributed to the V area 47a.

[0040] On the other hand, the main control board 60, i.e., the main control CPU 600a, counts the number of prize balls each time it receives a signal from the special symbol 1 start gate switch 44a, the special symbol 2 start gate switch 45a1, the upper right general prize gate switch 49a1, the upper left general prize gate switch 49b1, the middle left general prize gate switch 49c1, the lower left general prize gate switch 49d1, and the large prize gate switch 46c, and counts the total number of dispensed game balls each time it receives a signal from the outlet switch 50a. Based on the counted number of prize balls and the total number of dispensed game balls, the main control board 60, i.e., the main control CPU 600a, outputs information (performance display) regarding the ratio of prize balls dispensed during low probability to the measurement / setting display device 610. This causes the measurement / setting display device 610 to display information (performance display) regarding the ratio of prize balls dispensed during low probability.

[0041] Furthermore, the measurement / setting display device 610 can display the setting of the probability of generating a game state advantageous to the player in six levels, for example, from "1" to "6." Therefore, when changing such a setting, a dedicated key is inserted into the setting key switch 630 and turned ON, and the RAM clear switch 620 can be used to change the setting of the probability of generating a game state advantageous to the player in six levels, for example, from "1" to "6" (for example, a setting of "6" has the highest probability of generating a game state advantageous to the player, and a setting of "1" has the lowest probability of generating a game state advantageous to the player). The setting change is then displayed on the measurement / setting display device 610, and when the setting change is confirmed, a dot on the lower right side of the 7-segment display lights up, indicating that the setting has been confirmed.

[0042] On the other hand, when the RAM clear switch 620 is pressed, the entire memory area of ​​the main control RAM 600c is not cleared, but only a portion of the memory area is cleared, except when a dedicated key is inserted into the setting key switch 630 and turned on. That is, as shown in Figure 4(a), the main control RAM 600c has memory space addresses 0000H to 0200H, of which memory space addresses 0000H to 0100H are a RAM area 600ca in a used area used as a work area during game processing such as lottery processing, memory space addresses 0100H to 0110H are an unused area 600cb, memory space addresses 0110H to 0130H are a stack area 600cc in a used area used during game processing such as lottery processing, and memory space addresses 0130H to 0150H are an unused area 600cb. In the unused area 600cd, the memory space addresses 0150H to 0190H are an out-of-use RAM area 600ce that stores the total number of game balls fired into the game area 40, including the number of prize balls and non-winning balls, measured by the main control board 60, i.e., the main control CPU 600a; the memory space addresses 0190H to 01E0H are an unused area 600cf; and the memory space addresses 01E0H to 0200H are an out-of-use stack area 600cg that is used when measuring the total number of game balls fired into the game area 40, including the number of prize balls and non-winning balls, etc.

[0043] On the other hand, as shown in FIG. 4(b), the main control ROM 600b has memory space addresses 8000H to A800H, and includes a program area 600ba within the used area where programs used during game processing such as lottery processing are stored from memory space addresses 8000H to 8B90H, an unused area 600bb from memory space addresses 8B90H to 9000H, a data area 600bc within the used area where data used during game processing such as lottery processing is stored from memory space addresses 9000H to 9A00H, an unused area 600bd from memory space addresses 9A00H to 9C00H, and an unused area 600bd from memory space addresses 9C00H to A010H. The area up to A010H is an out-of-use program area 600be in which programs used to measure the total number of game balls fired into the game area 40, including the number of prize balls and the number of non-winning balls, are stored; the area from memory space addresses A010H to A200H is an unused area 600bf; the area from memory space addresses A200H to A320H is an out-of-use data area 600bg in which data used to measure the total number of game balls fired into the game area 40, including the number of prize balls and the number of non-winning balls, are stored; the area from memory space addresses A320H to A780H is an unused area 600bh; and the area from memory space addresses A780H to A800H is a vector table area 600bi.

[0044] On the other hand, when the main control board 60, i.e., the main control CPU 600a, receives a fraud detection signal that is mounted on the fraud detection board 55, or that detects a player's fraudulent behavior using a radio wave sensor or a vibration sensor, it generates a fraud error command (presentation control command DI_CMD) and sends it to the sub-control board 80.

[0045] <Explanation about the Dispense and Firing Control Board> The payout / launch control board 70 receives a payout control command PAY_CMD from the main control board 60 (main control CPU 600a) and generates a payout motor signal based on the received payout control command PAY_CMD. The generated payout motor signal controls the payout motor M to pay out game balls to the player. Furthermore, the payout / launch control board 70 performs processing to start or stop the operation of firing game balls in response to a player's operation, based on a prize ball count signal indicating the payout operation of game balls and a status signal related to an abnormality in the payout operation.

[0046] Meanwhile, a touch sensor is provided on the periphery of the launch handle 16 shown in FIG. 1, and when a player's hand touches the touch sensor of the launch handle 16, the touch sensor outputs a detection signal to the payout / launch control board 70, as shown in FIG. 3. In response to this, the payout / launch control board 70 transmits the detection signal to the main control board 60 (main control CPU 600a). The main control board 60 (main control CPU 600a) then transmits the detection signal to the sub-control board 80 as a presentation control command DI_CMD. This makes it possible to transmit information as to whether or not the player has touched the handle 16 to play to the sub-control board 80.

[0047] The payout / launch control board 70 also performs the process of lending balls to the player. That is, when the ball lending button 11 shown in FIGS. 1 and 3 is pressed, a ball lending signal is sent to a CR unit (not shown) located adjacent to the pachinko gaming machine 1. In response to this, the CR unit sends a ball lending request signal to the payout / launch control board 70. Then, in response to this signal, the payout / launch control board 70 pays out game balls to the player, and when the payout is complete, it sends a ball lending completion signal to the CR unit. Thus, in this way, the payout / launch control board 70 performs the process of lending balls to the player.

[0048] <Explanation about the sub-control board> The sub-control board 80 receives performance control commands DI_CMD from the main control board 60 (main control CPU 600a) and controls the execution of various performances, and is equipped with a sub-one-chip microcomputer 800 consisting of a sub-control CPU 800a that controls the display images displayed on the liquid crystal display device 41, a sub-control ROM 800b that stores control programs that describe performance control procedures, and a sub-control RAM 800c that functions as a working area, buffer memory, etc.

[0049] Furthermore, the sub-control board 80 is equipped with a sound LSI 801 that generates desired background music and sound effects, a sound RAM 802 that functions as a work area and buffer memory, a VDP 803 that generates image data to be displayed on the LCD display device 41 based on instructions from the sub-single-chip microcomputer 800, a DDR2 SDRAM 804 that includes a work area for decompressing compressed video data and a frame buffer area for temporarily storing image data to be displayed on the LCD display device 41, and a game ROM 805 that pre-stores CG data for compressed still images and compressed video data, as well as sound data such as background music and sound effects. Note that a still image is a so-called sprite image, which represents a single image such as text data, a background image, or a special design. Note that a moving image is a collection of multiple (multiple frames) continuously changing still images, and smooth movement is reproduced by continuously displaying multiple still images on the LCD display device 41.

[0050] The sub-control board 80 thus configured is connected to a decorative lamp board 90 equipped with decorative lamps such as full-color LED lamps that produce lamp effects, and further connected to a push-button effect button device 13 that the player can press to change the effect when the built-in lamp (not shown) is lit, and a speaker 17 that emits background music, sound effects, etc. Furthermore, the sub-control board 80 is connected to a movable accessory device 43 that performs predetermined effect operations as the game progresses, an identification lamp device 51A that notifies the player when special symbol 1 or special symbol 2 is changing, or when special symbol 1 or special symbol 2 has won or lost, a setting button 15 that allows various settings, and a liquid crystal display device 41.

[0051] Thus, the sub-control board 80 configured in this manner receives, at the sub-control CPU 800a, an effect control command DI_CMD transmitted from the main control board 60 (main control CPU 600a) and including basic information required for the special symbol variation pattern based on the lottery result, the current game status, the number of balls on hold for starting, the decorative symbols to be stopped based on the lottery result, etc. Then, the sub-control CPU 800a determines, by lottery, an effect pattern corresponding to the received effect control command DI_CMD from among a large number of effect patterns stored in advance in the sub-control ROM 800b, and temporarily stores, in the sub-control RAM 800c, a control signal that instructs the execution of the determined effect pattern.

[0052] The sub-control CPU 800a transmits a sound-related control signal, among the control signals that instruct the execution of the effect patterns stored in the sub-control RAM 800c, to the sound LSI 801. In response to this, the sound LSI 801 reads out sound data corresponding to the control signal from the game ROM 805 or the sound RAM 802, and outputs it to the speaker 17. As a result, the speaker 17 produces background music and sound effects corresponding to the effect pattern that has been determined.

[0053] The sub-control CPU 800a also transmits light-related control signals, among the control signals that instruct the execution of the effect patterns stored in the sub-control RAM 800c, to the decorative lamp board 90. As a result, the decorative lamp board 90 controls the turning on and off of decorative lamps, such as full-color LED lamps, that produce lamp effect effects, and thus a lamp effect corresponding to the determined effect pattern is executed.

[0054] The sub-control CPU 800a then transmits to the VDP 803 a command list relating to images, among the control signals for instructing the execution of the effect pattern stored in the sub-control RAM 800c. The VDP 803 then generates image data for displaying an image based on the command list, and transmits the generated image data to the liquid crystal display device 41, thereby displaying an image corresponding to the determined effect pattern on the liquid crystal display device 41. The image data displayed on the liquid crystal display device 41 is updated every frame, and the VDP 803 transmits a VSYNC (vertical synchronization signal) shown in FIG. 3 as an interrupt signal to the sub-control CPU 800a so that the sub one-chip microcomputer 800 (sub-control CPU 800a) can know that the display operation for one frame has ended. This allows the sub-control CPU 800a to know that one frame's worth of image data has been displayed on the liquid crystal display device 41. This VSYNC interrupt signal is generated, for example, every 33 ms.

[0055] Furthermore, the sub-control CPU 800a transmits, among the control signals that instruct the execution of the performance pattern stored in the sub-control RAM 800c, a control signal related to the movable role object to the movable role object device 43. As a result, the movable role object device 43 moves in accordance with the determined performance pattern.

[0056] <Power supply board explanation> Incidentally, power is supplied to each of the boards described above from a power supply board 130 shown in Fig. 3. This power supply board 130 is configured to include a voltage generation unit 1300, a voltage monitoring unit 1310, and a system reset generation unit 1320. This voltage generation unit 1300 receives an AC voltage of 24V, which is an external power source supplied from a voltage transformer (not shown) installed in the gaming establishment, and generates multiple types of DC voltages, and the generated DC voltages are supplied to each board (not shown).

[0057] The voltage monitoring unit 1310 monitors the AC 24V voltage, and when it detects a voltage abnormality due to a cutoff of this voltage or the occurrence of a power outage, it outputs a voltage abnormality signal ALARM to the main control board 60. The voltage abnormality signal ALARM outputs an "L" level signal when a voltage abnormality occurs, and outputs an "H" level signal when the voltage is normal.

[0058] On the other hand, the system reset generation unit 1320 generates a system reset signal RST when power is turned on, and the generated system reset signal RST is output to each board.

[0059] <Explanation of the suppression device (saving function)> The above-described pachinko gaming machine 1 is equipped with a suppression device (saving function) that stops the game when a player acquires a certain number of prize balls. This suppression device (saving function) will be described below.

[0060] <Outline of the suppression device (saving function)> The suppression device (saving function) stops gameplay when the difference in balls exceeds 95,000. The difference in balls is calculated by subtracting the number of game balls paid out to the player from the number of game balls the player fired into the game area 40 using the firing handle 16, which equals the number of prize balls actually won by the player (the number of prize balls actually in the player's possession). The main control CPU 600a counts this difference in balls using a difference in ball counter, which is initially set to 0. If the difference in ball counter is 0 and there are game balls fired into the game area 40, the counter remains at 0 rather than being counted as a negative number. This allows the game to be stopped even if the player continues to have a negative difference in balls, as long as the player's winnings increase dramatically.

[0061] Thus, when the result of counting using such a difference ball counter shows that the difference balls exceed 95,000, the game is stopped. This game-stopped state can be released by pressing the RAM clear switch 620 (see FIG. 3) and clearing the main control RAM 600c. Note that if the pachinko gaming machine 1 is powered back on without pressing the RAM clear switch 620 and clearing the main control RAM 600c, the game-stopped state will remain.

[0062] By the way, when the difference in balls exceeds 95,000, the process of stopping the game is different depending on whether it is in normal game mode or in jackpot game mode. That is, during normal game mode (a state in which symbol changes are possible without a jackpot, including probability change states and symbol changes during time-saving modes), the game is stopped immediately when the difference in balls exceeds 95,000.

[0063] On the other hand, if a big win game is in progress, the game is stopped when the big win game ends.

[0064] The above is an overview of the suppression device (saving function).

[0065] <Explanation of the control of the suppression device (saving function)> Next, the control of the suppression device (saving function) will be described.

[0066] The control of this suppression device (saving function) is set up in stages according to the state of the difference ball before the suppression device (saving function) is activated, and when a change occurs to each state, the main control board 60 (main control CPU 600a) sends a performance control command DI_CMD to the sub-control board 80 to notify the sub-control board 80 of the state. Specifically, the following four basic states will be notified.

[0067] (1) When the suppression device (saving function) is not activated This state indicates that there is still time until the game is stopped, and the player cannot know how much time is left until the game is stopped.

[0068] (2) When the suppression device (saving function) is in an operation warning state In this state, the difference in balls exceeds 90,000 and there are less than 5,000 balls remaining until the game is stopped. At this time, the main control board 60 (main control CPU 600a) will send a suppression device activation notice command (presentation control command DI_CMD) to the sub-control board 80.

[0069] In this case, as the difference balls increases to 91,000, 92,000, 93,000, and 94,000, the main control board 60 (main control CPU 600a) transmits a corresponding performance control command DI_CMD to the sub-control board 80. Therefore, a judgment value (threshold) for transmitting the performance control command DI_CMD is set for each increase of 1,000 balls from 90,000. Note that 90,000 is expressed in hexadecimal as 015F90H, 91,000 is expressed in hexadecimal as 016378H, 92,000 is expressed in hexadecimal as 016760H, 93,000 is expressed in hexadecimal as 016B48H, and 94,000 is expressed in hexadecimal as 016F30H.

[0070] Here, when the difference ball counter is compared with the judgment value (threshold), three-byte values ​​are compared. That is, the difference ball counter needs to count up to 95000, and since 95000 is expressed as 017318H in hexadecimal, the size of the difference ball counter needs to be three bytes. Therefore, three-byte values ​​are compared. However, because the main control CPU 600a only has instructions for comparing one-byte or two-byte values, the processing content for comparing three-byte values ​​becomes complicated.

[0071] Therefore, in this embodiment, instead of comparing the three-byte values, it is determined whether the third byte of the ball difference counter is 00H or 01H. In other words, if the third byte of the ball difference counter is 00H, the maximum value of the ball difference counter is 65535 (00FFFFH), which is far less than 90,000 balls. Therefore, there is no need to do anything to prepare for the suppression device (saving function) to activate. On the other hand, if the third byte is 01H and the value is 65536 (010000H) or greater, the value of the lowest two bytes can determine whether the number of balls is 90,000 or greater, so it is sufficient to compare only the lowest two bytes.

[0072] To explain this point using a specific example, when the difference ball counter exceeds 90,000, a suppression device activation warning command (presentation control command DI_CMD) will be sent to the sub-control board 80, and at this time, the above-mentioned judgment value (threshold value) 90,000 will be compared with the difference ball counter.

[0073] By the way, if this difference ball counter has a value exceeding 90000 (015F90H), the third byte is already 01H. In other words, if the third byte is not 01H, it is 65535 (00FFFFH) or less, so without comparing it with the judgment value (threshold) of 90000, if the third byte of the difference ball counter is 00H, it can be determined that the difference balls has not exceeded 90000.

[0074] Incidentally, when such a comparison process is performed in a program, it is determined whether the "difference ball counter - judgment value (threshold)" exceeds 0. Therefore, in the above specific example, since the third byte of both the difference ball counter and the judgment value (threshold) is 01H, subtraction results in 00H, which does not affect the judgment. Therefore, it is sufficient to subtract the lower two bytes and determine whether the result exceeds 0. To explain this point using a specific example, if the difference ball counter is 65535 (00FFFFH), a simple comparison would result in the calculation of 65535 (00FFFFH) - 90000 (015F90H). However, since the judgment value (threshold) has 01H in the third byte, unless the third byte of the difference ball counter is 01H, the "difference ball counter - judgment value (threshold)" will not exceed 0. Therefore, if the third byte of the difference ball counter is not 01H, there is no need to perform the comparison process in the first place. Also, if the ball difference counter is 70000 (011170H), a simple comparison would result in the calculation of 70000 (011170H) - 90000 (015F90H), but because the third byte of both the ball difference counter and the judgment value (threshold) is 01H, it is sufficient to subtract only the lower two bytes.In addition, to determine whether 1170H - 5F90H exceeds 0, the comparison can be performed using a two-byte register (BC register, DE register, HL register) in the main control CPU 600a.

[0075] Therefore, by using the above processing, it is possible to reduce the control load. Furthermore, even if the number of game values ​​acquired by the player exceeds a certain amount and the game is forced to end, the above processing can appropriately process the control up to the forced end and the control after the forced end without affecting the control related to other games. The processing content of the suppression device (saving function) using this processing will be described later.

[0076] The above states (1) and (2) alternate back and forth. Therefore, each time the state transitions from (1) to (2), the main control board 60 (main control CPU 600a) sends a suppression device activation notice command (performance control command DI_CMD) to the sub-control board 80.

[0077] On the other hand, when the difference in balls decreases and the state transitions from the state (2) above to the state (1) above, the main control board 60 (main control CPU 600a) will send a suppression device inactive state command (presentation control command DI_CMD) to the sub-control board 80.

[0078] Incidentally, even if the difference ball changes by even one ball and the state fluctuates back and forth between the above states (1) and (2), the main control board 60 (main control CPU 600a) will send a suppression device activation notice command (presentation control command DI_CMD) or a suppression device inactive state command (presentation control command DI_CMD) to the sub-control board 80 according to that state. Therefore, even if the sub-control board 80 (sub-control CPU 800a) receives a suppression device inactive state command (presentation control command DI_CMD) or a suppression device activation notice command (presentation control command DI_CMD) within a predetermined period after receiving the suppression device activation notice command (presentation control command DI_CMD), it will not issue an alert (or erase the alert) according to the command.

[0079] (3) When the suppression device (saving function) is in an operating warning state This state is the state before the game is stopped, when the difference in balls exceeds 95,000. If the player is in a state where he or she can gain profits, such as during a jackpot, the game is not stopped immediately, but is stopped after the state where the player can gain profits, such as during a jackpot, ends. Therefore, when the game transitions to this state, the main control board 60 (main control CPU 600a) will send a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80.

[0080] The transition from (2) to (3) above is one-way; there is no transition from the (3) state to the (2) or (1) state above.

[0081] (4) When the suppression device (saving function) is activated This state indicates that the difference in balls has exceeded 95,000 and gameplay has stopped. This state indicates a state in which gameplay has stopped due to the difference in balls exceeding 95,000, generated by winning balls generated when game balls launched during a fluctuation or fluctuation stoppage other than a jackpot enter the winning slots (special symbol 1 starting slot 44, special symbol 2 starting slot 45a, upper right general winning slot 49a, upper left general winning slot 49b, center left general winning slot 49c, lower left general winning slot 49d, and large winning slot (not shown) shown in FIG. 2). This state also indicates a state in which gameplay has stopped due to the difference in balls exceeding 95,000, or a state in which a player's profitable status, such as a jackpot, has ended and gameplay has stopped after transitioning from state (3) above. Therefore, when this state is entered, the main control board 60 (main control CPU 600a) sends a game stop command (presentation control command DI_CMD) to the sub-control board 80.

[0082] Furthermore, if the difference in balls exceeds 95,000 during the fluctuation, the state will transition from state (2) above to state (4) without passing through state (3) above.

[0083] <Explanation of the process leading up to the activation of the suppression device (saving function)> Next, we will explain the operation of the suppression device (saving function). Figure 5 shows the case where the difference in balls exceeds 90,000 during fluctuation and a suppression device operation notice command (performance control command DI_CMD) is sent to the sub-control board 80.

[0084] First, as shown in Figure 5(a), the liquid crystal display device 41 displays a stopped decorative pattern (see image P1, shown as "767"), and then a stopped resident pattern (see image P2, shown as "767").

[0085] Next, the liquid crystal display device 41 shown in FIG. 5(b) displays a decorative symbol that fluctuates rapidly (see image P1), and further displays a resident symbol that fluctuates rapidly (see image P2). At this time, if the player wins a prize ball and the difference in balls exceeds 90,000, the main control board 60 (main control CPU 600a) transmits a suppression device activation notice command (presentation control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a transmits a command list to the VDP 803 for an image (video) that will display the suppression device activation notice on the liquid crystal display device 41. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the liquid crystal display device 41, whereupon the liquid crystal display device 41 displays, as shown in FIG. 5(c), a message saying, "5,000 to 4,001 balls remaining until the saving function is activated" (see image P3).

[0086] Next, when the decorative symbols stop fluctuating and the resident symbols stop fluctuating, as shown in FIG. 5(d), the LCD display device 41 displays the stopped decorative symbol (see image P1, "567" in the figure) and the stopped resident symbol (see image P2, "567" in the figure). At this time, even if the decorative symbols stop fluctuating and the resident symbols stop fluctuating, if the LCD display device 41 is in the (2) suppression device (saving function) activation notice state, it will continue to display "5000 to 4001 balls remaining until the saving function is activated" (see image P3). At this time, a voice announcement may be given in parallel, or the announcement may be made simultaneously with the sound effects of the fluctuating effects and the notice effects.

[0087] Next, when the decorative symbols start to vary and then the resident symbols start to vary, as shown in Fig. 5(e), the liquid crystal display device 41 displays the decorative symbols varying at high speed (see image P1) and the resident symbols varying at high speed (see image P2). At this time, if the liquid crystal display device 41 is in the (2) suppression device (saving function) activation notice state, it will continue to display "5000 to 4001 balls remaining until the saving function is activated" (see image P3). As mentioned above, in order to deal with cases where the state changes back and forth between (1) and (2), even if the sub-control board 80 (sub-control CPU 800a) receives a suppression device inactive state command (performance control command DI_CMD) or a suppression device activation notice command (performance control command DI_CMD) within a predetermined period after receiving a suppression device activation notice command (performance control command DI_CMD), the display "5000 to 4001 remaining until the saving function is activated" (see image P3) will be erased or will not be displayed. Note that rather than erasing or not displaying the display "5000 to 4001 remaining until the saving function is activated" (see image P3), the size of the display "5000 to 4001 remaining until the saving function is activated" (see image P3) may be reduced or its display position changed. Specifically, since a player is sufficiently informed of the possibility of the saving function being activated if the predetermined period of time has passed, the display may be reduced in size so as not to interfere with play, or the display position may be moved to a corner of the LCD display device 41, etc. Furthermore, after the display is reduced in size or the display position is changed, when the player finishes playing and enters the waiting state via the fluctuation stop state and customer waiting state, the display "5000 to 4001 balls remaining until the saving function is activated" (see image P3) may be restored to its original size or displayed as a demo for customer waiting. This is to ensure that the next player does not miss the fact that there are 5000 to 4001 balls remaining until the saving function is activated.

[0088] 6 shows a case where, during fluctuation, the difference in balls exceeds 95,000 and a game stop command (presentation control command DI_CMD) is sent to the sub-control board 80. Note that FIG. 6 assumes a case where the display content displayed on the liquid crystal display device 41 changes as the difference in balls approaches 95,000. In other words, it is assumed that each time the difference in balls increases to 91,000, 92,000, 93,000, and 94,000, the main control board 60 (main control CPU 600a) transmits a suppression device operation notice command (presentation control command DI_CMD) to the sub-control board 80 in accordance with the operation status status described below.

[0089] As shown in FIG. 6(a), the LCD display device 41 displays a stopped decorative symbol (see image P1, "567" in the figure) and a stopped resident symbol (see image P2, "567" in the figure). At this time, the difference balls exceed 94,000, and the main control board 60 (main control CPU 600a) transmits a suppression device activation notice command (performance control command DI_CMD) to the sub-control board 80 according to its operation status. In response, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the suppression device activation notice to be displayed on the LCD display device 41. The VDP 803 then generates image (video) data to display an image based on the command list. The generated image (video) data is then transmitted to the LCD display device 41, resulting in the LCD display device 41 displaying the message "1,000 to 1 balls remaining until the saving function is activated" (see image P4), as shown in FIG. 6(a).

[0090] Next, the decorative symbols begin to change, and then the resident symbols begin to change. As shown in FIG. 6(b), the LCD display 41 displays the decorative symbols changing at high speed (see image P1) and the resident symbols changing at high speed (see image P2). Furthermore, the message "1000-1 balls remaining until the saving function is activated" (see image P4) continues to be displayed. At this time, if the player wins a prize ball and the difference in balls exceeds 95,000, the main control board 60 (main control CPU 600a) transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a transmits a command list to the VDP 803 for displaying an image (video) indicating that the game is stopped on the LCD display 41. As a result, VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, causing the liquid crystal display device 41 to display the message "The saving function has been activated. Today's play will end" (see image P5), as shown in Figure 6(c).

[0091] However, if the game is stopped during such a change, the game is stopped without informing the player of the lottery result. Furthermore, no pattern change effects are performed to stop the decorative pattern change, and the output port of the main control CPU 600a that outputs signals to the special pattern display device 51, the normal pattern display device 52, and the 7-segment display device 53a is also cleared, so the special pattern display device 51, the normal pattern display device 52, and the 7-segment display device 53a turn off, and the display of the number of balls reserved for starting is also hidden. This is because if the pattern change in progress is a jackpot, announcing this fact would cause the player to feel disadvantaged and could even cause trouble with the hall (game parlor).

[0092] FIG. 7 shows a case where the difference in balls exceeds 95,000 during a jackpot and a suppression device activation warning command (performance control command DI_CMD) is transmitted to the sub-control board 80.

[0093] As shown in Figure 7(a), the words "Jackpot!" (see image P6) are displayed in the center of the screen of the liquid crystal display device 41, indicating that the game is in a jackpot state, and the words "Right Hit" (see image P7) are displayed in small letters at the top right corner of the screen, encouraging the player to hit the game ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4).

[0094] Next, a jackpot game is initiated, and as the jackpot game progresses, when the difference balls exceed 94,000, the main control board 60 (main control CPU 600a) transmits a suppression device activation notice command (presentation control command DI_CMD) corresponding to the operation status to the sub-control board 80. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that causes the suppression device activation notice to be displayed on the liquid crystal display device 41. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby, as shown in FIG. 7(b), a message appears on the liquid crystal display device 41 saying, "1,000 to 1 balls remaining until the saving function is activated" (see image P8). At this time, as shown in Fig. 7(b), the liquid crystal display device 41 displays a character saying "Good job!" (see image P9), and the top left corner of the screen of the liquid crystal display device 41 displays "Round 2" (see image P10), which indicates the round of the jackpot game. Furthermore, as shown in Fig. 7(b), the liquid crystal display device 41 displays "Total 20150" (see image P11), which is the series of balls that the player has won in the RUSH state since the jackpot that initiated the RUSH state, on the bottom right side of the screen.

[0095] As shown in Figure 7(c), when the round of the jackpot game progresses (shown as "Round 4" (see image P10) in the figure), the player wins a prize ball, and the total number of balls won by the player becomes "Total 21,500" (see image P11) as shown in Figure 7(c), exceeding 95,000 balls in difference, the main control board 60 (main control CPU 600a) determines that the game is in a jackpot game and sends a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a sends to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display a warning of the suppression device activation. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays a message, as shown in Fig. 7(c), saying, "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends." (See image P12) Note that at this time, in order to let the player know that the saving function is being activated, the message "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends." (See image P12) is displayed with a higher display priority than the display during the round.

[0096] Therefore, the jackpot game continues with the message "You have won the jackpot, please continue playing. The saving function will be activated after the jackpot ends" (see image P12) displayed. When the jackpot game ends, the main control board 60 (main control CPU 600a) transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display a game stop message. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the LCD display device 41, whereby the LCD display device 41 displays the message "The saving function has been activated. Today's game will end" (see image P13), as shown in FIG. 7(d) .

[0097] <Explanation of the suppression device (saving function) in games where two jackpots are confirmed> Incidentally, in the case of a jackpot game, if two jackpot games, the current one and the next one, are confirmed and furthermore, if the RUSH state (right-hit state), which is an advantageous state for the player compared to the normal game state, continues, the two jackpots may be displayed together as one effect. This point will be explained below.

[0098] FIG. 8 shows an example in which two jackpots are displayed together as a single effect, with FIGS. 8(a)-(b) showing the first jackpot, FIG. 8(c) showing the variable display of special symbols, and FIG. 8(d) showing the second jackpot. Specifically, as shown in FIG. 8(a), the liquid crystal display device 41 displays a character saying "You did it!" (see image P14), and the words "Right Hit" (see image P15) are displayed in small letters at the top right corner of the screen, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in FIG. 8(a), the liquid crystal display device 41 displays the number of balls won by the player, "Total 20150" (see image P16), at the bottom right of the screen, and above that, "150 / 3000" (see image P17) is displayed. In this "150 / 3000," the denominator "3000" indicates the number of balls expected to be acquired in two jackpots (display of expected game value acquisition), and the numerator "150" indicates the number of prize balls actually acquired out of "3000." Furthermore, as shown in Figure 8(a), the LCD display device 41 does not display the number of jackpot game rounds, and instead displays "HYPER BONUS!" (see image P18) in the upper left corner of the screen.

[0099] Thus, as the jackpot game progresses, as shown in FIG. 8(b), the liquid crystal display device 41 displays the balls won by the player as "Total 21,500" (see image P16), and the number of prize balls won out of "3,000" as "1,500" (see image P17). Here, the number of balls expected to be won in the first jackpot is "1,500," which is half of the denominator "3,000." Therefore, the first jackpot ends at this point. In this type of jackpot game, the number of balls expected to be won in the first jackpot is "1,500," which is half of the denominator "3,000." This is because the maximum number of prize balls that can be won in the jackpot slot (not shown) is 10, and 15 prize balls are awarded for each prize. Therefore, the total number of prize balls that can be won in one round is 150, and a maximum of 10 rounds can be played in one jackpot game. This is a well-known fact to players.

[0100] Next, as shown in Figure 8(c), the first jackpot game ends with the LCD display device 41 still displaying the jackpot game screen, that is, the character (see image P14), "right hit" (see image P15), the balls won by the player (see image P16), and "1500 / 3000" (see image P17), and the pattern starts to change, resulting in a jackpot, and a decorative pattern of the same number (see image P19, "777" in the illustration) and further a permanent pattern of the same number (see image P20, "777" in the illustration) are displayed.

[0101] Thus, after the display shown in Fig. 8(c) is made, the second jackpot game starts, and as shown in Fig. 8(d), instead of the decorative pattern of the same number and the permanent pattern of the same number, a character saying "You did it!" (see image P14) is displayed on the liquid crystal display device 41. Then, as shown in Fig. 8(d), the number of balls won by the player changes to "Total 21650" (see image P16), and the number of winning balls won out of "3000" is counted up from "1500" to "1650" (see image P17).

[0102] In this way, two big wins may be displayed together as one effect.

[0103] In such a case, if the difference in balls exceeds 95,000 during the first jackpot game, the following processing will be performed.

[0104] That is, as shown in FIG. 9(a), the liquid crystal display device 41 displays a character saying "Good job!" (see image P14), and the words "Right Hit" (see image P15) are displayed in small letters at the top right of the screen, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the ball to the right side of the play area 40 of the play board 4). Furthermore, as shown in FIG. 9(a), the liquid crystal display device 41 displays the number of balls won by the player, "Total 20150" (see image P16), at the bottom right of the screen, and above that, "150 / 3000" (see image P17). In this case, if the difference in balls exceeds 94,000, the main control board 60 (main control CPU 600a) will transmit a suppression device activation notice command (presentation control command DI_CMD) to the sub-control board 80 according to its operation status. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list relating to an image (video) that will cause the suppression device activation notice to be displayed on the liquid crystal display device 41. As a result, the VDP 803 generates image (video) data that will cause an image based on the command list to be displayed, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays, as shown in Fig. 9(a), "1000-1 remaining until the saving function is activated" (see image P21).

[0105] Next, when the player wins a prize ball, and the total number of balls won by the player is "21,500 in total" (see image P16) as shown in Figure 9(b), and the number of balls that can be won in the first jackpot game is "1,500" (see image P17), and the difference in balls exceeds 95,000, the main control board 60 (main control CPU 600a) will transmit a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80 because the game state is a jackpot game. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display a warning of the suppression device activation. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays, as shown in Fig. 9(b), "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P22). At this time, in order to let the player know that the saving function is being activated, the display "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P22) is displayed so that it has a higher display priority than the display during the jackpot game.

[0106] Next, when the first jackpot game ends, the main control board 60 (main control CPU 600a) will transmit a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a will transmit to the VDP 803 a command list related to an image (video) that will cause the liquid crystal display device 41 to display a game stop. As a result, the VDP 803 will generate image (video) data to display an image based on the command list, and will transmit the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 will display, as shown in Figure 9(c), "The saving function has been activated. Today's game will end" (see image P23).

[0107] That is, the second big win game as shown in FIG. 8(d) will not be executed.

[0108] Therefore, even in this way, the player can know that the suppression device (saving function) will be activated during a jackpot. That is, as shown in FIG. 9(a), the message "1000-1 remaining until the saving function is activated" (see image P21) is displayed, so the player knows that the maximum number of balls remaining until the suppression device (saving function) will be activated is 1000. Furthermore, as shown in FIG. 9(a), the message "150 / 3000" (see image P17) is displayed, so the player knows that he can win 1500 balls in the first jackpot. Therefore, as shown in FIG. 9(a), since "150" of "3000" balls have been won, the player knows that he can win 1350 balls in this first jackpot. Furthermore, since this value exceeds the maximum of 1000 balls, the player knows that the suppression device (saving function) will be activated once the first jackpot ends. Therefore, the player knows that the suppression device (saving function) is activated during the big win, that is, the player knows that the second big win game will not be executed.

[0109] 9(a) and (b), even if the number of balls to be acquired in two jackpots is displayed as "3000," the number of balls remaining until the suppression device (saving function) is activated is displayed, and from the various numerical information, the player can determine that the number of balls that can actually be acquired is only the number for the first jackpot. Therefore, it is possible to make the player easily understand that the game will end without acquiring all of the "3000" number of balls to be acquired in two jackpots.

[0110] Furthermore, when the suppression device (saving function) is activated, as shown in Figures 9(a) and (b), the display of "3000" (see image P17), which is the number of balls expected to be won in two jackpots, remains unchanged, and only the number of prize balls won by the player is changed. In this way, the same processing as when the suppression device (saving function) is not activated can be performed, thereby reducing the control burden.

[0111] Therefore, by doing this, it is possible to provide a gaming machine that is equipped with the functions that players desire, thereby providing gaming content that satisfies players, and thereby providing a gaming machine with a variety of presentations.

[0112] Next, in the case where two jackpots are displayed together as one presentation, we will explain what happens when the difference in balls exceeds 95,000 during the display of the changing patterns after the first jackpot game shown in Figure 8(c) has ended and before the second jackpot starts.

[0113] As shown in FIG. 10(a), the liquid crystal display device 41 displays a character saying "Good job!" (see image P14), and also displays the words "Right Hit" (see image P15) in small letters at the top right of the screen, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in FIG. 10(a), the liquid crystal display device 41 displays the number of balls won by the player, "Total 20150" (see image P16), at the bottom right of the screen, and above that, "150 / 3000" (see image P17) is displayed. Furthermore, as shown in FIG. 10(a), the liquid crystal display device 41 does not display the number of rounds of the jackpot game, and instead displays "HYPER BONUS!" (see image P18) at the top left of the screen.

[0114] Next, when the player wins a prize ball, and the total number of balls won by the player is "Total 21500" (see image P16) as shown in Figure 10(b), the number of balls that can be won in the first jackpot game is "1500" (see image P17), and the difference in balls exceeds 94000, the main control board 60 (main control CPU 600a) will send a suppression device operation notice command (presentation control command DI_CMD) corresponding to the operation status to the sub-control board 80. In response to this, the sub-control CPU 800a will send to the VDP 803 a command list related to an image (video) that will cause the suppression device operation notice to be displayed on the liquid crystal display device 41. As a result, VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to LCD display device 41, causing LCD display device 41 to display the message "1000-1 remaining until saving function activation" (see image P21), as shown in Figure 10(b).

[0115] Next, when the first jackpot game ends with the message "1000-1 balls remaining until the saving function is activated" (see image P21) still displayed, as shown in Figure 10(c), the liquid crystal display device 41 remains in the jackpot game screen state, that is, the character (see image P14), "right hit" (see image P15), the balls won by the player (see image P16), and "1500 / 3000" (see image P17) are still displayed, the first jackpot game ends, the pattern starts to change, a jackpot occurs, and a decorative pattern with the same number (see image P19, "777" in the illustration) and further a permanent pattern with the same number (see image P20, "777" in the illustration) are displayed. Then, during the display of the varying symbols before the start of the second jackpot, if a ball enters the upper right general winning slot 49a, the upper left general winning slot 49b, the center left general winning slot 49c, or the lower left general winning slot 49d (shown in FIG. 2) and wins a prize ball, the difference in balls exceeds 95,000. As a result, the main control board 60 (main control CPU 600a) transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display a game stop. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the LCD display device 41, whereupon the LCD display device 41 displays the message "The saving function has been activated. Today's game will end" (see image P23), as shown in FIG. 10(d) .

[0116] In other words, except during a jackpot game, the moment the difference in balls reaches 95,000, the suppression device (saving function) is activated and the game is stopped. Needless to say, a second jackpot game as shown in Figure 8(d) will not be executed.

[0117] Therefore, in this embodiment, as shown in Fig. 10(c), the number of balls won (see image P16) and "1500 / 3000" (see image P17) are displayed, and further, a decorative symbol of the same number (see image P19, "777" in the figure) indicating that the first jackpot game has ended, and further, a permanent symbol of the same number (see image P20, "777" in the figure) are displayed. This makes it easier for the player to recognize that the suppression device (saving function) will be activated when the difference in balls reaches 95,000 after the jackpot game.

[0118] Therefore, by doing this, it is possible to provide a gaming machine that is equipped with the functions that players desire, thereby providing gaming content that satisfies players, and thereby providing a gaming machine with a variety of presentations.

[0119] <Explanation of the suppression device (saving function) in games that enter a probability variable state after a jackpot game> Next, we will explain what happens when the suppression device (saving function) is activated in a game that enters a probability variable state after a jackpot game.

[0120] As shown in FIG. 11(a), the LCD display device 41 displays a character (see image P30) saying the phrase "GET! (probably a bonus!)" (indicating the expected game value acquisition), and the words "Right Hit" (see image P31) are displayed in small letters at the top right of the screen, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in FIG. 11(a), the LCD display device 41 displays the number of balls won by the player (see image P32) in the lower right corner of the screen, with "150 / 1500" (see image P33) displayed above it. Furthermore, as shown in FIG. 11(a), the LCD display device 41 displays "Round 1" (see image P34) in the top left corner of the screen, indicating the round of the jackpot game. If the difference in balls exceeds 94,000, the main control board 60 (main control CPU 600a) transmits a suppression device activation notification command (effect control command DI_CMD) corresponding to the operation status to the sub-control board 80. In response, the sub-control CPU 800a transmits a command list to the VDP 803 for an image (video) that displays the suppression device activation notification on the LCD display 41. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the LCD display 41, resulting in the LCD display 41 displaying the message "1,000 to 1 balls remaining until the saving function is activated" (see image P35), as shown in FIG. 11(a). Note that the denominator "1,500" in "150 / 1,500" represents the expected number of balls to be won in the current jackpot, and the numerator "150" represents the number of balls actually won out of the "1,500."

[0121] Next, when the player wins a prize ball, and the total number of balls won by the player is "Total 21500" (see image P32) as shown in Figure 11(b), the number of balls that can be won in this jackpot game is "1500" (see image P33), and if the difference in balls exceeds 95000, the main control board 60 (main control CPU 600a) will transmit a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80 because the game state is a jackpot game. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the liquid crystal display device 41 to display a warning of the suppression device activation. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays, as shown in Fig. 11(b), "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P36). At this time, in order to let the player know that the saving function is being activated, the display "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P36) is displayed so that it has a higher display priority than the display during the jackpot game.

[0122] Next, when the jackpot game ends with the message "You're hitting the jackpot, please continue playing. The saving function will be activated after the jackpot ends" (see image P36) still displayed, the jackpot game shown in FIG. 11 enters a probability variable state after the jackpot game, so as shown in FIG. 11(c), the LCD display device 41 displays "Probability variable mode continues!" (display of expected game value acquisition) (see image P37) in the center of the screen instead of the display indicating the round of the jackpot game (see image P34). However, since the suppression device (saving function) is activated when the jackpot game ends, the message "Probability variable mode continues!" (see image P36) is displayed with a higher priority than the message "You're hitting the jackpot, please continue playing. The saving function will be activated after the jackpot ends" (see image P37) to make it easier for the player to recognize that they will no longer be able to play in the probability variable state after the jackpot game. In other words, in order to make it easier for players to recognize that they will not be able to play in the special mode after hitting the jackpot, the visibility of the message "Special mode continues!" (see image P37) is intentionally made poor.

[0123] Thus, when the jackpot game ends in this manner, the main control board 60 (main control CPU 600a) transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a transmits to the VDP 803 a command list for an image (video) that will cause the LCD display device 41 to display a game stop command. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the LCD display device 41, causing the LCD display device 41 to display, as shown in FIG. 11(d), "The saving function has been activated. Today's game will end" (see image P38). At this time, as shown in FIG. 11(d), the LCD display device 41 displays the number of balls won by the player, "Total 21500" (see image P32), and "1500 / 1500" (see image P33).

[0124] Therefore, even if the player enters the probability variable state after winning a jackpot, he or she will not be able to play in the probability variable state. That is, as shown in FIG. 11(a), the message "1000-1 remaining until the saving function is activated" (see image P35) is displayed, so the player knows that the maximum number of balls remaining until the suppression device (saving function) is activated is 1000. Furthermore, as shown in FIG. 11(a), the message "150 / 1500" (see image P33) is displayed, so the player knows that he or she can win 1500 balls with this jackpot. Therefore, as shown in FIG. 11(a), since "150" of "1500" has been won, the player knows that he or she can win 1350 balls with this jackpot. Furthermore, since this value exceeds the maximum of 1000 balls, the player knows that the suppression device (saving function) will be activated once the jackpot ends. Therefore, this makes it easier for the player to understand that he can only acquire the balls that come out in the current big win game, and the player can understand that he cannot play in the big win state even if the big win state occurs after the big win game.

[0125] Therefore, by doing this, it is possible to provide a gaming machine that is equipped with the functions that players desire, thereby providing gaming content that satisfies players, and thereby providing a gaming machine with a variety of presentations.

[0126] <Explanation of the suppression device (saving function) when a consecutive hold effect occurs> Next, we will explain what happens when the suppression device (saving function) is activated in a game where there is a start-up reserved ball (first start-up reserved ball or second start-up reserved ball) that will result in a jackpot, and after the jackpot game, a consecutive reserved effect occurs that will result in a jackpot when the start-up reserved ball is consumed.

[0127] As shown in FIG. 12(a), the LCD display 41 displays a character (see image P40) saying "GET RETAINS!" (indicating the expected game value acquisition), and also displays the small text "RIGHT HIT" (see image P41) in the upper right corner of the screen, encouraging the player to "HIT RIGHT" (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in FIG. 12(a), the LCD display 41 displays the number of balls won by the player (see image P42) in the lower right corner of the screen, with "150 / 1500" (see image P43) displayed above it. Furthermore, as shown in FIG. 12(a), the LCD display 41 displays "Round 1" (see image P44) in the upper left corner of the screen, indicating the round of the jackpot game, and displays "V" (see image P45) in the center right corner of the screen. If the difference in balls exceeds 94,000, the main control board 60 (main control CPU 600a) transmits a suppression device activation notification command (effect control command DI_CMD) corresponding to the operation status to the sub-control board 80. In response, the sub-control CPU 800a transmits a command list to the VDP 803 for an image (video) that displays the suppression device activation notification on the LCD display 41. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the LCD display 41, resulting in the LCD display 41 displaying the message "1,000 to 1 balls remaining until the saving function is activated" (see image P46), as shown in FIG. 12(a). Note that the denominator "1,500" in "150 / 1,500" represents the expected number of balls to be won in the current jackpot, and the numerator "150" represents the number of balls actually won out of the "1,500."

[0128] Next, when the player wins a prize ball, and the total number of balls won by the player is "Total 21500" (see image P42) as shown in Figure 12(b), the expected number of balls to be won in this jackpot game is "1500" (see image P43), and the difference in balls exceeds 95000, the main control board 60 (main control CPU 600a) will transmit a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80 because the game state is a jackpot game. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the liquid crystal display device 41 to display a warning of the suppression device activation. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays, as shown in Fig. 12(b), "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P47). At this time, in order to let the player know that the saving function is being activated, the display "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P47) is displayed so that it has a higher display priority than the display during the jackpot game.

[0129] Next, when the jackpot game ends with the message "You're hitting the jackpot, please continue playing. The saving function will be activated after the jackpot ends" (see image P47) still displayed, in the jackpot game shown in Figure 12, as shown in Figure 12(c), the LCD display device 41 displays "Probability mode continues!" (a display of the expected game value acquisition) (see image P48) in rainbow-colored letters in place of the display indicating the round of the jackpot game (see image P44) in the center of the screen because a consecutive hold effect is occurring. However, since the suppression device (saving function) is activated when the jackpot game ends, the message "You're hitting the jackpot, please continue playing. The saving function will be activated after the jackpot ends" (see image P47) is displayed with a higher priority than the message "Probability mode continues!" (see image P48) to make it easier for the player to recognize that they will not be able to win another jackpot game after the jackpot game. In other words, in order to make it easier for the player to recognize that he or she cannot win another jackpot game after winning the jackpot game, the visibility of the message "Probable jackpot mode continues!" (see image P48) is intentionally made poor.

[0130] Thus, when the jackpot game ends in this manner, the main control board 60 (main control CPU 600a) transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a transmits to the VDP 803 a command list for an image (video) that will cause the LCD display device 41 to display a game stop command. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the LCD display device 41, causing the LCD display device 41 to display, as shown in FIG. 12(d), "The saving function has been activated. Today's game will end" (see image P49). At this time, as shown in FIG. 12(d), the LCD display device 41 displays the player's winnings, "Total 21500" (see image P42), and "1500 / 1500" (see image P43).

[0131] Therefore, even if the reserved consecutive win effect occurs, the player knows that he or she will not be able to win another jackpot after the jackpot. That is, as shown in FIG. 12(a), the message "1000-1 remaining until the saving function is activated" (see image P46) is displayed, so the player knows that the maximum number of wins until the suppression device (saving function) will be activated is 1000. Furthermore, as shown in FIG. 12(a), the message "150 / 1500" (see image P43) is displayed, so the player knows that he or she can win 1500 with this jackpot. Therefore, as shown in FIG. 12(a), since "150" of "1500" has been won, the player knows that he or she can win 1350 with this jackpot. Furthermore, since this value exceeds the maximum of 1000, the player knows that the suppression device (saving function) will be activated once the jackpot ends. Therefore, by doing this, the player can easily understand that he can only get the balls that come out in the current big win game, so the player can understand that he cannot get another big win game after the big win game even if the reserved consecutive performance occurs.

[0132] Therefore, by doing this, it is possible to provide a gaming machine that is equipped with the functions that players desire, thereby providing gaming content that satisfies players, and thereby providing a gaming machine with a variety of presentations.

[0133] In this embodiment, as shown in Figures 9(c) and 10(d), when the LCD display 41 displays the message "You are hitting a jackpot. Please continue playing. The saving function will be activated after the jackpot ends.", the expected number of balls to be acquired differs from the actual number of winning balls. Therefore, the LCD display 41 does not display (delete or hide) the balls acquired by the player (see image P16) and "1500 / 3000" (see image P17). On the other hand, as shown in Figures 11(d) and 12(d), when the expected number of balls to be acquired and the actual number of winning balls are the same, the LCD display 41 displays the balls acquired by the player (see images P32 and P42) and "1500 / 1500" (see images P33 and P43) when the LCD display 41 displays the message "You are hitting a jackpot. Please continue playing. The saving function will be activated after the jackpot ends." This prevents unnecessary misunderstandings from occurring to beginner players. However, in the cases of Figures 9(c) and 10(d), the display may be made as shown in Figures 11(d) and 12(d). Also, in the cases of Figures 11(d) and 12(d), the display may not be made as shown in Figures 9(c) and 10(d).

[0134] On the other hand, in the case of an enclosed pachinko machine (controlled gaming machine) in which enclosed gaming balls are circulated internally, the balls held by the player and managed by the gaming machine are displayed using a display device (not shown) such as multiple 7-segment LEDs on the front operation panel 7 shown in Figure 1. Therefore, even if the suppression device (saving function) is activated and the number of winning balls is not displayed on the LCD display device 41, the player can still check the balls held, including the balls won during a jackpot.

[0135] <Explanation of the error message displayed when the suppression device (saving function) is activated> Next, the error display when the suppression device (saving function) is activated will be described.

[0136] As shown in Figure 13(a), when displayed on the liquid crystal display device 41, the error display layer L2 is higher, i.e., has a higher priority, than the normal game screen layer L1, and furthermore, the suppression device (saving function) operation display layer L3 has a higher priority than the error display layer L2.

[0137] Therefore, when the cheating detection board 55 shown in FIG. 3 detects a cheating act by a player, the content of the error is displayed on the liquid crystal display device 41, as shown in FIGS. 13(b-1) and (b-2). Specifically, as shown in FIG. 13(b-1), a character saying "Good job!" (see image P14) is displayed on layer L1 of the normal game screen, and the words "Right Hit" (see image P15) are displayed in small letters at the top right corner of the screen, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 of the game board 4). Furthermore, as shown in FIG. 13(b-1), the liquid crystal display device 41 displays the number of balls won by the player, "Total 20150" (see image P16), on the bottom right side of the screen, and displays "150 / 3000" (see image P17) above it. Furthermore, as shown in FIG. 13(b-1), the words "HYPER BONUS!" (see image P18) are drawn on the upper left side of the screen. At this time, when, for example, magnetism is detected on the fraud detection board 55 shown in FIG. 3, an error display layer L2 on which "Magnetic field has been detected" (see image P50) is drawn is superimposed from above, as shown in FIG. 13(b-1). As a result, as shown in FIG. 13(b-2), the display of "Magnetic field has been detected" (see image P50) is displayed on the liquid crystal display device 41 with a higher display priority.

[0138] Therefore, in such a case, when the suppression device (saving function) is activated, layer L3 of the suppression device (saving function) activation display, which displays "The saving function has been activated. Today's game will end" (see image P51), is superimposed on top, as shown in Figure 13(c-1). At this time, layer L3 of the suppression device (saving function) activation display is displayed on the entire screen of the liquid crystal display device 41, so that, as shown in Figure 13(c-2), only "The saving function has been activated. Today's game will end" (see image P51) is displayed on the liquid crystal display device 41, and the error display "Magnetic field detected" (see image P50) shown in Figure 13(c-1) is not visible.

[0139] However, certain errors such as magnetism being detected need to be recognized by the hall even if the suppression device (saving function) is activated, so it is desirable to continue displaying them on the LCD display device 41.

[0140] Therefore, in this embodiment, when a specific error such as "Magnetic field detected" occurs and the suppression device (saving function) is activated, the following processing is performed. That is, as shown in FIG. 14(a-1), when a specific error occurs, "Magnetic field detected" (see image P50) is not displayed on the error display layer L2, but "Saving function activated. Today's game will end" (see image P51) and "Magnetic field detected" (see image P50) are displayed on the suppression device (saving function) activation display layer L3. As a result, as shown in FIG. 14(b), the LCD display device 41 displays "Saving function activated. Today's game will end" (see image P51) and also displays the error message "Magnetic field detected" (see image P50).

[0141] On the other hand, as shown in Figure 14(a-2), when a specific error occurs, a new error display layer L4 with a higher priority than the suppression device (saving function) operation display layer L3 may be provided, and the error display layer L4 may display "Magnetic field detected" (see image P50). As a result, as shown in Figure 14(b), the LCD display device 41 will display "Saving function has been activated. Today's game will end" (see image P51) along with the error display "Magnetic field detected" (see image P50).

[0142] Therefore, in this way, a specific error such as magnetism has been detected can continue to be displayed on the liquid crystal display device 41 even if the suppression device (saving function) is activated.

[0143] Specific errors include an error that occurs when magnetism is detected by the magnetic sensor mounted on the fraud detection board 55 shown in FIG. 3 (the liquid crystal display device 41 displays "Magnetic field has been detected"), an error that occurs when radio waves are detected by the radio wave sensor mounted on the fraud detection board 55 shown in FIG. 3 (the liquid crystal display device 41 displays "Radio waves have been detected"), an error that occurs when vibrations are detected by the vibration sensor mounted on the fraud detection board 55 shown in FIG. 3 (the liquid crystal display device 41 displays "Vibration has been detected"), an error that occurs when vibrations are detected by the front frame 3 or glass shown in FIG. 1, and Examples of such errors include an error that occurs when it is detected that the game door frame 5 has been opened (the LCD display device 41 displays "Door is open"), an error that occurs when there is an excessive number of wins (more than a specified number of wins per unit time, such as detecting 10 balls in one second) in the large prize winning port (not shown) or the special pattern 2 starting port 45a (the LCD display device 41 displays "Anomalous winning has been detected"), and a ball removal error that instructs the player to remove the balls when the number of game balls stored in the upper tray 8 and / or lower tray 9 exceeds a certain amount (the LCD display device 41 displays "Please remove the balls").

[0144] On the other hand, examples of errors other than specific errors include an error when a firing direction of the game ball is detected that does not correspond to the current game state (right hit / left hit warning notification), and an error when a broken wire is detected in the special pattern 1 start port switch 44a (see Figure 3), the special pattern 2 start port switch 45a1 (see Figure 3), the normal pattern start port switch 48a (see Figure 3), the upper right general prize port switch 49a1 (see Figure 3), the upper left general prize port switch 49b1 (see Figure 3), the middle left general prize port switch 49c1 (see Figure 3), the lower left general prize port switch 49d1 (see Figure 3), the outlet switch 50a (see Figure 3), or the large prize port switch 46c (see Figure 3) (broken wire detection error).

[0145] However, if an error other than such a specific error occurs, the above-described processing shown in FIGS. 14(a-1) and 14(a-2) is not performed.

[0146] On the other hand, in sealed-type pachinko machines (controlled gaming machines) in which enclosed game balls are circulated internally, the player's balls, managed by the gaming machine, are transmitted to a dedicated unit outside the gaming machine, and the ball information is counted on a card. Therefore, since forgetting to remove a counted card would result in a significant loss for the player, the display of a forgotten card is information that must be communicated to the player. Therefore, in this embodiment, as shown in Figure 14(c), the LCD display 41 displays "Counting complete. Please be careful not to forget to remove your card" (see image P52), which has a higher priority than the display of "Saving function activated. Today's game is over" (see image P51), which indicates that the suppression device (saving function) has been activated. This ensures that the player is alerted to not forget to remove their card.

[0147] 14(a-1) and 14(a-2) show an example in which, when the suppression device (saving function) is activated, a character saying "You did it!" (see image P14) and a small "Hit right" (see image P15) in the upper right corner of the screen are drawn on layer L1 of the normal game screen, encouraging the player to hit right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4). However, this is not limiting, and since the activation of the suppression device (saving function) makes the normal game screen difficult to see, it is also possible not to draw these images on layer L1. In this way, the control load when the suppression device (saving function) is activated can be reduced.

[0148] <Explanation of command reception and processing after the suppression device (saving function) is activated> Next, command reception and processing after the suppression device (saving function) is activated will be described.

[0149] In this embodiment, after the suppression device (saving function) is activated, the main control board 60 (main control CPU 600a) does not send commands (presentation control command DI_CMD) related to the game, such as fluctuation patterns and jackpots, to the sub-control board 80. However, after receiving a game stop command (presentation control command DI_CMD), the sub-control CPU 800a may receive command data that is the same as a command (presentation control command DI_CMD) related to the game, such as fluctuation patterns and jackpots, due to noise or the like.

[0150] Therefore, in this embodiment, even if the sub-control CPU 800a receives command data identical to a game-related command (presentation control command DI_CMD) such as a variation pattern or a jackpot due to noise, etc., after receiving the game stop command (presentation control command DI_CMD), the sub-control CPU 800a invalidates the command data. As a result, the symbol variation corresponding to the variation pattern and the jackpot presentation corresponding to the command related to the jackpot are not executed.

[0151] As described above, when a game stop command (presentation control command DI_CMD) is received, the liquid crystal display device 41 displays a display as shown in FIG. 14(b). In other words, the contents of layer L1 (see FIG. 13(a)) of the normal game screen become invisible. Therefore, it seems that there is no problem with displaying a display according to the command. However, when a symbol change corresponding to a variation pattern or a jackpot effect corresponding to a command related to a jackpot is executed, not only is a display on the liquid crystal display device 41 performed, but also sounds are emitted from the speaker 17, decorative lamps are turned on, and the movable accessory device 43 is operated. Therefore, in this embodiment, even if the sub-control CPU 800a receives command data identical to a game-related command (presentation control command DI_CMD) such as a variation pattern or a jackpot due to noise or the like after receiving the game stop command (presentation control command DI_CMD), the command data is invalidated.

[0152] However, as shown in Fig. 14(b), in order to display specific errors on the liquid crystal display device 41, if the sub-control CPU 800a receives a specific error command (presentation control command DI_CMD) after receiving a game stop command (presentation control command DI_CMD), it does not invalidate the command but executes processing to display an error on the liquid crystal display device 41. Note that if an error command other than a specific error is received, the error command is invalidated and processing to display an error is not executed.

[0153] <Explanation of the main control process when the difference in balls reaches 95,000 during a jackpot game> Next, the main control processing when the difference in balls reaches 95,000 during a jackpot game will be explained.

[0154] In this embodiment, if the difference ball counter reaches 95,000 balls during a jackpot game, the difference ball counter is not counted. In other words, if this processing is not performed, when the difference ball counter reaches 95,000 and the player then uses the launch handle 16 to launch game balls into the game area 40, the difference ball counter will count down by the number of balls launched. In this case, the difference ball counter will become less than 95,000, and the operation of the suppression device (saving function) will be canceled. If the player subsequently wins a prize ball and the difference ball counter reaches 95,000, the suppression device (saving function) will be activated again.

[0155] However, if such a situation occurs, the player will be very confused, so in order to avoid such a situation, in this embodiment, when the difference ball counter reaches 95,000 during a jackpot game, the difference ball counter is not counted. Specifically, when the difference ball counter reaches 95,000, the suppression device activation flag is set to 5AH, that is, the suppression device activation flag is turned ON, and the difference ball counter is not counted from that point on.

[0156] Therefore, by doing this, it is possible to provide a gaming machine that is equipped with the functions that players desire, thereby providing gaming content that satisfies players, and thereby providing a gaming machine with a variety of presentations.

[0157] <Explanation of how the start-up reserved ball is handled when the suppression device (saving function) is activated after a jackpot game> Next, we will explain how to handle the starting reserved ball when the suppression device (saving function) is activated after a jackpot game.

[0158] If the difference in balls reaches 95,000 during a jackpot game, the same processing is performed as before the difference in balls reached 95,000. In other words, even if the suppression device (saving function) is activated after a jackpot game, the prize balls resulting from game balls entering the special symbol 1 start slot 44 and the special symbol 2 start slot 45a shown in Figure 2 will be paid out. Therefore, the random number update processing by the random number circuit, the random number acquisition processing, and the update of the start reserved ball count are all performed the same as before the difference in balls reached 95,000. This eliminates the need to separate processing for when the difference in balls reaches 95,000 during a jackpot game and when it does not, thereby reducing the processing burden.

[0159] On the other hand, when the suppression device (saving function) is activated after a jackpot game, the change to the winning start reserved ball is not executed, and the display of the number of start reserved balls is also hidden. This allows the player to recognize that the reserved change has been invalidated.

[0160] As explained above, the display of the number of start-up reserved balls is displayed on the segment display device 53a shown in FIG. 15, which is controlled by the main control board 60 (main control CPU 600a). In addition, as shown in FIG. 15, a start-up reserved ball number display device 56 can be provided on the right side of the LCD display device 41. As shown in FIG. 15, this start-up reserved ball number display device 56 is provided with four round LED lamps 56a. By combining the lighting and blinking of two round LED lamps 56a (two round LED lamps 56a are lit in FIG. 15(a)), the number of start-up reserved balls corresponding to special symbols 1 and 2 is displayed. Also, as shown in FIG. 15, the start-up reserved ball display device 56 is provided with a star-shaped LED lamp 56b, which, when lit, indicates a jackpot (FIG. 15(a) shows an example in which it is lit). This start-up reserved ball display device 56 is controlled by the sub-control board 80 (sub-control CPU 800a).

[0161] Therefore, as shown in Fig. 15(a), the LCD display 41 displays "You are hitting the jackpot, please continue playing. The saving function will be activated after the win ends" (see image P36), and then, as shown in Fig. 15(b), the LCD display 41 displays "The saving function has been activated. Today's game will end" (see image P38), and when the suppression device (saving function) is activated, all LED lamps (round LED lamp 56a, star-shaped LED lamp 56b) of the start-hold ball display device 56 are turned off, as shown in Fig. 15(b). At the same time, the segment display device 53a shown in Fig. 15 is also turned off.

[0162] While this embodiment illustrates an example in which both the start-hold ball display device 56 and the segment display device 53a are turned off, this is not a limitation, and only one of them may be turned off. Furthermore, while this embodiment illustrates an example in which only the segment display device 53a is turned off, this is not a limitation, and the special symbol display device 51, the normal symbol display device 52, the round lamp 53b, and the right-hit notification lamp 53c may all be turned off in conjunction with the turning off of the segment display device 53a. Furthermore, since the random number update process by the random number circuit is executed by a hardware random number circuit built into the main control CPU 600a shown in FIG. 3, stopping the update process may lead the main control CPU 600a to determine that the random number circuit is in an error state. Therefore, the random number update process by the random number circuit may be continued without being stopped even after the suppression device (saving function) is activated.

[0163] <Explanation of when to change the number of pitches to be acquired> Next, we will explain how to change the number of balls expected to be acquired.

[0164] As shown in FIG. 16(a), the liquid crystal display device 41 displays a character saying "GET the jackpot!" (see image P60), and in the upper right corner of the screen, a small "Right Hit" (see image P61) message is displayed, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in FIG. 16(a), the liquid crystal display device 41 displays the number of balls won by the player, "Total 20015" (see image P62), in the lower right corner of the screen, and above that, "15 / 1500" (see image P63) is displayed. Furthermore, as shown in FIG. 16(a), the liquid crystal display device 41 displays "Round 1" (see image P64), indicating the round of the jackpot game, in the upper left corner of the screen. If the difference in balls exceeds 94,000, the main control board 60 (main control CPU 600a) transmits a suppression device activation notification command (effect control command DI_CMD) corresponding to the operation status to the sub-control board 80. In response, the sub-control CPU 800a transmits a command list to the VDP 803 for an image (video) that displays the suppression device activation notification on the LCD display 41. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the LCD display 41, resulting in the LCD display 41 displaying the message "1,000 to 1 balls remaining until the saving function is activated" (see image P65), as shown in Figure 16(a). Note that the denominator "1,500" in "15 / 1,500" indicates the expected number of balls to be won in the current jackpot, and the numerator "15" indicates the number of balls actually won out of the "1,500."

[0165] The expected number of balls to be won, "1500," is based on the following relationship: When one game ball enters the big prize slot (not shown), 15 balls are awarded, with a limit of 10 balls per round. Since there are 10 rounds in this big prize game, the expected number of balls to be won is 1 ball x 15 balls x 10 balls x 10 rounds = 1500 balls.

[0166] However, if the maximum number of balls per round, 10, is reached and the large prize opening (not shown) is closed by the door 46a shown in Fig. 2, an extra game ball may enter the large prize opening (not shown) before the door 46a closes. In this case, 15 extra balls will be awarded, so the expected number of balls to be won will be 1515.

[0167] Therefore, in this embodiment, as shown in Fig. 16(b), the number of balls to be acquired displayed on the liquid crystal display device 41 is changed to "1515" (see image P63). If the jackpot game continues and one extra game ball enters the big prize opening (not shown) in the second round or later, making a total of 11 balls, the number of balls to be acquired displayed on the liquid crystal display device 41 is changed to "1530" (see image P63) as shown in Fig. 16(d). In this case, as shown in Figure 16(c), if the difference in balls exceeds 95,000 during a jackpot game, even if the LCD display device 41 displays the message "You are in a jackpot, please continue playing. The saving function will be activated after the win ends" (see image P66), if one extra game ball enters the jackpot opening (not shown), making a total of 11 balls, the number of balls expected to be won displayed on the LCD display device 41 will be changed to "1,530" (see image P63) as shown in Figure 16(d).

[0168] Therefore, in this way, the player can grasp the exact number of balls to be acquired. However, after the sub-control CPU 800a receives the game stop command (presentation control command DI_CMD), the number of balls to be acquired displayed on the liquid crystal display device 41 does not change.

[0169] <Explanation of the method for determining validity based on production elements> Next, a method for determining whether a game is valid depending on the elements of the performance will be described.

[0170] Generally, when a button-pressing effect is performed, each time the effect button device 13 (see FIG. 1) is pressed, an effect corresponding to the button press is executed using the video, sound lamps, and movable props. In this case, a button invalid time (a so-called delay time) is provided after the effect button device 13 is pressed once. Without this button invalid time (a so-called delay time), if the interval between button presses is short, the effects displayed on the liquid crystal display device 41 (see FIG. 2), the sound effects output from the speaker 17 (see FIG. 1), and the illumination of the decorative lamps would begin from the moment the effect button device 13 is pressed, resulting in a situation where the effects are constantly updated before the proper effect is executed. Therefore, a button invalid time (a so-called delay time) is provided. This point will be explained in more detail below using a specific example.

[0171] As shown in FIG. 17(a), for example, an image of rapidly changing permanent symbols (left permanent symbol, center permanent symbol, right permanent symbol) (see image P2) is displayed at the right edge of the screen of the liquid crystal display device 41. Furthermore, at the bottom center of the screen of the liquid crystal display device 41, a message is displayed saying, "Complete the family crest by repeatedly pressing the button" (see image P70). In other words, a message indicating that the button-successive pressing effect will begin is displayed. As shown in FIG. 17(a), the "Bobo Shogun" logo on the upper ornament 42a is lit, the decorative lamp mounted on the left ornament 42b is lit, and the decorative lamp mounted on the right ornament 42c is lit. Furthermore, as shown in FIG. 17(a), the upper left movable accessory 43d is stopped at a position slightly moved from the origin position.

[0172] Next, as shown in FIG. 17(b), instead of the message "Complete the family crest by repeatedly pressing the button" (see image P70), the LCD display device 41 displays the words "Continuous Press!" (see image P71a), and below that, a button image "PUSH" (see image P71b) is displayed, and below that, a meter image (see image P71c) indicating the effective time for pressing the effect button is displayed. This notifies the player that the rapid press effect has begun. Note that the decorative lamp mounted on the left ornament 42b is turned off, and the decorative lamp mounted on the right ornament 42c is turned off.

[0173] Next, when the player presses the effect button device 13 (see FIG. 1) once, as shown in FIG. 17(c), the LCD display device 41 displays an effect image (see image P72) superimposed on the "Continuous Hit!" (see image P71a), button image (see image P71b), and meter image (see image P71c). Furthermore, as shown in FIG. 17(c), the speaker 17 (see FIG. 1) outputs a "Bash!" sound effect (see sound effect SE70). Furthermore, as shown in FIG. 17(c), the decorative lamps LA attached to the upper movable role element 43a (see FIG. 2), left movable role element 43b (see FIG. 2), and right movable role element 43c (see FIG. 2) light up and move back and forth. Note that each of these effects has a different duration. For example, the effect image (see image P72) is displayed for 1 second, the sound effect "Bash!" (see sound effect SE70) is generated and the decorative lamp LA is lit for 0.5 seconds, and the upper movable part 43a (see Figure 2), left movable part 43b (see Figure 2), and right movable part 43c (see Figure 2) are moved for 1.5 seconds.

[0174] Thus, this type of effect is executed each time the player presses the effect button device 13 (see FIG. 1). As a result, the effect progresses as the player repeatedly presses the effect button device 13 (see FIG. 1). When the player presses the effect button device 13 (see FIG. 1) once, the decorative lamp LA mounted on the left ornament 42b and the decorative lamp LA mounted on the right ornament 42c also light up, as shown in FIG. 17(c). Also, as shown in FIG. 17(c), the meter image (see image P71c) displayed on the liquid crystal display device 41 decreases over time.

[0175] Next, when the button rapid-fire effect ends and the button rapid-fire effect is successful, an effect image (see image P73) is displayed on the liquid crystal display device 41, as shown in FIG. 17(d-1). Also, as shown in FIG. 17(d-1), the upper movable part 43a, the left movable part 43b, and the right movable part 43c move to the center of the screen, and the decorative lamp LA flashes. At this time, an effect image (see image P73) is displayed on the liquid crystal display device 41 in accordance with the upper movable part 43a, the left movable part 43b, and the right movable part 43c moving to the center of the screen. The upper ornament 42a flashes or lights up, and some of the decorative lamps mounted on the left ornament 42b light up, and some of the decorative lamps mounted on the right ornament 42c light up. Thus, through these effects, the game progresses to the SP Reach.

[0176] On the other hand, if the button rapid-press effect is a failure pattern, as shown in Figure 17 (d-2), the liquid crystal display device 41 displays a text image saying "Failed..." (see image P74), the decorative pattern stops (see image P1, "878" in the figure), and further, the resident pattern stops (see image P2, "878" in the figure). Note that the decorative lamp mounted on the left ornament 42b is turned off, and the decorative lamp mounted on the right ornament 42c is turned off.

[0177] In this type of button-hit effect, the sub-control CPU 800a performs an ON / OFF determination when the effect button device 13 (see FIG. 1) is pressed, and an ON edge determination, which determines whether the button has switched from OFF to ON. However, even if the sub-control CPU 800a performs an ON determination or an ON edge determination, a button invalid time (a so-called delay time) is provided (set) during which the effects of the effect image (see image P72) shown in FIG. 17(c) described above, the sound effect "Bash!" (see sound effect SE70), the illumination of the decorative lamp LA, and the movement of the upper movable role element 43a (see FIG. 2), the left movable role element 43b (see FIG. 2), and the right movable role element 43c (see FIG. 2) are not executed. Even if a button invalid time (a so-called delay time) is set, the meter image (see image P71c) indicating the valid time for pressing the effect button continues to decrease (see FIG. 17(c)) without temporarily stopping. That is, the setting of the button invalid time (so-called delay time) is processed internally, and during that time, the meter image (see image P71c) temporarily stops decreasing (see FIG. 17(c)), and the setting of the button invalid time (so-called delay time) is not clearly indicated to the player. Therefore, the meter image (see image P71c) that indicates the valid time for pressing the effect button, displayed on the liquid crystal display device 41, continues to decrease (see FIG. 17(c)) without stopping temporarily.

[0178] Here, the timeline of the above-mentioned effects will be explained in more detail with reference to FIGS.

[0179] As shown in Fig. 18, when a player presses the effect button device 13 (see Fig. 1) (see timing T1), the effect image (see image P72) shown in Fig. 17(c) is displayed for one second (see timing T3) on the liquid crystal display device 41. Specifically, as shown in Fig. 19(a-1), first, a small first effect image P72a is displayed, then, as shown in Fig. 19(a-2), a second effect image P72b obtained by enlarging the first effect image P72a is displayed, then, as shown in Fig. 19(a-3), a third effect image P72c obtained by enlarging the second effect image P72b is displayed, and then, as shown in Fig. 19(a-4), a fourth effect image P72d obtained by enlarging the third effect image P72c is displayed, and the display is completed in one second.

[0180] On the other hand, as shown in Fig. 18, when the player presses the effect button device 13 (see Fig. 1) (see timing T1), for 0.5 seconds (see timing T2), as shown in Fig. 17(c), the speaker 17 (see Fig. 1) outputs a sound effect of "Bash!" (see sound effect SE70), and the decorative lamps LA arranged on the upper movable role element 43a (see Fig. 2), the left movable role element 43b (see Fig. 2), and the right movable role element 43c (see Fig. 2) are lit. At this time, as shown in Fig. 17(c), the decorative lamps LA mounted on the left ornament 42b and the right ornament 42c are also lit.

[0181] On the other hand, as shown in Fig. 18, when a player presses the effect button device 13 (see Fig. 1) (see timing T1), for 1.5 seconds (see timing T4), the upper movable part 43a (see Fig. 2), the left movable part 43b (see Fig. 2), and the right movable part 43c (see Fig. 2) move in a jerky manner from side to side. Specifically, as shown in Fig. 19(b-1), when the upper movable part 43a (see Fig. 2), the left movable part 43b (see Fig. 2), and the right movable part 43c (see Fig. 2) are in their original positions not visible to the player, if the player presses the effect button device 13 (see Fig. 1), as shown in Fig. 19(b-2), the upper movable part 43a, the left movable part 43b, and the right movable part 43c move in a jerky manner from side to side, and as shown in Fig. 19(b-3), they return to their original positions not visible to the player. It takes 1.5 seconds for the upper movable part 43a, the left movable part 43b, and the right movable part 43c to move back and forth and return to their original positions.

[0182] Thus, all of the effects described above are triggered by pressing the effect button device 13 (see FIG. 1) that has been determined to be valid. Therefore, when setting the button invalid time (so-called delay time), no matter what effect is set, the effect will not work well. This point will be explained in detail with reference to FIG. 20.

[0183] Figure 20(a) shows the case where the determination of the effect button validity is synchronized with the effect of the video (the display of the effect image (see image P72) shown in Figure 17(c)). In this case, the button invalid time (so-called delay time) is set to 1 second.

[0184] That is, when the player presses the effect button device 13 (see Figure 1) at timing T10 shown in Figure 20(a), an effect image (see image P72 shown in Figure 17(c)) is displayed, a sound effect of "Bash!" (see sound effect SE70 shown in Figure 17(c)) is generated, and the decorative lamp LA (see Figure 17(c)) is lit, and further, the upper movable part 43a, left movable part 43b, and right movable part 43c shown in Figure 17(c) are moved.

[0185] Here, at timing T10 shown in Figure 20(a), after the player presses the effect button device 13 (see Figure 1), a one-second button invalid time (so-called delay time) is set. Therefore, even if the player presses the effect button device 13 (see Figure 1) at timing T11 shown in Figure 20(a), the sub-control CPU 800a determines that it is invalid. Therefore, the display of the effect image (see image P72 shown in Figure 17(c)) and the movement of the upper movable role element 43a, left movable role element 43b, and right movable role element 43c shown in Figure 17(c) continue as they are. However, although the generation of the sound effect "Bash!" (see sound effect SE70 shown in Figure 17(c)) and the lighting of the decorative lamp LA (see Figure 17(c)) have ended after 0.5 seconds at timing T11 shown in Figure 20(a), no new "Bash!" sound effect (see sound effect SE70 shown in Figure 17(c)) will be generated and no new decorative lamp LA (see Figure 17(c)) will be turned on.

[0186] Next, when the player presses the effect button device 13 (see FIG. 1) at the timing when the one-second button invalid time (so-called delay time) ends (see timing T12 shown in FIG. 20(a)), a new effect image (see image P72 shown in FIG. 17(c)) is displayed, and a new sound effect of "Bash!" (see sound effect SE70 shown in FIG. 17(c)) is generated and the decorative lamp LA (see FIG. 17(c)) is turned on. However, as shown in FIG. 20(a), 1.5 seconds have not yet elapsed for the movement of the upper movable part 43a, the left movable part 43b, and the right movable part 43c, so that the upper movable part 43a, the left movable part 43b, and the right movable part 43c shown in FIG. 17(c) are newly moved in the middle of the operation.

[0187] Here, at timing T12 shown in Figure 20(a), after the player presses the effect button device 13 (see Figure 1), a one-second button invalid time (so-called delay time) is set. Therefore, even if the player presses the effect button device 13 (see Figure 1) at timing T13 shown in Figure 20(a), the sub-control CPU 800a determines that it is invalid. Therefore, the display of the effect image (see image P72 shown in Figure 17(c)) and the movement of the upper movable role device 43a, left movable role device 43b, and right movable role device 43c shown in Figure 17(c) continue as they are. However, although the generation of the sound effect "Bash!" (see sound effect SE70 shown in Figure 17(c)) and the lighting of the decorative lamp LA (see Figure 17(c)) have ended 0.5 seconds after the timing T13 shown in Figure 20(a), no new "Bash!" sound effect (see sound effect SE70 shown in Figure 17(c)) will be generated and no new decorative lamp LA (see Figure 17(c)) will be turned on.

[0188] Next, when the player presses the effect button device 13 (see FIG. 1) at the timing when the one-second button invalid time (so-called delay time) ends (see timing T14 shown in FIG. 20(a)), a new effect image (see image P72 shown in FIG. 17(c)) is displayed, a new sound effect of "Bash!" (see sound effect SE70 shown in FIG. 17(c)) is generated, and the decorative lamp LA (see FIG. 17(c)) is turned on. However, as shown in FIG. 20(a), 1.5 seconds have not yet elapsed for the movement of the upper movable part 43a, the left movable part 43b, and the right movable part 43c, so that the upper movable part 43a, the left movable part 43b, and the right movable part 43c shown in FIG. 17(c) are moved in the middle of the operation.

[0189] Therefore, as explained above, when the validity determination of the effect button is matched with the effect of the video (the display of the effect image (see image P72) shown in FIG. 17(c)), the effect of the video (the display of the effect image (see image P72) shown in FIG. 17(c)) itself is optimal.

[0190] However, there is a 0.5 second gap between the sound effect "Bash!" (see sound effect SE70 shown in Figure 17(c)) and the lighting of the decorative lamp LA (see Figure 17(c)) after the performance ends, which makes the player feel uncomfortable and reduces the sense of rapid tapping.

[0191] Furthermore, new movements are executed for the upper movable part 43a, the left movable part 43b, and the right movable part 43c even though the movements have not been completely completed, which causes the movable positions of the upper movable part 43a, the left movable part 43b, and the right movable part 43c to become incorrect, which may cause malfunctions.

[0192] Figure 20(b) shows the case where the determination of the effect button is valid is synchronized with the sound lamp (the generation of the sound effect "Bash!" (see sound effect SE70 shown in Figure 17(c)) and the lighting of the decorative lamp LA (see Figure 17(c))). In this case, the button invalid time (so-called delay time) is set to 0.5 seconds.

[0193] That is, when the player presses the effect button device 13 (see Figure 1) at timing T20 shown in Figure 20(b), an effect image (see image P72 shown in Figure 17(c)) is displayed, a sound effect of "Bash!" (see sound effect SE70 shown in Figure 17(c)) is generated, and the decorative lamp LA (see Figure 17(c)) is lit, and further, the upper movable part 43a, left movable part 43b, and right movable part 43c shown in Figure 17(c) are moved.

[0194] Here, at timing T20 shown in FIG. 20(b), a 0.5-second button invalid time (so-called delay time) is set after the player presses the effect button device 13 (see FIG. 1). When the 0.5-second button invalid time (so-called delay time) expires and the player presses the effect button device 13 (see FIG. 1) (see timing T21 shown in FIG. 20(b)), a new sound effect "Bash!" (see sound effect SE70 shown in FIG. 17(c)) is generated and the decorative lamp LA (see FIG. 17(c)) is turned on. However, as shown in FIG. 20(b), only 0.5 seconds have elapsed since the effect image (see image P72 shown in FIG. 17(c)) was displayed, and therefore the effect image (see image P72 shown in FIG. 17(c)) is only displayed up to the second effect image P72b shown in FIG. 19(a-2). Nevertheless, a new effect image (see image P72 shown in Fig. 17(c)) is displayed. Also, as shown in Fig. 20(b), 1.5 seconds have not yet elapsed for the movement of the upper movable part 43a, the left movable part 43b, and the right movable part 43c, so that the movement of the upper movable part 43a, the left movable part 43b, and the right movable part 43c shown in Fig. 17(c) will be newly performed in the middle of the operation.

[0195] Next, at timing T21 shown in Figure 20(b), a 0.5-second button invalid time (so-called delay time) is set after the player presses the effect button device 13 (see Figure 1). When the 0.5-second button invalid time (so-called delay time) expires, if the player presses the effect button device 13 (see Figure 1) (see timing T22 shown in Figure 20(b)), a new sound effect "Bash!" (see sound effect SE70 shown in Figure 17(c)) is generated and the decorative lamp LA (see Figure 17(c)) is turned on. However, as shown in Figure 20(b), only 0.5 seconds have passed since the effect image (see image P72 shown in Figure 17(c)) was displayed, and therefore the effect image (see image P72 shown in Figure 17(c)) is only displayed up to the second effect image P72b shown in Figure 19(a-2). Nevertheless, a new effect image (see image P72 shown in Fig. 17(c)) is displayed. Also, as shown in Fig. 20(b), 1.5 seconds have not yet elapsed for the movement of the upper movable part 43a, the left movable part 43b, and the right movable part 43c, so that the movement of the upper movable part 43a, the left movable part 43b, and the right movable part 43c shown in Fig. 17(c) will be newly performed in the middle of the operation.

[0196] Next, at timing T22 shown in Fig. 20(b), a 0.5-second button invalid time (so-called delay time) is set after the player presses the effect button device 13 (see Fig. 1). When the 0.5-second button invalid time (so-called delay time) expires, if the player presses the effect button device 13 (see Fig. 1) (see timing T23 shown in Fig. 20(b)), a new sound effect "Bash!" (see sound effect SE70 shown in Fig. 17(c)) is generated and the decorative lamp LA (see Fig. 17(c)) is turned on. However, as shown in Fig. 20(b), only 0.5 seconds have passed since the effect image (see image P72 shown in Fig. 17(c)) was displayed, and therefore the effect image (see image P72 shown in Fig. 17(c)) is only displayed up to the second effect image P72b shown in Fig. 19(a-2). Nevertheless, a new effect image (see image P72 shown in Fig. 17(c)) is displayed. Also, as shown in Fig. 20(b), 1.5 seconds have not yet elapsed for the movement of the upper movable part 43a, the left movable part 43b, and the right movable part 43c, so that the movement of the upper movable part 43a, the left movable part 43b, and the right movable part 43c shown in Fig. 17(c) will be newly performed in the middle of the operation.

[0197] Next, at timing T23 shown in Figure 20(b), a 0.5-second button invalid time (so-called delay time) is set after the player presses the effect button device 13 (see Figure 1). When the 0.5-second button invalid time (so-called delay time) expires and the player presses the effect button device 13 (see Figure 1) (see timing T24 shown in Figure 20(b)), a new sound effect "Bash!" (see sound effect SE70 shown in Figure 17(c)) is generated and the decorative lamp LA (see Figure 17(c)) is turned on. However, as shown in Figure 20(b), only 0.5 seconds have passed since the effect image (see image P72 shown in Figure 17(c)) was displayed, and therefore the effect image (see image P72 shown in Figure 17(c)) is only displayed up to the second effect image P72b shown in Figure 19(a-2). Nevertheless, a new effect image (see image P72 shown in Fig. 17(c)) is displayed. Also, as shown in Fig. 20(b), 1.5 seconds have not yet elapsed for the movement of the upper movable part 43a, the left movable part 43b, and the right movable part 43c, so that the movement of the upper movable part 43a, the left movable part 43b, and the right movable part 43c shown in Fig. 17(c) will be newly performed in the middle of the operation.

[0198] Therefore, as explained above, if the validity determination of the effect button is matched with the sound lamp (the generation of the sound effect "Bash!" (see sound effect SE70 shown in Figure 17(c)) and the lighting of the decorative lamp LA (see Figure 17(c))), the generation of the sound effect "Bash!" (see sound effect SE70 shown in Figure 17(c)) and the lighting of the decorative lamp LA (see Figure 17(c)) will be optimal.

[0199] However, the display of the effect image shown in Figure 17(c) (see image P72) does not display all of Figures 19(a-1) to (a-4), but only Figures 19(a-1) to (a-2), which gives the player a sense of discomfort.

[0200] Furthermore, new movements are executed for the upper movable part 43a, the left movable part 43b, and the right movable part 43c even though the movements have not been completely completed, which causes the movable positions of the upper movable part 43a, the left movable part 43b, and the right movable part 43c to become incorrect, which may cause malfunctions.

[0201] Figure 20(c) shows the case where the validity judgment of the effect button is matched with the movable parts (movement of the upper movable part 43a, left movable part 43b, and right movable part 43c shown in Figure 17(c)). In this case, the button invalid time (so-called delay time) is set to 1.5 seconds.

[0202] That is, when the player presses the effect button device 13 (see Figure 1) at timing T30 shown in Figure 20(c), an effect image (see image P72 shown in Figure 17(c)) is displayed, a sound effect of "Bash!" (see sound effect SE70 shown in Figure 17(c)) is generated, and the decorative lamp LA (see Figure 17(c)) is lit, and further, the upper movable part 43a, left movable part 43b, and right movable part 43c shown in Figure 17(c) are moved.

[0203] Here, at timing T30 shown in Figure 20(c), after the player presses the effect button device 13 (see Figure 1), a button invalid time (so-called delay time) of 1.5 seconds is set. Therefore, even if the player presses the effect button device 13 (see Figure 1) at timing T31 shown in Figure 20(c), the sub-control CPU 800a determines that it is invalid. Therefore, the display of the effect image (see image P72 shown in Figure 17(c)) and the movement of the upper movable role device 43a, left movable role device 43b, and right movable role device 43c shown in Figure 17(c) continue as they are. However, although the generation of the sound effect "Bash!" (see sound effect SE70 shown in Figure 17(c)) and the lighting of the decorative lamp LA (see Figure 17(c)) have ended after 0.5 seconds at timing T31 shown in Figure 20(c), no new "Bash!" sound effect (see sound effect SE70 shown in Figure 17(c)) will be generated and no new decorative lamp LA (see Figure 17(c)) will be turned on.

[0204] Furthermore, even if the player presses the effect button device 13 (see FIG. 1) again at timing T32 shown in FIG. 20(c) during the 1.5-second button invalid time (so-called delay time), the sub-control CPU 800a will determine that the button is invalid. Therefore, the movement of the upper movable part 43a, left movable part 43b, and right movable part 43c shown in FIG. 17(c) continues as is. However, although the display of the effect image (see image P72 shown in FIG. 17(c)) has ended after 1.0 second has elapsed at timing T32 shown in FIG. 20(c), no new effect image (see image P72 shown in FIG. 17(c)) will be displayed. Furthermore, although the generation of the sound effect "bang!" (see sound effect SE70 shown in Figure 17(c)) and the lighting of the decorative lamp LA (see Figure 17(c)) have ended after 0.5 seconds at timing T32 shown in Figure 20(c), no new sound effect "bang!" (see sound effect SE70 shown in Figure 17(c)) will be generated and no new decorative lamp LA (see Figure 17(c)) will be turned on.

[0205] Next, when the player presses the effect button device 13 (see FIG. 1) at the timing when the 1.5-second button invalid time (so-called delay time) ends (see timing T33 shown in FIG. 20(c)), a new effect image (see image P72 shown in FIG. 17(c)) is displayed, a new sound effect of "Bash!" (see sound effect SE70 shown in FIG. 17(c)) is generated, and the decorative lamp LA (see FIG. 17(c)) is turned on. Furthermore, the upper movable part 43a, left movable part 43b, and right movable part 43c shown in FIG. 17(c) are moved.

[0206] Here, at timing T33 shown in Figure 20(c), after the player presses the effect button device 13 (see Figure 1), a button invalid time (so-called delay time) of 1.5 seconds is set. Therefore, even if the player presses the effect button device 13 (see Figure 1) at timing T34 shown in Figure 20(c), the sub-control CPU 800a determines that it is invalid. Therefore, the display of the effect image (see image P72 shown in Figure 17(c)) and the movement of the upper movable role device 43a, left movable role device 43b, and right movable role device 43c shown in Figure 17(c) continue as they are. However, although the generation of the sound effect "Bash!" (see sound effect SE70 shown in Figure 17(c)) and the lighting of the decorative lamp LA (see Figure 17(c)) have ended after 0.5 seconds at timing T34 shown in Figure 20(c), no new sound effect "Bash!" (see sound effect SE70 shown in Figure 17(c)) will be generated and no new decorative lamp LA (see Figure 17(c)) will be turned on.

[0207] Therefore, as explained above, when the validity judgment of the effect button is matched with the movement of the movable parts (the movement of the upper movable part 43a, the left movable part 43b, and the right movable part 43c shown in Figure 17(c)), the operation of the movable parts (the movement of the upper movable part 43a, the left movable part 43b, and the right movable part 43c shown in Figure 17(c)) itself will be optimal.

[0208] However, the effect image shown in FIG. 17(c) (see image P72) is displayed with a 0.5 second interval after the end of the effect, which makes the player feel uneasy and reduces the sense of rapid tapping.

[0209] Furthermore, there is a 1.0 second gap between the sound effect "Bash!" (see sound effect SE70 shown in Figure 17(c)) and the lighting of the decorative lamp LA (see Figure 17(c)) after the performance ends, which makes the player feel uncomfortable and significantly reduces the sense of rapid tapping.

[0210] From the above, when setting a button invalid time (so-called delay time) after pressing the effect button once in a button rapid-press effect, if a common button invalid time (so-called delay time) is set for the video, sound lamp, and movable device, the response to rapid-pressing operations will be poor, and the player will feel uncomfortable with the gap between the feeling of pressing the button rapid-press and the effect, which may cause the player to lose interest in the effect.

[0211] Therefore, in this embodiment, the following steps are taken to solve the above problems.

[0212] That is, when a button invalid time (so-called delay time) is set after pressing a performance button once, the button invalid time (so-called delay time) is set for each of the video, sound lamp, and movable prop. Specifically, the button invalid time (so-called delay time) for the video is 1 second, the button invalid time (so-called delay time) for the sound lamp is 0.5 seconds, and the button invalid time (so-called delay time) for the movable prop is 1.5 seconds. This point will be explained in detail with reference to FIG. 21.

[0213] That is, when a player presses the effect button device 13 (see FIG. 1) at timing T40 shown in FIG. 21, an effect image (see image P72 shown in FIG. 17(c)) is displayed, a sound effect of "Bash!" (see sound effect SE70 shown in FIG. 17(c)) is generated, and the decorative lamp LA (see FIG. 17(c)) is turned on. Furthermore, the upper movable role 43a, left movable role 43b, and right movable role 43c shown in FIG. 17(c) are moved. At this time, the sub-control CPU 800a sets a value that counts 1 second to the button invalid counter for the video. Furthermore, the sub-control CPU 800a sets a value that counts 0.5 seconds to the button invalid counter for the sound lamp. Furthermore, the sub-control CPU 800a sets a value that counts 1.5 seconds to the button invalid counter for the movable role.

[0214] Thus, after setting the values ​​as described above, the sub-control CPU 800a counts the button invalid counter for the video, the button invalid counter for the sound lamp, and the button invalid counter for the movable prop.

[0215] Next, when the player presses the effect button device 13 (see FIG. 1) at timing T41 shown in FIG. 21, the sub-control CPU 800a checks the values ​​of the button invalid counter for the video, the button invalid counter for the sound lamp, and the button invalid counter for the movable role. At this time, the value of the button invalid counter for the video is not 0 because 1.0 seconds have not yet elapsed. Furthermore, the value of the button invalid counter for the movable role is also not 0 because 1.5 seconds have not yet elapsed. Therefore, the sub-control CPU 800a continues to display the effect image (see image P72 shown in FIG. 17(c)) and to move the upper movable role 43a, left movable role 43b, and right movable role 43c shown in FIG. 17(c).

[0216] On the other hand, since the value of the button invalid counter for the sound lamp is 0 (because 0.5 seconds have passed), the sub-control CPU 800a newly generates a sound effect of "Bash!" (see sound effect SE70 shown in FIG. 17(c)) and turns on the decorative lamp LA (see FIG. 17(c)). At this time, the sub-control CPU 800a newly sets a value to count 0.5 seconds in the button invalid counter for the sound lamp.

[0217] Next, at timing T42 shown in Figure 21, when the player presses the effect button device 13 (see Figure 1), the sub-control CPU 800a checks the values ​​of the button invalid counter for the video, the button invalid counter for the sound lamp, and the button invalid counter for the movable role. At this time, the value of the button invalid counter for the movable role is not 0 because 1.5 seconds have not yet passed. Therefore, the sub-control CPU 800a continues to move the upper movable role 43a, left movable role 43b, and right movable role 43c shown in Figure 17(c).

[0218] On the other hand, since the value of the button invalid counter for video is 0 (because 1.0 second has passed), the sub-control CPU 800a newly displays an effect image (see image P72 shown in FIG. 17(c)). Furthermore, since the value of the button invalid counter for sound lamp is also 0 (because 0.5 second has passed), the sub-control CPU 800a newly generates a sound effect of "Bash!" (see sound effect SE70 shown in FIG. 17(c)) and turns on the decorative lamp LA (see FIG. 17(c)). At this time, the sub-control CPU 800a newly sets the button invalid counter for video to a value that counts for 1.0 second, and newly sets the button invalid counter for sound lamp to a value that counts for 0.5 seconds.

[0219] Next, at timing T43 shown in Figure 21, when the player presses the effect button device 13 (see Figure 1), the sub-control CPU 800a checks the values ​​of the button invalid counter for images, the button invalid counter for sound lamps, and the button invalid counter for movable role objects. At this time, the value of the button invalid counter for images is not 0 because 1.0 second has not yet elapsed. Therefore, the sub-control CPU 800a continues to display the effect image (see image P72 shown in Figure 17(c)).

[0220] On the other hand, since the value of the button invalid counter for the movable role is 0 (because 1.5 seconds have passed), the sub-control CPU 800a newly moves the upper movable role 43a, the left movable role 43b, and the right movable role 43c shown in Fig. 17(c). Furthermore, since the value of the button invalid counter for the sound lamp is also 0 (because 0.5 seconds have passed), the sub-control CPU 800a newly generates a sound effect of "Bash!" (see sound effect SE70 shown in Fig. 17(c)) and turns on the decorative lamp LA (see Fig. 17(c)). At this time, the sub-control CPU 800a newly sets a value that counts 1.5 seconds in the button invalid counter for the movable role, and newly sets a value that counts 0.5 seconds in the button invalid counter for the sound lamp.

[0221] Next, at timing T44 shown in Figure 21, when the player presses the effect button device 13 (see Figure 1), the sub-control CPU 800a checks the values ​​of the button invalid counter for the video, the button invalid counter for the sound lamp, and the button invalid counter for the movable role. At this time, the value of the button invalid counter for the movable role is not 0 because 1.5 seconds have not yet elapsed. Therefore, the sub-control CPU 800a continues to move the upper movable role 43a, left movable role 43b, and right movable role 43c shown in Figure 17(c).

[0222] On the other hand, since the value of the button invalid counter for video is 0 (because 1.0 second has passed), the sub-control CPU 800a newly displays an effect image (see image P72 shown in FIG. 17(c)). Furthermore, since the value of the button invalid counter for sound lamp is also 0 (because 0.5 second has passed), the sub-control CPU 800a newly generates a sound effect of "Bash!" (see sound effect SE70 shown in FIG. 17(c)) and turns on the decorative lamp LA (see FIG. 17(c)). At this time, the sub-control CPU 800a newly sets the button invalid counter for video to a value that counts for 1.0 second, and newly sets the button invalid counter for sound lamp to a value that counts for 0.5 seconds.

[0223] Next, at timing T45 shown in FIG. 21, when the player presses the effect button device 13 (see FIG. 1), the sub-control CPU 800a checks the values ​​of the button invalid counter for images, the button invalid counter for sound lamps, and the button invalid counter for movable role objects. At this time, the value of the button invalid counter for images is not 0 because 1.0 seconds have not yet elapsed. Furthermore, the value of the button invalid counter for movable role objects is also not 0 because 1.5 seconds have not yet elapsed. Therefore, the sub-control CPU 800a continues to display the effect image (see image P72 shown in FIG. 17(c)) and to move the upper movable role object 43a, the left movable role object 43b, and the right movable role object 43c shown in FIG. 17(c).

[0224] On the other hand, since the value of the button invalid counter for the sound lamp is 0 (because 0.5 seconds have passed), the sub-control CPU 800a newly generates a sound effect of "Bash!" (see sound effect SE70 shown in FIG. 17(c)) and turns on the decorative lamp LA (see FIG. 17(c)). At this time, the sub-control CPU 800a newly sets a value to count 0.5 seconds in the button invalid counter for the sound lamp.

[0225] Thus, even if a new effect image is not displayed (the effect image (see image P72 shown in FIG. 17(c)) continues to be displayed) when the player presses the effect button device 13 (see FIG. 1) before the value of the button invalidation counter for the image reaches 0, the sound lamp responds to button presses, so there is no sense of incongruity even if the image display does not correspond to all button presses.

[0226] Furthermore, since the value set in the button invalid counter for the sound lamp is set without matching it with the presentation time of the video and movable role objects, when the value of the button invalid counter for the sound lamp reaches 0, the player can press the presentation button device 13 (see Figure 1) to generate a sound lamp presentation regardless of the video and movable role objects, so the feeling of rapid tapping does not fade.

[0227] Furthermore, even if the player presses the effect button device 13 (see Figure 1) before the value of the button invalidation counter for the movable role reaches 0, no new movable role will be moved (the upper movable role 43a, left movable role 43b, and right movable role 43c shown in Figure 17(c) will continue to move), the image and sound lamps will react to button presses, so there will be no sense of incongruity even if the movable role does not react to all button presses.

[0228] Therefore, by doing this, it is possible to execute the optimal effects for the images, sound lamps, and movable accessories. Therefore, according to this embodiment, by improving the response to the repeated button press operation for the images, sound lamps, and movable accessories, it is possible to give the player sufficient interest in the effects.

[0229] In this embodiment, when providing a button invalid time (so-called delay time), the button invalid time (so-called delay time) is set to match the presentation time of each of the video, sound lamp, and movable prop, but they do not need to be set to the same time. For example, in the case of a video, the presentation time is 1 second, but the button invalid time (so-called delay time) can be 0.75 seconds, and in the case of a sound lamp, the presentation time is 0.5 seconds, but the button invalid time (so-called delay time) can be 0.25 seconds. This point will be explained in detail with reference to FIG. 22.

[0230] That is, when a player presses the effect button device 13 (see FIG. 1) at timing T50 shown in FIG. 22, an effect image (see image P72 shown in FIG. 17(c)) is displayed, a sound effect of "Bash!" (see sound effect SE70 shown in FIG. 17(c)) is generated, and the decorative lamp LA (see FIG. 17(c)) is turned on. Furthermore, the upper movable role object 43a, the left movable role object 43b, and the right movable role object 43c shown in FIG. 17(c) are moved. At this time, the sub-control CPU 800a sets a value for counting 0.75 seconds to the button invalid counter for the video. Furthermore, the sub-control CPU 800a sets a value for counting 0.25 seconds to the button invalid counter for the sound lamp. Furthermore, the sub-control CPU 800a sets a value for counting 1.5 seconds to the button invalid counter for the movable role object.

[0231] Thus, after setting the values ​​as described above, the sub-control CPU 800a counts the button invalid counter for the video, the button invalid counter for the sound lamp, and the button invalid counter for the movable prop.

[0232] Next, at timing T51 shown in FIG. 22, when the player presses the effect button device 13 (see FIG. 1), the sub-control CPU 800a checks the values ​​of the button invalid counter for images, the button invalid counter for sound lamps, and the button invalid counter for movable role objects. At this time, the value of the button invalid counter for images is not 0 because 0.75 seconds have not yet elapsed. Furthermore, the value of the button invalid counter for movable role objects is also not 0 because 1.5 seconds have not yet elapsed. Therefore, the sub-control CPU 800a continues to display the effect image (see image P72 shown in FIG. 17(c)) and to move the upper movable role object 43a, the left movable role object 43b, and the right movable role object 43c shown in FIG. 17(c).

[0233] Meanwhile, since the value of the button invalid counter for the sound lamp is 0 (because 0.25 seconds have passed), the sub-control CPU 800a continues the generated sound effect and lighting of the decorative lamp LA at timing T50 shown in FIG. 22, but newly generates a sound effect of "Bash!" (see sound effect SE70 shown in FIG. 17(c)) and turns on the decorative lamp LA (see FIG. 17(c)). At this time, the sub-control CPU 800a sets a new value to count 0.25 seconds in the button invalid counter for the sound lamp. However, even in such a case, if the generated sound effect and lighting of the decorative lamp LA are executed for 0.25 seconds at timing T50 shown in FIG. 22, the player can recognize that the sound effect and lighting of the decorative lamp are sufficient. Therefore, there is no problem with making the button invalid time (so-called delay time) shorter than the presentation time.

[0234] Next, at timing T52 shown in FIG. 22, when the player presses the effect button device 13 (see FIG. 1), the sub-control CPU 800a checks the values ​​of the button invalid counter for images, the button invalid counter for sound lamps, and the button invalid counter for movable role objects. At this time, the value of the button invalid counter for images is not 0 because 0.75 seconds have not yet elapsed. Furthermore, the value of the button invalid counter for movable role objects is also not 0 because 1.5 seconds have not yet elapsed. Therefore, the sub-control CPU 800a continues to display the effect image (see image P72 shown in FIG. 17(c)) and to move the upper movable role object 43a, the left movable role object 43b, and the right movable role object 43c shown in FIG. 17(c).

[0235] On the other hand, since the value of the button invalid counter for the sound lamp is 0 (because 0.25 seconds have passed), the sub-control CPU 800a newly generates a sound effect of "Bash!" (see sound effect SE70 shown in FIG. 17(c)) and turns on the decorative lamp LA (see FIG. 17(c)). At this time, the sub-control CPU 800a newly sets a value that counts 0.25 seconds to the button invalid counter for the sound lamp.

[0236] Next, at timing T53 shown in Figure 22, when the player presses the effect button device 13 (see Figure 1), the sub-control CPU 800a checks the values ​​of the button invalid counter for the video, the button invalid counter for the sound lamp, and the button invalid counter for the movable role. At this time, the value of the button invalid counter for the movable role is not 0 because 1.5 seconds have not yet passed. Therefore, the sub-control CPU 800a continues to move the upper movable role 43a, left movable role 43b, and right movable role 43c shown in Figure 17(c).

[0237] On the other hand, since the value of the button invalidation counter for video is 0 (because 0.75 seconds have elapsed), the sub-control CPU 800a causes a new effect image (see image P72 shown in FIG. 17(c)) to be displayed. At this time, as shown in FIG. 23, the first effect image P72a shown in FIG. 23(a) is displayed on the liquid crystal display device 41, then the second effect image P72b shown in FIG. 23(b) is displayed, then the third effect image P72c shown in FIG. 23(c) is displayed, and then the first effect image P72a shown in FIG. 23(d) is displayed. That is, the fourth effect image P72d shown in FIG. 19(a-4) is not displayed on the liquid crystal display device 41. In other words, before the display is completed, the first effect image P72a shown in FIG. 23(d) is displayed on the liquid crystal display device 41. However, even in such a case, as long as the third effect image P72c shown in FIG. 23(c) can be displayed, the player can recognize it as a sufficient effect. Therefore, there is no problem if the button disable time (so-called delay time) is shorter than the performance time.

[0238] On the other hand, since the value of the button invalid counter for the sound lamp is also 0 (because 0.5 seconds have passed), the sub-control CPU 800a newly generates a sound effect of "Bash!" (see sound effect SE70 shown in FIG. 17(c)) and turns on the decorative lamp LA (see FIG. 17(c)). At this time, the sub-control CPU 800a newly sets a value to count for 0.75 seconds in the button invalid counter for the video, and newly sets a value to count for 0.25 seconds in the button invalid counter for the sound lamp.

[0239] Next, at timing T54 shown in FIG. 22, when the player presses the effect button device 13 (see FIG. 1), the sub-control CPU 800a checks the values ​​of the button invalid counter for images, the button invalid counter for sound lamps, and the button invalid counter for movable role objects. At this time, the value of the button invalid counter for images is not 0 because 0.75 seconds have not yet elapsed. Furthermore, the value of the button invalid counter for movable role objects is also not 0 because 1.5 seconds have not yet elapsed. Therefore, the sub-control CPU 800a continues to display the effect image (see image P72 shown in FIG. 17(c)) and to move the upper movable role object 43a, the left movable role object 43b, and the right movable role object 43c shown in FIG. 17(c).

[0240] On the other hand, since the value of the button invalid counter for the sound lamp is 0 (because 0.25 seconds have passed), the sub-control CPU 800a newly generates a sound effect of "Bash!" (see sound effect SE70 shown in FIG. 17(c)) and turns on the decorative lamp LA (see FIG. 17(c)). At this time, the sub-control CPU 800a newly sets a value that counts 0.25 seconds to the button invalid counter for the sound lamp.

[0241] Next, at timing T55 shown in FIG. 22, when the player presses the effect button device 13 (see FIG. 1), the sub-control CPU 800a checks the values ​​of the button invalid counter for the video, the button invalid counter for the sound lamp, and the button invalid counter for the movable role. At this time, the value of the button invalid counter for the video is not 0 because 0.75 seconds have not yet passed. Furthermore, the value of the button invalid counter for the movable role is also not 0 because 1.5 seconds have not yet passed. Therefore, the sub-control CPU 800a continues to display the effect image (see image P72 shown in FIG. 17(c)) and to move the upper movable role 43a, left movable role 43b, and right movable role 43c shown in FIG. 17(c).

[0242] On the other hand, since the value of the button invalid counter for the sound lamp is 0 (because 0.25 seconds have passed), the sub-control CPU 800a newly generates a sound effect of "Bash!" (see sound effect SE70 shown in FIG. 17(c)) and turns on the decorative lamp LA (see FIG. 17(c)). At this time, the sub-control CPU 800a newly sets a value that counts 0.25 seconds to the button invalid counter for the sound lamp.

[0243] Next, at timing T56 shown in Fig. 22, when the player presses the effect button device 13 (see Fig. 1), the sub-control CPU 800a checks the values ​​of the button invalid counter for images, the button invalid counter for sound lamps, and the button invalid counter for movable role objects. At this time, the value of the button invalid counter for images is 0 (because 0.75 seconds have passed), so the sub-control CPU 800a causes a new effect image (see image P72 shown in Fig. 17(c)) to be displayed. Furthermore, since the value of the button invalid counter for sound lamps is also 0 (because 0.5 seconds have passed), the sub-control CPU 800a causes a new sound effect of "Bash!" (see sound effect SE70 shown in Fig. 17(c)) to be generated and the decorative lamp LA (see Fig. 17(c)) to be turned on. Furthermore, since the value of the button invalid counter for the movable role is also 0 (because 1.5 seconds have passed), the sub-control CPU 800a newly moves the upper movable role 43a, the left movable role 43b, and the right movable role 43c shown in Fig. 17(c). At this time, the sub-control CPU 800a newly sets a value to count 0.75 seconds in the button invalid counter for the video, a value to count 0.25 seconds in the button invalid counter for the sound lamp, and a value to count 1.5 seconds in the button invalid counter for the movable role.

[0244] Therefore, even in this way, it is possible to execute the optimal effects for the images, sound lamps, and movable accessories. Therefore, even in this way, by improving the response to the rapid button press operation for the images, sound lamps, and movable accessories, it is possible to give the player a sufficient interest in the effects.

[0245] In this embodiment, the button press effect has been described, but in the case of a single button press effect where the effect button is pressed once, the button validity determination only sets the valid time for pressing the effect button, and without providing the button invalid time (so-called delay time) as described above, the valid time is cleared and the result corresponding to the effect button press is displayed. This is because if the result corresponding to the effect button press is displayed after the effect button is pressed without clearing the valid time, there is a risk that if the effect button is pressed again, the sub-control CPU 800a will determine that the effect button press is valid, and the result display corresponding to that effect button press will be executed again by the sub-control CPU 800a. For this reason, the valid time is cleared to prevent such processing by the sub-control CPU 800a.

[0246] <Explanation of how to use fonts and shapes according to the production> Next, we will explain how to use character fonts and shapes according to the presentation.

[0247] Gaming machines use characters in various styles (fonts). For example, in the subtitles of lines spoken by characters during dialogue previews and special reach wins, undecorated characters are displayed. On the other hand, in the performances where there is a high expectation of a jackpot, three-dimensional characters are displayed that move, are decorated, or have effects added to them.

[0248] Therefore, if the type of text information is not properly used according to the game presentation, there is a problem that interest in the game presentation is reduced.

[0249] Therefore, in this embodiment, the manner in which the text information is displayed is diversified according to the scene and reliability of the game presentation, and by changing the manner to suit each scene, it is possible to give the player sufficient interest in the game presentation. This will be explained in detail below.

[0250] <If the displayed characters are not three-dimensional> First, a case where characters displayed on the liquid crystal display device 41 (see FIG. 2) are not three-dimensional, that is, where characters are displayed two-dimensionally, will be described.

[0251] The liquid crystal display device 41 shown in Figure 24(a) displays an SP reach effect. Specifically, a reduced left decorative symbol P80a is displayed in the upper left corner of the screen, and a reduced right decorative symbol P80c is displayed in the upper right corner of the screen. Furthermore, a fluctuating permanent symbol (see image P2) is displayed in the lower right corner of the screen. Furthermore, as shown in Figure 24(a), the liquid crystal display device 41 displays an effect in the center of the screen in which a character (see image P81) wearing a helmet and holding a shield and sword is shown fully engaged in a fight against an enemy character (see image P82). At this time, as shown in Figure 24(a), a telop image (see image P83) of the character's (see image P81) lines is displayed at the bottom of the screen of the liquid crystal display device 41.

[0252] As shown in Figure 24(a), this caption image (see image P83) is composed of a text image (see image P83a) that reads "Here we come!" and a horizontally long rectangular visibility-enhancing image (see image P83b) that is superimposed on the background of the text image (image P83a) to improve the visibility of the text image (image P83a).

[0253] Incidentally, the character image "I'll go this way!" (see image P83a) is composed of a first font (for example, HG Soei Kaku Gothic UB), and as shown in Figure 24(b), is composed of a first character image M1 of "ko", a second character image M2 of "chi", a third character image M3 of "ra", a fourth character image M4 of "ka", a fifth character image M5 of "ra", a sixth character image M6 of "i", a seventh character image M7 of "ku", an eighth character image M8 of "zo", and a ninth character image M9 of "!".

[0254] As shown in FIG. 24(b), the first character image M1 is composed of a first main body M1a (a white portion) and a first black outline M1b (a black portion) extending along the periphery of the first main body M1a. As shown in FIG. 24(b), the second character image M2 is composed of a second main body M2a (a white portion) and a second black outline M2b (a black portion) extending along the periphery of the second main body M2a. As shown in FIG. 24(b), the third character image M3 is composed of a third main body M3a (a white portion) and a third black outline M3b (a black portion) extending along the periphery of the third main body M3a. As shown in FIG. 24(b), the fourth character image M4 is composed of a fourth main body M4a (a white portion) and a fourth black outline M4b (a black portion) extending along the periphery of the fourth main body M4a. Furthermore, as shown in FIG. 24(b), the fifth character image M5 is composed of a fifth main body M5a in the white portion and a black fifth outline M5b provided along the outer periphery of the fifth main body M5a. Furthermore, as shown in FIG. 24(b), the sixth character image M6 is composed of a sixth main body M6a in the white portion and a black sixth outline M6b provided along the outer periphery of the sixth main body M6a. Furthermore, as shown in FIG. 24(b), the seventh character image M7 is composed of a seventh main body M7a in the white portion and a black seventh outline M7b provided along the outer periphery of the seventh main body M7a. Furthermore, as shown in FIG. 24(b), the eighth character image M8 is composed of an eighth main body M8a in the white portion and a black eighth outline M8b provided along the outer periphery of the eighth main body M8a. Furthermore, as shown in Figure 24(b), the 9th character image M9 is composed of a 9th main body portion M9a, which is the white part shown in the figure, and a 9th black outline portion M9b, which is arranged along the outer periphery of the 9th main body portion M9a.

[0255] In the character image of "I'm coming!" (see image P83a) configured as described above, the first contour portion M1b and the second contour portion M2b are in contact (point contact or surface contact), or the first contour portion M1b and the second contour portion M2b overlap (the second contour portion M2b is located on the first contour portion M1b, or the first contour portion M1b is located on the second contour portion M2b). Furthermore, as shown by dashed line X2 in FIG. 24(c), the second contour portion M2b and the third contour portion M3b are in contact (point contact or surface contact), or the second contour portion M2b and the third contour portion M3b overlap (the third contour portion M3b is located on the second contour portion M2b, or the second contour portion M2b is located on the third contour portion M3b). Furthermore, as indicated by dashed line X3 in Fig. 24(c), the third contour portion M3b and the fourth contour portion M4b are in contact (point contact or surface contact), or the third contour portion M3b and the fourth contour portion M4b overlap (the fourth contour portion M4b is located on the third contour portion M3b, or the third contour portion M3b is located on the fourth contour portion M4b). Furthermore, as indicated by dashed line X4 in Fig. 24(c), the fourth contour portion M4b and the fifth contour portion M5b are in contact (point contact or surface contact), or the fourth contour portion M4b and the fifth contour portion M5b overlap (the fifth contour portion M5b is located on the fourth contour portion M4b, or the fourth contour portion M4b is located on the fifth contour portion M5b). Furthermore, as indicated by dashed line X5 in Fig. 24(c), the fifth contour portion M5b and the sixth contour portion M6b are in contact (point contact or surface contact), or the fifth contour portion M5b and the sixth contour portion M6b overlap (the sixth contour portion M6b is located on the fifth contour portion M5b, or the fifth contour portion M5b is located on the sixth contour portion M6b). Furthermore, as indicated by dashed line X6 in Fig. 24(c), the sixth contour portion M6b and the seventh contour portion M7b are in contact (point contact or surface contact), or the sixth contour portion M6b and the seventh contour portion M7b overlap (the seventh contour portion M7b is located on the sixth contour portion M6b, or the sixth contour portion M6b is located on the seventh contour portion M7b).

[0256] In this way, by having the outlines of the first character image M1 to the ninth character image M9 touch or overlap each other, the spacing between the first character image M1 to the ninth character image M9 is reduced. This is because if the spacing between the first character image M1 to the ninth character image M9 is too large, they may not fit on one line, as shown in Fig. 24(a). For this reason, the outlines are made to touch or overlap each other as described above.

[0257] However, the first main body portion M1a to the ninth main body portion M9a are not in contact with each other or overlapped with each other. This is because if the first main body portion M1a to the ninth main body portion M9a were in contact with each other or overlapped with each other, readability would be reduced. For this reason, only the outlines are in contact with each other or overlapped with each other. Furthermore, the areas where the outlines are in contact with each other or overlapped (boundary areas) are integrated. This is because the boundaries are not visible because they are made of the same color.

[0258] Next, a case where a font other than the first font shown in FIG. 24 is used and the number of characters is small will be described.

[0259] The liquid crystal display device 41 shown in Figure 25(a) displays a strong SP reach effect. Specifically, a reduced left decorative symbol P80a is displayed in the upper left corner of the screen, and a reduced right decorative symbol P80c is displayed in the upper right corner of the screen. Furthermore, a fluctuating state of a permanent symbol (see image P2) is displayed in the lower right corner of the screen. Furthermore, as shown in Figure 25(a), the liquid crystal display device 41 displays an effect in the center of the screen in which a character (see image P81) wearing a helmet and holding a shield and sword is shown full-body, challenging an enemy character (see image P82). At this time, as shown in Figure 25(a), a text image (see image P85) saying "Battle!" is displayed in the center of the screen of the liquid crystal display device 41 so as to overlap the character (see image P81) and the enemy character (see image P82).

[0260] Incidentally, the character image "Game!" (see image P85) is composed of a second font (for example, HGP cursive script), and is composed of the 10th character image M10 of "Win," the 11th character image M11 of "Lose," and the 12th character image M12 of "!", as shown in Figure 25(b).

[0261] As shown in Fig. 25(b), the tenth character image M10 is composed of a tenth main body M10a (shown in black) and an orange outline M10b (shown in orange) extending along the periphery of the tenth main body M10a. As shown in Fig. 25(b), the eleventh character image M11 is composed of an eleventh main body M11a (shown in black) and an orange outline M11b (shown in orange) extending along the periphery of the eleventh main body M11a. Furthermore, as shown in Fig. 25(b), the twelfth character image M12 is composed of a twelfth main body M12a (shown in black) and an orange outline M12b (shown in orange) extending along the periphery of the twelfth main body M12a.

[0262] Thus, when the number of characters is smaller than in Fig. 24, a second font different from the first font is used, and the tenth character image M10 to the twelfth character image M12 configured as described above are arranged with a gap between the tenth outline portion M10b to the twelfth outline portion M12b as shown in Fig. 25(a), without the tenth outline portion M10b to the twelfth outline portion M12b contacting or overlapping each other. In this case, since the number of characters is smaller than in Fig. 24 and the characters are arranged with a gap between them, the thickness of the tenth outline portion M10b to the twelfth outline portion M12b is set thicker than the thickness of the first outline portion M1b to the ninth outline portion M9b shown in Figs. 24(b) and (c).

[0263] Next, a case will be described in which a plurality of character strings are displayed (displayed in a plurality of lines or columns) in a font different from the first font shown in FIG. 24 and the second font shown in FIG.

[0264] The liquid crystal display device 41 shown in FIG. 26(a) displays a treasure chest preview effect. Specifically, the lower right corner of the screen displays a state in which a permanent symbol (see image P2) is changing. Furthermore, as shown in FIG. 26(a), the liquid crystal display device 41 displays multiple treasure chest images (see image P90) in the center of the screen, and a selection image (see image P90a) for selecting one of these treasure chest images (see image P90). Furthermore, as shown in FIG. 26(a), the liquid crystal display device 41 displays a button image (see image P91) labeled "PUSH" in the lower left corner of the screen, prompting the player to press the effect button device 13 shown in FIG. 1, and next to it is a text image (see image P92) that reads "Please select a button." Furthermore, as shown in FIG. 26(a), the liquid crystal display device 41 displays a text image (see image P93) that reads "Item Get Challenge" so as to overlap with the multiple treasure chest images (see image P90).

[0265] Incidentally, the character image "Item Get Challenge" (see image P93) is composed of a third font (for example, HGS Soei Kaku Pop), and as shown in Figure 26(b), is composed of the 20th character image M20 of "A", the 21st character image M21 of "I", the 22nd character image M22 of "Te", the 23rd character image M23 of "Mu", the 24th character image M24 of "Ge", the 25th character image M25 of "T", the 26th character image M26 of "To", the 27th character image M27 of "Chi", the 28th character image M28 of "Ya", the 29th character image M29 of "Re", the 30th character image M30 of "N", and the 31st character image M31 of "Ji". 26(b), the 20th character image M20 to the 26th character image M26 form one character string, and the 27th character image M27 to the 31st character image M31 form one character string, thereby displaying multiple character strings (displaying multiple lines in the illustration).

[0266] As shown in Fig. 26(b), the 20th character image M20 is composed of a 20th main body M20a (blue portion) and a 20th black outline M20b (outline portion) provided along the outer periphery of the 20th main body M20a. As shown in Fig. 26(b), the 21st character image M21 is composed of a 21st main body M21a (blue portion) and a 21st black outline M21b (outline portion) provided along the outer periphery of the 21st main body M21a. As shown in Fig. 26(b), the 22nd character image M22 is composed of a 22nd main body M22a (blue portion) and a 22nd black outline M22b (outline portion) provided along the outer periphery of the 22nd main body M22a. Furthermore, as shown in Fig. 26(b), the 23rd character image M23 is composed of a 23rd main body portion M23a in the blue portion shown in the figure and a 23rd outline portion M23b in black provided along the outer periphery of the 23rd main body portion M23a. Furthermore, as shown in Fig. 26(b), the 24th character image M24 is composed of a 24th main body portion M24a in the blue portion shown in the figure and a 24th outline portion M24b in black provided along the outer periphery of the 24th main body portion M24a. Furthermore, as shown in Fig. 26(b), the 25th character image M25 is composed of a 25th main body portion M25a in the blue portion shown in the figure and a 25th outline portion M25b in black provided along the outer periphery of the 25th main body portion M25a. Furthermore, as shown in Fig. 26(b), the 26th character image M26 is composed of a 26th main body portion M26a in the blue portion shown in the figure and a 26th black outline portion M26b provided along the periphery of the 26th main body portion M26a. Furthermore, as shown in Fig. 26(b), the 27th character image M27 is composed of a 27th main body portion M27a in the blue portion shown in the figure and a 27th black outline portion M27b provided along the periphery of the 27th main body portion M27a. Furthermore, as shown in Fig. 26(b), the 28th character image M28 is composed of a 28th main body portion M28a in the blue portion shown in the figure and a 28th black outline portion M28b provided along the periphery of the 28th main body portion M28a. Furthermore, as shown in Figure 26(b), the 29th character image M29 is composed of a 29th main body portion M29a, which is the blue part shown in the figure, and a 29th black outline portion M29b, which is arranged along the outer periphery of the 29th main body portion M29a.Furthermore, as shown in Fig. 26(b), the 30th character image M30 is composed of a 30th main body portion M30a in blue and a 30th outline portion M30b in black provided along the outer periphery of the 30th main body portion M30a. Furthermore, as shown in Fig. 26(b), the 31st character image M31 is composed of a 31st main body portion M31a in blue and a 31st outline portion M31b in black provided along the outer periphery of the 31st main body portion M31a.

[0267] Incidentally, in the text image "Item Get Challenge" configured as described above (see image P93), as shown by the dashed line X10 in Figure 26(c), the 21st main body portion M21a and the 21st outline portion M21b are in contact with the 27th main body portion M27a and the 27th outline portion M27b (point contact or surface contact), or the 21st main body portion M21a and the 21st outline portion M21b and the 27th main body portion M27a and the 27th outline portion M27b overlap (in the illustration, the 21st main body portion M21a and the 21st outline portion M21b are located on the 27th main body portion M27a and the 27th outline portion M27b, but the 27th main body portion M27a and the 27th outline portion M27b may also be located on the 21st main body portion M21a and the 21st outline portion M21b). Furthermore, as shown by the dashed line X11 in Figure 26(c), the 23rd contour portion M23b and the 29th contour portion M29b are in contact (point contact or surface contact), or the 23rd contour portion M23b and the 29th contour portion M29b overlap (the 29th contour portion M29b is located on the 23rd contour portion M23b, or the 23rd contour portion M23b is located on the 29th contour portion M29b). Furthermore, as shown by the dashed line X12 in Figure 26(c), the 24th main body portion M24a and the 24th outline portion M24b are in contact with the 30th main body portion M30a and the 30th outline portion M30b (point contact or surface contact), or the 24th main body portion M24a and the 24th outline portion M24b and the 30th main body portion M30a and the 30th outline portion M30b overlap (in the illustration, the 30th main body portion M30a and the 30th outline portion M30b are located on the 24th main body portion M24a and the 24th outline portion M24b, but the 24th main body portion M24a and the 24th outline portion M24b may also be located on the 30th main body portion M30a and the 30th outline portion M30b). Furthermore, as shown by dashed line X13 in Figure 26(c), the 26th main body portion M26a and the 26th outline portion M26b are in contact with the 31st main body portion M31a and the 31st outline portion M31b (point contact or surface contact), or the 26th main body portion M26a and the 26th outline portion M26b and the 31st main body portion M31a and the 31st outline portion M31b overlap (in the illustration, the 31st main body portion M31a and the 31st outline portion M31b are located on the 26th main body portion M26a and the 26th outline portion M26b, but the 26th main body portion M26a and the 26th outline portion M26b may also be located on the 31st main body portion M31a and the 31st outline portion M31b).

[0268] Thus, when displaying multiple character strings (in FIG. 26, multiple lines), the overlap width between the character strings is reduced, allowing for multiple lines or columns of characters to be displayed. In this case, depending on the type of characters positioned vertically as shown in FIG. 26, if only the outlines of the characters are in contact or overlapping, the balance of the displayed characters will be poor. Therefore, in this embodiment, not only are the outlines in contact or overlapping, but the outlines and the main body are also in contact or overlapping. This allows for a balanced display of multiple character strings. Therefore, to ensure a balanced display of multiple character strings, the thicknesses of the twentieth to thirty-first outline portions M20b to M31b are set thinner than the thicknesses of the first to ninth outline portions M1b to M9b shown in FIGS. 24(b) and 24(c).

[0269] Therefore, as explained with reference to Figures 24 to 26, when the characters displayed on the liquid crystal display device 41 (see Figure 2) are not three-dimensional, character fonts with different shapes are used depending on the presentation, the thickness of the outline is made different, and the spacing between characters is made appropriate, thereby improving both readability and presentation.

[0270] <When the displayed characters are 3D> Next, a case where characters displayed on the liquid crystal display device 41 (see FIG. 2) have a three-dimensional shape will be described.

[0271] An example of a Strong SP Reach title display is shown on the liquid crystal display device 41 in Figure 27. Specifically, three-dimensional characters are displayed gathering from the outside of the screen to the center.

[0272] To explain this point in more detail, as shown in Fig. 27(c), a three-dimensional character image of "Final Battle Reach" (see image P95) is ultimately displayed gathered at the center of the screen of the liquid crystal display device 41. Note that this three-dimensional character image of "Final Battle Reach" (see image P95) is composed of a black main body R1a and a white outline R1b provided along the outer periphery of the main body R1a, as shown in Figs. 27(a) to (c).

[0273] Thus, as shown in Fig. 27(a), the three-dimensional character image of "Final Battle Reach" (see image P95) moves from the upper left corner of the screen of the liquid crystal display device 41 toward the center of the screen with the three-dimensional character "Final" moving (as a moving image). Furthermore, from the upper right corner of the screen of the liquid crystal display device 41, the three-dimensional character "Decisive Battle" moves from the upper right corner of the screen with the three-dimensional character "Reach" moves from the bottom of the screen with the three-dimensional character "Reach" moving (as a moving image) toward the center of the screen. At this time, as shown in Fig. 27(a), the liquid crystal display device 41 displays a reduced left decorative pattern P80a in the upper left corner of the screen and a reduced right decorative pattern P80c in the upper right corner of the screen, and further displays a fluctuating resident pattern (see image P2) in the lower right corner of the screen.

[0274] Thus, as shown in FIG. 27(b), the three-dimensional character image "Final Battle Reach" (see image P95) gathers at the center of the screen, and as shown in FIG. 27(c), the three-dimensional character image "Final Battle Reach" (see image P95) is finally gathered and displayed at the center of the screen of the liquid crystal display device 41. At this time, as shown in FIG. 27(c), the characters "Final Battle Reach" are displayed with both the main body R1a and the outline R1b overlapping each other. This is because the presentation is given more importance than the readability of the characters. However, if the readability of the characters is impaired, it may reduce the player's interest. Therefore, as shown in FIG. 27(c), the characters "Final Battle Reach" are displayed with both the main body R1a and the outline R1b overlapping each other to the extent that the readability of the characters is not impaired.

[0275] 27(c), an effect image (see image P96) corresponding to the three-dimensional character image (see image P95) of "Final Battle Reach" is displayed on the liquid crystal display device 41 so as to fill the spaces between the characters of the three-dimensional character image (see image P95). In this way, by displaying an effect image (see image P96) that corresponds to at least a part of the outline 1b of the three-dimensional character image (see image P95) so that the player can recognize the three-dimensional character image of "Final Battle Reach" (see image P95), it is possible to avoid impairing both the dramatic effect and readability.

[0276] Thus, after the display shown in Figure 27(c) is displayed on the liquid crystal display device 41, a display indicating that a strong SP reach will start is displayed as shown in Figure 27(d). Note that the display content shown in Figure 27(d) is the same as the display content shown in Figure 25(a). Therefore, a description thereof will be omitted.

[0277] Although FIG. 27 shows an example in which all the letters of the three-dimensional character image "Final Battle Reach" (see image P95) are moved, it is of course also possible to move only some of the letters.

[0278] Therefore, as explained above, according to this embodiment, the manner in which the text information is displayed is diversified according to the scene and reliability of the game presentation, and is adapted to suit each scene, thereby providing the player with sufficient interest in the game presentation.

[0279] Based on the lottery results transmitted from the main control board 60 (main control CPU 600a), the sub-control CPU 800a performs a lottery for the preview effect. If the displayed characters are not three-dimensional, a character image corresponding to the lottery result of the preview effect is displayed. Specifically, the preview effects come in a variety of colors depending on the reliability of winning the jackpot game state, or with different character content. With such variations, the outlines of the characters may not touch or overlap, or even if there are variations, the outlines of the characters may not touch or overlap. Furthermore, because the characters are displayed in a single image as a character string image, the spacing between the characters can be easily adjusted depending on the character content. A detailed explanation is provided below using specific examples.

[0280] Figure 28 shows almost the same display content as that displayed on the liquid crystal display device 41 shown in Figure 24(a), except that the color of the first main body portion M1a to the second main body portion M8a has changed to red, improving the reliability of winning the jackpot game state. Thus, when the color changes to a variation of red characters and the reliability is improved, the character content is the same but the color is different, so the outlines are in contact or overlapping, as explained with reference to Figures 24(b) and (c) (they are in contact or overlapping, like the fourth outline portion M4b and the fifth outline portion M5b shown in Figure 28).

[0281] Figure 29 shows almost the same display content as that displayed on the liquid crystal display device 41 shown in Figure 25(a), except that the color of the tenth main body portion M10a to the twelfth main body portion M12a has changed to red, and the color of the tenth outline portion M10b to the twelfth outline portion M12ab has changed to yellow, improving the reliability of winning the jackpot game state. Thus, when the characters change to a variation of red and the reliability is improved, the character content is the same but the color is different, so the outlines do not touch or overlap as described with reference to Figure 25.

[0282] FIG. 30 shows an example screen of a line preview effect executed during normal variation. Specifically, FIG. 30(a) displays a normal variation. Explaining in more detail, as shown in FIG. 30(a), the liquid crystal display device 41 displays a state in which decorative symbols (see image P80) and resident symbols (see image P2) are fluctuating at high speed. Furthermore, as shown in FIG. 30(a), the liquid crystal display device 41 displays a character (see image P100) floating slightly to the right of the center of the screen. Furthermore, as shown in FIG. 30(a), the liquid crystal display device 41 displays a telop image (see image P101) of the character's (see image P100) lines.

[0283] 30(a), this caption image (see image P101) is composed of a text image (see image P101a) that reads "Get an item?" and a horizontally long frame-shaped visibility-enhancing image (see image P101b) that is superimposed on the background of the text image (see image P101a) to improve the visibility of the text image (see image P101a). The frame of the visibility-enhancing image (see image P101b) is black in color.

[0284] As shown in FIG. 30(a), this character image (see image P101a) is composed of a white main body P101a1 and a black outline P101a2 that runs along the outer periphery of the main body P101a. Because there are too many characters to display in one line, the outlines P101a2 are arranged to touch or overlap each other in order to narrow the space between the characters (in the illustration, the outlines P101a2 of the characters "item" are touching or overlapping, and the outlines P101a2 of the characters "get" are touching or overlapping).

[0285] FIG. 30(b) displays a variation with a higher reliability of achieving a jackpot game state than FIG. 30(a). More specifically, as shown in FIG. 30(b), the liquid crystal display device 41 displays a state in which decorative symbols (see image P80) and resident symbols (see image P2) are fluctuating at high speed. Furthermore, as shown in FIG. 30(b), the liquid crystal display device 41 displays a character (see image P100) floating slightly to the right of the center of the screen. Furthermore, as shown in FIG. 30(b), the liquid crystal display device 41 displays a telop image (see image P102) of the character's (see image P100) lines.

[0286] 30(b), this caption image (see image P102) is composed of a text image (see image P102a) that reads "Chance!" and a horizontally long frame-shaped visibility-enhancing image (see image P102b) that is superimposed on the background of the text image (see image P102a) to improve the visibility of the text image (see image P102a). The frame of the visibility-enhancing image (see image P102b) is red.

[0287] As shown in Fig. 30(b), this character image (see image P102a) is composed of a red main body P102a1 and a black outline P102a2 provided along the periphery of the main body P102a. In this case, unlike the character image (see image P101a) shown in Fig. 30(a), the number of characters is smaller (reduced), and therefore the spacing between characters is different, so the outlines P102a2 do not touch or overlap each other.

[0288] FIG. 30(c) displays a variation with a higher reliability of winning the jackpot game state than FIG. 30(b). More specifically, as shown in FIG. 30(c), the liquid crystal display device 41 displays a state in which decorative symbols (see image P80) and resident symbols (see image P2) are fluctuating at high speed. Furthermore, as shown in FIG. 30(c), the liquid crystal display device 41 displays a character (see image P100) floating slightly to the right of the center of the screen. Furthermore, as shown in FIG. 30(c), the liquid crystal display device 41 displays a telop image (see image P103) of the character's (see image P100) lines.

[0289] 30(c), this caption image (see image P103) is composed of a text image (see image P103a) that reads "Super Hot!" and a visibility-enhancing image (see image P103b) in the form of a horizontal frame that is superimposed on the background of the text image (see image P103a) to improve the visibility of the text image (see image P103a). The frame of the visibility-enhancing image (see image P103b) is gold in color.

[0290] Incidentally, this character image (see image P103a) is displayed larger than the character image (see image P101a) shown in FIG. 30(a) and the character image (see image P102a) shown in FIG. 30(b). As shown in FIG. 30(c), the character image is composed of a gold main body P103a1 and a black outline P103a2 provided along the outer periphery of the main body P103a. In this case, although the number of characters is smaller (reduced) than in the character image (image P101a) shown in FIG. 30(a), the outlines P103a2 are in contact with or overlap each other (in the illustration, the outlines P103a2 of the characters "super hot" are in contact with or overlap each other). This makes the characters in the character image (see image P103a) appear larger, improving the visual effect.

[0291] The characters in the character image shown in Figure 30(a) (see image P101a), the character image shown in Figure 30(b) (see image P102a), and the character image shown in Figure 30(c) (see image P103a) described above are in a fourth font, which is different from the first to third fonts.

[0292] Therefore, when the displayed characters are not three-dimensional, a character image corresponding to the lottery result of the preview performance is displayed.

[0293] On the other hand, when the displayed characters are three-dimensional and each character moves (moves) as explained with reference to Fig. 27, unlike when the displayed characters are not three-dimensional, there are no variations according to the reliability of winning the jackpot game state. In other words, the character images are not displayed according to the lottery results of the preview performance.

[0294] That is, the three-dimensional shapes of the characters that move (transport) are stored as moving images in the game ROM 805 (see FIG. 3). Therefore, if different variations are to be provided, it becomes necessary to adjust the distance of movement depending on the character content, and the degree of overlapping when characters overlap. This results in a problem of increased man-hours. Furthermore, the effects described with reference to FIG. 27 are often highly reliable simply by appearing. Therefore, there is little need to have multiple variations.

[0295] Therefore, for the reasons stated above, the mere appearance of a character gives it a high reliability, and the displayed characters are three-dimensional, and as explained with reference to Figure 27, each character moves (moves), so unlike when the displayed characters are not three-dimensional, they do not have different variations according to the reliability of winning a jackpot game state.

[0296] <Explanation about the relative positions of preview images (mainly text display) and character display> Next, the positional relationship between the preview image (mainly text display) and the character display will be described.

[0297] In gaming machines, preview images (mainly text display) and character images may be displayed simultaneously. However, in conventional gaming machines, there was a problem that the interest in the game presentation was not sufficiently improved when preview images (mainly text display) and character images were displayed simultaneously.

[0298] Therefore, in this embodiment, in consideration of the above problem, text images and character images are displayed in a manner that matches each scene, depending on the scene and reliability of the game presentation, thereby making it possible for players to be sufficiently interested in the game presentation.

[0299] <When characters are displayed dynamically, if the characters are displayed overlapping the character's pronunciation action display part (for example, the mouth)> First, a case will be described in which, when a character is dynamically displayed, the character is displayed overlapping the pronunciation action display portion (for example, the mouth) of the character.

[0300] The liquid crystal display device 41 shown in FIG. 31(a) displays the same content as that shown in FIG. 24(a). Specifically, a reduced left decorative pattern P80a is displayed in the upper left corner of the screen, and a reduced right decorative pattern P80c is displayed in the upper right corner of the screen. Furthermore, a constantly changing permanent pattern (see image P2) is displayed in the lower right corner of the screen. Furthermore, as shown in FIG. 31(a), the liquid crystal display device 41 displays an effect in the center of the screen in which a character (see image P81) wearing a helmet and holding a shield and sword is shown full-body, challenging an enemy character (see image P82). At this time, as shown in FIG. 31(a), a telop image (see image P83) of the character's (see image P81) lines is displayed at the bottom of the screen of the liquid crystal display device 41. As shown in Fig. 31(a), this caption image (see image P83) is composed of a text image (see image P83a) saying "Here we go!" and a horizontally long rectangular visibility-enhancing image (see image P83b) that is superimposed on the background of the text image (image P83a) to improve the visibility of the text image (image P83a). At this time, the sound of the dialogue "Here we go!" is output from speaker 17 (see Fig. 1).

[0301] Next, as shown in Fig. 31(b), a character (see image P81a) showing half of its body wearing a helmet and holding a shield and sword is displayed in the center of the screen of the liquid crystal display device 41, and is enlarged compared to the character (see image P81) shown in Fig. 31(a). Furthermore, as shown in Fig. 31(b), a caption image (see image P105) of the lines of the character (see image P81a) is displayed at the bottom of the screen of the liquid crystal display device 41.

[0302] As shown in Figure 31(b), this caption image (see image P105) is composed of a text image (see image P105a) that reads "Take that!" and a horizontally long rectangular visibility-enhancing image (see image P105b) that is superimposed on the background of the text image (image P105a) to improve the visibility of the text image (image P105a).

[0303] Incidentally, as shown in Figure 31(b), the mouth (see image P81a1) of the character (see image P81a) moves in accordance with the character image (see image P105a) of "Take that!" in the caption image (see image P105). At this time, the voice line "Take that!" is output from the speaker 17 (see Figure 1). Note that the character image of "Here I come!" (see image P83a) shown in Figure 31(a) and the character image of "Take that!" (see image P105a) shown in Figure 31(b) have the same color, font, and outline width.

[0304] Next, as shown in Fig. 31(c), the liquid crystal display device 41 displays a character (see image P81b) in the center of the screen, with the upper half of the character wearing a helmet and holding a shield and sword, enlarged even more than the character (see image P81a) shown in Fig. 31(b). Furthermore, as shown in Fig. 31(c), on the left and right sides of the screen of the liquid crystal display device 41, a three-dimensional character image of "Fatal Blow" (see image P106) is dynamically displayed (displayed moving) while enlarging, so as to overlap the character (see image P81b). The three-dimensional character image of "Fatal" (see image P106a) and the three-dimensional character image of "Blow" (see image P106b) are divided into two parts, one for "Fatal" (see image P106a) and the other for "Blow" (see image P106b). At this time, as shown in Fig. 31(c), the mouth (see image P81b1) of the character (see image P81b) moves in accordance with the three-dimensional character image of "Fatal Blow" (see image P106). At this time, the speaker 17 (see FIG. 1) outputs the line "A fatal blow."

[0305] Thus, the three-dimensional character image "Deadly" (see image P106a) and the three-dimensional character image "One Strike" (see image P106b) are dynamically displayed (moving) while expanding, and are finally displayed on the liquid crystal display device 41 as shown in FIG. 31(d). At this time, as shown in FIG. 31(d), the three-dimensional character image "Strike" is superimposed on the position of the character's (see image P81b) mouth (see image P81b1) on the liquid crystal display device 41. However, even in this case, because the character has already been displayed on the liquid crystal display device 41 as shown in FIGS. 31(b)-(c), even if the three-dimensional character image is superimposed on the position of the character's (see image P81b) mouth (see image P81b1), the player can understand that the displayed character (see image P81b) is uttering the words. Therefore, there is no problem in terms of presentation, and the impact of the character display presentation is not diminished. 31(d), even if the three-dimensional character image "Geki" is superimposed on the position of the mouth (see image P81b1) of the character (see image P81b), the line of sight display portion (for example, the eyes (see image P81b2)) of the character (see image P81b) is easily visible to the player, as shown on the liquid crystal display device 41. At this time, the sound of the dialogue "Fatal Strike" output from the speaker 17 (see FIG. 1) is still output, as part of the sound of the dialogue, "Geki" of "Ichigekii", even after the enlarged display of the three-dimensional character image "Fatal Strike" (see image P106) has ended as shown in FIG. 31(d).

[0306] Incidentally, the three-dimensional character images shown in Figures 31(c) and (d) (see image P106) differ in at least part of the color, font, and outline width from the character image "Here goes!" shown in Figure 31(a) (see image P83a) and the character image "Take that!" shown in Figure 31(b) (see image P105a) (Figures 31(c) and (d) show examples in which the color, font, and outline width are all different).

[0307] Therefore, when it is desired to make an impact on the player, by changing the text displayed up to that point (in this embodiment, the text image "Here comes!" (see image P83a) shown in Figure 31(a) and the text image "Take that!" (see image P105a) shown in Figure 31(b), it is possible to adequately convey the effect that the player should pay attention to.

[0308] Incidentally, when the dynamically displayed character image and the character are overlapped as described above, the area of ​​the dynamically displayed character image that overlaps with the parts other than the facial expression display part (e.g., the face (see image P81b3)) of the character (see image P81b) shown in Figures 31(c) and (d) (including the body, sword, shield, and background image of the character (see image P81b)) is wider than the facial expression display part (e.g., the face (see image P81b3)) of the character (see image P81b) shown in Figures 31(c) and (d).

[0309] In other words, if the facial expression display portion (e.g., face (see image P81b3)) of the character (see image P81b) shown in Figures 31(c) and (d) is hidden by a dynamically displayed text image, the facial expression of the character (see image P81b) shown in Figures 31(c) and (d) speaking the text becomes difficult to recognize, and the dramatic effect is reduced. In this case, since it is desired to attract the player's attention to the dynamic display of the three-dimensional text image rather than the dynamic display of the character, as described above, by superimposing the dynamically displayed text image on a part of the character (see image P81b) shown in Figures 31(c) and (d) other than the facial expression display portion (e.g., face (see image P81b3)) (including the body, sword, shield, and background image of the character (see image P81b)) rather than the facial expression display portion (e.g., face (see image P81b3)) of the character (see image P81b) shown in Figures 31(c) and (d), the dramatic effect is not reduced.

[0310] Therefore, in this embodiment, for the reasons stated above, the dynamically displayed character image has a larger area overlapping the parts of the character (see image P81b) shown in Figures 31(c) and (d) other than the facial expression display part (e.g., the face (see image P81b3)) (including the body, sword, shield, and background image of the character (see image P81b)) than the facial expression display part (e.g., the face (see image P81b3)) of the character (see image P81b) shown in Figures 31(c) and (d).

[0311] <When displaying characters, characters related to the effects, and characters related to the operation> Next, a case where characters, characters relating to effects, and characters relating to operations are displayed will be described.

[0312] The screen example shown in FIG. 32 shows an example of a screen up until the win / lose branching effect in the strong SP reach effect is performed. The liquid crystal display device 41 shown in FIG. 32(a) displays the same display content as that of the liquid crystal display device 41 shown in FIG. 31(d). Thereafter, as shown in FIG. 32(b), the liquid crystal display device 41 displays a reduced left decorative pattern P80a in the upper left corner of the screen and a reduced right decorative pattern P80c in the upper right corner of the screen. Furthermore, the liquid crystal display device 41 continues to display a fluctuating state of a permanent pattern (see image P2) in the lower right corner of the screen. Furthermore, as shown in FIG. 32(b), the liquid crystal display device 41 displays an effect in the center of the screen in which a character (see image P110) wearing a helmet and holding a shield and sword is fighting an enemy character (see image P111). At this time, as shown in FIG. 32(b), a telop image (see image P112) of the character's (see image P110) lines is displayed at the bottom of the screen of the liquid crystal display device 41. As shown in Fig. 32(b), this caption image (see image P112) is composed of a text image (see image P112a) saying "That kind of attack won't work!" and a horizontally long rectangular visibility-enhancing image (see image P112b) that is superimposed on the background of the text image (image P112a) to improve the visibility of the text image (image P112a). At this time, the sound of the enemy character's (see image P111) line saying "That kind of attack won't work!" is output from speaker 17 (see Fig. 1).

[0313] Next, characters are dynamically displayed for the winning / losing branching effect. Specifically, as shown in Fig. 32(c), a three-dimensional character image saying "With this" (see image P113) is dynamically displayed (displayed moving) in the center of the screen of the liquid crystal display device 41. At this time, the sound of a character saying "With this" (see image P110) is output from the speaker 17 (see Fig. 1).

[0314] Next, as shown in Fig. 32(d), a three-dimensional character image (see image P114) saying "It's over" is dynamically displayed (displayed moving) in the center of the screen of the liquid crystal display device 41. At this time, the sound of a character (see image P110) saying "It's over" is output from the speaker 17 (see Fig. 1).

[0315] Thus, after the characters are dynamically displayed in this manner in preparation for the win / lose branching effect, as shown in Figure 32(e), the liquid crystal display device 41 displays a button formation effect and an image (see image P115) also showing the character's silhouette.

[0316] Next, as shown in Fig. 32(f), the liquid crystal display device 41 displays a winning / losing branching effect using the effect button. Specifically, as shown in Fig. 32(f), the liquid crystal display device 41 displays, in the center of the screen, a character (see image P116) with an enlarged upper body wearing a helmet and holding a shield and sword. Furthermore, to the left of the character (see image P116), a three-dimensional character image (see image P113) saying "This is it" whose dynamic display has ended is displayed superimposed on the character, and to the right of the character (see image P116), a three-dimensional character image (see image P114) saying "It's over" whose dynamic display has ended is displayed superimposed on the character. Furthermore, as shown in Fig. 32(f), the liquid crystal display device 41 displays an animated button image (see image P117) saying "PUSH" to prompt the player to press the effect button device 13 shown in Fig. 1, with a higher priority than the three-dimensional character images (see images P113 and P114). At this time, above the button image (see image P117) labeled "PUSH," a text image (see image P118) that reads "Press" is displayed superimposed on the button image (see image P117).

[0317] In this case, the speaker 17 (see FIG. 1) does not output the sound of the character saying "This is the end" (see image P116), and even if the character image saying "Push" (see image P118) is displayed on the liquid crystal display device 41, the sound of the character saying "Push" (see image P116) is not output from the speaker 17 (see FIG. 1). This is because the liquid crystal display device 41 already displays the three-dimensional character image saying "This is the end" (see image P113) and the three-dimensional character image saying "It's the end" (see image P114). Therefore, even if the sound of the character saying "Push" (see image P116) is output, the player may mistake it for a sound from a reach effect. Therefore, if the sound is output in this way, the player will not be sufficiently prompted to perform an operation. Therefore, in this embodiment, in order to draw attention to the display of the character image "Push" (see image P118) displayed on the liquid crystal display device 41, neither the character's voice nor the "Push" voice is output in response to the reach effect text ("This is the end"), and a character image (see image P118) urging the player to press the effect button device 13 shown in FIG. 1 is placed near the button image (see image P117). The button image (see image P117) is displayed as an animation in which the button moves up and down to show the button being pressed, and the three-dimensional character image "This is it" (see image P113) and the three-dimensional character image "It's the end" (see image P114) have finished being displayed dynamically, so the player's attention is easily drawn to the button image (see image P117). As a result, the player will not miss the timing to press the effect button device 13 shown in FIG. 1 even when various character images and character images are displayed on the liquid crystal display device 41. Although the "press" sound is not output, sound effects corresponding to the animation display of the button image (see image P117) (for example, repeatedly outputting "pon, pon" as the button moves up and down) may be output from speaker 17 (see Figure 1).

[0318] Incidentally, as shown in Fig. 32(f), because the character's lines are not output, a character image (see image P118) saying "PUSH" and / or a button image (see image P117) are displayed overlapping the character's (see image P116) mouth. However, as shown in Fig. 32(f), the character's (see image P116) eyes (see image P116a) are not overlapping with the character image (see image P118) and / or button image (see image P117) so that they are visible to the player. Note that, as long as the character's (see image P116) eyes (see image P116a) are visible to the player, the character image (see image P118) and / or button image (see image P117) may be displayed overlapping the character's (see image P116) eyes (see image P116a) to the extent that they are visible to the player.

[0319] Thus, after the winning / losing branching effect using the effect button is displayed, the winning / losing result is displayed on the liquid crystal display device 41 as shown in FIG. 32(f).

[0320] Meanwhile, for characters that are not dynamically displayed (for example, the character image shown in FIG. 32(b) (see image P112a), a visibility-enhancing image (for example, the visibility-enhancing image shown in FIG. 32(b) (see image P112b)) is added behind the character, while for characters that are dynamically displayed (for example, the three-dimensional character image of "This is it" shown in FIG. 32(c) (see image P113), and the three-dimensional character image of "It's over" shown in FIG. 32(d) (see image P114)), a visibility-enhancing image is not added. This is because characters that are not dynamically displayed may have at least a part of the character image blended into the background image or character image, making them difficult for players to recognize, so a visibility-enhancing image is displayed to make them easier for players to see. On the other hand, for dynamically displayed characters, emphasis is placed on the impact of the presentation rather than recognition as characters, so a visibility-enhancing image to make them easier to see is not added. This also applies to the character images described with reference to FIGS. 24 to 31.

[0321] On the other hand, as shown in Figure 32 (f), when a win / loss branching effect is performed using the effect button, the center decorative symbol indicating the win / loss result is not displayed. If the center decorative symbol indicating the win / loss result were displayed on the liquid crystal display device 41 and a tilt effect were performed using the winning and losing center decorative symbols, the amount of information displayed on the liquid crystal display device 41 would be too much, which could reduce the player's interest. Therefore, in this embodiment, when a win / loss branching effect is performed using the effect button, the center decorative symbol indicating the win / loss result is not displayed.

[0322] On the other hand, the text image "I'm coming!" (see image P83a) shown in Fig. 31(a), the text image "Take that!" (see image P105a), and the text image "That attack won't work!" (see image P112a) shown in Fig. 32(b) are provided with a plurality of display modes (variations) in which the text color changes from white to red or gold depending on the reliability of winning the jackpot game state. However, for dynamically displayed text (for example, the three-dimensional text image "This is it" (see image P113) shown in Fig. 32(c) and the three-dimensional text image "It's over" (see image P114) shown in Fig. 32(d)), the text color is not changed depending on the reliability of winning the jackpot game state, and is displayed in the same mode whether the player wins or loses (regardless of the reliability of winning the jackpot game state).

[0323] On the other hand, the display content displayed on the liquid crystal display device 41 shown in Figure 31(c) is such that, as shown in Figure 33(a), a dynamically displayed three-dimensional character image of "Deadly" (see image P106a) is displayed on the left edge frame line LG side of the screen's central frame line MG, and a dynamically displayed three-dimensional character image of "One Blow" (see image P106b) is displayed on the right edge frame line RG side of the screen.

[0324] Furthermore, as shown in Figure 33(b), the display content displayed on the liquid crystal display device 41 shown in Figure 31(d) is such that the three-dimensional character image "Deadly" (see image P106a) whose dynamic display has ended is displayed on the left edge frame line LG side of the screen from the center frame line MG, and the three-dimensional character image "One-hit blow" (see image P106b) whose dynamic display has ended is displayed on the right edge frame line RG side of the screen.

[0325] Furthermore, as shown in Figure 34, the display content displayed on the liquid crystal display device 41 shown in Figure 32(f) is such that a three-dimensional character image of "This is it" (see image P113) is displayed on the left edge frame line LG of the screen, which is closer to the center frame line MG of the screen, and a three-dimensional character image of "It's finished" (see image P114) is displayed on the right edge frame line RG of the screen, which is closer to the center frame line MG of the screen, which is closer to the center frame line RG of the screen.

[0326] Therefore, by doing this, it is possible to draw the player's gaze equally to both the 3D characters and the character images. In other words, if the 3D characters are displayed closer to the center of the screen, the gaze will be visually drawn to them more than to other parts, and there is a possibility that the player's gaze will not be directed to the part that should be focused on. Therefore, in this embodiment, as explained above, the 3D characters are arranged on the edge of the screen.

[0327] On the other hand, in the notice effect during normal fluctuation, there is a line notice effect in which characters and lines are displayed, as shown in Fig. 35. To explain this point specifically, during normal fluctuation, as shown in Fig. 35(a), the liquid crystal display device 41 displays decorative patterns that fluctuate at high speed (see image P80), and further displays resident patterns that fluctuate at high speed (see image P2).

[0328] Next, as shown in Fig. 35(b), a character (see image P100) is displayed floating slightly to the right of the center of the screen on the liquid crystal display device 41. Then, as shown in Fig. 35(b), a caption image (see image P101) of the lines of the character (see image P100) is displayed on the liquid crystal display device 41.

[0329] 35(a), this caption image (see image P101) is composed of a text image (see image P101a) that reads "Get an item?" and a horizontally long frame-shaped visibility-enhancing image (see image P101b) that is superimposed on the background of the text image (see image P101a) to improve the visibility of the text image (see image P101a). The frame of the visibility-enhancing image (see image P101b) is black in color.

[0330] Incidentally, this character (see image P100) does not lip-sync, that is, its mouth (see image P100a) does not move. However, at this time, the speaker 17 (see FIG. 1) outputs the line "Got the item?"

[0331] In this way, by adding a visibility-enhancing image (see image P101b) to improve the visibility of the character image (see image P101a), the character does not lip-sync, so it is easy for the player to understand that the line "Got the item?" is spoken by the character. Furthermore, the text can be made easier to read.

[0332] The reason why the character does not lip-sync is that, as explained with reference to FIG. 30, the dialogue preview effect has multiple variations depending on the reliability of winning the jackpot game state. Therefore, lip-syncing is not used because it could cause the dialogue and text to not match. Furthermore, creating a lip-syncing video to match the dialogue increases development time but reduces the effect of the effect. Therefore, it is necessary for the player to understand the content solely through the text display. However, during normal fluctuations, various images such as patterns and backgrounds are displayed. Therefore, in this embodiment, in order to improve the visibility of the text image (see image P101a), a visibility-enhancing image (see image P101b) is added to make the text easier to read. Furthermore, by outputting a dialogue sound corresponding to the dialogue, the content of the effect becomes easier to understand.

[0333] Therefore, by using the method described in detail above, text images and character images can be displayed in a manner that matches each scene, depending on the scene and reliability of the game presentation, thereby providing the player with sufficient interest in the game presentation.

[0334] <Main control: Program description> Here, the processing method of the various contents described above will be explained in detail below. First, the program stored in the main control ROM 600b (see FIG. 3) processed by the main control board 60 will be outlined with reference to FIGS. 36 to 55.

[0335] When the power is turned on to the pachinko gaming machine 1, a power-on signal is sent to indicate that the DC voltage generated by the voltage generation unit 1300 of the power supply board 130 (see Fig. 3) has been applied to each control board, and upon receiving this signal, the main control CPU 600a (see Fig. 3) reads out the program stored in the program area 600ba in the use area of ​​the main control ROM 600b shown in Fig. 4(b), and performs the main control main processing shown in Fig. 36. At this time, the main control CPU 600a first sets itself to an interrupt-prohibited state (step S1).

[0336] Next, the main control CPU 600a performs a stack pointer setting process to set the value of the stack pointer inside the main control CPU 600a to correspond to the final address of the stack area 600cc within the used area of ​​the main control RAM 600c shown in Figure 4(a) (step S2).

[0337] Next, the main control CPU 600a clears a watchdog timer (WDT) (not shown) built into the main control CPU 600a (step S3), and clears the output port that outputs the launch control signal (step S4).

[0338] Next, the main control CPU 600a sets the startup waiting time of the sub-control board 80 (step S5), decrements (-1) the set waiting time (step S6), and clears a watchdog timer (WDT) not shown (step S7).

[0339] Next, the main control CPU 600a checks whether the set waiting time has become "0" (step S8), and if it has not become "0" (step S8: ≠ 0), it returns to processing of step S7, and if it has become "0" (step S8: = 0), it proceeds to processing of step S9.

[0340] Next, the main control CPU 600a acquires the voltage abnormality signal ALARM (see FIG. 3) output from the power supply board 130 (voltage monitoring unit 1310) (see FIG. 3) twice, checks whether the levels of the voltage abnormality signal ALARM acquired twice match, stores the signal in an internal register (not shown) of the main control CPU 600a, and checks the level of the voltage abnormality signal ALARM (step S9). If the level of the voltage abnormality signal ALARM is "L" (step S10: YES), the process returns to step S9. If the level of the voltage abnormality signal ALARM is "H" (step S10: NO), the process proceeds to step S11. That is, the main control CPU 600a repeats the same process (steps S9 to S10) until the voltage abnormality signal ALARM changes to a normal level (i.e., "H" level). In this way, by acquiring the voltage abnormality signal ALARM twice, an accurate signal can be read.

[0341] Next, the main control CPU 600a permits data writing to the main control RAM 600c (step S11) and initializes the working area of ​​the RAM area 600ca (see FIG. 4(a)) in the main control RAM 600c (step S12). Specifically, the power supply abnormality confirmation counter is set to 00H and the system operation status is set to 01H.

[0342] Next, the main control CPU 600a transmits a processing command (performance control command DI_CMD) to the sub-control board 80 to cause the liquid crystal display device 41 to display a standby screen (step S13).

[0343] Next, the main control CPU 600a clears a watchdog timer (WDT) (not shown) (step S14), and checks whether a signal indicating that power has been turned on (power-on signal) has been received from the dispensing control board 70 (step S15). If the power-on signal has not been received (step S15: OFF), the process returns to step S14, and if the power-on signal has been received (step S15: ON), the process proceeds to step S16.

[0344] Next, the main control CPU 600a acquires the level data of the RAM clear switch 620 and the setting key switch 630, and saves them in the RAM area 600ca (see FIG. 4(a)) in the used area of ​​the main control RAM 600c (step S16).

[0345] Next, the main control CPU 600a acquires a door open signal indicating whether the glass door frame 5 shown in Fig. 1 is open, the signal of the RAM clear switch 620 saved in the RAM area 600ca (see Fig. 4(a)) in the used area of ​​the main control RAM 600c, and the signal of the setting key switch 630 (step S17), and checks whether all are ON (step S18). If all are ON (step S18: YES), the main control CPU 600a performs setting switching processing (step S19).

[0346] <Main control: Main processing: Explanation of setting switching processing> Here, this setting switching process will be specifically described with reference to FIG.

[0347] First, the main control CPU 600a transmits a setting change start command (performance control command DI_CMD) indicating that a setting change is being performed to the sub-control board 80 (step S60).

[0348] Next, the main control CPU 600a clears the backup flag (step S61). This backup flag is data indicating whether backup processing has been executed when a voltage drop due to a power outage or the like is detected in the power supply abnormality check processing shown in Fig. 39. The backup flag is cleared in order to detect in step S21 shown in Fig. 37, which will be described later, a case in which power is interrupted for some reason during the setting switching processing and the main control RAM 600c has not been backed up properly.

[0349] Next, the main control CPU 600a sets the system operation status to 02H (step S62), acquires the set value of the probability of generating a special game state advantageous to the player stored in the RAM area 600ca (see FIG. 4(a)) in the used area of ​​the main control RAM 600c, and sets it in the W register (step S63). Specifically, if the set value is, for example, "1" to "6", the set values ​​"1" to "6" will be set in the W register in the program in correspondence with values ​​"00H" to "05H".

[0350] Next, the main control CPU 600a compares the value set in the W register with the maximum set value of the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S64). If the value set in the W register is greater than the maximum set value of the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S65: YES), the main control CPU 600a determines that the value is an abnormal value and sets 00H to the W register (step S66).

[0351] On the other hand, if the value set in the W register is smaller than the maximum set probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S65: NO), it is determined to be a normal value and the process proceeds to step S67.

[0352] Next, the main control CPU 600a sets a security signal to ON via an external terminal (not shown) that is output to a hall computer (not shown) used to manage the game island of the hall (amusement facility), and outputs the security signal to the hall computer (not shown) via an external terminal (not shown) (step S67).

[0353] Next, the main control CPU 600a sets 00H to the LED common port (step S68).

[0354] Next, the main control CPU 600a outputs the value set in the W register to the LED data port (step S69).

[0355] Next, the main control CPU 600a sets the LED common port that displays the set value to ON (step S70).

[0356] Next, the main control CPU 600a sets a predetermined value in a register within the main control CPU 600a so that a 4 ms wait is applied, and then performs a countdown process (step S71). Note that this process is a process in which, when checking for changes in the level data of the RAM clear switch 620 (see FIG. 3) and the setting key switch 630 (see FIG. 3), a time interval of at least 4 ms is allowed from the previous acquisition of the switch level to ensure that the change in the level data is not due to an irregularity such as noise. Furthermore, when checking for changes in the voltage abnormality signal in the subsequent power abnormality check process and counting the power abnormality confirmation counter, a time interval of 4 ms is allowed to ensure that the "L" level of the voltage abnormality signal is not due to an irregularity such as noise.

[0357] Next, the main control CPU 600a performs a power supply abnormality check process (step S72). This power supply abnormality check process will be specifically described with reference to FIG.

[0358] <Main control: Main processing: Explanation of power supply abnormality check processing> 39, the main control CPU 600a acquires twice the voltage abnormality signal ALARM (see FIG. 3) output from the power supply board 130 (voltage monitoring unit 1310) (see FIG. 3) (step S80), and checks whether the levels of the voltage abnormality signal ALARM acquired twice match (step S81). If they match (step S81: YES), the main control CPU 600a checks the level of the voltage abnormality signal ALARM (step S82), and if they do not match (step S81: NO), the process returns to step S80.

[0359] Next, if the level of the voltage abnormality signal ALARM is "H" level (step S82: OFF), the main control CPU 600a clears the power abnormality confirmation counter (step S83) and ends the power abnormality check process.

[0360] On the other hand, if the level of the voltage abnormality signal ALARM is "L" (step S82: ON), the main control CPU 600a increments (+1) the power supply abnormality confirmation counter (step S84) and checks the value of the power supply abnormality confirmation counter (step S85). If the value of the power supply abnormality confirmation counter is not 2 or more (step S85: NO), the power supply abnormality check process ends.

[0361] On the other hand, if the value of the power supply abnormality confirmation counter is 2 or greater (step S85: YES), the main control CPU 600a sends a power cut-off command (performance control command DI_CMD) to the sub-control board 80 indicating that the power supply has been cut off (step S86).

[0362] Next, the main control CPU 600a checks the value of the system operation status (step S87). If the value of the system operation status is 02H, it determines that the setting change process is in progress (step S87: YES), does not set the backup flag to ON, and proceeds to the processing of step S89. In this way, a case where power is interrupted for some reason during the setting change process and the main control RAM 600c is not backed up properly can be detected in step S21 shown in Figure 37, which will be described later.

[0363] On the other hand, if the value of the system operation status is not 02H, it is determined that the setting change process is not in progress (step S87: NO), and the backup flag is set to ON (step S88).

[0364] Next, the main control CPU 600a disables writing data to the main control RAM 600c (step S89), clears the output data of all output ports (step S90), and disables timer interrupts (step S91), repeating an infinite loop process to wait for the voltage to drop.

[0365] <Main control: Main processing: Explanation of setting switching processing> Thus, after completing the power supply abnormality check process (step S72) through the above-described processes, the main control CPU 600a creates switch edge data for the RAM clear switch 620 signal and switch edge data for the setting key switch 630 signal from the previous and current level data of the RAM clear switch 620 and the level data of the setting key switch 630 (step S73).The main control CPU 600a stores the created edge data in the main control RAM 600c.

[0366] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c, and if the setting key switch 630 is ON (step S74: NO), proceeds to processing of step S75, and if the setting key switch 630 is OFF (step S74: YES), proceeds to processing of step S77.

[0367] Next, if the RAM clear switch 620 is ON (step S75: YES), the main control CPU 600a increments (+1) the value of the W register (step S76) and returns to the processing of step S64.

[0368] On the other hand, if the RAM clear switch 620 is OFF (step S75: NO), the process returns to step S77.

[0369] Thus, the above process is repeated until the setting key switch 630 is turned OFF, and when the setting key switch 630 is turned OFF, the main control CPU 600a overwrites the value of the W register with the setting value of the probability of generating a special game state advantageous to the player (for example, the setting value "00H" to "05H" corresponding to "1" to "6") stored in the RAM area 600ca (see Figure 4(a)) within the used area of ​​the main control RAM 600c, and stores it (step S77).

[0370] Next, the main control CPU 600a outputs a setting confirmation display to the LED data port (step S78).

[0371] Next, the main control CPU 600a transmits a setting switching end command (performance control command DI_CMD) that reflects the setting value to the sub-control board 80 (step S79).

[0372] <Main control: Explanation of main processing> Thus, after the above-described processing and the setting switching processing (step S19) shown in FIG. 36 is completed, the main control CPU 600a proceeds to the processing of step S26 shown in FIG.

[0373] On the other hand, the main control CPU 600a checks whether the signal of the RAM clear switch 620 and the signal of the setting key switch 630 are all ON (step S18), and if they are not all ON (step S18: NO), the main control CPU 600a performs processing of step S20 shown in Figure 37.

[0374] That is, the main control CPU 600a acquires the set value (e.g., set value "00H" to "05H" corresponding to "1" to "6") of the probability of generating a special game state advantageous to the player, which is stored in the RAM area 600ca in the used area of ​​the main control RAM 600c (see FIG. 4(a)), and checks whether it is equal to or less than the set maximum value (e.g., "05H" corresponding to "6") (step S20). If it is equal to or less than the set maximum value (step S20: YES), it checks whether the backup flag is set to ON (step S21).

[0375] <Main control: Main processing: Explanation of RAM error processing> If the value is not below the set maximum value (step S20: NO) or the backup flag is not set to ON (step S21: NO), the main control CPU 600a sends a RAM error command (performance control command DI_CMD) to the sub-control board 80 indicating a RAM error (step S22).

[0376] Next, the main control CPU 600a outputs an error display to the LED data port (step S23).

[0377] Next, the main control CPU 600a performs a power supply abnormality check process (step S24), returns to the process of step S23, and repeats the process. Note that this power supply abnormality check process is the same process as the power supply abnormality check process shown in FIG.

[0378] <Main control: Explanation of main processing> On the other hand, if the backup flag is set to ON (step S21: YES), the signal of the RAM clear switch 620 is checked (step S25).

[0379] <Main control: Main processing: Explanation of RAM clear processing> When the signal of the RAM clear switch 620 is ON (step S25: YES), or when the setting switching process (step S19) shown in Fig. 36 is performed, the main control CPU 600a does not clear the RAM area 600cf outside the usage area of ​​the main control RAM 600c (see Fig. 4(a)) or the stack area 600cg outside the usage area of ​​the main control RAM 600c (see Fig. 4(a)), but clears the RAM area 600ca inside the usage area of ​​the main control RAM 600c (see Fig. 4(a)) and the stack area 600cc inside the usage area (see Fig. 4(a)) (step S26). Note that since the RAM area 600ca inside the usage area of ​​the main control RAM 600c (see Fig. 4(a)) and the stack area 600cc inside the usage area (see Fig. 4(a)) are cleared, the game state becomes the normal game state. Therefore, at this time, the game stop flag, which indicates that the game will be stopped due to the operation of the suppression device (saving function), is cleared, and the game stop state is released. Also, if the game is stopped due to an illegal error, the illegal game stop flag is also cleared.

[0380] Next, the main control CPU 600a executes a save process to save the contents of the registers in the main control CPU 600a to the stack area 600cc in the used area of ​​the main control RAM 600c (see FIG. 4(a)) (step S27).

[0381] Next, the main control CPU 600a reads out a program stored in the out-of-use area program area 600be of the main control ROM 600b shown in FIG. 4(b), and executes out-of-use area processing when clearing RAM (step S28).

[0382] <Main control: Explanation of processing outside the used area when clearing RAM> Here, the processing outside the used area when RAM is cleared will be explained in detail using Figure 40. As shown in Figure 40, the main control CPU 600a saves the stack pointer within the used area (during normal processing) to the RAM area 600ca within the used area of ​​the main control RAM 600c (see Figure 4(a)), and sets the stack pointer address for outside the used area to the stack pointer inside the main control CPU 600a (step S100).

[0383] Next, the main control CPU 600a sets (clears) the suppression device activation flag stored in the out-of-use RAM area 600ce of the main control RAM 600c to 0 (step S101), and restores the stack pointer used during normal processing that was saved to the out-of-use stack area 600cg (see Figure 4(a)) of the main control RAM 600c (step S102).The main control CPU 600a then ends the out-of-use area processing when the RAM is cleared.The suppression device activation flag is a flag that indicates whether the suppression device (saving function) has been activated.

[0384] <Main control: Explanation of main processing> After completing this RAM clear out-of-use area processing, the main control CPU 600a reads out the program stored in the in-use program area 600ba of the main control ROM 600b shown in Fig. 4(b), and restores the contents of the registers in the main control CPU 600a that were saved in the in-use stack area 600cc (see Fig. 4(a)) of the main control RAM 600c in step S27 shown in Fig. 37 (step S29). The main control CPU 600a then sets a RAM clear notification timer to 30 seconds (30 s) (step S30), and sets a timer to 30 seconds (30 s) that outputs a security signal to a hall computer (not shown) used to manage the game island in the hall (amusement facility) via an external terminal (not shown) (step S31).

[0385] Next, the main control CPU 600a sets initial values ​​in part of the main control RAM 600c (step S32), and proceeds to the processing of step S44.

[0386] <Main control: Explanation of main processing> On the other hand, if the signal from the RAM clear switch 620 is OFF (step S25: NO), the main control CPU 600a acquires a door open signal indicating whether the glass door frame 5 shown in Figure 1 is open or not, and a signal from the setting key switch 630 (step S33), and checks whether all are ON or not (step S34). If all are not ON (step S34: NO), the process proceeds to step S43.

[0387] <Main control: Main processing: Explanation of setting confirmation processing> On the other hand, if all are ON (step S34: YES), the main control CPU 600a sends a setting value command (performance control command DI_CMD) that reflects the setting value to the sub-control board 80 (step S35).

[0388] Next, the main control CPU 600a sets a timer to 30 seconds (30s) to output a security signal to a hall computer (not shown) used to manage the game island of the hall (amusement facility) via an external terminal (not shown) (step S36).

[0389] Next, the main control CPU 600a sets the security signal to ON via an external terminal (not shown) to be output to a hall computer (not shown) used to manage the game island in the hall (amusement facility), and outputs the security signal to the hall computer (not shown) via an external terminal (not shown) for the 30 seconds (30s) set by the timer (step S37).

[0390] Next, the main control CPU 600a outputs the set value to the LED data port (step S38).

[0391] Next, the main control CPU 600a sets a predetermined value in a register within the main control CPU 600a so that a wait of 4 ms is applied, and performs a countdown process (step S39).

[0392] Next, the main control CPU 600a performs a power supply abnormality check process (step S40). Note that this power supply abnormality check process is the same process as the power supply abnormality check process shown in FIG.

[0393] Next, the main control CPU 600a creates switch edge data for the setting key switch 630 signal from the previous and current level data of the setting key switch 630 (step S41). The main control CPU 600a stores the created edge data in the main control RAM 600c (see FIG. 4).

[0394] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c (see FIG. 4) (step S42), and if the setting key switch 630 is ON (step S42: NO), returns to the processing of step S38.

[0395] <Main control: Explanation of main processing> On the other hand, if the setting key switch 630 is OFF (step S42: YES), initial values ​​for the backup flag, error detection timer, etc. are set in part of the main control RAM 600c (step S43). At this time, if the game is stopped due to an illegal error, the initial value is set (cleared) in the illegal game stop flag. Therefore, even if the pachinko gaming machine 1 is powered back on without pressing the RAM clear switch 620 and clearing the main control RAM 600c, the game stop state due to the illegal error will be resolved.

[0396] Thus, in this embodiment, the main control RAM 600c is cleared due to a backup abnormality, or the setting contents of the probability for generating a game state advantageous to the player are changed as a result of an abnormality in the main control RAM 600c, and the main control RAM 600c is cleared and the game program is started. This reduces the situation in which the hall (game parlor) suffers a disadvantage even if the value related to the prize balls stored in the main control RAM 600c is rewritten due to the occurrence of an illegal error, and thereby allows appropriate processing to be performed for control up to and after the forced termination without affecting control related to other games.

[0397] Next, the main control CPU 600a transmits to the sub-control board 80 a command (performance control command DI_CMD) indicating whether power is to be restored by clearing RAM or by a backup (step S44).

[0398] Next, the main control CPU 600a performs a game status notification information update process to update the game status notification information (step S45).

[0399] Next, the main control CPU 600a executes a save process to save the contents of the registers in the main control CPU 600a to the stack area 600cc in the used area of ​​the main control RAM 600c (see FIG. 4(a)) (step S46).

[0400] Next, the main control CPU 600a reads out a program stored in the out-of-use area program area 600be of the main control ROM 600b shown in FIG. 4(b), and executes the out-of-use area game start setting (step S47).

[0401] <Main control: Explanation of setting to start playing outside the usage area> Here, the setting to start play outside the usage area will be explained in detail using Figure 41. As shown in Figure 41, the main control CPU 600a saves the stack pointer within the usage area (during normal processing) to the RAM area 600ca within the usage area of ​​the main control RAM 600c (see Figure 4(a)), and sets the stack pointer address for outside the usage area to the stack pointer inside the main control CPU 600a (step S110).

[0402] Next, the main control CPU 600a sets (clears) the difference ball counter stored in the RAM area 600ce outside the used area of ​​the main control RAM 600c to 0 (step S111), and sets (clears) the operating status stored in the RAM area 600ce outside the used area of ​​the main control RAM 600c to 0 (step S112).

[0403] Next, the main control CPU 600a restores the stack pointer during normal processing that was saved to the out-of-use area stack area 600cg (see FIG. 4(a)) of the main control RAM 600c (step S113). Then, the main control CPU 600a completes the out-of-use area game start setting.

[0404] Incidentally, this operating status is a status for managing the status up to 95000 at which the suppression device (saving function) operates. Specifically, if the value of the difference ball counter is 0 to 89999, the operating status status is "0", if the value of the difference ball counter is 90000 to 90999, the operating status status is "1", if the value of the difference ball counter is 91000 to 91999, the operating status status is "2", if the value of the difference ball counter is 92000 to 92999, the operating status status is "3", if the value of the difference ball counter is 93000 to 93999, the operating status status is "4", and if the value of the difference ball counter is 94000 to 94999, the operating status status is "5".

[0405] <Main control: Explanation of main processing> Thus, after completing this setting to start play outside the usage area, the main control CPU 600a reads the program stored in the usage area program area 600ba of the main control ROM 600b shown in Figure 4(b), and in step S46 shown in Figure 37, restores the contents of the register group in the main control CPU 600a that were saved in the usage area stack area 600cc (see Figure 4(a)) of the main control RAM 600c (step S48).

[0406] Therefore, with this processing, if the RAM clear switch 620 is pressed, the suppression device operation flag is cleared in step S28, and the ball difference counter and operation status are cleared in step S47. Therefore, as explained above, when the RAM clear switch 620 is pressed, the contents related to the suppression device (saving function) are cleared from the RAM area outside the use area 600ce.

[0407] On the other hand, if the RAM clear switch 620 is not pressed and the backup return process is executed, step S28 is not executed and only step S47 is executed, so that the difference ball counter and the operating status are cleared during the backup return process. Therefore, as explained above, during backup return, part of the RAM area outside the used area 600ce related to the suppression device (saving function) is cleared.

[0408] 37, after executing the process of step S48, the main control CPU 600a acquires the game stop flag stored in the RAM area 600ca in the used area and checks the value (step S49). If the game stop flag is not set to 5AH (step S49: ≠ 5AH), the main control CPU 600a determines that the game was not stopped before the power was cut off, and proceeds to the process of step S51.

[0409] On the other hand, if the game stop flag is set to 5AH (step S49:=5AH), the main control CPU 600a determines that game play had already been stopped before the power was shut off and sends a game stop command (presentation control command DI_CMD) to the sub-control board 80 (step S50). In response to this, the sub-control CPU 800a sends to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display a game stop. The VDP 803 then generates image (video) data for displaying an image based on the command list and sends the generated image (video) data to the LCD display device 41. As a result, the LCD display device 41 displays a message saying, "The saving function has been activated. Today's game will end," as shown in FIGS. 6(c), 7(d), 9(c), 10(d), 11(d), 12(d), 13(c-2), 14(b), 14(c), and 15(b).

[0410] Next, the main control CPU 600a acquires the suppression device activation flag stored in the out-of-use RAM area 600ce and checks the value (step S51). If the suppression device activation flag is not set to 5AH (step S51: ≠ 5AH), the main control CPU 600a determines that the suppression device (saving function) is not activated, and proceeds to processing in step S54.

[0411] On the other hand, if the suppression device activation flag is set to 5AH (step S51:=5AH), the main control CPU 600a determines that the suppression device (saving function) is activated, acquires the special symbol big win activation flag and the special symbol small win activation flag stored in the RAM area 600ca in the use area, and checks their values ​​(step S52). If neither the special symbol big win activation flag nor the special symbol small win activation flag is set to 5AH (step S52: NO), the main control CPU 600a determines that neither a big win game nor a small win game is in progress, and proceeds to the processing of step S54 without performing the processing of step S53 described below, even if the suppression device activation flag is set to 5AH.

[0412] On the other hand, if 5AH is set in either the special symbol big win activation flag or the special symbol small win activation flag (step S52: YES), the main control CPU 600a determines that a big win game or a small win game is in progress, and sends a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80 (step S53). That is, when 5AH is set in the suppression device activation flag and a big win game or a small win game is in progress, the main control CPU 600a sends a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a sends to the VDP 803 a command list related to an image (video) that will cause the liquid crystal display device 41 to display a game stop. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby a message such as "You are in a big win, please continue playing. The saving function will be activated after the win ends" is displayed on the liquid crystal display device 41, as shown in Figures 7(c), 9(b), 11(b)-(c), 12(b)-(c), and 15(a). In the case of a small win, the message will be displayed as a small win.

[0413] After completing this processing, the main control CPU 600a sets the internal function register (step S54). Specifically, it sets the launch control signal to ON and sends it to the payout / launch control board 70. This causes the payout / launch control board 70 to control the start of the launch of the game balls. The main control CPU 600a also sets the CTC (Counter Timer Circuit), which is provided inside the main control CPU 600a and has functions such as generating pulse outputs at regular intervals and measuring time. In other words, the main control CPU 600a sets the time constant register of the CTC so that a timer interrupt occurs periodically every 4 ms.

[0414] Next, the main control CPU 600a, with interrupts to itself set to a prohibited state (step S55), reads out a program stored in the out-of-use program area 600be of the main control ROM 600b shown in Fig. 4(b), and performs a prize ball winning number management process 1 that calculates performance such as the total number of game balls shot into the game area 40, including the number of winning balls and the number of non-winning balls (step S56).The main control CPU 600a then performs an update process for various random number counters based on the program stored in the in-use program area 600ba of the main control ROM 600b shown in Fig. 4(b) (step S57), returns to an interrupt permitted state (step S58), returns to step S55, and performs a loop process that repeatedly performs the processes of steps S55 to S58.

[0415] <Main Control: Explanation of Prize Ball Winning Number Management Process 1> Here, the winning ball number management process 1 will be described in detail with reference to FIGS.

[0416] As shown in Figure 42, the prize ball winning number management process 1 first executes a save process to save the contents of the register group in the main control CPU 600a to the stack area 600cg outside the used area of ​​the main control RAM 600c (see Figure 4(a)) (step S120).

[0417] Next, the main control CPU 600a performs initial setting of the out-of-use RAM area 600ce (see FIG. 4(a)) of the main control RAM 600c (step S121).

[0418] <Main control: Explanation of initial settings for RAM area outside the used area> This will be explained in more detail with reference to Fig. 43. In this initial setting, as shown in Fig. 43, first, the main control CPU 600a (see Fig. 4) checks the RAM error flag (step S130). If the RAM error flag is set to ON, it is determined that the flag does not indicate any of the values ​​"1" to "6" (step S130: YES), and an abnormality has occurred in the main control RAM 600c (RAM error). The processes of steps S131 and S132 are not performed, and the process proceeds to step S133.

[0419] On the other hand, if the RAM error flag is set to OFF, the main control CPU 600a determines that the flag indicates a value between "1" and "6" (step S130: NO), and acquires the value of the initialized flag (step S131). Next, the main control CPU 600a checks whether the acquired value of the initialized flag is 5AH (step S132). If it is not 5AH (step S132: NO), the main control CPU 600a sets the initialized flag to 5AH (step S133), initializes (clears) the out-of-use RAM area 600ce (see FIG. 4(a)) (step S134), and ends the initial setting process for the out-of-use RAM area. On the other hand, if it is 5AH (step S132: YES), the main control CPU 600a determines that the out-of-use RAM area 600ce has already been initialized, and ends the initial setting process for the out-of-use RAM area.

[0420] Therefore, if the acquired setting value does not indicate one of the values ​​"1" to "6", it is possible that the measurement (described later) according to the current setting value is not being performed correctly, so even if it has been initialized, the RAM area 600ce outside the used area of ​​the main control RAM 600c (see Figure 4(a)) should be cleared.

[0421] <Main Control: Explanation of Prize Ball Winning Number Management Process 1> Thus, as shown in Fig. 42, the main control CPU 600a initializes the out-of-use RAM area 600ce of the main control RAM 600c (step S121), then executes counting processing (step S122), and executes counting processing (step S123).The main control CPU 600a then restores the contents of the registers that were saved in the out-of-use stack area 600cg (see Fig. 4(a)) of the main control RAM 600c (step S124), and ends the prize ball winning count management processing 1.

[0422] <Main control: Explanation of timer interrupt processing> Next, with reference to FIG. 44, a timer interrupt program that interrupts the above-described main processing and is started every 4 ms will be described.

[0423] When this timer interrupt occurs, a save process is executed to save the contents of the registers in the main control CPU 600a to the stack area 600cc in the used area of ​​the main control RAM 600c (see FIG. 4(a)) (step S200), and then a voltage abnormality check process is executed (step S201). This voltage abnormality check process is the same as the power supply abnormality check process shown in FIG.

[0424] Next, the main control CPU 600a acquires the game stop flag stored in the RAM area 600ca in the use area and checks the value (step S202). If the game stop flag is set to 5AH (step S202:=5AH), the main control CPU 600a determines that the game has been stopped and proceeds to the processing of step S208.

[0425] On the other hand, if the game stop flag is not set to 5AH (step S202: ≠ 5AH), the main control CPU 600a acquires the suppression device activation flag stored in the RAM area 600ce outside the use area and checks the value (step S203). If the suppression device activation flag is not set to 5AH (step S203: ≠ 5AH), the main control CPU 600a determines that the suppression device (saving function) is not activated, and proceeds to the processing of step S211.

[0426] On the other hand, if the suppression device activation flag is set to 5AH (step S203:=5AH), the main control CPU 600a determines that the suppression device (saving function) is activated, acquires the special symbol big win activation flag and the special symbol small win activation flag stored in the RAM area 600ca in the usage area, and checks their values ​​(step S204).If neither the special symbol big win activation flag nor the special symbol small win activation flag is set to 5AH (step S204:NO), the main control CPU 600a determines that neither a big win game nor a small win game is in progress, and sets the game stop flag stored in the RAM area 600ca in the usage area to 5AH (step S205).

[0427] On the other hand, if 5AH is not set in either the special symbol big win activation flag or the special symbol small win activation flag (step S204: YES), the main control CPU 600a determines that a big win game or a small win game is in progress, and proceeds to processing of step S211.

[0428] Thus, after executing the processing of step S205, the main control CPU 600a sets external output information (security information) (step S206) and transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80 (step S207). In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display a game stop command. As a result, the VDP 803 generates image (video) data to display an image based on the command list and transmits the generated image (video) data to the LCD display device 41. As a result, the LCD display device 41 displays the message "The saving function has been activated. Today's game will end," as shown in FIGS. 6(c), 7(d), 9(c), 10(d), 11(d), 12(d), 13(c-2), 14(b), 14(c), and 15(b).

[0429] Next, the main control CPU 600a turns OFF the solenoid port (step S208) and turns OFF the LED common port (step S209). As a result, as explained with reference to FIG. 15, no change is made to the winning start reserved ball, and the display of the number of start reserved balls can also be hidden. This allows the player to recognize that the reserved change has been invalidated. Note that even when game play is stopped upon detection of fraudulent activity, the main control CPU 600a can be made to check the fraudulent game stop flag used upon detection of fraudulent activity, and if 5AH is set, the main control CPU 600a can be made to perform the same processing.

[0430] Next, the main control CPU 600a transmits a command to the payout / launch control board 70 to stop the launch of game balls (step S210), and proceeds to the processing of step S221.

[0431] On the other hand, if 5AH is not set in the suppression device activation flag (step S203: ≠ 5AH), or if 5AH is not set in either the special symbol big win activation flag or the special symbol small win activation flag (step S204: YES), the main control CPU 600a activates the special symbol 1 start port switch 44a (see FIG. 3), the special symbol 2 start port switch 45a1 (see FIG. 3), the normal symbol start port switch 48a (see FIG. 3), and the upper right general winning port switch 49a1 (see FIG. 3). 3), upper left general prize opening switch 49b1 (see FIG. 3), middle left general prize opening switch 49c1 (see FIG. 3), lower left general prize opening switch 49d1 (see FIG. 3), outlet switch 50a (see FIG. 3), and special prize opening switch 46c (see FIG. 3) are input, and the ON / OFF signal levels and their rising states are stored in RAM area 600ca (see FIG. 4(a)) in the use area of ​​main control RAM 600c (step S211). Note that this process is not performed if the game stop flag is set to 5AH (step S202:=5AH), as shown in FIG. 44. Therefore, if a game ball launched into the play area 40 using the launch handle 16 before game play was stopped is still present in the play area 40 after game play has stopped, the game ball will not be detected even if it enters the special symbol 1 start gate switch 44a, the special symbol 2 start gate switch 45a1, the upper right general prize gate switch 49a1, the upper left general prize gate switch 49b1, the middle left general prize gate switch 49c1, or the lower left general prize gate switch 49d1. This is because if fraud, such as radio wave cheating, affects the ON / OFF state of the switches and generates prize balls, executing this switch management process even after game play has stopped could result in fraudulent winning of prize balls while game play is stopped. Therefore, this reduces the risk of damage to the hall (game parlor).

[0432] Next, the main control CPU 600a performs timer subtraction processing of various timers (normal symbol fluctuation timer, normal symbol accessory timer, etc.) that manage the time of each game operation (step S212).

[0433] Next, the main control CPU 600a performs a random number management process (step S213). Specifically, the main control CPU 600a performs a process of updating random numbers for the normal symbols, special symbols, etc. used in the winning / losing lottery.

[0434] Next, the main control CPU 600a executes normal symbol processing (step S214). This normal symbol processing executes a lottery to determine whether the normal symbol will be selected, and determines the normal symbol variation pattern and the normal symbol stop display state based on the lottery result. Details of this processing will be described later.

[0435] Next, the main control CPU 600a executes a normal electric accessory management process (step S215). This normal electric accessory management process generates a signal related to the control of the normal electric accessory solenoid 45b2 (see FIG. 3) required for the normal electric accessory release game to occur based on the lottery result of the normal symbol process (step S214).

[0436] Next, the main control CPU 600a executes special symbol processing (step S216). In this special symbol processing, a lottery is executed to determine whether the special symbol will be selected, and the variation pattern of the special symbol and the stop display mode of the special symbol are determined based on the result of the lottery. The details of this processing will be described later.

[0437] Next, the main control CPU 600a executes a special electric accessory management process (step S217). In this special electric accessory management process, when the big win lottery result is a "big win" or a "small win", a setting process necessary for executing and controlling the winning game corresponding to that win is performed. At this time, a signal related to the control of the special electric accessory solenoid 46b (see FIG. 3) is also generated.

[0438] Next, the main control CPU 600a performs right-hit notification information management processing (step S218). This right-hit notification information management processing performs processing to display a "launch position guidance effect (right-hit notification effect)" that provides a right-hit instruction notification in situations where right-hit is advantageous, such as when the opening / closing member (not shown) of the electric chute (normal electric device) is in the open state, the time during which the guide member (not shown) is in the guide state is extended, or when the opening / closing door 46a is opened and the large prize opening (not shown) is opened. When a right-hit notification effect is performed, a command (effect control command DI_CMD) related to the right-hit notification effect is sent to the sub-control board 80 (sub-control CPU 800a) in this right-hit notification information management processing. In response to this, the sub-control CPU 800a sends to the VDP 803 a command list related to an image (video) that will display the determined stop pattern (normal pattern stop pattern) on the LCD display device 41. As a result, VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to liquid crystal display device 41, causing liquid crystal display device 41 to display "Right hit" as shown in Figures 7(a)-(c), 8(a)-(d), 9(a)-(b), 10(a)-(c), 11(a)-(c), 12(a)-(c), 13(b-1), (b-2), (c-1), 14(a-1), (a-2), 15(a), and 16(a)-(d).

[0439] Next, the main control CPU 600a executes an LED management process (step S219).

[0440] Next, the main control CPU 600a performs solenoid management processing (step S222). At this time, the main control CPU 600a checks the signal related to the control of the normal electric role solenoid 45b2 (see FIG. 3) generated in the normal electric role management processing (step S215), and also checks the signal related to the control of the special electric role solenoid 46b (see FIG. 3) generated in the special electric role management processing (step S217). Then, based on this signal, the operation / stop of the normal electric role solenoid 45b2 or the special electric role solenoid 46b is controlled, and the opening / closing member (not shown) of the electric chute (normal electric role) is opened, and the time during which the guide member (not shown) is in the guide state is extended / not extended, or the opening / closing door 46a (see FIG. 2) is operated so that the large prize opening (not shown) is opened or closed.

[0441] Next, the main control CPU 600a performs an error management process (step S221). The error management process determines whether or not an abnormality has occurred inside the device, such as a stoppage of the supply of game balls, a jam of game balls, or a disconnection of the special symbol 1 start port switch 44a (see FIG. 3), the special symbol 2 start port switch 45a1 (see FIG. 3), the normal symbol start port switch 48a (see FIG. 3), the upper right general prize port switch 49a1 (see FIG. 3), the upper left general prize port switch 49b1 (see FIG. 3), the center left general prize port switch 49c1 (see FIG. 3), the lower left general prize port switch 49d1 (see FIG. 3), the outlet switch 50a (see FIG. 3), or the large prize port switch 46c (see FIG. 3). When an error occurs (including when the cheating detection board 55 detects cheating by a player), a command (presentation control command DI_CMD) corresponding to the error is sent to the sub-control board 80. In response to this, the sub-control CPU 800a sends a command list related to the image (video) to be displayed as an error display to the VDP 803. The VDP 803 then generates image (video) data to display an image based on the command list, and sends the generated image (video) data to the liquid crystal display device 41, causing the liquid crystal display device 41 to display an error as described with reference to FIG. 14. When an error other than the one detected by the cheating detection board 55 is cleared, the main control CPU 600a sends a command (presentation control command DI_CMD) corresponding to the error clearance to the sub-control board 80.

[0442] Incidentally, this error management process will be processed even if the game stop flag is set to 5AH (step S202:=5AH) as shown in Figure 44. This is because even if the game is stopped, it is necessary to notify about specific errors as explained with reference to Figure 14, so the error management process is executed.

[0443] Next, the main control CPU 600a executes a prize ball management process (step S222). This prize ball management process outputs a payout control command PAY_CMD to cause the payout control board 70 (see FIG. 3) to perform a payout operation. Also, in this prize ball management process, the main control CPU 600a transmits a planned number of balls to be acquired command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) for displaying the planned number of balls to be acquired on the liquid crystal display device 41. As a result, the VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the expected number of balls to be acquired is displayed on the liquid crystal display device 41 as shown in Figures 8(a) to (d), 9(a) to (b), 10(a) to (c), 11(a) to (d), 12(a) to (d), 13(b-1), (b-2), (c-1), 15(a), and 16(a) to (d).

[0444] As shown in Figure 44, this prize ball management process is performed even if the game stop flag is set to 5AH (step S202: = 5AH). Therefore, even when game play is stopped, the payout / launch control board 70 executes the payout of game balls related to prize balls that have not yet been paid out. This prevents game balls that should have been paid out from being not paid out due to a game stop, allowing appropriate processing to be performed before and after the forced termination without affecting other game-related control. Furthermore, this allows the random number update process by the random number circuit, the random number acquisition process, and the update of the start-up reserve ball count to be performed in the same way as before the difference balls reached 95,000. This eliminates the need to separate processing for when the difference balls reach 95,000 and when they do not during a jackpot game, thereby reducing the processing burden.

[0445] Next, the main control CPU 600a executes an external terminal management process (step S223). In this external terminal management process, predetermined game information such as the number of wins during a winning game, the number of times a special symbol changes, information on the detection of a winning ball entering a winning slot, information on the time-shortened game state, and security information is output from an external terminal (not shown) to a hall computer (not shown) used for managing the game island in the game parlor.

[0446] Next, the main control CPU 600a reads out a program stored in the out-of-use area program area 600be of the main control ROM 600b shown in FIG. 4(b), and performs out-of-use area processing (step S224).

[0447] <Main control: Explanation of processing outside the area of ​​use> Here, the processing outside the used area will be explained in detail using Figure 51. As shown in Figure 51, the main control CPU 600a saves all registers to the stack area 600cg outside the used area of ​​the main control RAM 600c (see Figure 4(a)) (step S500), and saves the stack pointer during normal processing to the RAM area 600ca inside the used area of ​​the main control RAM 600c (see Figure 4(a)) (step S501).

[0448] Next, the main control CPU 600a sets a stack pointer address for use outside the used area in the stack pointer inside the main control CPU 600a (step S502).

[0449] Next, the main control CPU 600a performs a prize ball winning number management process 2 (step S503). In this prize ball winning number management process 2, a process is performed to display the performance display value calculated in the prize ball winning number management process 1 in step S56 shown in Fig. 37 on the measurement / setting display device 610 (see Fig. 3).

[0450] Next, the main control CPU 600a performs out-of-use area LED update processing (step S504).

[0451] Next, the main control CPU 600a stores input flags, which are detection information for switches outside the usage area such as the special pattern 1 start port switch 44a (see Figure 3), the special pattern 2 start port switch 45a1 (see Figure 3), the normal pattern start port switch 48a (see Figure 3), the upper right general prize port switch 49a1 (see Figure 3), the upper left general prize port switch 49b1 (see Figure 3), the middle left general prize port switch 49c1 (see Figure 3), the lower left general prize port switch 49d1 (see Figure 3), the outlet switch 50a (see Figure 3), and the large prize port switch 46c (see Figure 3), in the outside usage area RAM area 600ce (see Figure 4(a)) of the main control RAM 600c (step S505). The switches described above are the same switches detected in the switch input management process (S211) of the timer interrupt process shown in Figure 44, but in this process, they are stored in an out-of-use RAM area 600ce (see Figure 4(a)) of the main control RAM 600c, which is different from the main control RAM 600c within the use area for ball difference counts, etc. This is because the data used in the out-of-use area process must use the out-of-use main control RAM 600c prepared separately from the main control RAM 600c within the use area.

[0452] Next, the main control CPU 600a executes suppression device counting processing (step S506).

[0453] <Main control: Explanation of suppression device counting process> Here, the suppression device counting process will be explained in detail with reference to Fig. 52. As shown in Fig. 52, the main control CPU 600a acquires the suppression device operation flag stored in the out-of-use RAM area 600ce and checks the value (step S600). If the suppression device operation flag is set to 5AH (step S600:=5AH), the main control CPU 600a determines that the suppression device (saving function) is operating and ends the suppression device counting process.

[0454] On the other hand, if the suppression device activation flag is not set to 5AH (step S600: ≠ 5AH), the main control CPU 600a sets the lower two bytes of the three-byte difference ball counter stored in the RAM area outside the use area 600ce to the two-byte BC register (step S601).

[0455] Next, the main control CPU 600a sets the third byte of the three-byte difference ball counter stored in the out-of-use RAM area 600ce to the one-byte A register (step S602).

[0456] Next, the main control CPU 600a checks the set values ​​of the BC register and the A register (step S603). If neither is 0 (step S603: NO), the main control CPU 600a subtracts the number of outs from the difference ball counter (step S604). Specifically, in the process of step S505 shown in FIG. 51, the main control CPU 600a reads the ON signal of the outlet switch 50a (see FIG. 3) stored in the RAM area 600ce (see FIG. 4(a)) outside the used area of ​​the main control RAM 600c, and subtracts the number from the difference ball counter. Note that, as shown in step S600 shown in FIG. 52, if the difference ball counter reaches 95,000 during a jackpot game, the difference ball counter is not counted. In other words, if this process is not performed, when the difference ball counter reaches 95,000 and the player then launches a game ball into the game area 40 using the launch handle 16, the difference ball counter will perform a subtraction count for the number of balls launched. If this happens, the difference ball counter will fall below 95,000, and the suppression device (saving function) will be deactivated. If the player wins a prize bal...

Claims

1. a lottery means for performing a lottery to determine whether or not to grant a special game state advantageous to a player in response to a predetermined signal; A display means; a plurality of effects for displaying a plurality of character images on the display means; the character image is composed of a main body portion and an outline portion, The plurality of effects include a first effect in which a two-dimensionally expressed character image is displayed on the display means, and a second effect in which a three-dimensionally expressed character image is displayed on the display means, In the first effect, the character images can be displayed such that the outline portions overlap each other without the main body portions overlapping each other in at least some of the plurality of character images, The character images in the second performance are configured so that at least a portion of the plurality of character images are movable, and the main body and outline of one character image can be displayed overlapping the main body of another character image.

2. In the first performance, the state of the character image in the first performance changes depending on the reliability of whether or not the special game state advantageous to the player will be granted, A gaming machine as described in claim 1, wherein in the second presentation, whether or not a special game state advantageous to the player is granted, the character image in the second presentation is displayed on the display means as the same character image, and the appearance of the character image does not change depending on the reliability of whether or not a special game state advantageous to the player will be granted.

3. The system further comprises a notice lottery means for performing a notice lottery based on the lottery result by the lottery means, The character image in the first performance includes a plurality of still images corresponding to the reliability of whether or not a special game state advantageous to the player will be granted, and the character image corresponding to the advance notice lottery is displayed on the display means, 3. The gaming machine according to claim 1, wherein the character image in the second effect is displayed on the display means using a single moving image without using the advance notice lottery.

Citation Information

Patent Citations

  • Game machine

    JP2021023583A

  • Game machine

    JP2022049126A

  • Game machine

    JP2024005144A

  • Game machine

    JP2020168032A